Good afternoon, Mr. Bob!!!! I would like to thank you for your content, you helped me in many ways to create my map! I have learned a lot from you, despite the fact that I do not understand English!!!!! Keep up the good work!!!!!! You help a lot of people, thanks to your videos and your examples!!!!
I think farmerbob for all those videos help people out who want to make a map. Im in a process making a map my self. With out him this wont be possible not a lot of other people talking about how to put everything together and again thank you farmerbob
Great video.. One thing I was wondering about, when I start in new farmer gamemode, I start with all the buildings, but in farm manager gamemode, I can't seem to figure out how I set it up so when you start in this farm gamemode, you start with the farm buildings also, right now they are gone, just like in starting from scratch gamemode.
Managing buildings for the different game mode is all setup via the line in the placeables.xml as well as the buildings own xml. In my Nevada Map conversion series, i showed how to setup 3 farms , the main farm and 2 other farms which you van purchase in the other modes. FS19 to FS22 Map Conversion: ua-cam.com/play/PLliDnv3QIOln2n9AaNtTs198ajQ2UFLmK.html
Hi, Bob! First of all, thank you very much for the mode hint. It works. 😉 As to this topic, I've installed selling/production point as a mod on my map. It works as a production point if I buy it with the land under it, but... it never works as a selling point, and I can't close the contracts relating to this point. 🤭Pls, be so kind to tell me what I missed in the installation process. 😁
@@FarmerBoBonUA-cam Sure, I have! I've checked everything I knew. All the other mods with same function don't sell but product on my map either. So it's my crooked hands problem not the mods.😆 Maybe I don't understand, but in my opinion, if I don't own their land, they have to work as a selling point. They apear in the list as a selling point with the prices and so on, but they don't sell. 🤗 Tell me the spell, pls. 😉🤣
@@ritamax8493 ok then your only option will be to unzip the mod into your map, convert it to a placeable and install it permanently in your map, then you can configure the mods xml with "boughtwithfarmland=true" and set its farmid=0 (remeber to transfer the needed content from the mods moddesc to your maps moddesc)
@@FarmerBoBonUA-cam Yahoo! ))) The spell was: 'Neither farmid nor defaultFarmProperty for this point in placeables.xml' as they wrote in the original maps files. ))) I had boughtwithfarmland=true. It binds the land with the point but don't switch on the selling. And what is farmid=0?
I only work out of the mods folder, i have my map unzipped in the mods folder, that way i can work directly on the map, test it in game aĺl at once untill its ready.
Hi Bob is it possible to import an unloading trigger i3d file to use as a silo so that the building is just for looks and the trigger itself is linked to the mod xml that has the silo capacity
Yes totally, in my nevada conversion series i did a whole video on a coal mine. Taking a lime sell point and converting it to a coal sell point. Similar process.
If i use a mod in my map, i need to remove the original mod from the mods folder because this can cause conflicts when playing the game you say. So people who have the sell everything mod installed from the modhub and want to play my map (with sell everything mod inside) need to uninstall their mod or they have conflicts?
If you build any mod properly into your map it should have no problems if the same mod is in the mods folder. Best way to test is build it into your map and test it with the mod in your mods folder. If its error free all is well. If you jave problems it is easy, remove th3 mod from your map and instead of building it in just place it in your map and make your map mod dependant. So it will install the mod if it is not present and your map wont be playable without it. 😊
with the default farm property, I don't have that in my mod which is aa selling station, would a selling station mod not have the default farm property line
No, sellpoints are notmally not owned by farmers except for production points. So sellpoint are not defaultfarmproperty. Watch my video on setting up a sellpoint.
Hey Bob Can you please do a tutorial of how to convert mods but in reverse From 22 to 19 I was asking you since late 2022 It will be an interesting tutorial from you +I will donate if I should
Hello farmer bob great videos and absolutely fabulous explanations 9 times out of 10 I have great success from your videos . Generally if something doesn’t work it’s self error … anyways my guy I’ve been having terrible luck trying to change the grocery store texture from one of the in game placeables to a different colour I’ve exported with no luck and seem to be pulling in the actual game files .. which I DO NOT want to modify for obvious reasons any help would be appreciated thanks and great work !
i will have a look on making a video on how to do it.. in fact i gave it a mention in my Ravenport conversion videos when i did that hayloft and custom workshop
So the mods I added to the map can load in the store and I can place them. But the placeables XML thinks the store item doesn't exist and they won't load in game where I position them, despite my file paths being correct. I've been struggling for a couple of hours trying to find out what I did wrong
Normally the storeitems.xml gets that effect sometimes, not always, so move your lines in the storeitems.xml to a storeitems section in your maps modDesc.xml
Hi bob! i for the love of me can not get a sell point trigger to work on your 4xstarter map its been 2 days of trying and ive tried everything even you tutorial. Please help!!
I have made a full mapmaking course on Giants editor, if you follow that i have done quite a few sellpoints there in great detail. Just check my playlists on my channel. Giants Editor Mapmaking Course
@@FarmerBoBonUA-cam I noticed on the xml files on the 4xstartermap that the storeitems xml is mapAlipine and placeables xml is mapUS would this be the isssue?
Easy, open map in game, buy all the default vehicles and equipment you want, park them where you want them on the map. Save the game. Ooen the savegame and copy the vehicles.xml and override the one in your mapdir. Then open that one and add the defaultfarmproperty= true to all vehicles.
Yes, take a similar placeabkes xml and just reconfigure it for your wall. You dont have to have the i3d mapping and all those other things in it like tip occlusion etc. Leave the start and end sections but remove the internal info for them.
Got a question, i made a decorative object for fs22. it shows up, and i can place it, in game but it won't sell or demolish, it's just stuck there. What is the cause of this?
@@rsgaming9646 ok send me an email at boetfaas@gmail.com, i will send you a download link for the dairy barn. also send me a screenshot of the barn and location so i do not waste time on the wrong thing.
hi bro i put building in the map no erros or warning i log but building not show in game. do you have eny ide why. all xml is as it has to be and sore iteam as well. and i placeable xml. its a mill production that i can sell. is there a nother way to do this or is it the same as in video.
All my videos are made to follow in a watch pause do basis. So you watch a few seconds, pause, then do on your side, and if you copy exactly what o do the results will be the same. However when you work with mods there are thousands of things that could be different. 1. First things is have you tested the mod properly before trying to add it to your map. Secondly, some mods use scripts, these need to be installed in your map as well same as in the mod. So best would be to send me a link of the specific mod you are trying to add to your map so i can see what needs be done.
hello i follow video step by step i try diferent mods and no one work in game i dont know how to add somme of them are animated like a gate or dors etc and not work
Mods like gates and doors normally have animation, so you can only add them if you add the L10n parts as well. If a mod has been converted from fs19, it is best to not use those (if you see a animatedobjects.xml) then you know is converted fs22 does not use this anymore and normally these dont work.
Greetings, Mr. Bob! I'm watching your videos and learning how to make a map. But unfortunately I don't know much, if you have the time, and of course the desire, please help me with a visual example by recording a video. I want to import a cow farm from the Malinovka map and install it on my map, but I don't know how.
Hi Jon, no that will not work, malinovka if i recall is an fs17 map.. nothing can be used in fs22 from that version, however you will need to export the building only then convert it to fs22 textures and standards then use the cowbarn large from fs22 and build all working components over into the fs17 building. it is a massive complex job. if you do not have xp in that type of thing i will not suggest to attempt it. as far as the video is concerned, i will look into it. my internet has been down for the past few days, waiting for it to be fixed.
you can watch these videos for more info on the topic. ua-cam.com/video/ADtAmaVPM_Q/v-deo.html ua-cam.com/video/-pF_jj3-D4s/v-deo.html ua-cam.com/video/xgYS1PWCtY0/v-deo.html
This is unbelievably idiotic to go through this much work to drop an asset onto a map in the editor???? You modders are insane! All I can say is thank you for the endless work. The fact ANYONE even bothered going through the headaches to mod such a horrible game engine/editor is unreal! I can only hope Giants figures out that they are far behind the times, or better yet, someone comes up with a modern farming simulator and BLOWS FS out of the water once and for all! The FS community would gladly jump ship if another software company builds up a better game on an easier engine with a much more organized structure system that incorporates some freak'n common sense!
I have been saying this from the start, it is unfortunately the German way of thinking and design. It has to be the most complicated overengineered or it is not done at all.
hey bob i need help. i did 3 placeables and just the house is in the game. not the shead and cowbarn. here is what it tells me. Error: I3D file 'C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/wieten.i3d' not found. 2023-05-13 18:00 Error (C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/maps/mapAlpine/placeables/Holzhalle/Wiata.xml): Placeable i3d loading failed!! 2023-05-13 18:00 Warning: Corrupt savegame, placeable 'C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/maps/mapAlpine/placeables/Holzhalle/Wiata.xml' could not be loaded Error: i3d 'C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/wieten.i3d' could not be found. i did this in placeable and xml. cant find the erros eny where. take a look. moddec xml.
/>
Turn on the light Mach das Licht an Allume la lumière Włącz światło
Turn off the ligh Mach das Licht aus Eteindre la lumière Wyłącz światło
Hi Chris, it looks like you did not route the i3d directory in the "base" section in the wieten and wiata xml. You will see that that line caals the i3d within each placeables xml
Good afternoon, Mr. Bob!!!! I would like to thank you for your content, you helped me in many ways to create my map! I have learned a lot from you, despite the fact that I do not understand English!!!!! Keep up the good work!!!!!! You help a lot of people, thanks to your videos and your examples!!!!
thanks so much, it is my pleasure :)
No man's land diamond acres is my work, even if not the author's, but these are just the first steps! I made this map thanks to you!!!!!!
Awesome job my friend 😊
I think farmerbob for all those videos help people out who want to make a map. Im in a process making a map my self. With out him this wont be possible not a lot of other people talking about how to put everything together and again thank you farmerbob
Pleasure brother 🙏
Excellent tutorial, thank you, highly recommended
You're welcome!
Great video.. One thing I was wondering about, when I start in new farmer gamemode, I start with all the buildings, but in farm manager gamemode, I can't seem to figure out how I set it up so when you start in this farm gamemode, you start with the farm buildings also, right now they are gone, just like in starting from scratch gamemode.
Managing buildings for the different game mode is all setup via the line in the placeables.xml as well as the buildings own xml. In my Nevada Map conversion series, i showed how to setup 3 farms , the main farm and 2 other farms which you van purchase in the other modes.
FS19 to FS22 Map Conversion: ua-cam.com/play/PLliDnv3QIOln2n9AaNtTs198ajQ2UFLmK.html
Absolutely perfect I have so many things I am looking forward to breaking 😂
Heheheheh.. funny man 🤣🤣
Hi, Bob! First of all, thank you very much for the mode hint. It works. 😉 As to this topic, I've installed selling/production point as a mod on my map. It works as a production point if I buy it with the land under it, but... it never works as a selling point, and I can't close the contracts relating to this point. 🤭Pls, be so kind to tell me what I missed in the installation process. 😁
ok have you tested the mod on a map first, sometimes mods dont work, so first test it on elmcreek or any other map to check it works.
@@FarmerBoBonUA-cam Sure, I have! I've checked everything I knew. All the other mods with same function don't sell but product on my map either. So it's my crooked hands problem not the mods.😆 Maybe I don't understand, but in my opinion, if I don't own their land, they have to work as a selling point. They apear in the list as a selling point with the prices and so on, but they don't sell. 🤗 Tell me the spell, pls. 😉🤣
@@ritamax8493 ok then your only option will be to unzip the mod into your map, convert it to a placeable and install it permanently in your map, then you can configure the mods xml with "boughtwithfarmland=true" and set its farmid=0 (remeber to transfer the needed content from the mods moddesc to your maps moddesc)
@@FarmerBoBonUA-cam Yahoo! ))) The spell was: 'Neither farmid nor defaultFarmProperty for this point in placeables.xml' as they wrote in the original maps files. ))) I had boughtwithfarmland=true. It binds the land with the point but don't switch on the selling. And what is farmid=0?
@@ritamax8493 cool, id=0 is for placeables that is not part of the playerbase for ownage
Awesome, thanks!😊
Hey Bob, I was wondering if it's possible to move your map to the mod folder to test it before you upload it to the modhub.
I only work out of the mods folder, i have my map unzipped in the mods folder, that way i can work directly on the map, test it in game aĺl at once untill its ready.
Hi Bob is it possible to import an unloading trigger i3d file to use as a silo so that the building is just for looks and the trigger itself is linked to the mod xml that has the silo capacity
Yes totally, in my nevada conversion series i did a whole video on a coal mine. Taking a lime sell point and converting it to a coal sell point. Similar process.
@@FarmerBoBonUA-cam thx
If i use a mod in my map, i need to remove the original mod from the mods folder because this can cause conflicts when playing the game you say.
So people who have the sell everything mod installed from the modhub and want to play my map (with sell everything mod inside) need to uninstall their mod or they have conflicts?
If you build any mod properly into your map it should have no problems if the same mod is in the mods folder.
Best way to test is build it into your map and test it with the mod in your mods folder.
If its error free all is well.
If you jave problems it is easy, remove th3 mod from your map and instead of building it in just place it in your map and make your map mod dependant. So it will install the mod if it is not present and your map wont be playable without it. 😊
@@FarmerBoBonUA-cam ah ok, thanx.
with the default farm property, I don't have that in my mod which is aa selling station, would a selling station mod not have the default farm property line
No, sellpoints are notmally not owned by farmers except for production points. So sellpoint are not defaultfarmproperty. Watch my video on setting up a sellpoint.
Hey Bob
Can you please do a tutorial of how to convert mods but in reverse
From 22 to 19
I was asking you since late 2022
It will be an interesting tutorial from you
+I will donate if I should
I remeber that brother, it is a beast if a video since it is reverse engineering. I will look into that.
Hello farmer bob great videos and absolutely fabulous explanations 9 times out of 10 I have great success from your videos . Generally if something doesn’t work it’s self error … anyways my guy I’ve been having terrible luck trying to change the grocery store texture from one of the in game placeables to a different colour I’ve exported with no luck and seem to be pulling in the actual game files .. which I DO NOT want to modify for obvious reasons any help would be appreciated thanks and great work !
i will have a look on making a video on how to do it.. in fact i gave it a mention in my Ravenport conversion videos when i did that hayloft and custom workshop
So the mods I added to the map can load in the store and I can place them. But the placeables XML thinks the store item doesn't exist and they won't load in game where I position them, despite my file paths being correct. I've been struggling for a couple of hours trying to find out what I did wrong
Normally the storeitems.xml gets that effect sometimes, not always, so move your lines in the storeitems.xml to a storeitems section in your maps modDesc.xml
Hi bob! i for the love of me can not get a sell point trigger to work on your 4xstarter map its been 2 days of trying and ive tried everything even you tutorial. Please help!!
I have made a full mapmaking course on Giants editor, if you follow that i have done quite a few sellpoints there in great detail. Just check my playlists on my channel. Giants Editor Mapmaking Course
@@FarmerBoBonUA-cam I noticed on the xml files on the 4xstartermap that the storeitems xml is mapAlipine and placeables xml is mapUS would this be the isssue?
hi Mr. Bob can you help my with the door triggers the dont work and i cant find what i missed
Sure, you can get me on discord on a private message, have a look at the game log and check for errors.
Hi how can I add starter machines to a newly created map?
Easy, open map in game, buy all the default vehicles and equipment you want, park them where you want them on the map. Save the game. Ooen the savegame and copy the vehicles.xml and override the one in your mapdir. Then open that one and add the defaultfarmproperty= true to all vehicles.
Thanks
If i have a model ex. A stonewall. Can I make my own xml file for it so i can make it sellable? I only have i3d,shapes file and textures..
Yes, take a similar placeabkes xml and just reconfigure it for your wall. You dont have to have the i3d mapping and all those other things in it like tip occlusion etc. Leave the start and end sections but remove the internal info for them.
@@FarmerBoBonUA-cam i Will try that.. thank you 🚜🚜
Got a question, i made a decorative object for fs22. it shows up, and i can place it, in game but it won't sell or demolish, it's just stuck there. What is the cause of this?
Your xml is not cinfigured correctly, "show in store" and "can be sold" needs to be in the store section
@@FarmerBoBonUA-cam you are a big help thank you
Pleasure my friend..
Hey farmer Bob just wondering if you where still helping me out with that one dairy barn from midwest hills
Oh wow brother, please refresh my memory, weve been away for a week. I have like 3000 guys im helping.
@@FarmerBoBonUA-cam it's all good it was the dairy barn from midwest hills
@@rsgaming9646 what did you want to do with it?
@@FarmerBoBonUA-cam i want to be able to use as placeble on another map
@@rsgaming9646 ok send me an email at boetfaas@gmail.com, i will send you a download link for the dairy barn. also send me a screenshot of the barn and location so i do not waste time on the wrong thing.
Can you make a video on how to take placeable from one map and add it to another
Sure bro 👍😁 ua-cam.com/video/ADtAmaVPM_Q/v-deo.html
Hey farmerBoB i cant get the doors or garage doors to open i even checked everything!
Check the game log for errors, it means your xml is not working.
hi bro i put building in the map no erros or warning i log but building not show in game. do you have eny ide why. all xml is as it has to be and sore iteam as well. and i placeable xml. its a mill production that i can sell. is there a nother way to do this or is it the same as in video.
Hi Chris, this is the only way to add a placeable. Send me the line from your placeables.xml so i can see.
@@FarmerBoBonUA-cam ua-cam.com/video/grTANv7rnBk/v-deo.html
@@FarmerBoBonUA-cam here is the map BOB hope its ok i put your links in my video.
ua-cam.com/video/grTANv7rnBk/v-deo.html
Hey Bob I tried to follow along but î can't seem to get it to work, is there like a step by step I could follow
All my videos are made to follow in a watch pause do basis. So you watch a few seconds, pause, then do on your side, and if you copy exactly what o do the results will be the same.
However when you work with mods there are thousands of things that could be different.
1. First things is have you tested the mod properly before trying to add it to your map.
Secondly, some mods use scripts, these need to be installed in your map as well same as in the mod.
So best would be to send me a link of the specific mod you are trying to add to your map so i can see what needs be done.
@@FarmerBoBonUA-cam it's the kingmods farmers market
@@FarmerBoBonUA-cam for some reason when I reply with the link the reply gets deleted but it's the kingmods farmers market sell point mod
@@ReithAcademy ok ill have a look at it
@@ReithAcademy ok rather chat with me on discord or if you dant have that boetfaas@gmail.com is my mail.
will this work with animal pen mods
Yes. Same thing
hello i follow video step by step i try diferent mods and no one work in game i dont know how to add somme of them are animated like a gate or dors etc and not work
Mods like gates and doors normally have animation, so you can only add them if you add the L10n parts as well.
If a mod has been converted from fs19, it is best to not use those (if you see a animatedobjects.xml) then you know is converted fs22 does not use this anymore and normally these dont work.
Greetings, Mr. Bob! I'm watching your videos and learning how to make a map. But unfortunately I don't know much, if you have the time, and of course the desire, please help me with a visual example by recording a video. I want to import a cow farm from the Malinovka map and install it on my map, but I don't know how.
Hi Jon, no that will not work, malinovka if i recall is an fs17 map.. nothing can be used in fs22 from that version, however you will need to export the building only then convert it to fs22 textures and standards then use the cowbarn large from fs22 and build all working components over into the fs17 building. it is a massive complex job. if you do not have xp in that type of thing i will not suggest to attempt it. as far as the video is concerned, i will look into it. my internet has been down for the past few days, waiting for it to be fixed.
hi Jon sorry, i am mistaken i see the map has been converted. So is a simple export and import and some editing in the placeables and moddesc
you can watch these videos for more info on the topic.
ua-cam.com/video/ADtAmaVPM_Q/v-deo.html
ua-cam.com/video/-pF_jj3-D4s/v-deo.html
ua-cam.com/video/xgYS1PWCtY0/v-deo.html
hi brother can i sell them after and place new ones
yes you can, just make sure "can be sold" is yes in the xml
This is unbelievably idiotic to go through this much work to drop an asset onto a map in the editor???? You modders are insane! All I can say is thank you for the endless work. The fact ANYONE even bothered going through the headaches to mod such a horrible game engine/editor is unreal! I can only hope Giants figures out that they are far behind the times, or better yet, someone comes up with a modern farming simulator and BLOWS FS out of the water once and for all! The FS community would gladly jump ship if another software company builds up a better game on an easier engine with a much more organized structure system that incorporates some freak'n common sense!
I have been saying this from the start, it is unfortunately the German way of thinking and design. It has to be the most complicated overengineered or it is not done at all.
Malinovka FS22
hey bob i need help. i did 3 placeables and just the house is in the game. not the shead and cowbarn. here is what it tells me.
Error: I3D file 'C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/wieten.i3d' not found.
2023-05-13 18:00 Error (C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/maps/mapAlpine/placeables/Holzhalle/Wiata.xml): Placeable i3d loading failed!!
2023-05-13 18:00 Warning: Corrupt savegame, placeable 'C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/maps/mapAlpine/placeables/Holzhalle/Wiata.xml' could not be loaded
Error: i3d 'C:/Users/Chris/Documents/My Games/FarmingSimulator2022/mods/FS22_Pionermap/wieten.i3d' could not be found.
i did this in placeable and xml. cant find the erros eny where. take a look.
moddec xml.
/>
Turn on the light
Mach das Licht an
Allume la lumière
Włącz światło
Turn off the ligh
Mach das Licht aus
Eteindre la lumière
Wyłącz światło
placeable xml.
Hi Chris, it looks like you did not route the i3d directory in the "base" section in the wieten and wiata xml. You will see that that line caals the i3d within each placeables xml
@@FarmerBoBonUA-cam its the right ones
maps/mapAlpine/placeables/Holzhalle/wieten.i3d
i found it it was the texture i had change direcorty in and no need for it. :)
@@chriswizard4930 ok where did you plce the line for the storeitems?
@@chriswizard4930 gr8 job 👍😉