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Home Page: http://discord.gg/gHmnFZAypk
Hi, it's great that thanks to Revamp I can choose which trees I want in the seedlings, unfortunately no matter what I choose, Spruce always grows, is it possible to solve this somehow? If not, don't mind, I'll keep buying them. I used the ProductionRevamp Productions mod from the modhub where you can grow seedlings in the greenhouse, if possible I would appreciate any help, thanks.
https://www.farming-simulator.com/mod.php?lang=en&country=cz&mod_id=243667&title=fs2022
This is a basegame bug, but I think this is the right mod to fix it.
ProductionPoint:saveToXMLFile
and ProductionPoint:loadFromXMLFile
save and load productionCostsToClaim
from the savegame XML, so running costs that will be paid at the end of the hour get saved when saving mid hour.
But the soldFillTypesToPayOut
table that contains all "sold" products that are "force-sold" (cannot be stored, eg. the Electricity output of the Straw Harvest Pack's Heat Plant) just gets lost.
These soldFillTypesToPayOut
only get paid out when ProductionPoint:updateBalaceDirectlySoldOutputs
is called and that only happens on the full hour in ProductionChainManager:update
when if self.hourChangeUpdating
.
This means that (on that production building) if I save and quit and reload at 59minutes of an hour, and have 1 day months, I will lose 0.35 * 600 * EconomyMultiplier = from 210 up to 630 Money.
This should also apply to BGAs (at least from the base game, they "sellDirectly" Electricity and Methane), which pay out way more than the little heat plant.
Hello and sorry, I dont know where to post it.. but my idea is season sell points.. with revamp you can edit productions to work only in summer, so Its posible to do that with selling points? Sorry again.. its not production revamp.. but idea maybe?
THX for your work!
Hallo ich habe probleme mit dem wardrobe script im mp und zwar habe ich das problem das ich den server starten kann aber er dann nurnoch bis 99% lädt und dann aufhört
I am trying to distribute to productions with hideFromMenu tag but can't seem to make it work. Is this supposed to work since they are always active?
Hi, it's not a bug but rather an idea for an update, today I came across that productions take money if they are turned on, but they don't have material, which just doesn't make sense to me for some, would it be possible to make some settings that would solve this problem? something like an automatic stop when the material runs out
Should really be "Production Delivery Costs" to be proper English Translation! :)
Thanks!
Hello,
I was trying to build a ?? and after i opened the menu (ESC) then game stucked and the same error looping all the time in console.
I cannot trigger the same error again, its really strange how was that occurred, i really have not any idea.
Log.txt : log.txt
Hallo,
es ist leider nicht möglich bei dem Mod Holzplantage https://www.farming-simulator.com/mod.php?lang=de&country=de&mod_id=255170&title=fs2022 und Revamp.
Der Mod funktioniert auch so weit was die Produktion betrifft, leider kann man aber nicht auslagern oder verteilen.
folgende Fehlermeldung erhält man egal mit welchen Mods oder Karten man es veruscht.
D:/Dokumente/My Games/FarmingSimulator2022/mods - tests/FS22_A_ProductionRevamp/scripts/revamp_spawner.lua:408: attempt to index field 'productionPoint' (a nil value)
anbei auch eine Log mit nur sehr wenigen Mods als Test
log.txt
Es wäre super nett von euch mal das Problem anzusehen.
Besten Dank
n00bsy
Please share with me the code lines and tell me which file i need to edit and where i must to paste this lines for resolving this problem:
Need to fully disable for players that functions:
ProductionPoint.OUTPUT_MODE.DIRECT_SELL
and
ProductionPoint.OUTPUT_MODE.AUTO_DELIVER
maybe i just need to COMMENT some lines in some file in the mod archive. Please tell me which one and where.
I've changed lines in the revamp.lua
from
xmlFile:iterate(key .. ".directSellFillType", function (index, directSellKey)
local fillType = g_fillTypeManager:getFillTypeIndexByName(xmlFile:getValue(directSellKey))
if fillType then
self:setOutputDistributionMode(fillType, ProductionPoint.OUTPUT_MODE.DIRECT_SELL)
end
end)
to
xmlFile:iterate(key .. ".directSellFillType", function (index, directSellKey)
local fillType = g_fillTypeManager:getFillTypeIndexByName(xmlFile:getValue(directSellKey))
if fillType then
self:setOutputDistributionMode(fillType, ProductionPoint.OUTPUT_MODE.STORE)
end
end)
But it not helped. In the game still appear 4 different output tipes when i pressed "Change output mode" button.
P.S.
Changed to
xmlFile:iterate(key .. ".storageFillType", function (index, storageKey)
local fillType = g_fillTypeManager:getFillTypeIndexByName(xmlFile:getValue(storageKey))
if fillType then
self:setOutputDistributionMode(fillType, ProductionPoint.OUTPUT_MODE.STORE)
end
end)
Still not helped at all...
I am not a programmer. Just a man with a simple english language knowledge. So i need help by professionals.
Hello out of nowhere game show me this error
2023-11-06 16:48 Error: Running LUA method 'mouseEvent'.
dataS/scripts/gui/InGameMenuProductionFrame.lua(197) : attempt to index local 'production' (a nil value)
2023-11-06 16:48 Error: Running LUA method 'update'.
D:/FS22_MODS/FS22_A_ProductionRevamp/scripts/revamp_recipeDisplay.lua:561: attempt to index local 'production' (a nil value)
2023-11-06 16:48 Error: Running LUA method 'update'.
dataS/scripts/gui/elements/SmoothListElement.lua(707) : attempt to compare nil with number
2023-11-06 16:48 Error: Running LUA method 'update'.
It happens with all productions (ingame too), I don't go to that menu immediately after buying them.
No new scripted mods.
Thanks
Hello, it not work again, today I update your mod and it dont work - simply cant spawn pallets manually with opening hours/others works. THX
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