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Modding Help: How to add an animal Input to a production #6
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Thank you for replying. I think this might be above my current modding skills though.. ;) Is this what you mentioned? It's from the Horse Training mod - this is in the xml file -
and this is from the i3d file -
Is it only possible to get the unloading to work by using the GiantsEditor? Is that where the nodeId and shapeId are created? Should the files from the AnimalInputExtension be loaded as a mod, or be part of my files? Thank for your help... I guess I might have to just release my mod as is without this.. going to keep on trying though.. ;) |
Like sasha said, you need an animalInputTrigger with the right collision mask. the easiest way is to export the animaInputTrigger from the Horse Training Facility and import it into your production. All of that is recommended to be done inside the giants editor. You then can drive with a animal trailer to the trigger and press R to open the animal transfer menu to put your pigs into the production.
Just add the Animal Input Extension as a dependency in the mod desc and then the game will check automatically for you if the mod is available and if not it will download the mod. So the answer is: The animalInput extension is a mod that delivers the foundation of animal inputs for productions and does NOT need to be integrated into any kind of mod. By the way, if you want to use all kind of pig races other than Landrace you need to define own production chains for those since as of right now my script does not enable converting animal sub types from one to another. |
Please attach the .shapes-file of your i3d as well. otherwise i cannot really help you with the i3d file since i cannot see any structures. |
And you probably have the wrong i3d-Mapping, since your animalInputTrigger is at index
No, unfortunally not, thats why i've written this script to implement the feature.
The reason for that is that you then use another i3d mapping for the exactFillRootNode, which then is not defined. |
Thanks again for helping.. OK, I understand about a production building not working. I will try and use one of the animal buildings instead. Can you unload more than one animal type at a single building if there are multiple production chains (so a cow and a pig at the same building)? It is possible what I'm trying to do? Use animals as food products in production chains... otherwise I should just stick to the vegetarian options.. ;) Thanks for offering to have a look at the files... let me try this again with the correct building type and I see how far I get.. |
you can use a production puilding. i missunderstood your question. For the game it doesnt matter how a building looks.
Yes, you can buy more than one animal type. Just add them to the storage and define them as an animalInput.
Yes, of course. you can mix and match any fill type as you want to produce any fill type you want. |
OK, thank you very much. Now I have a question again... sorry about all the back and forth.. I'm now a bit confused.... I've been trying to use this building (attached) as the butcher production building. Is it at all possible to use this building for what I'm trying to do? |
have you ever started the game and taken a look into your log.txt? there should be a couple of errors |
Great... I recreated the building and it's all working now! Was an issue with the node. It was saved incorrectly after importing. Saved it as a new node and not as part of the existing path... fixed that and learned a few things along the way. Thank you so much for helping.!! I will give credit if I ever get to release the mod.. It's gotten a bit out of hand now.. ;) |
Hi.. just wanted to ask something quickly.. I unload animals at the building, then go and get more from the pen. When I arrive back at the building I can open the Animal Dialogue, but the Select and Confirm buttons only appear after I hit Enter, or X on the the controller. And then about the amount of liters you get versus animal age At 12 months you get 200 liters per sheep, at 24 you get 400, and so on. I unloaded a 60 month old sheep and got 1000 liters. Is there a max threshold for this number or will it just keep on growing? |
With the buttons i have to take a look at it again, as some are not completly correct shown. I will take a look at it if I got some spare time.
60 Months should be the cap since that is the cap of giants. i just use giants calculation of the age and health factor. So yes, there is a max cap. And you can define how much you can get at most per animal. |
ok, thank you for the info.. |
Hi..
I'm trying to use the script to add Pigs (and also other animals) to a Production chain but having some trouble.
For one, I'm unable to unload the animals at the unload point? I'm not sure how to get this to work?
I tried to copy what you did with the Horse Training mod... I'm sure I created the production and storage the correct way.
I can place the production building, I can see the pig icon in the production chain menus. But I'm not able to unload the animals..
I can see you used a animalInputTrigger for the Horse Training xml but I'm not sure of the correct way it should be used.?
Any help would be appreciated... I struggle a bit with the modding.. ;)
I can find my way around the xml, files but don't really understand the lua scripts so well..
Thank you..
Here's some of the xml info -
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