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Problem with invisible placeable [GlobalCompany]

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Created19.11.2019 23:36

Ravlie 19.11.2019 23:36

I'm looking for a help with missing placeables. Game isn't showing me any errors in logs so I have no idea what's wrong or what's missing. I'm trying to add some GC buildings on my map and maybe someone is knowledgable in this topic.

Here's a part of GC xml file:

Here's my lines from defaultItems xml file:
<item className="GC_ProductionFactoryPlaceable" filename="$moddir$FS19_FEDmods_Komposter/FS19_Komposter.xml" position="-576.076 52.947 956.508" rotation="-180 1.206 -180" defaultFarmProperty="false" farmId="1">
<storage index="1" farmId="1"/>

Maybe I should put some lines in moddesc but I have no idea how to point xml from different .zip

Placeable and map are in different .zip's I don't want to pile them up in map folder to increase the size. Any ideas what's wrong?
PS. I'm using dedicated server if it's of any help and using "farm-manager" mode gameplay.

PS2. Using seasons - error after saving game:
2019-11-19 14:15 Warning (script): 'setXMLFloat': Argument 2 has wrong type. Expected: Float. Actual: Nil
2019-11-19 14:15 ..\..\..\src\base\scripting\lua\LuaScriptSystem.cpp (882): expectedType == Value::VoidType || expectedType == Value::ClassType
2019-11-19 14:15 LUA call stack:
2019-11-19 14:15 =C://gameservers//s1323900//ls2019//gameProfile/mods/FS19_RM_Seasons/src/economy/SeasonsEconomy.lua (272) : setXMLFloat
2019-11-19 14:15 dataS/scripts/utils/Utils.lua (382) : newFunc
2019-11-19 14:15 =C://gameservers//s1323900//ls2019//gameProfile/mods/FS19_GlobalCompany/placeables/GC_ProductionFactoryPlaceable.lua (209) : saveToXMLFile

Thanks for help!

I'm back with an update. Okay, the thing is... I put the mod on the server and can't see any building from all the GC pack. Next try I started the game multi/single from game and I can see the buildings, icons and can use/teleport to them but when someone joins the server they can't see the buildings BUT when they walk they're hitting invisible walls. So what's the problem?

Bilbo Beutlin (BBeutlin) 20.11.2019 00:29
I don't know much about "Seasons" or "Global Company" - but what I know for sure: both have an extensive manual: RTFM

Ravlie 20.11.2019 01:31
I copied the lines from another map mod in which it is working so I was hoping for it to work without problems, so I don't know what's wrong.
Anyway let's say this is completly random placeable from mod site with it's own XML file and it's not visible for other players. Where would you look for the culprit? I have no idea if I should put it in my mod map folder and .zip it or it can stay in it's own .zip... and how do you set path for XML in moddesc.xml if it's an outside .zip file?

I've seen some people are using $mapdir$ some $moddir$ some /xxx/xxx.xml (original game) but how do you point to outside mod (different .zip?).

Maybe the culprit is somewhere else...?

I don't want to start new thread and maybe you know the answer. I've read guides saying that if you want to mod map you should open mapDE.i3d or mapUS.i3d from original game and "export all with files" but then you get questions if you want to set parent directory and relative paths - I've found no answers for that if you should choose y/y.
Then later on when you open map and do some edits do you have to click again "export with all files" or save is enough?
And when should you use import, open or open mod and in which cases you should export or just save. I don't want destroy my .i3d map file.

Thanks for help.

Bilbo Beutlin (BBeutlin) 20.11.2019 11:06
Items with links to external mod files is bad style. It can't be warranted that the files are present and people tend to rename mods. Map relevant mods should be included always in the map folder, for best compatibility in folder 'placeables'.
Renaming mods is also the reason why one should NOT use the path "$moddir$mapName", but "$mapdir$" instead. This is always safe. Also sometimes people are forced to rename. "$moddir$modName" might exist already and there are still mods with invalid filenames around.

If you want to make mods from default maps or vehicles, the best way is "new mod from game", since this collects all necessary files and only minor additions to modDesc are required.

The appearing requesters at export one should answer with
-> "parent directory" : NO
-> "game relative paths": YES
else divergent or absolute path descriptions are generated.

"save" saves the i3d, shapes and anim files, for maps also the auxiliary/density files
"export all with files" copies the complete mod and is useful to cleanup, since it removes unnecessary files.
"import" is for adding stuff
"open" is the general way for editing an existing file
"open mod" tries to open and convert pre-FS19 mods

Ravlie 20.11.2019 14:11
Map mod we're actually talking about is working and showing objects on map. It's just pointing to defaultItems file with the exact same line I posted on the first post. There's no items from this mod in map folder and it's not even imported onto his map. Not even written in moddesc file though I don't even know when you should add lines to storeItem when you're adding objects to map?

I just tried out "new mod from game" option to export original map from game and I wasn't asked these 2 questions and I even got more items created than using option "open" mapDE.i3d and "export with all files".

So should I always use then open when I want to edit map right now and then save or export with all files? I just read somewhere that you should always export if you want to avoid problems with multiplayer no idea if that's true though... and for ex. if I want to add some simple objects from other maps should I always use option to "export selection" and "import" to my map like concrete borders, benches, signs, roads which I can't sadly find in fs19 folder not sure why all of the prefabs are hidden... or can I just ctrl+c items and it will work fine?

Bilbo Beutlin (BBeutlin) 20.11.2019 15:15
Sometimes it's useful to read the instructions to a map, eg. for the FED maps the associated GC placeables must be installed additionally.

Whether you're asked the cited options depends on drive/location of your current edited modmap and the FS install folder.

For "new mod from game" you get more files because all the default game relevant files are copied. Where "open" handles the mod/map alone and you must add missing files like modDesc, images, etc. manually.
Which method you choose depends on your intentions.

And once more: it is NOT "export with all files" - but "export ALL with files" or "export (selection) with files".
The option ".. with files" is only needed if the mod contains external, non-default files. If standard game stuff is used it is not needed since the filenames are re-directed to install folder and the modsize can be significantly smaller.

If you want to add something, you must always export/import. Unluckily something like "clipboard" is missing, where you could copy/paste from one GE window to another.

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