Adding fruits to harvesters and headers. - GIANTS Software (2024)

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Cameron
Posts: 16
Joined: Fri Jan 20, 2017 2:48 pm

Adding fruits to harvesters and headers.

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Postby Cameron »

Hello, how do I add fruits like adding potatoes to the holmer harvester and header? And what do I put and where.

Edit; I know there is a mod for a holmer to harvest potatoes but that still requires one harvester for potatoes and another one for sugar beets.

Thanks.

Last edited by Cameron on Fri Jan 20, 2017 2:55 pm, edited 1 time in total.

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wildberry
Posts: 1824
Joined: Sun Oct 25, 2015 10:44 am
Location: State of Mind

Re: Adding fruits to harvesters and headers.

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Postby wildberry »

it is referenced in one of the xml files, i will copy the code here once i am at home after work

note: if you plan to do mp dont edit the vanilla game but only an edit saved as mod Adding fruits to harvesters and headers. - GIANTS Software (2)

MC, aka Master of Cereals

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Cameron
Posts: 16
Joined: Fri Jan 20, 2017 2:48 pm

Re: Adding fruits to harvesters and headers.

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Postby Cameron »

How would one who knows nothing of the GE make a new mod?

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wildberry
Posts: 1824
Joined: Sun Oct 25, 2015 10:44 am
Location: State of Mind

Re: Adding fruits to harvesters and headers.

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Postby wildberry »

same as everyone, start by installing it and just have a look around in it. the new version is the easiest to use so far

MC, aka Master of Cereals

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Roktaal
Posts: 118
Joined: Thu Dec 15, 2016 6:51 am

Re: Adding fruits to harvesters and headers.

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Postby Roktaal »

Step 1: Install GE
Step 2: Open GIANTS .i3d file you want to edit
Step 3: File > Export all with files...
Step 4: Make a new folder somewhere on your hard drive and name the file as you wish. I usually name it the same as base mod with adding "e" so I know it's edited.
Step 5: Click "No" when asked "Do you want to get the parent directory structure"
Step 6: Copy .xml file from the same spot you took the base .i3d to your new folder
Step 7: Add modDesc.xml to your new folder and edit it to match your new mod. You can find one in this sample mod
At this point you have a base for your modded vehicle. Depending on what you want to do, you need to change either .i3d or .xml or both.
In this case you need to change just your .xml to edit

Code: Select all

<fillUnit unit="$l10n_unit_literShort" fillTypes="sugarBeet" capacity="45000" />

to

Code: Select all

<fillUnit unit="$l10n_unit_literShort" fillTypes="sugarBeet potato" capacity="45000" />

There is some other stuff that needs to be added/changed like mod icon or vehicle store image but I'll leave that to you to explore
When you are done with all the changes, zip all your files and put it in your mods folder. Usually it is located in C:\Users\[Username]\Documents\My Games\FarmingSimulator2017

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wildberry
Posts: 1824
Joined: Sun Oct 25, 2015 10:44 am
Location: State of Mind

Re: Adding fruits to harvesters and headers.

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Postby wildberry »

Thanks Roktaal! That post should be pinned as it's the most consize description of how to start modding (mine would be an encyclopedia nobody would get, including me Adding fruits to harvesters and headers. - GIANTS Software (6) )

MC, aka Master of Cereals

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Roktaal
Posts: 118
Joined: Thu Dec 15, 2016 6:51 am

Re: Adding fruits to harvesters and headers.

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Postby Roktaal »

wildberry wrote:Thanks Roktaal! That post should be pinned as it's the most consize description of how to start modding (mine would be an encyclopedia nobody would get, including me Adding fruits to harvesters and headers. - GIANTS Software (8) )

Money spent on getting degree in industrial design was worth Adding fruits to harvesters and headers. - GIANTS Software (9)

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Cameron
Posts: 16
Joined: Fri Jan 20, 2017 2:48 pm

Re: Adding fruits to harvesters and headers.

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Postby Cameron »

Are my changes going to be reflected ingame, because the modded vehicles never showed up in my mod loader. I put potatoe where it stated Sugar Beets.

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Roktaal
Posts: 118
Joined: Thu Dec 15, 2016 6:51 am

Re: Adding fruits to harvesters and headers.

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Postby Roktaal »

If mods don't show in-game then something is not done right and there is an error in the log.txt. Open it and see whats wrong

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Cameron
Posts: 16
Joined: Fri Jan 20, 2017 2:48 pm

Re: Adding fruits to harvesters and headers.

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Postby Cameron »

A few mods including this one have "Error: Missing descVersion attribute in mod" right after the mod. Any ideas?

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Roktaal
Posts: 118
Joined: Thu Dec 15, 2016 6:51 am

Re: Adding fruits to harvesters and headers.

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Postby Roktaal »

Probably missing modDesc.xml completely. Would need to check the mod to be sure

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Cameron
Posts: 16
Joined: Fri Jan 20, 2017 2:48 pm

Re: Adding fruits to harvesters and headers.

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Postby Cameron »

Mine (the one I did for my project here) is blank... there is one.. but it still shows the error for it. And the other mods have the xml files but still show errors..

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Roktaal
Posts: 118
Joined: Thu Dec 15, 2016 6:51 am

Re: Adding fruits to harvesters and headers.

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Postby Roktaal »

Have you edited modDesc.xml to match your mod?
Really hard to tell whats wrong like this. If you want, upload your mod somewhere (Dropbox), and I will take a look.

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Cameron
Posts: 16
Joined: Fri Jan 20, 2017 2:48 pm

Re: Adding fruits to harvesters and headers.

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Postby Cameron »

Well mine has a blank desc, but if I upload it, can you upload yours if you edit it so I can save it as a template?

https://www.dropbox.com/s/b4zykdmkkka3t ... 0.rar?dl=0

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Roktaal
Posts: 118
Joined: Thu Dec 15, 2016 6:51 am

Re: Adding fruits to harvesters and headers.

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Postby Roktaal »

File structure
Error 1: Your modDesc.xml file is actually named modDesc.xml.txt so we need to rename that.
Error 2: When naming files avoid using spaces and also avoid using version numbers. What I do is to just add and "e" at the end of the name for example if I edit holmerHR9.i3d, my file will be called holmerHR9e.i3d
Error 3: You have .i3d files for 3 vehicles but you have only one accompanying .xml file and it's name doesn't mach name of the .i3d file. Your .i3d is Holmer HR12 v2.0.i3d and your .xml is holmerHR6.xml
Error 4: You have 4 files with 0 bytes. Remove them

XML content (for Holmer HR12 v.2.0)
Error 1: Seems to me that you took files from some other mod, changed the name of .i3d but you didn't changed the name of his .xml file
Error 2: You also didn't edited .xml file to match your new .i3d filename on line 27
Error 3: The mod you took seems to be for FS15 and is referring to non existing vehicle on lines 9 and 22. In FS17 we have Terra Dos T4-40 not Terra Dos T4-30
Error 4: You spelled wrong writing "potatoe" instead of "potato"

Your modDesc.xml is an empty file. I added a proper file and edited it to match your mod.
You were missing store images for each vehicle and you are missing icon image for your mod. I added all that. I used GIANTS store image of Holmer HR9 for your Holmer HR12

After a test run it came apparent that Holmer HR12 cutter is full of errors and doesn't work at all. I need to know where did you get it. Is it a conversion or you took an FS15 mod and you want to convert it. I need to know full story

Edit: With empirical method I found out that you can't use one cutter header for both sugar beet and potato. I added a standard Holmer HR9 but for potato only

https://www.dropbox.com/s/wa0psm6wcp2sj ... g.zip?dl=0

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Adding fruits to harvesters and headers. - GIANTS Software (2024)

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