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anyone else have the issue if u have too many placeables or vehicles the textures on the buildings and dealer vehicles etc become pixelated?


other than that my favorite map 11/10

having an issue with the vehicle shop and any place able shops not being able to repair or change vehicle options 

(2 edits)

i have increased densityMapHeightTypes to 256 (from 63) on this map to allow more TP materials etc. If anyone or author is interested on the quick process let me know.

This will allow mods like Additional Filltypes or Custom Default Types, to load alongside Montana's and base games filltypes that have a densityMapHeight (i.e dumpable filltypes). With 0 mods and just Montana plus base game you are already close to the limit.

I would love if map makers had this in mind when making maps and initially raise the limit, as well as increasing the fruitType limits as well.

I'm very interested in finding out how to increased densityMapHeightTypes to 256.

(4 edits) (+1)

Let's stick to 128 types for this method.

  1. Convert "maps/data/densityMap_height.gdm" to PNG using Giant's GRLE converter, delete the original from the map folder. (Attention: Path may vary)
  2. Edit i3D with a text editor, search for densityMap_height and note the fileId noted at the beginning of the line
  3. If the file is listed as densityMap_height.gdm, then this must be adjusted to densityMap_height.png
  4. Look for terrainDetailHeight, this must have the same ID as the densityMapId attribute as the fileId from step 2

example:

<DetailLayer name="terrainDetailHeight" densityMapId="339" numDensityMapChannels="12" compressionChannels="6" cellSize="8" objectMask="16711935" decalLayer="2" materialId="135" viewDistance="75" 

numDensityMapChannels="12" and compressionChannels="6" means the map currently has 64 heightTypes (basegame+Montana no other mods uses up almost 60 of those. So mods like Additional Filltypes add 10+ and thus we hit the limit which you will see in log after loading a map in game.


5. the following entries are now adjusted within this line:

beforeafter
numDensityMapChannels="12" numDensityMapChannels="14"
compressionChannels="6" compressionChannels="7"
combinedValuesChannels="0 6 0" combinedValuesChannels="0 7 0"
heightFirstChannel="6" heightFirstChannel="7"
heightNumChannels="6" heightNumChannels="7"

Must save the i3d in text editor after changes^

6. Now. Look for the following entry in the file densityMapHeightTypes.xml (preceded by a map_ or the name of the map).

<densityMapHeightTypes firstChannel="0" numChannels="6">

edit to

<densityMapHeightTypes firstChannel="0" numChannels="7">

7. Load map in Giants Editor, check log for errors. If successful (no errors) save again. Then you have a new densityMap_height.gdm and the PNG in “maps/data” can be deleted.

⚠️ Lots of mods include the line above unnecessarily in their own map_densityHeightTypes.xml now that Giants allows you to load that file with any mod via modDesc. Such mods are "Small corn dryer", Grape Production, etc contains its own densityMapHeightTypes.xml, which resets the changes made above! You need to simply go to your mods folder and search "densityHeight" and you will see which mods have that file, every map will have it 99% so ignore those, look for single use mods that have it and check if that line exist, if so change it like so:

<densityMapHeightTypes firstChannel="0" numChannels="6">
to
<densityMapHeightTypes>

No need to define the basegame numChannels of 6. This will override the 7 we set. You only need to check and do this for mods if you are still getting an error of you running out of height Types when using something like Additional FillTypes. Or simply remove mods (that arent maps) that have a map_density file if you are having trouble. Such mods you will see are things like Compost addons, or any new crop/material that adds a filltype that can be dumped on the ground(Lambo's "Metal should have been basegame") for example. Most dry corn mods(Montana has drycorn already but not sure if it's dumpable) and any mods with TP/Mining materials. We can now enjoy all of them, but they dont need to resetting the base game num of channels if we want them all at the same time on any map.

I will release my script eventually that will make all of this easier once i work out a few bugs. for now the script only works when packaged with the map, i want it to be standalone.

Good luck, and enjoy. I am currently on Montana with Terrafarm + additional Filltypes and im digging the shit out of it haha. Best map for sure.


Thanks!  Works great.

Hey Dj good work with the map looks great. I am running a dedicated server with 6 slots, one for each farm. On setup up of the server I tested mods for errors, warning and issues to keep the log clean. I first started having an issue with the automated restart, shutting down the server but not restarting it. I thought it was a server issue. Then while streaming and playing with 6 players we have had multiple crashes. So I kept all mods and just change the map. Now the automated restart works and no crashes. I hope this helps, and I look forward to getting back on the map after an update.

Regards

Crofter   

We're using an 8-slot on G-Portal with 30+ mods and have not had 1 issue yet.

This was AFTER we switched from VeryGames hosting that was doing the same thing - constantly crashing. If you're with them hope you can get a refund.

You might want to read my comment again. The server in question was a nitrado one since Very Games is using the best server equipment  out of everyone I doubt your findings. Also the fact that once removing just the map and replacing it with another the server functions returned to normal with no crashes. The other possibility is its a game issue but if this was the case then the server should of continued to have issues.

Regards

Crofter 

oh jeez...
1. CPU is 1/3 of the hosting picture - you'll likely never get the full infrastructure picture of a hosting company - check the ISO layer model and work your way up from there if you should choose to compare. Citing a CPU comparison is not a basis for 'performance' - sorry bud! Not all of us fall for marketing gimmicks.
2. As stated in my OP we were crashing constantly with the VeryGames hosting, only after switching to an 8-slot G-Portal with the identical modset similar to your own situation did we experience better performance and no crashes. Can provide logs and data to support this.

I understand your point that after changing the map you had no issues; what map did you switch to? Was it identical in scale to Montana 4x? Please don't say it was vanilla Riverbend and expect that it's a 'map issue' to be taken seriously.

Do you understand that your issue is not replicated on other hosting services? I just might be something else than the obvious.

(+3)

Having a great time on the map, for myself a few minor issues but most of the time a mod conflict or a restart is needed. I was wondering if you would consider creating a stand alone Corn Dryer to purchase. I really like the farms you've included but I also like to create my own. Thanks DJ!!

(4 edits)

The propane add-on corn dryer pack from 3rd party, the ethanol plant on modhub and the anhydrous add-on from itch are conflicts are found I found so far that will prevent the map from loading. They must use the exact same fill type I'm guessing because I have other corn dryers that work but use similar however different fill types. 


I'm wondering if you were to tweak the fillType ID of the fill type in the affected mods, if that would allow you to use them together since it would technically be a different fill type.

(+1)

The effort has not gone unnoticed, really excited for more new projects as well as additional development with this map. The new fill types have been a great way to add depth and fit into the map very well thanks to the distinct supply areas. Two things I would appreciate you expanding on in a reply. Firstly, I have been messing around with the anhydrous fill type by making a unique equipment specifically to handle the fertilizer application. In Precision Farming, as you know the application of fertilizer is handle on a Nitrogen scale of 12 levels of KG/HA. Anhydrous is not recognized as one of the four (solidfert, liquidfert, manure, liquidmanure) and thus doesn't prompt the PF mechanic of spraying the correct level of KG/HA for that desired crop. I know you put a lot of effort into adding this new fill type, evident in the farmer supply co. building a badging on it's associated tank. Additionally, with there being so many different fill types (crops, bales, production products) could you define the different fill types that exist in this map on the itch.io page for the map for the community documentation. Thank you so much if you see this, exceptional execution and once again, your hard work hasn't gone unnoticed (except to the laymen). DJ I am hoping you see this message and respond to it. Thanks :)

(-1)

I'm very confused, is there going to be another update for this map or have you moved on to another project. Just curious, thanks!

(+1)

I have not moved on to new map yet, with out releasing update, I had some urgent work to take care of, so need to take a month off, thats why little absent in all the replies.

I've downloaded the bucher shop mod that was recommended and I've updated to Version 1.1.0.0 I can't transfer any animals into the shop. First I can only do one at a time, then when I click transfer I get the message saying this animal type is not accepted here. Is there a known conflict causing this? Also, the animals I'm trying to transfer are within the posted age, example 16 month old sheep.

Really enjoying playing on this map.
An issue, unless I'm misunderstanding something: When I sell Honey at any of the sell points, the product disappears, but no money is awarded.

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