love this mod but i got the update and when i use crawler tracks and the detail that is on the tracks that matches roof i save game and exit when i log back in the track detail that is supposed to match roof defaults back to red
i am not sure what mods are causing cross issues cause i have like 500 at this point lol Edit: looked at logs they all seem clean so not sure what is causing issue edit 2: possibly a DDS issue conflicting with simular mods that have customizations
Sorry I ment specifically having color issues with other modded equipment, I dont think it is a mod conflict per say. Did you purchase the Agri before or after the update?
It was after the update i used it on alma mo map and even on a few other mod maps and the same thing happens on each map and i use the same mods on each map other than map specific mod Edit: i have uninstalled and reinstalled it via ingame mod hub that didnt fix the issue its not serious though it still operates as intended it is just a visual issue current work around is just taking it to workshop and re configure the paint options after loading save edit 2: as for other mods having color issues no but the colossus titan header does reaply decal if you have decals turned off
Hi, I've been having a problem since the last update. I play on PS5 and have a game server. I can no longer join the server, and the logs show an error regarding this mod. Can you help?
Unfortunately, I restored the old version from another savegame/mod folder because I didn't like the unreal config either. I know โwarningsโ can actually be ignored, but if you pay attention to a clean log, then constantly repeating warnings due to unsupported fillTypes can be annoying
Hello, Modhub update 1.0.1.0 with support for alfalfa/hay and clover/hay bales causes problems on maps without alfalfa and clover. Would it therefore be possible to release the mod in 2 different versions? 1x standard Giants fillTypes with 1x bale capacity and 1x the alfalfa/clover version with the unrealistic capacities?
What exactly is the issue you are having? Running this on standard maps will trigger "Missing filly type warning" (yellow) but I have not seen any issues during testing.
You can message me on discord (Bbdude) if that is easier to sort this out.
Yep, it is on the list add with the first update. I have not started the update yet as I am working on another project and I am trying to hold off on updates until it is on Modhub.
Can you describe the problem a little more? Are shop items "spawning" into the shop and sort of bounce around and sit all weird?
I had this issue a while back (before I even started working on this mod), I cant recall which mod was causing it but if you send me your log file I can maybe help figure it out.
Shoot me a message on Discord (username bbdude) and I will try and figure out if it's a conflict or an issue on my end ๐
I just took a quick look at some of the needed XMLs (I don't have time to test it right now) but it looks like it would be doable but you would need modded versions of the cutter heads specific for the added crops as well as modded version of the combines in order to accept the new crops into the hopper.
Well not sure what your looking at cause I had asked the author and he said he wasnt going to add grass to harvesters. So if he says it doesnt id think it doesnt.
It is entirely possible to make combines into mowers. I did a Combine Mower Pack in FS22 (Is on my Itch page). Haven't gotten around to do it for FS25 as of yet. But is still on the to do list.
Glad you like it! I was torn on doing a SPB (I left the ZR5 out of my Round Balers Plus pack because it isn't very popular) but I had a eureka moment with the 3 point and poplar/cotton and I think it turned out pretty sweet!
Enjoy, it's a fun little machine! It took a few more days than I planned to finish up but now I am starting to work on more brands/decals for the Probale ๐
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love this mod but i got the update and when i use crawler tracks and the detail that is on the tracks that matches roof i save game and exit when i log back in the track detail that is supposed to match roof defaults back to red
thanks for the heads up! I have not seen this but I have heard of it happening with other mods. Are you on PC on console?
PC
i am not sure what mods are causing cross issues cause i have like 500 at this point lol Edit: looked at logs they all seem clean so not sure what is causing issue edit 2: possibly a DDS issue conflicting with simular mods that have customizations
Sorry I ment specifically having color issues with other modded equipment, I dont think it is a mod conflict per say. Did you purchase the Agri before or after the update?
It was after the update i used it on alma mo map and even on a few other mod maps and the same thing happens on each map and i use the same mods on each map other than map specific mod Edit: i have uninstalled and reinstalled it via ingame mod hub that didnt fix the issue its not serious though it still operates as intended it is just a visual issue current work around is just taking it to workshop and re configure the paint options after loading save edit 2: as for other mods having color issues no but the colossus titan header does reaply decal if you have decals turned off
๐ thanks for the info, I will take a look at it!
Hi, I've been having a problem since the last update. I play on PS5 and have a game server. I can no longer join the server, and the logs show an error regarding this mod. Can you help?
Hey there! Could you send me your log file on Discord so I can take a look (Bbdude)?
Unfortunately, I restored the old version from another savegame/mod folder because I didn't like the unreal config either. I know โwarningsโ can actually be ignored, but if you pay attention to a clean log, then constantly repeating warnings due to unsupported fillTypes can be annoying
Hello, Modhub update 1.0.1.0 with support for alfalfa/hay and clover/hay bales causes problems on maps without alfalfa and clover. Would it therefore be possible to release the mod in 2 different versions? 1x standard Giants fillTypes with 1x bale capacity and 1x the alfalfa/clover version with the unrealistic capacities?
What exactly is the issue you are having? Running this on standard maps will trigger "Missing filly type warning" (yellow) but I have not seen any issues during testing.
You can message me on discord (Bbdude) if that is easier to sort this out.
Could you have it also bale tmr too? if you have it on the ground you could bale it up and I thought that would be cool.
Honestly I had thought about it but decided not to since I have never seen loose TMR like that but it wouldnt be hard to add ๐
I will put it on the list for the next update (I currently have an update pending that adds alfalfa and clover as well as some other goodies).
Okay thanks ๐ ๐ And also Happy day late Easter, and He is RISEN, I'm saying this because truthfully I am a Catholic
Anyway to have this bale alfalfa?
Yep, it is on the list add with the first update. I have not started the update yet as I am working on another project and I am trying to hold off on updates until it is on Modhub.
Is anyone else in game shop going crazy with this mod enabled? Not sure if its a mod conflict or what.
I have not heard of anyone having this issue.
Can you describe the problem a little more? Are shop items "spawning" into the shop and sort of bounce around and sit all weird?
I had this issue a while back (before I even started working on this mod), I cant recall which mod was causing it but if you send me your log file I can maybe help figure it out.
Shoot me a message on Discord (username bbdude) and I will try and figure out if it's a conflict or an issue on my end ๐
Awesome. Just a request but is it possible to have the in game harvesters , harvest grass and green beans. I guess a multifruit for combines?
I just took a quick look at some of the needed XMLs (I don't have time to test it right now) but it looks like it would be doable but you would need modded versions of the cutter heads specific for the added crops as well as modded version of the combines in order to accept the new crops into the hopper.
I figured the ingame 7150 case and some of the ingame headers. But yeah may be easier once something standalone comes out.
Yurg has a multifruit harvester like youโre talking about in his mod pack.
He has some headers but they aren't big grass ones and the pack doesn't have harvesters, just forage machines. No JD s9s or case ones.
Um it has the big fendt ideal, with a 40โ+ header that works on grass
Well not sure what your looking at cause I had asked the author and he said he wasnt going to add grass to harvesters. So if he says it doesnt id think it doesnt.
you're right he removed grass recently. It was there previously. However, it's multifruit like you asked.
It is entirely possible to make combines into mowers. I did a Combine Mower Pack in FS22 (Is on my Itch page). Haven't gotten around to do it for FS25 as of yet. But is still on the to do list.
Awesome! Thanks for the reply and update!
This is the most amazing thing I've seen.
Glad you like it! I was torn on doing a SPB (I left the ZR5 out of my Round Balers Plus pack because it isn't very popular) but I had a eureka moment with the 3 point and poplar/cotton and I think it turned out pretty sweet!
Nice u finished it!!! another baler mod for me to have lol
Enjoy, it's a fun little machine! It took a few more days than I planned to finish up but now I am starting to work on more brands/decals for the Probale ๐
nice i cant wait!!