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Swat/Manure/Lime - (Conflicting mods)

Open jmj486 opened this issue 10 years ago • 10 comments

The image of Swat/Manure/Lime does not disappear after plowing/cultivating or after a growth cycles . Dont know about slurry yet

jmj486 avatar Mar 25 '15 13:03 jmj486

You need to supply your LOG.TXT file, from a game-session where you experience the problem. Use https://gist.github.com for that.

My guess is, that either;

  • SoilManagement.ZIP is not correctly placed in the MODS folder, or not loaded,
  • The map you're using, is not correctly prepared for SoilMod v2.x for FS15.
  • Some other mod(s) conflict with the operations of how SoilMod works. (See #2)

DeckerMMIV avatar Mar 25 '15 15:03 DeckerMMIV

Is it this you mean? https://gist.github.com/jmj486/7bb1bb436a575f6ce792

jmj486 avatar Mar 25 '15 23:03 jmj486

jesus christ , clean your mod folder and remove all bad mods ! and only 1 map in the mod folder , deactivate the maps who you are not playing --> modCommander can do this

mngrazy avatar Mar 26 '15 08:03 mngrazy

Here is a new one with clean mods folder, but now, swat is not showing????? https://gist.github.com/jmj486/8d8c81be28478dff18f2

EDIT: After a bit more testing it look like conflicting mods

jmj486 avatar Mar 26 '15 08:03 jmj486

@jmj486 Did you figure out which mod(s) that caused the conflict?

DeckerMMIV avatar Mar 27 '15 16:03 DeckerMMIV

my guess is gullemistlime mod

jmj486 avatar Mar 30 '15 12:03 jmj486

The GülleMistKalk mod is exactly one of those mods that totally conflict with SoilMod.

So if that mod's scripts are embedded into a map-mod, even one that you're not playing but still is in your MODS folder, the GMK mod will most likely still be loaded and thereby conflict with SoilMod.

So always only have one map in your MODS folder at any given time, to be extra sure.

DeckerMMIV avatar Mar 30 '15 15:03 DeckerMMIV

so if a map says it is a required mod to work properly, we can run the map without it because SoilMod replaces the Lime and Slurry capabilities?

sootysax avatar Mar 30 '15 16:03 sootysax

@sootysax - That depends. It is sort of a "interest of conflict", as it is up to the map-author (or anyone who modify/create a map-mod) to ensure that either of the GülleMistKalk or SoilMod will work for the map. - It would be possible to have a map support both, but IMO that should be done with two different map.I3D files in the same mod-ZIP, i.e. 2-maps-in-one-mod.

Since both the GülleMistKalk mod and SoilMod modify the same basic functions in the game, it is up to the player to ensure that only one of those mods are "active" when playing.

DeckerMMIV avatar Mar 30 '15 16:03 DeckerMMIV

i'm sure after the release, map designers will reconfigure their maps for Soil Mod like in the past. Im just wondering until then, can we use maps without certain mods. i see you have begun compatibility with Chopped Straw, so that is good.

sootysax avatar Mar 30 '15 17:03 sootysax