American Eagles Modding Forums

Modding => Modding Help => Topic started by: Xentro on August 17, 2014, 12:18:06 PM

Title: The next great feature!
Post by: Xentro on August 17, 2014, 12:18:06 PM
Im looking for some neat scripting ideas, can you help me with that?
Im not looking for an model to make more like an feature like an process that converts fruit to objects.. okej well I got that already so not that :D

So any suggestions?
Title: Re: The next great feature!
Post by: JDB14 on August 17, 2014, 01:03:23 PM
Are you talking about scripts like the HUD Hilder, Dural's MR, SoilManagement, etc? 8)
Title: Re: The next great feature!
Post by: Xentro on August 17, 2014, 01:08:12 PM
Are you talking about scripts like the HUD Hilder, Dural's MR, SoilManagement, etc? 8)

What ever comes to your mind.
Title: Re: The next great feature!
Post by: JDB14 on August 17, 2014, 01:13:34 PM
I thought up of an old idea I had a while ago. You take a bale, and take it in a feeder, and go out in the pasture. You'll leave the swaths out for cattle, horse, whatever the animals you own, and they'll eat it. Interesting idea.

I have loads of ideas, so if you ever want to know, shoot me a PM, and we'll discuss this.
Title: Re: The next great feature!
Post by: kj981300 on August 17, 2014, 01:15:05 PM
a flat tire script would be cool! although you might would need to make a wheel.. have it to where if you hit something to hard or run over something the tire deflates.

or a script to where a tire would form with the terrain, such as say you air down your tractor tires to get more traction in a field that would be neat.

or a script that would let you mix grains with other grains or fertilizers.

i could go on and on..  :)
Title: Re: The next great feature!
Post by: JDB14 on August 17, 2014, 01:17:18 PM
Same with me, KJ! There's loads of scripts need to be installed in FS to make it more realistic. I'm just glad we do have genius scripters!
Title: Re: The next great feature!
Post by: badgerdieselguy on August 17, 2014, 01:19:38 PM
the flat tire mod would be cool also a repair mod based on the hours its ran like every so many hours it needs an oil change or greased? and random breakdowns and if you don't change the oil or grease them they happen more frequently it add alot of realism
Title: Re: The next great feature!
Post by: BigCountry on August 17, 2014, 01:21:40 PM
A multi-player farm & money management system mod that allows for completely separate farming operations. Separate farms could be set up that have their own accounting (money earned, money spent), separate grain, feed, seed, fuel, etc. storage that only the owning farm could use or could sell to the other groups. This would make for some great dedicated server game set ups. There are some mods that do some of this already but they are either not all inclusive or do not work that great.
Title: Re: The next great feature!
Post by: Xentro on August 17, 2014, 01:25:14 PM
I thought up of an old idea I had a while ago. You take a bale, and take it in a feeder, and go out in the pasture. You'll leave the swaths out for cattle, horse, whatever the animals you own, and they'll eat it. Interesting idea.

I have loads of ideas, so if you ever want to know, shoot me a PM, and we'll discuss this.

Just lovely! I will defiantly look on this!


a flat tire script would be cool! although you might would need to make a wheel.. have it to where if you hit something to hard or run over something the tire deflates.

or a script to where a tire would form with the terrain, such as say you air down your tractor tires to get more traction in a field that would be neat.
That is in making already, pretty neat if you ask me!
http://ls-mods.at/projects/shader-collection


or a script that would let you mix grains with other grains or fertilizers.
Mixing stuff would be realistic yes but in the long run it would cause more problems as of where to tip the mixed type etc.


the flat tire mod would be cool also a repair mod based on the hours its ran like every so many hours it needs an oil change or greased? and random breakdowns and if you don't change the oil or grease them they happen more frequently it add alot of realism
Maybe I should finish the oil / breakdown script I made for fs11.


A multi-player farm & money management system mod that allows for completely separate farming operations. Separate farms could be set up that have their own accounting (money earned, money spent), separate grain, feed, seed, fuel, etc. storage that only the owning farm could use or could sell to the other groups. This would make for some great dedicated server game set ups. There are some mods that do some of this already but they are either not all inclusive or do not work that great.
From what I could gather there is an mod in wip for this, I wonder if it ever be available for the public.



Keep the ideas flowing.. there was an reason why I choose this site!
Title: Re: The next great feature!
Post by: badgerdieselguy on August 17, 2014, 01:29:12 PM
just another thought idk if this would be a script or not but a neighbor does work on fields not owned?
Title: Re: The next great feature!
Post by: JDB14 on August 17, 2014, 01:49:35 PM
Okay dokey, we'll overflow you with ideas then! Be prepared! 8)

Hope you'll manage to make my dream come true, feeding the cattle in the pasture with a specific model I've been searching for the entire years.

How about.......Making the gas pump movable, so we can put them in the tractor, truck etc. Would look realistic.
Title: Re: The next great feature!
Post by: spotremix on August 17, 2014, 01:56:55 PM
what about working wiper blades on the tractors for when it's raining. of course it would need to rain a lot more for that to be useful. i haven't had a day of rain yet in idaho. but the forecast says it's coming today. i definitly like the repair idea where you have to change the oil and or grease it. in fact i use to have a pallet with an oil drum on it from modhoster that said it worked with mods that required oil changes but i've never seen a mod with that.
Title: Re: The next great feature!
Post by: jrd84 on August 17, 2014, 01:59:42 PM
Okay dokey, we'll overflow you with ideas then! Be prepared! 8)

Hope you'll manage to make my dream come true, feeding the cattle in the pasture with a specific model I've been searching for the entire years.

How about.......Making the gas pump movable, so we can put them in the tractor, truck etc. Would look realistic.

The gas pump has been done on the zeppelin tanker mod.
Title: Re: The next great feature!
Post by: tmzdesign on August 17, 2014, 01:59:56 PM
I've always wanted to go to a fertilizer dealership and custom hire fertilizer applications on fields. the more realistic way would be to have a sprayer appear and spray the field you hired them to do but i think if it was fertilized as soon as you paid for the service that would work too   
Title: Re: The next great feature!
Post by: MikeLowery on August 17, 2014, 02:02:01 PM
what about working wiper blades on the tractors for when it's raining. of course it would need to rain a lot more for that to be useful. i haven't had a day of rain yet in idaho. but the forecast says it's coming today. i definitly like the repair idea where you have to change the oil and or grease it. in fact i use to have a pallet with an oil drum on it from modhoster that said it worked with mods that required oil changes but i've never seen a mod with that.

I have a tractor to do that already and the water beads up on the window before it get wipe off. I also have a tractor you have to add oil every so many hours then you have to service it also... I will see if i could find it for you bro...
Title: Re: The next great feature!
Post by: JDB14 on August 17, 2014, 02:04:10 PM
The gas pump has been done on the zeppelin tanker mod.

Wouldn't it be nice if it's available for every mod, including the map fuel triggers too?
Title: Re: The next great feature!
Post by: kj981300 on August 17, 2014, 02:05:18 PM
another idea would be make it to where some combines could over flow from filling up to much and have particle systems flowing grain down the sides and you would lose so much % of your grain. same for a trailer/tipper have it able to be over filled and be able to lose the load if you were on a incline.

I know theres a animated grain plane but that only lets you fill diffrent areas and not literally over load/fill a tipper or combine.

thanks for the link to the tire animation script. cant wait.
Title: Re: The next great feature!
Post by: Xentro on August 17, 2014, 02:10:50 PM
Wouldn't it be nice if it's available for every mod, including the map fuel triggers too?
There are 2 mods on this area. 1 that gives the ability to refuel from outside and the other were you need to pick the nozzle up and point it at the machine or at the fuel cap depending on if the mod is prepared for that.



another idea would be make it to where some combines could over flow from filling up to much and have particle systems flowing grain down the sides and you would lose so much % of your grain. same for a trailer/tipper have it able to be over filled and be able to lose the load if you were on a incline.

I know theres a animated grain plane but that only lets you fill diffrent areas and not literally over load/fill a tipper or combine.

thanks for the link to the tire animation script. cant wait.
Sounds like an neat feature for the upcoming combine in storage!
Title: Re: The next great feature!
Post by: Deere_Guy on August 17, 2014, 04:52:57 PM
Ive always wanted something like a rock picking mod, was close to starting on it myself, but it wouldn't of been how I wanted it.
It would of been a fruit you would of had to plant.  I was thinking it would be something like the weed mod where it just comes by itself.
Than you would have to take a rock rake and than the rock picker to the field, otherwise it would affect the yield of the field.
Not sure if this was something you would want for an idea, its just something I have been thinking about for a long time.
Sorry if this is something you werent talking about with your feature idea!

Best Regards,
Deere_Guy
Title: Re: The next great feature!
Post by: ddversatile on August 17, 2014, 05:34:55 PM
I got Ideas too!
-Servicing Equipment, :Every time you enter the game lets say to continue harvesting fields= Grease the combine with a purchasable grease gun (100$)

Or the baler (Any mechanical vehicle/tool)
   Also combining swathed Canola with the pickup header mod (Need to script rape_windrow into a map)
Title: Re: The next great feature!
Post by: seriousmods on August 17, 2014, 05:39:53 PM
This is a rare opportunity! Thanks for even considering to ask us, Xentro. :)

Alright, some of my ideas:

1. Dynamic fill and unload planes: I know BM Modding has something like that on the Fortuna, but it doesn't look that great, and it's really hard to implement on other mods.

Imagine combines with dynamic fill planes in the grain hopper so that every time it reached maximum fill level, it would look a little bit different.

2. Adjustable game characters. I know there is a way to reskin the farmer, but it would be cool to be able to make the farmer look like a different person.

After all, all farmers aren't brown-haired, Caucasian males, approximately 5 foot 8 in height, and weighing about 150 pounds! :D

It's probably impossible, but it would be cool to see.

3. Visibly moving clouds and/or sun. Another idea that sounds simple in reality, but it probably impossible. Basically have something like a spline with clouds moving along that spline, but of course, they don't all go the same direction or look all the same. And a shader controls their shape and color which changes due to the weather.


4. Sun rays
It kind of goes along with the movable sun idea. Maybe it could be done with a light beam like the kind on some mod headlights?

Some games implement it into the graphics engine, but I don't know if it's possible to do so without adjusting that?

(http://i81.photobucket.com/albums/j201/Zorglubb/2-ets2_00311_zps0a943d1e.jpg)


5. Placeable depression


I know we have placeable piles, but I have a thought that a placeable depression could be done in the same way. This object automatically removes a section of raised ground on the map, and replaces it with a depressed region. But this part is invisible.

The part that is visible is a bunch of intersecting planes that when penetrated by an excavator or bucket of some kind, basically disappear in a certain way so as to look as if the ground is being dug up.

That may be impossible, but ideas always sound good. :D

6. Dynamic chrome.
I know for FS 15 it looks like we are going to have dynamic reflections on both mirrors and vehicle bodies, but in the meantime, I'm thinking of a script that adjusts the brightness of chrome via the bumpscale and refraction values throughout the course of the day so that at night the chrome doesn't look like a flashlight.

7. Washable planes

So we already have a washable script, but in real life, some machines develop a layer of grain or silage on certain parts of the machine that is then washed off when the machine is washed. So a combine may build up chaff on the feeder house as it is used.

I'm thinking of a script that has allows grain or silage planes to be raised very slowly on certain surfaces of a vehicle, and then when the surface is blasted with a pressure washer, those planes drop back down out of sight.

8. Alright, my last idea: free-roam/movable cameras

On most mods, we have an indoor camera which is fixed in position, but it would be awesome to be able to move your head out of the window when backing up a truck or to be able to rotate the outdoor camera away from the vehicle to get unique viewpoints.

And for the free roam camera, just a camera that allows you to "walk" away from the machine while you're still driving it. A lot of games have these, and it's really useful for video making.

It would be especially awesome if the free roam camera was compatible with the existing following camera script.

Enough from me: thanks Xentro!




Title: Re: The next great feature!
Post by: craig82c on August 17, 2014, 06:13:44 PM
I really would like to see a good service, repair type mod where you had to also do normal maintenance to machines and breakdowns.

The number one thing that has always bothered me is the fact that grain storage doesn't have a limit.  I would like to have lets say 2 grain bins and each hold lets say 20,000 then once they hit that you can fill anymore, then you would have to decide do I need to start expanding my farm adding more bins or take what I have in for sale etc.  That would be awesome to get limits on storage per grain bin you have.


Awesome post and see a lot of great ideas!
Title: Re: The next great feature!
Post by: seriousmods on August 17, 2014, 06:16:00 PM
I really would like to see a good service, repair type mod where you had to also do normal maintenance to machines and breakdowns.

The number one thing that has always bothered me is the fact that grain storage doesn't have a limit.  I would like to have lets say 2 grain bins and each hold lets say 20,000 then once they hit that you can fill anymore, then you would have to decide do I need to start expanding my farm adding more bins or take what I have in for sale etc.  That would be awesome to get limits on storage per grain bin you have.


Awesome post and see a lot of great ideas!

There is a damage mod already in the official Modhub, but it makes the machines so fragile, you'd think they were made of porcelain.
Title: Re: The next great feature!
Post by: Bradwrr123 on August 17, 2014, 06:28:25 PM
Having a movable (like trailer) auger with pto and hookup with adjustable height to auger your harvested crops into different bins - if you miss the hole on the top, the grain will go spilling down the side. From there you have to get a front loader or something similar with a bucket and dump that back into the auger - hopefully with the auger placed better. You can't have more than one crop per bin, and bins have limited amounts of storage.
Title: Re: The next great feature!
Post by: craig82c on August 17, 2014, 06:33:42 PM
There is a damage mod already in the official Modhub, but it makes the machines so fragile, you'd think they were made of porcelain.

I agree...I guess a more improved damage mod different then lol...But main thing would be the grain limit would be awesome and more realistic to have to manage storage.
Title: Re: The next great feature!
Post by: seriousmods on August 17, 2014, 06:39:28 PM
Having a movable (like trailer) auger with pto and hookup with adjustable height to auger your harvested crops into different bins - if you miss the hole on the top, the grain will go spilling down the side. From there you have to get a front loader or something similar with a bucket and dump that back into the auger - hopefully with the auger placed better. You can't have more than one crop per bin, and bins have limited amounts of storage.

That is also in the works, at least most of that idea.

I'm working on an auger, and LMS is making a pack of placeable bins and working augers which will be able to do most of that.

The spilling thing would be nearly impossible because it would require an incredible grain plane system which responded to collisions and interacted with the alternative tip script.

Not saying it can't be done because after all, we are talking with Xentro. :D
Title: Re: The next great feature!
Post by: Ag Hauler on August 17, 2014, 07:00:05 PM
I would like to see something like the auto loading bale script that worked with the logs from the forst mod on log trucks or trailers.
Title: Re: The next great feature!
Post by: BigCountry on August 17, 2014, 07:03:46 PM
I would like to see something like the auto loading bale script that worked with the logs from the forst mod on log trucks or trailers.

Yes, that ^^^ and a new auto load script that works in multiplayer, does not crash the game under any circumstance and that you can leave the vehicle loaded when you save and exit the game without any problems or disappearance of the load when you restart.
Title: Re: The next great feature!
Post by: Ag Hauler on August 17, 2014, 07:07:01 PM
Heck I would be happy with a good American log truck that the logs actually stayed on.
Title: Re: The next great feature!
Post by: mrnascar on August 17, 2014, 07:32:55 PM
Brand-specific equipment shops.

In the real world, if you want a New Holland tractor, you go to the New Holland dealer, if you want a Massey Ferguson, you go to the Massey Ferguson dealer, etc.

I'd like to see a vehicle shop that could be set up to handle only one brand (or a couple if so specified), so there could be several dealerships on the map. I'm thinking of a mod that would be installed with GE, after you change some script to specify which brand or brands it would sell. The vehicle would appear in that dealer's yard upon purchase. It could key off the same info in the vehicle ModDesc that identifies brands going on sale.

There would be a need, when you download a new mod, and check the ModDesc and see if the brand name needs correcting, or if you need to update a dealership or add a new one. Anyone reasonably capable in GE could change out or modify the building/grounds "shell" so they wouldn't all look the same... (It would even be possible to set up a "used and vintage" dealership by changing the brand name to reflect that)...

Ideally, when you hit "P" to buy. it would take you to the listing by brand rather than by category and you'd be effectively choosing which dealer the vehicle would appear in. Might even think about getting rid of the listing by category, so you only have the two vehicle listings (default and mod by brand only) with all the combines, tractors etc in them. plus the  non-vehicle categories (animal, placeable, etc)

A couple other related thoughts:

1 - a 25% surcharge and 2 day wait for delivery if you don't go into the dealership to buy it, but just use the "p" hotkey

2 - and this is a doozy... Equipment sitting at random at the dealership from the default and mod vehicle lists that that dealership sells - maybe 4 or 5 units, with duplicates possible. If you get into one or hook up to it, you can buy it for the advertised price. If you go into the dealership and order one not on the lot, a 10% surcharge, and a one day wait... and each day you go back to the dealership some of the equipment onsite will have changed... as if something had been sold to someone else and new stuff put on the lot....

3 - a small placeable vehicle shop, where you could introduce a new brand you just downloaded, with all the features above; no cost to install, and you could add/change the brands it sold or add a couple more as your mod brand list expanded; that would eliminate the need to go into GE all the time.

Sadly I think this is all pretty pie-in-the-sky; some of the coding needed is likely embedded too deep in the game... but imagine the scene - "dealership Row" with dealerships with shiny new MF's NH's and - dare to dream - Kenworth's and Peterbilt's all in a row....




Title: Re: The next great feature!
Post by: seriousmods on August 17, 2014, 07:58:10 PM
Brand-specific equipment shops.

In the real world, if you want a New Holland tractor, you go to the New Holland dealer, if you want a Massey Ferguson, you go to the Massey Ferguson dealer, etc.

I'd like to see a vehicle shop that could be set up to handle only one brand (or a couple if so specified), so there could be several dealerships on the map. I'm thinking of a mod that would be installed with GE, after you change some script to specify which brand or brands it would sell. The vehicle would appear in that dealer's yard upon purchase. It could key off the same info in the vehicle ModDesc that identifies brands going on sale.

There would be a need, when you download a new mod, and check the ModDesc and see if the brand name needs correcting, or if you need to update a dealership or add a new one. Anyone reasonably capable in GE could change out or modify the building/grounds "shell" so they wouldn't all look the same... (It would even be possible to set up a "used and vintage" dealership by changing the brand name to reflect that)...

Ideally, when you hit "P" to buy. it would take you to the listing by brand rather than by category and you'd be effectively choosing which dealer the vehicle would appear in. Might even think about getting rid of the listing by category, so you only have the two vehicle listings (default and mod by brand only) with all the combines, tractors etc in them. plus the  non-vehicle categories (animal, placeable, etc)

A couple other related thoughts:

1 - a 25% surcharge and 2 day wait for delivery if you don't go into the dealership to buy it, but just use the "p" hotkey

2 - and this is a doozy... Equipment sitting at random at the dealership from the default and mod vehicle lists that that dealership sells - maybe 4 or 5 units, with duplicates possible. If you get into one or hook up to it, you can buy it for the advertised price. If you go into the dealership and order one not on the lot, a 10% surcharge, and a one day wait... and each day you go back to the dealership some of the equipment onsite will have changed... as if something had been sold to someone else and new stuff put on the lot....

3 - a small placeable vehicle shop, where you could introduce a new brand you just downloaded, with all the features above; no cost to install, and you could add/change the brands it sold or add a couple more as your mod brand list expanded; that would eliminate the need to go into GE all the time.

Sadly I think this is all pretty pie-in-the-sky; some of the coding needed is likely embedded too deep in the game... but imagine the scene - "dealership Row" with dealerships with shiny new MF's NH's and - dare to dream - Kenworth's and Peterbilt's all in a row....

That is an awesome idea.

Even having two or three dealerships would be better than just the standard single store.
Title: Re: The next great feature!
Post by: Bradwrr123 on August 17, 2014, 08:39:29 PM
That is also in the works, at least most of that idea.

I'm working on an auger, and LMS is making a pack of placeable bins and working augers which will be able to do most of that.

The spilling thing would be nearly impossible because it would require an incredible grain plane system which responded to collisions and interacted with the alternative tip script.

Not saying it can't be done because after all, we are talking with Xentro. :D
Welp now it looks like I have a couple more mods that I can hardly wait for  8) (y) (y) (y)
Title: Re: The next great feature!
Post by: seriousmods on August 17, 2014, 08:40:44 PM
Welp now it looks like I have a couple more mods that I can hardly wait for  8) (y) (y) (y)

LMS will probably beat me to the spot. I'm having serious issues getting the lift/lower animation working. It turned out to be way harder than I thought.
Title: Re: The next great feature!
Post by: jrd84 on August 17, 2014, 08:58:28 PM
Wouldn't it be nice if it's available for every mod, including the map fuel triggers too?
If you pull the script and apply it like I have you can put it on all of them.
Title: Re: The next great feature!
Post by: craig82c on August 17, 2014, 09:09:58 PM
LMS will probably beat me to the spot. I'm having serious issues getting the lift/lower animation working. It turned out to be way harder than I thought.

Seriousmods Who on here is good at lift/lower animation for the auger as that was my issue as well.  I know we spoke and you stated you were working on one and was close to being finished so I scraped mine.  It will bring so much more realism to the game!
Title: Re: The next great feature!
Post by: seriousmods on August 17, 2014, 09:21:05 PM
Seriousmods Who on here is good at lift/lower animation for the auger as that was my issue as well.  I know we spoke and you stated you were working on one and was close to being finished so I scraped mine.  It will bring so much more realism to the game!

I'll eventually find someone or just learn how myself. Animations are really hard to learn how to do, but once you do, it isn't that hard.

Anyways, I don't want to sidetrack the thread with my halted WIPs, but I did want to point out that that idea was already on its way to becoming a reality.
Title: Re: The next great feature!
Post by: badgerdieselguy on August 18, 2014, 09:28:30 AM
the flat tire mod would be cool also a repair mod based on the hours its ran like every so many hours it needs an oil change or greased? and random breakdowns and if you don't change the oil or grease them they happen more frequently it add alot of realism
just thought of another idea if something were to breakdown you would have to go to the dealership and buy a crate of parts the crates could be pallets that u load in your truck and haul back to the farm(there could be a crate for every category tractors, frontloaders, combines, tippers,ect)
idea1) you put the crate close to the implement and press r. kind of like fueling.
idea2) add a script to the lms garages so both the implement and crate would have to be in there together and it would take an hour or so to fix.
also a add on my first thought breakdowns can happen any random time regardless of maintenance
this could also work with the brand specific dealerships like the tractor crate is cheaper here but the combine crate is more expensive ;)
-you asked what we thought so i figured you were loking for a challenge  ;)
Title: Re: The next great feature!
Post by: Xentro on August 18, 2014, 10:06:14 AM
Think I should add that the ideas I would make wont be for fs13 seeing as fs15 is so close by and well preparing the stuff I got hidden would fill that time gap and more if that was chosen. :D


Ive always wanted something like a rock picking mod, was close to starting on it myself, but it wouldn't of been how I wanted it.
It would of been a fruit you would of had to plant.  I was thinking it would be something like the weed mod where it just comes by itself.
Than you would have to take a rock rake and than the rock picker to the field, otherwise it would affect the yield of the field

Hmm.. affecting yield sounds a bit over the top but having rocks laying around that can break machines sounds way more fun. :D



1. Dynamic fill and unload planes

2. Adjustable game characters

3. Visibly moving clouds and/or sun

4. Sun rays

5. Placeable depression

6. Dynamic

7. Washable planes[/b]

8. Alright, my last idea: free-roam/movable cameras

1. This might be included in fs15 already.
2. Its not impossible, only problem I see about that is that I dont have the time to make a new model but its fully doable if you ask me.
3. Moving an object between A and B is not problem.. hmm the shader is an problem though but hey we see what happens.
4. This would be an shader thing as well.
5. Sounds like way too much work then make it dig in the ground with shader.
7. Its been noted.
8. this have partly been done already.


The number one thing that has always bothered me is the fact that grain storage doesn't have a limit.  I would like to have lets say 2 grain bins and each hold lets say 20,000 then once they hit that you can fill anymore, then you would have to decide do I need to start expanding my farm adding more bins or take what I have in for sale etc.  That would be awesome to get limits on storage per grain bin you have.
An rewrite on the silo script would fix this, not too much work either.


Brand-specific equipment shops.
Noted


I'll eventually find someone or just learn how myself. Animations are really hard to learn how to do, but once you do, it isn't that hard.

Anyways, I don't want to sidetrack the thread with my halted WIPs, but I did want to point out that that idea was already on its way to becoming a reality.
I dont know what sort of animation it is but simple lift and lower arent hard to make but then again I know how to do them. :)



-you asked what we thought so i figured you were loking for a challenge  ;)
You have to do better then that if you want to challenge me!  ;D



Lets leave the breakdown and service ideas on the side for now.
Title: Re: The next great feature!
Post by: Farmer9120 on August 18, 2014, 10:14:03 AM
I really like that spillable grain feature.

The harvester would combine up until 100% and then keep going, depending on settings, eventually pushing grain over the side as a particle system & diminishing any possible income off that product.

Same as with grain carts, trailers, trucks, whatever. I cannot see it being to hard to implement at all but then again, you did say you wanted a challenge  :D
Title: Re: The next great feature!
Post by: bgrg500 on August 18, 2014, 10:46:38 AM
How about being able to dry grain? And if it wasn't a certain moisture you would take a price cut at the store for it. or maybe spoilage if stored to long
Title: Re: The next great feature!
Post by: Deere_Guy on August 18, 2014, 11:21:11 AM
Yea I suppose breaking stuff would be more fun haha!
Especially planters!!
I was just thinking yield, kinda forgot about the breaking.  *facepalm*
Title: Re: The next great feature!
Post by: Ag Hauler on August 18, 2014, 02:15:11 PM
Think I should add that the ideas I would make wont be for fs13 seeing as fs15 is so close by and well preparing the stuff I got hidden would fill that time gap and more if that was chosen. :D

How about a script to change the logs to lumber that you would have to deliver to the lumberyard/hardwood store sort of like the production maps for 11 and 13.
Title: Re: The next great feature!
Post by: jfurness1010 on August 18, 2014, 04:11:03 PM
I know I would love to see the fountain lowboy mp compatible ..that would be awesome ..
Title: Re: The next great feature!
Post by: hireboy on August 18, 2014, 08:00:41 PM
This may have been said but air hoses that hook on trucks from the trailer to look more realistic
Title: Re: The next great feature!
Post by: craig82c on August 18, 2014, 08:21:05 PM
I posted this back a bit ago in the find a mod section and was told you would be the guy to make this happen if it was possible, so figured I should at least post here as well.

The past month or so I have been on the search for a way to find a mod where I can dump grain into a pit and have it fill with a conveyour or auger to dump into a pit then a auger or conveyor to remove into a trailer once ready to sell like an overflow to the grain bins like at the co-op down the road for me...I am really not sure how to describe as I don't know much about.  It is like an over flow for bins and you can cover when full possibly.  I have attached a couple pics as not sure how I describe is best....
Title: Re: The next great feature!
Post by: JimmytheGeek on August 22, 2014, 01:36:30 PM
The number one thing that has always bothered me is the fact that grain storage doesn't have a limit.  I would like to have lets say 2 grain bins and each hold lets say 20,000 then once they hit that you can fill anymore, then you would have to decide do I need to start expanding my farm adding more bins or take what I have in for sale etc.  That would be awesome to get limits on storage per grain bin you have.

This would be cool, especially if we could purchase additional placeable bins & piping to add them to the storage complex, in the style of the Sukup pack.
Title: Re: The next great feature!
Post by: craig82c on August 30, 2014, 12:44:35 PM
How cool is this!   I was looking at Abel Modding FB page and that page has so many great ideas and impressive mods.   Too bad they can't be touched.
Title: Re: The next great feature!
Post by: gtg925 on January 08, 2015, 07:30:28 PM

Re: The next great feature!
Reply #23 on: August 17, 2014, 06:28:25 PM
Quote
Having a movable (like trailer) auger with pto and hookup with adjustable height to auger your harvested crops into different bins - if you miss the hole on the top, the grain will go spilling down the side. From there you have to get a front loader or something similar with a bucket and dump that back into the auger - hopefully with the auger placed better. You can't have more than one crop per bin, and bins have limited amounts of storage.

Has this great idea been made into a mod for FS 15 or is it dead?