This mod / prefab will add a paintable Prairie Grass texture to your Paintable -> Plants menu, allowing you to paint in a new type of specialized meadow grass that will mow directly into Hay.
- Mowable with standard mowers directly into Hay
- 4 growth stages, mowable at 3rd stage just like Meadow grass
- Two variants Normal & Tall
- NOT Plantable as a crop
Prairie Grass
- Grows 20% taller than standard meadow grass
- Results in 10% more harvest than standard meadow grass.
- Costs 10% more to paint
Tall Prairie Grass
- Grows 50% taller than standard meadow grass
- Results in 20% more harvest than standard meadow grass.
- Costs 20% more to paint
If you'd like to use this prefab as a mod, you can - but unfortunately, due to in-game restrictions - this mod requires additional updates to both the map.xml
and map.i3d
files for the map being used, and as such cannot be used with base game maps. Follow the instructions below to use as a mod
To install:
- Download this mod, add to your mod folder, and add as installed when you start the game.
- Unzip the Map being used, locate the
map.xml
file. Open the file for editing. - Find this line:
<paintableFoliage layerName="meadow" startChannel="0" numStateChannels="4" />
- Add two lines following that line so that the block looks something like this:
<paintableFoliages> <paintableFoliage layerName="grass" startChannel="0" numStateChannels="4" /> <paintableFoliage layerName="meadow" startChannel="0" numStateChannels="4" /> <paintableFoliage layerName="prairie" startChannel="0" numStateChannels="4" /> <paintableFoliage layerName="prairieTall" startChannel="0" numStateChannels="4" /> <paintableFoliage layerName="decoBush" startChannel="0" numStateChannels="4" /> <paintableFoliage layerName="decoFoliage" startChannel="0" numStateChannels="4" /> </paintableFoliages>
- Open the
map.i3d
file in the same directory, in the same text-editor. - Find this line: (or
meadowFR.xml
depending on the map, note that thefileId
may not be the same in your map)<File fileId="335" filename="$data/map/mapUS/foliage/meadow/meadowUS.xml"/>`
- Add these lines right blow that line; the
fileId
you use must be greater than the largest id used wthin the map. It's easiest to initially pick a overly large number; if you open themap.i3d
file in GE and save, it will automatically renumber theseIds
.Note that the<File fileId="10336" filename="../../../FS22_PrairieGrass/prairie/prairieGrass.xml"/> <File fileId="10337" filename="../../../FS22_PrairieGrass/prairie/prairieGrassTall.xml"/>
../../../
must match the directory structure of the map you're using. If themap.xml
file is located inmaps/mapUS/map.i3d
, your mod directory is three levels above themap.i3d
file; you one need../
for each level. - Find this line: (note that the
fileId
may not be the same in your map)<FoliageType name="meadow" foliageXmlId="335"/>
- Add these lines right blow that line; the
foliageXmlId
for each line must match the relatedfileId
created above for each foliage.<FoliageType name="prairie" foliageXmlId="10336"/> <FoliageType name="prairieTall" foliageXmlId="10337"/>
- Save your changes.
- (optional) Open the map.i3d file in GE and save - doing so will automatically renumber the
foliageXmlId
that you created. - Launch and test your map.
- (optional) re-zip your map file.
To install the brushes included here as an integral part of your map ther are two versions of said instructions, both sharing the same data; You can either follow the XML based instructions: README.xml or the step by step instructions below.
- Download the mod and unzip it.
- Copy the
prairie
folder from this mod into yourmaps/mapUS/foliages/
directory - Update the icon paths in both
priarieBrush.xml
andprairieBrushTall.xml
to match your map directory location. ie:<image>maps/mapUS/foliage/prairie/store_prairieGrassTall.dds</image>
- Follow steps 2-9 above, but update the paths used in step 7 to be local, and look like this:
foliages/prairie/prairieGrass.xml
- Open
storeItems.xml
and find this line: (it may not include the$data/
depending on your map structure)<storeItem xmlFilename="$data/foliage/meadow/meadowBrush.xml" />
- Add two lines following that line to add the two new brushes.
<storeItem xmlFilename="maps/mapUS/foliage/prairie/prairieBrush.xml" /> <storeItem xmlFilename="maps/mapUS/foliage/prairie/prairieBrushTall.xml" />
- Open the mod file
maps_fruitTypes.xml
and merge the newfruitTypes
with your mapmaps_fruitTypes.xml
file, appending the new fruits aftermeadow
, and adding thefruitTypeConverter
to themower
section. - Open the mod file
maps_fillTypes.xml
and merge the newfillTypes
with your mapmaps_fillTypes.xml
file, appending the new types aftermeadow
. - Open the mod file
maps_growth.xml
and merge the newfruit
into yourmaps_growth.xml
file, appending the new types aftermeadow
. - Copy the
<l10n>
translations for the brush names from the modmodDesc.xml
and merge into your map'smodDesc.xml
file.
Note for all of the above files - if you do not have a custom version of the same file currently in your map and are referring to the basegame $data/maps/
files... to use this mod, you will have to have map specific versions of each of those files.
Once that is done, yous hould not only have the paintable meadow foliage in game, but you'll also have prairie
and prairieTall
in your foliage layers to use in-game.
Prairie Grass (normal) in an open meadow, from player perspective
Prairie Grass Tall in an open meadow, from player perspective
From left to right, Prairie Grass Tall, Prairie Grass, and Meadow after being mown with a Krone BigM