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at first id try to find that mod, but be aware, nearly all sites with FS13 mods are closed or privat.
many dont have the mods anymore and modders have resigned or do other stuff.
if you can find that mod, look at the describtion, if a certain trailer is needed or does it need something like an attachable hose ^^
you maybe also open the map with the editor an check if the trigger is properly installed and at the right place. if you needed the upk kit (check that realy good - UPK was actually designed for fs15 and fs17 has version 0.9 ^^), you may have to install that trigger to work.
since you tried severall trailers (vanilla and modded i guess), those should have the right buttons in keybindings (already seen that keybindings are switched in the .xml)
tbh, there could be many reasons why that doesnt work, maybe a bad upload (some sites never deleted the old, bugged versions) maybe the mod never worked propperly (??? you know?) or so much other reasons i can remember now ... :/
sry if i just wasted your time, but nice to see some people still playing fs13 ;) i have my own vintage map https://www.nexusmods.com/farmingsimulator2013/mods/1 with Soil mod and MR, still installed and sometimes i play for a few hours bc of nostalgia ;)
I apologize for not being clear enough.
One map is called 4 Seasons Forrest by Jerrico.
The other is Wickham Farm Map by MSC.
They both include the object HuhnerFarm V1 by SBorg (Chicken Farm).
The names of the necessary Mods needed is somewhat ambiguous ( at least translated to English for me)
I have found finding some FS13 Mods is nearly impossible now.
As I said, the mod requires several specific ingredients in order to manufacture chicken Feed and use that chicken feed to make liquid egg which should be the final product.
It appears I can unload the needed dry ingredients, but the water trigger lets you know that you can't dump a dry product in the water trigger, but does not even acknowledge the water in the water trigger.
However, water is noticed in a 'dry' trigger as not belonging there.
I found that UPK V1.0 allows the mod's display trigger to activate (incorrectly) but versions 1.1 and 1.2.1 do not display at all.
There are several errors- missing xxx l10n_en.xml as well, but they shouldn't prevent the mod from working.
4 Seasons Forrest includes 3 German .PDF's for operating some particular mods on the map, including HuhnerFarm V1. I used it to translate to English. It actually calls for UPK V1.2.3 which I can't find.
Yes, I looked at the triggers in GE and to my untrained eye, they look like they should work. I suspect that the problem is with UPK. I also found several scripts in both farms are encrypted in .luc instead of .lua for the author's proprietary reasons, I guess.
I was hoping somebody saw this and said, Oh, Yeah, I know that problem . Here is how you fix it.
I thought between the two maps, I could get the mod to work, but they both do the same problems.
what i found out so far is that mor2000, the modder is not activ anymore, and the last version uploaded was 1.1.0 (thats the one i have on my backup mem stick),
so im not sure what version is needed for your map. maybe someone continued that mod - idk :/
errors are always bad, even if they are only a wrong pic size :/ l10n is a binding so maybe you have to press a certain key (check with F1, when possible).
as mentioned, especialy on fs13, many mods where not completed or did never work as intended, sadly ^^ was the most and best modded fs game to me ;)
i found the 4 seasons map, and will have a look at it (maybe later or tomorrow, getting late here and im playing ESO with friends currently ;)) since i speak german, i may find something in the pdf you mentioned. sadly that site doesnt explain what mods are required to run that map :/
but i cant promise anything :/ its been a while since i touched the GE or wrote any .xml (was never realy good, but wanted my vintage map and pullers to work propperly )
was a little weired bc im used to play with steering weel and more realistic mod XD.
now, first thing is, i had to find that chicken farm ;) not explained anywhere. found it, and had a full watertrailer attached, so i checked only that, no grain or anything else.
i had no problem to fill up the water, but i had to search the trigger first. thats why i have to ask if you found the right spot^^??
its at the side on a marked plate, open your pda and press F1 for the info window up left, watch for the promt "press R"
will try to upload a pic here. dont have a steam version ;)
https://steamcommunity.com/profiles/76561198069497335/images/
So, what version UPK are you using? It may be that I have too many mods in my folder and one is conflicting.
What water trailer is that?
Does your proximity display show all ingredients?
I'll start a new game with minimal extra mods and see what happens.
Thanks so much for your help so far.
It can be very frustrating trying to find where the problems are caused.
I'll play it a while and see if I can get the correct outputs. I'll post my results.
Later.
sadly, due to the amount of mods that fs13 had, there have been alot that where realy bad. watch your logs and if more then a warning apears... forget it
confirm: i used the UPK 1.1.0
the trailer is a standart giants watertrailer, bc i had no other mods exept the 4 seasons map and the UPK installed.
the info window showed all, just turned it off to shoot the pic (or you wont see the plate where the trailer is standing
if you try another walkthrough fs13, maybe have a look at my scenario. supposed to be small vintage farming with the last generation of open pullers. made 3 collections for motorized, attached and trailed to have all things needed.
its a Soil Mod Map, but you can delete (or relocate) the Soil Mod parts. also the vehicles are More Realistic, that can also be ignored if you just want to play the map with standart vehicles or non MR mods.
the animals are mainly there to provide natural (green) fertilizer. manure to plow in and liquid manure with chopped straw remains.
guess you know how to edit your careerSavegame.xml (for money) and your economy.xml to own all fields you want. i did upload a 4 day savegame too, for those who just want to play along.
Soil mod is time consuming, my farmer has a 16 - 18 hours workday (real time ^^ do NOT accelerate time until your work is done. grows stage is every day at midnight) and harvest is every 5 days
this is the complete scenario:
https://www.nexusmods.com/farmingsimulator2013
im the only one who uploaded to nexus, since fs-uk was closed
nuff said - wish you fun and bug free gaming
I got the Chicken farm and Supermarket Displays to show the proper results when I added English and German translation text lines to UPKModDesc.xml.
V1.1.0 already had the 'texts' for the crops and straw that V1.0 didn't have.
When I had some inventory , I tried to load and transport to the Supermarket.
I futzed around and found STD water trailer will load chicken feed but it turns to water in the trailer, as the supermarket says "water not accepted".
Been working on adding chickenfeed and liquidegg to several trailers, but they won't unload.
I'm not sure how to get around that.
The market is looking for 'tipTriggers' . That should mean a water-type trailer.
Any ideas would be appreciated.
fillTypes liquidegg
fillTypes chickenfeed
would have to get into that again and test how to add that precise.
should be a line like this:
<fillTypes fillTypes="water"/>
only it would say water liquidegg chickenfeed or so ^^
try to change that
I changed the fillType to 'chickenfeed liquidegg' I was able to load chickenfeed with my tanker. The Chickenfarm display shows chickenfeed (by per cent) going out into the tanker. So the tanker fill trigger is working.
The trigger notice at the market says "water not accepted here" when I roll over it.
That part went over my head as to understanding why that happened.
Do I have to change the tanker output to say chickenfeed and liquidegg?
I'll have to try understanding that sequence better.
BTW, I am 66 and can only barely understand what I am programming. This is not what I spent my 42 years working at. It s certainly more entertaining!
beware - im guessing here with the very less info i can find in the pdf. from Marhu.net is barly any info to find for fs13 anymore.
first id try to add the line
<specialization name="trailer" />
to the <vehicleTypes> section of the modesc.xml (of the trailer)
i belive you also have to add
<fillTypes fruitTypes="liquidegg"/>
to the trailer.xml as extra line below "water".
reason is, im not sure if the watertrailer script is able to handle anything like the liquidegg. thats an unknown fruit/product for the base game.
do you have anything like
"Missing liquidegg/chickenfeed in l10n_de.xml"
in your info window?
then youd have to add the liquidegg to the UPK modesc.xml (l10n section)
<text name="liquidegg"> <en>liquidegg</en> <de>flüssigei</de> </text>
havent found anything that would help further, like a propper working trailer or any other post of Hühnerfarm.
pls do only one change at a time (trailer or upk changes) and backup your originals. test with only the changed mods, nothing else to avoid other conflicts
i cannot realy test play this to help you find out whats going wrong, it time consuming and i never liked the behaviour of the vanilla(base) game vehicles.
only Dural's More Realistic Mod brought me back to the FS Games. Decker's Soil Mod was another huge change that made it enjoyable for me.
also the map (4 seasons) is not so beautifull that i would spend much time there
just my2cents
btw, i play two other time consuming games, but i will try to help you further with the little i know.
good luck and have fun
I had the errors such as "Missing liquidegg/chickenfeed in l10n_en.xml" earlier.
( among others)
I added lines in UPK modDecs.xml and that cleared them up.
I am trying to understand how the product is to be handled by whatever means.
What controls whether you use a liquid trailer as compared to a dry trailer to handle product?
I can easily see when the vehicle is called a watertrailer or milktrailer or slurrytrailer, as they are obvious.
The chicken feed should be in bags as per graphic and the liquidegg should be, well liquid.
Might the problem be in production module that should say products A+B+C=product D as output. ( in specified form)
I will continue to study.
Your Mr map is interesting. I loaded and checked it but spent no real time on it. It does have nice graphics.
I am a retired mechanic myself, Farm machinery, Heavy Construction, Highway trucks and finally Fork lifts. Most of my time spent as a mobile mechanic at customer locations or job sites. Glad to be retired
fs13 has been deleted from many sites now. best site was fs-uk.
the trailers should have the specialization and vehicle type in the modesc and named the same in trailer.xml.
and the filltypes/fruittypes in the trailer.xml
easy to make mistakes there, but necessary to activate the right script. not realy sure if you need to add a line into the .lua, for this product, but i dont belive that. choose either a water trailer or trailer, and name all lines accordingly.
could be some animations dont work, not needed though.
try to copy any trailer as a standalone mod, and then change the filltype/fruittype to liquidegg only. replace the original lines with your liguidegg, dont make other changes.
sry, can realy figure out what else should it be.
if you add a new fruit, all you need is to add the fruitypes. only for the animations you need things like fillplane textures and animation stages, but not in a water or slurry trailer. these are specified in specialization.
i realy hope you can get your map and trailers to work, but dont spend too much time or youll loose the fun to play. i made weired mistakes and it took me over a year to get all working as intended.
there are enough propper working maps and a production train like the chickenfarm is at the end only another way to spend time and make income. but you can cheat your silo fill and money anytime in this game - its all about the work you do, does not have to be beneficial.
i done alot of restauration, aside of normal car service. then made my way thru motorsports, into historical racing. thats why i choose the late 60s, early 70s for my scenario
selfemployed since 10 years, but on a small stage, just want to get some food and pay my rent, had enough competition. sadly i have to work till i hit the ground, wont realy get a rent, just some help from socialsystem here.
Here is what I THINK I understand.
I need to register the new products created ( chickenfeed, liquidegg, flour and woodpellet ).
I do not understand yet how to do this. I think it was done originally through UPK V1.2.3 as there looks like the .lua files to do this. Under UPKFillTypes.
I am experimenting with this, no luck yet.
I also think that if I can do that the normal trailers will accept them.
I am also a member at Marhu.net and tried sending private emails to mor2000 (UPK author), jerrico (map author) and SBorg (mod author). No replies after a week.
Finally, I made a post about looking for UPK V1.2.3 to solve this problem under LS13 General. ( at least I think that is what it translates to. )
I may make another general post looking for assistance with the UPK coding.
Anyway, if anything positive happens, I'll post it here.
I also managed to export all three parts of the mod into my own Hagenstedt Map mod. I did this to place all three parts close together to reduce driving distances. It takes a while to activate because I have to manually add all the UserAttributes by hand. ( and fix my typos )
So, I got it to work to the same degree as the other 2 maps.
UPK was always a work in progress.
it was never finnished, and the version you search is most likly a continued version for the later FS titles. to my knowledge UPK 1.1 is the last for FS13.
im far out of modding that game, would have to look into that again for a while - but ^^
usually you dont change anything in a .lua - these are scripts, those a written in a general way, so that you only have to write the .xml
in your case, adding an acceptable product only requires it to be mentioned in the l10n section of the modesc.xml.
to transport it, youll have to add that product to a trailer in the same way.
all hast to be simular in writing (typos) and in the right section.
but as i already mentioned... you are doing alot of work with a complicated mod extension (UPK).
you may want to try something thats not so difficult. its a long learning process and when your no code guy who lives from that, its even harder to realize what your are actually doing.
sry if i spoil your hopes. but there are better ways then these product chains, to make money or spend time in FS 13 ^^
its just a simple simulation, was never so deep as the modders made it later.
EDIT:
thinking about all again, you said you already had the mod working and only the trailer turned your liquid egg into water.
so your only problem is/was to add the propper filltyp to that trailer.
now you try to rewrite scripts in the .lua of the UPK mod ^^ im not sure where you are going with that ^^.