Game changing! Thank you for this video. As always those explanation are pure gold for people. Just one thing to ask, grazing in extended parts, can it be activated also?
In Multiplayer the Dialog needs to be opened separately with t in the build mode. With that you can edit the parent husbandry (if you have more then one) also.
What if you dont have anything under root navigation node? I'm trying to edit one of the Franconian cow barns to be ready for expandable pastures, but when I open this building up in giants editor, there is nothing to expand under navigationrootnode
So what I have found is that there is a separate i3d file with the mod called cow_mesh. Now I'm not a programmer but I am figuring this may change some things?
@@DisTurbedSimulations I'm very determined, it has to be this one. There aren't many other cow barns that suit the German style unfortunately. I'm going to try a few things to see what works. From my limited understanding, all that is different is the location of the navigation plane. I went into this cow_mesh.i3d file, selected the plane, and gave it the ef designation. I then went into the xml and defined the node I found in the mesh file. Will report back.
@@DisTurbedSimulations Hmm. As would probably be expected, the game crashed the moment I wanted to place the barn. Just thinking out loud here, but would there be a line of code with which we can point to the cow_mesh.i3d file followed by The way I see it, that's where the whole thing breaks down currently. I can put the 1> designation in the xml, but it can't find it in the Franken_Farm_Kuhstall.i3d because it is in cow_mesh.i3d
Thanks for tutorial. Unfortunately it's so hard to edit medium sheep barn and add EXPANDABLE PASTURES + pallet of goatmilk. I wonder if it will be possible to create such tutorial although not many people wants realistic farm with wool and milk
Nope, it's the kind of tutorial that (being hard) results in far too many support questions as people don't follow the instructions carefully enough and it then doesn't work
Hi, i have a problem with cowBarnMedium, there is no filling manure and straw, the barn should produce manure and it doesn't do that. can you help ?this barn isnt produces manure at all and has no straw level, this is bug, I would like to contact with author but I don't know where. This error only has cowBarnMedium. I tried to change it in the files but it didn't work.
Chissel is aware of the issue and it will be fixed in an update. if you want to fix it temporarily you need to change the placeable type in the xml from expandableCowHusbandryPasture to expandableCowHusbandry
Is the pasture you're editing set up for grazing already? Expandable pastures doesn't make that happen automatically. Also have you got the grazing mod installed
@@DisTurbedSimulations after a bunch of troubleshooting I came to find that it was when I changed the types from the base game to the extended pastured type so not entirely sure how to fix it
@@claytonraley9466 I had the same problem.. Is your mod, named something before "FS22_Expand...."? I figured out that if the mod loaded before the Expanded Pastures mod, because they load alphabetically, then the specialization wasn't there and I would get a "No NavMesh Defined" error. Then no animals would show up.
Thank you so much. I spent 3 days trying to do this, watched your great vid and did it in 20 minutes.
Glad it helped
Great explanation - I like how you go into into the nuts and bolts, but you do it concisely.
Glad it was helpful!
They call you Mr. Tutorial :)….great job sir
Thanks :)
And again big thank you for this explanation ❤
My pleasure. Hopefully it saves a few questions for those that doesn't see or understand the instructions
@@DisTurbedSimulationsdefinitely 🙏
thank you for this explanation ❤
You're welcome 😊
Game changing! Thank you for this video. As always those explanation are pure gold for people. Just one thing to ask, grazing in extended parts, can it be activated also?
works by default, should update every full ingame hour
What nightcloak said, grazing is already part of the mod
muito obrigado aqui do brasil consegui fazer e deu certo
Cracking tutorial, great stuff 👍👍
thanks :)
Very good tutorial 😃👍. Thanks
you're welcom
Should it work in multiplayer? Or are there a trick to get it working on MP? I cant accept what animalhusbandry to activate it to in multiplayer
In Multiplayer the Dialog needs to be opened separately with t in the build mode. With that you can edit the parent husbandry (if you have more then one) also.
Fantastic, lovley mod!!
Is this the same process for maps with pastures built in? Pastures are in the maps Placeables folder already
12:50 - answered in the video
I'll rewatch it again for the 5th time 😅
I'll save you the trouble, it say's I'm not going to tell people how to add it to map placeables
I got to the end of the video this time. Had to rewatch to add it to another mod. Thanks for another top tutorial 👍
What if you dont have anything under root navigation node?
I'm trying to edit one of the Franconian cow barns to be ready for expandable pastures, but when I open this building up in giants editor, there is nothing to expand under navigationrootnode
So what I have found is that there is a separate i3d file with the mod called cow_mesh. Now I'm not a programmer but I am figuring this may change some things?
The fule you found is what is generated from what should be under the root node. So I'd say unless you know what you're doing find a different mod
@@DisTurbedSimulations I'm very determined, it has to be this one. There aren't many other cow barns that suit the German style unfortunately. I'm going to try a few things to see what works.
From my limited understanding, all that is different is the location of the navigation plane. I went into this cow_mesh.i3d file, selected the plane, and gave it the ef designation. I then went into the xml and defined the node I found in the mesh file. Will report back.
They are not the same. The separate file contains a navigation mesh, EP works from the planes used to create a mesh
@@DisTurbedSimulations Hmm. As would probably be expected, the game crashed the moment I wanted to place the barn.
Just thinking out loud here, but would there be a line of code with which we can point to the cow_mesh.i3d file followed by
The way I see it, that's where the whole thing breaks down currently. I can put the 1> designation in the xml, but it can't find it in the Franken_Farm_Kuhstall.i3d because it is in cow_mesh.i3d
Thanks for tutorial. Unfortunately it's so hard to edit medium sheep barn and add EXPANDABLE PASTURES + pallet of goatmilk. I wonder if it will be possible to create such tutorial although not many people wants realistic farm with wool and milk
Nope, it's the kind of tutorial that (being hard) results in far too many support questions as people don't follow the instructions carefully enough and it then doesn't work
Is there a way to add animal grazing to the expansions?
It is already supported
Excellent cheers
Hi, i have a problem with cowBarnMedium, there is no filling manure and straw, the barn should produce manure and it doesn't do that. can you help ?this barn isnt produces manure at all and has no straw level, this is bug, I would like to contact with author but I don't know where. This error only has cowBarnMedium. I tried to change it in the files but it didn't work.
Chissel is aware of the issue and it will be fixed in an update. if you want to fix it temporarily you need to change the placeable type in the xml from expandableCowHusbandryPasture to expandableCowHusbandry
@@DisTurbedSimulationsNice, thank you
wath i have to do if i have a barn wtith no pastures and all cows are inside? i don;t have mesh same as u
If there isn't a single navmesh, then as the tutorial said I'm not covering how to convert things to work with expandable pastures.
My animals walk outside the navmesh after setup de expandable pasture in another cowbarn. How can i fix this?
That's probably an issue with how the giants engine does navmeshes, I've seen it with normal pastures too. So you can't
Część. Trawa w tym modzie nie jest pobierana u mnie. Proszę o pomoc
I don't understand what your question is.
@@DisTurbedSimulations I’m setting up a pasture, but it’s not collecting food, i.e., grass from the field.”
Is the pasture you're editing set up for grazing already? Expandable pastures doesn't make that happen automatically. Also have you got the grazing mod installed
@@DisTurbedSimulations didn’t have that mod installed, now everything works.” thank you 😃
excellent
Great tutorial I followed along but my nav mesh doesn’t have a shape attribute so guess I’m gonna have to wait for the modder :/
I'm sure it won't be long before mods are being updated, I was working on mine a little last night.
Great tutorial D/S S/P watch 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
Thanks Pete
Hmm… it works in my game error free but no animals show up? Idk how to fix this
Start again you did something wrong
@@DisTurbedSimulations after a bunch of troubleshooting I came to find that it was when I changed the types from the base game to the extended pastured type so not entirely sure how to fix it
join my discord and post what's happening in the fs-help group along with the log file.
@@claytonraley9466 I had the same problem.. Is your mod, named something before "FS22_Expand...."? I figured out that if the mod loaded before the Expanded Pastures mod, because they load alphabetically, then the specialization wasn't there and I would get a "No NavMesh Defined" error. Then no animals would show up.