Pinned CNC-Gameplay-Mod

    • Hi

      I've downloaded your mod but nothing actually happens in the game itself. I can choose the moded map and implements, but there are no new animals mentioned in the description of the mod. I have tried unpacking it like it was mentioned in the readme file and putting the packed archive in the mod directory as well. Nothing seems to be working. Do I need to start a new game? What am I doing wrong? I'd be grateful if you could point me in the right direction. Unfortunately, I don't speak nor understand German.
    • should Look Like this

      C:\Users\Username\Documents\My Games\Cattle and Crops\Mods\Base\

      C:\Users\Username\Documents\My Games\Cattle and Crops\Mods\MAP-Albergtal\

      CNC-Gameplay-Mod.zip must not be in the Mods folder after unpacking.

      You can use your old Savegame. Just RESET one time your existing vehicles. For new animals at the Trader forward 24h
    • I know what caused the map to be visible in the mod menu. It was the zipped folder with the mod because I was trying various things to make it work and I had left it there. Now the only visible thing is the manure spreader which was in the mod pack.

      When it comes to animals, still no luck. I have tried sleeping for 24 hours as you suggested nothing changed. I made a screenshot of the animals menu but then I realsied I'm playing Polish version of the game, so you probably wouldn't understand what was written there.

      Do you have to drive to the animal trader? I have tried buying them from the F1 menu and driving there as well but the result was all the same.

      In the attachment you'll find what my Mod folder looks like.
    • So I've created a new profile and started a new game and this is what I came up with. When I chose all types of animals from the first left hand coliumn in the next one I could choose from:

      cattle - 1 bull was available
      cows - 2 cows were available
      pigs - 2 chickens were available
      pigs - 1 goose was available
      pigs - 1 pig was available
      pigs - empty list, no animals available
      pigs - 1 goat was available
      pigs - 5 sheep were available

      I then skipped 2 days to see what changed, but it all stayed the same.

      Note that I didn't make any mistakes here, all other animals in the list after "cattle" and "cows" were listed as a separate "pigs" category.
    • Hello,

      I updated the strings which are responsible for the translation. I must have missed this part because it was at the very beginning of this mod and I did not all the translations. Download the attached .zip file, extract the content to
      ..\My Games\Cattle and Crops\Mods\strings\
      and replace the existing files.

      I cannot download the profile because the link is not public or no public access allowed. Further I would be more interested in the existing profile/savegame because if I understand you correct there are no new animals. In the new profile there are new animals.

      For tests I attached another zip file "generate_animals_at_trader_manually.zip". This zip file contains an .xml file. Copy this to
      ..\My Games\Cattle and Crops\Mods\Base\missions\

      After that start the game, try your old or new profile, go to F1 --> green tab --> Quests --> All - All - All --> "Generate new animals at trader"
      This is the same mission that runs in the background every 4-7 days. The mission in the background runs every day between 02:00 and 03:00 o'clock. perhaps forward to a time slot between 2-3 7 days in a row and then you should see new animals.

      ,


      After that you should see several animals of all kinds like here:




      Regards
      Nachtfalke
      Files
    • Hi again

      So, the outcome is this:

      I have updated the mod to cversion 004.

      In the new profile there is really not much I can do, since I have to complete missions first and almost everything is blocked as long as I don't complete them. However, the names of animlas are correct now, although the translation is sometimes awkward. On the other hand, the number of available animals hasn't changed.

      In the main profile, after skipping 30 days from the day I start my save game, I now can buy 3 types of animals: bulls (10 of them), cows (only 1) and horses (3). The bulls look and behave in a standard way. The cow sometimes walks on the walls. However the horses are most interesting, especially when it comes to appearence. What I mean is that they only have the horses' head and the rest of the body belongs to a slightly modified cow, or at least that's what it looks like. Was that intended? In the shop, when you choose them from the list, they look normal.

      The post was edited 1 time, last by jurandus1: I have also started a new game in the sandbox mode. I could buy most of the animals but their numbers were like I wrote in the previous thread. What's more, the horses looked like modified cows again, the sheep was missing legs, geese were stuck to one corner of their pen, one pig was walking on the wall and chickens were stuck on the wall. So, I believe there is an issue with placing them correctly inside their pens. Has anyone on the German forum mentioned these things? ().

    • Appearance is Game Imitation. I explained that in the (German) Change log. Try Google translate to understand why.

      For the Translation of the Rest, i can only use google translate. If you have anything which is wrong please Tell me the wrong and the correct word and I will try to Change it.

      Did you remove the complete old Mod and then Copy the new Version into your Mods folder? This would be the correct way.

      To be honest I do not have much Feedback if the game mechanics work or Not. For me they did.

      I will check with the Savegame you provided above and perhaps I can find a solution. Try with the XML Mission I provided if you can Spawn animals of all types.
    • Hello,

      I downloaded "Marci.zip" and started the "Carrer" Profile / Solt. It was the 01.04.2000. I slept one day and I could see all animals at the trader.
      I verified that my script is running properly in the background in the logs.

      2021-12-05 22:03:21 INFO : SCRIPT DBG from 'world/albergtal/albergtal' on 'GenerateAnimalsAtTrader': GENERATE ANIMALS First start today 1
      2021-12-05 22:03:21 INFO : SCRIPT DBG from 'world/albergtal/albergtal' on 'GenerateAnimalsAtTrader': GENERATE ANIMALS Mission started - Generate new animals at trader now 1

      So you can start your existing, old game and open the console using SHIFT+ESC.
      Then type into the console $logLevel="DEBUG"
      Sleep one day and then check your "Debug.log" file in the cattle and crops folder, search for GenerateAnimalsAtTrader
      If the line with GENERATE ANIMALS Mission started end with a ONE (1) then the mission started successfully. If it end with a ZERO (0) something is wrong.


      At the end make sure that you set the logLevel back to "WARN" because most of my scripts have detailed Debug prints and this will spam console, log file and slow down game.

      Reset with:
      open the console using SHIFT+ESC.
      $logLevel="DEBUG"


      PS:
      The Marcian.zip just conatins a fresh started game. If you want you can upload your excisting
      The othe Profile from the "google drive" location also works. I sleep one day and can see the script runs and trader has animals for all types.


      If you want, you can set the logLevel to "DEBUG", then forward a few days and then upload the Debug.log file. Perhaps I can see something strange.



      Regards
      Nachtfalke
    • Hi there!

      Is it possible that you publish also an English changelog? I don't understand German, thus it makes it difficult to follow up. Another question is this, what if I already had some animals bought? Would replacing the mod files (deleting the old version and unpacking the new one) delete them as well?

      By the way, I have played the game for a while and I now have many available animlas at the dealer, so that's one problem solved.

      Keep up the good work :).

      Oh, one more thing I forgot to ask. Is it possible to change the horse model so that it doesn't look like a cow with a horses head transplanted? There are normal horse models in game, you can see them not far from the seeds and fertilizers dealer. Is it possible to use them? Or is it just my version of the game that displays them wrong when you buy them?

      The post was edited 1 time, last by jurandus1 ().

    • You can replace an old Version with a new one. Nothing should be lost.


      Every animal needs a controller defined in the XML file. If i chose the horse Controller dir the horses or the sheep Controller for sheep they have correct appearance BUT they do not eat or grow.

      So i used the bull Controller so they grow and eat. But they look crazy.

      I asked a modder to check If he can "correct" the appearance of a horse using bull Controller but they still look crazy.

      So my Personal desicion was that having animals in the game which do not grow and eat is not usefull. Deleting all the animals only because they Look Bad and lose Gameplay options (Like wool, eggs, ..) was also not a good Idea.

      So my Idea was everyone decides what He Likes. If appearance is important so Not use sheep, Chicken, goose, horse.
    • Hello,

      I uploaded the version v006 of the CNC-Gameplay-Mod.
      here is the changelog for v006

      • Water consumption in the barn reduced by a factor of 50, price increased by a factor of 50. The gameplay suffered from the heavy driving to the harbor especially when skipping/sleeping long periods of time.
      • VertiMix / MixKing has been expanded to include a display which makes it possible to view the nutrients in the food and also to produce dedicated food for the animals.
      • Added a feed mixer (Thank you @Deutzfahrer) with 7 tanks and a display. You choose for which animal you want to mix food. You choose whether MJ, XP or XF should be the target value to be mixed. You can choose whether tanks should be used for the mixing process or left out.
      • All nutrients (energy (MJ), protein (XP) and raw fiber (XF) all fruit types have been reworked or researched and incorporated. MJ is now always 1.0 MJ / kg and only gets through the mixture and the information for which animal type it is used its correct MJ / kg values. The reason for this is that a pig can utilize Fieldgras hay much more poorly than a cow or a bull and thus different nutrient contents result for the same source type of feed. If your animals should grow than you need to mix the food or they do not get enough MJ / Energy.
      • SuperSilo2000 still exists as it is necessary for the AI feeding task. However, the MJ / kg was set at 5.0, so growth should be present, but not optimal. May be eliminated in the future if an alternative to the known AI feeding has been implemented.
      • Field grass (the fresh grass, not silage or hay) has received the full MJ value for bulls. The reason for this is that bulls / cows are usually kept in the pasture and thus receive the correct nutrients. (Pigs in the pasture are probably rather unusual).
      • The feed mixer, the display on the feed mixer and the display on the MixKing are only temporarily attached there. I can't do 3D modeling and unfortunately I'm still waiting for a sign of life from @Deutzfahrer, who wanted to help me with this.


      You can find the download link in the at the end of first post here:
      CNC-Gameplay-Mod



      Here the unloading / loading point for the 7 storage silos. 5 silos are for grain (Solid, ThreshedFruit), 1 tank for "straw and hay" (Solid, Swath) and 1 tank for chopped fruit (Solid, Chaff).



      A large display is mounted on the side of the feed mixer, which you can use to produce bull, cow or pig feed. The mixer uses the raw materials from the tanks and mixes them together so that your set amount is exactly achieved and the nutrient components that you have selected. The other two nutrients are only reached approximately exactly. You may have to mix several times and try to reach your target values.Here is the display to adjust the mix:


      At the top right of the display you can switch to the second page. There you can see the contents of all 7 storage silos with the associated nutrients. You can also see the dispensing tank there, which is the tank in which your mixed feed ends up and what you can load into the feed mixer or a trailer. The display updates the value about every second for about 300s. If the values do not update any more, then simply switch back and forth briefly in the display, and the display will then start to update again.




      On the very right of the display you will find your "checkboxes" next to the storage silos. Here you can choose which of the storage silos should be used for the mixing process. If you do not want to use a silo for a mixing process, you switch off the checkbox and the mixer will not use this tank.The mixer "tries" to point out to you when entries are incorrect. For example, if you want to mix an MJ content of 12.0, you must have at least one raw material tank whose MJ content is less than 12.0MJ and another raw material tank whose MJ content is higher than 12.0. It is understandable that two raw materials whose values are greater or less than the target value can never reach the target value. So if you select or deselect individual raw material tanks, please consider that. When all raw material tanks are selected, the mixer checks whether there is any possible mix combination and carries it out.



      It should also be noted that there can only be one type of feed in the dispensing tank at a time. if there is still "fattening bull feed", then you cannot mix "pig feed" but have to empty the tank first. The reason was already mentioned at the beginning, that e.g. hay for a bull provides more MJ than hay for a pig and therefore there are different types of feed.In the trading window, when you have loaded a feed (solid, feed) you have the MJ (energy), XP (protein) and XF (crude fiber) content that you have loaded. So far, this was only available for fertilizers, where you could read the NPK values there.



      The mixer feeder has also been adapted and a display has been added (it is only visible from one side, namely on the left in the direction of travel). There you will see the nutrients of the raw material that is unmixed and you will be shown the nutrient content of the mixed feed. If you put raw materials in there, e.g. wheat, then you first define which animal species and turn on the mixer and you get the appropriate feed made from wheat. You can start and stop the mixer on the display, but it is also synchronized with the radial menu (start, stop) so that you can switch it on and off from the tractor as usual. If the display does not update there, choose between the feed back and forth and / or click on "Mix".






      Greetings and have fun. Feel free to give feedback if something does not work or if you find that it is not conducive to the flow of the game.



      Regards