Silverrun Forest Multifruit Edition v 1.0.3
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Wersja
v 1.0.3
13 godzin temu
As the saying goes, "don't tell anyone when you're stupid." Here I am, however, boasting.
Shortly after Horsch AgroVation, I began editing Silverrun, but I was unable to get the map to load. Until I double-checked the original. The gdm that I attempted to convert to 12 6 6 wouldn't work with the Python script since the original's FoliageMultiLayer was 11 6 6. After a few hours, I discovered that adding my multifruit would suffice with 11 6 6 and that there was no need to convert it.
Here it is, then. All of the new fillTypes and factories are there; they only needed to be added to my fillTypes.xml and other xml files.
Have fun! You may get more information about the additions on the Multifruit Prefab or my Riverbend Springs Edit.
Changelog: +
V1.0.0.3 added a converter in fillTypes.xml so that peanuts could use these two peanut harvesters: the pickup combine Twin Master Combine (which wasn't working before) and the Miac C200 (which pulls peanuts from the ground in a windrow and requires CTRL+I to actually put the peanuts on the ground).
In order to make the base-game operate again without seasons, non-seasonal growth was eliminated and maize stalks were placed to the bunker to ferment into compost.
I updated the donor list on the billboard and rectified certain pre-placed production and field warnings that I had overlooked in version 3.0.
V1.0.0.2 Fixed PDA color mismatch by shifting meadow and other necessary crops to the end (I believe covercropmix needs to be moved) and updated all crop colors to prevent duplication.
V1.0.0.1 eliminated the custom fertilizer script because, with the latest version of Precision Farming, compost will only work with the lines listed in map.xml. This eliminates the need for both the script and a custom precision farming.xml; only the lines required for compost and new crops remain. Additionally, sprayTypes.xml was eliminated because a straightforward line in map.xml will do:
– fixed the xml titles for several languages and inserted the missing ones from the game languages list (discovered that while working with Horsch and Silverrun); eliminated redundant onion lines in the language files (the game already put onion in the base-game language files).
Source: Jinkou89
Shortly after Horsch AgroVation, I began editing Silverrun, but I was unable to get the map to load. Until I double-checked the original. The gdm that I attempted to convert to 12 6 6 wouldn't work with the Python script since the original's FoliageMultiLayer was 11 6 6. After a few hours, I discovered that adding my multifruit would suffice with 11 6 6 and that there was no need to convert it.
Here it is, then. All of the new fillTypes and factories are there; they only needed to be added to my fillTypes.xml and other xml files.
Have fun! You may get more information about the additions on the Multifruit Prefab or my Riverbend Springs Edit.
Changelog: +
V1.0.0.3 added a converter in fillTypes.xml so that peanuts could use these two peanut harvesters: the pickup combine Twin Master Combine (which wasn't working before) and the Miac C200 (which pulls peanuts from the ground in a windrow and requires CTRL+I to actually put the peanuts on the ground).
In order to make the base-game operate again without seasons, non-seasonal growth was eliminated and maize stalks were placed to the bunker to ferment into compost.
I updated the donor list on the billboard and rectified certain pre-placed production and field warnings that I had overlooked in version 3.0.
V1.0.0.2 Fixed PDA color mismatch by shifting meadow and other necessary crops to the end (I believe covercropmix needs to be moved) and updated all crop colors to prevent duplication.
V1.0.0.1 eliminated the custom fertilizer script because, with the latest version of Precision Farming, compost will only work with the lines listed in map.xml. This eliminates the need for both the script and a custom precision farming.xml; only the lines required for compost and new crops remain. Additionally, sprayTypes.xml was eliminated because a straightforward line in map.xml will do:
– fixed the xml titles for several languages and inserted the missing ones from the game languages list (discovered that while working with Horsch and Silverrun); eliminated redundant onion lines in the language files (the game already put onion in the base-game language files).
Source: Jinkou89
As the saying goes, "don't tell anyone when you're stupid." Here I am, however, boasting.
Shortly after Horsch AgroVation, I began editing Silverrun, but I was unable to get the map to load. Until I double-checked the original. The gdm that I attempted to convert to 12 6 6 wouldn't work with the Python script since the original's FoliageMultiLayer was 11 6 6. After a few hours, I discovered that adding my multifruit would suffice with 11 6 6 and that there was no need to convert it.
Here it is, then. All of the new fillTypes and factories are there; they only needed to be added to my fillTypes.xml and other xml files.
Have fun! You may get more information about the additions on the Multifruit Prefab or my Riverbend Springs Edit.
Source: Jinkou89
Shortly after Horsch AgroVation, I began editing Silverrun, but I was unable to get the map to load. Until I double-checked the original. The gdm that I attempted to convert to 12 6 6 wouldn't work with the Python script since the original's FoliageMultiLayer was 11 6 6. After a few hours, I discovered that adding my multifruit would suffice with 11 6 6 and that there was no need to convert it.
Here it is, then. All of the new fillTypes and factories are there; they only needed to be added to my fillTypes.xml and other xml files.
Have fun! You may get more information about the additions on the Multifruit Prefab or my Riverbend Springs Edit.
Source: Jinkou89
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