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108 Comments for RealLifeNumbers
Hallo, wollte mich mal zurückmelden zu Version 1.0.0.9. Schon im Singleplayer haut es mir die Log mit Errors voll. Hier der besagte Error. ich würde Ihnen die gesamte Log bei Bedarf zukommen lassen da ich Sie hier leider nicht anhängen kann.Wir haben die Transportaufträge übrigens nicht im Spiel. Grüße JS39
2022-02-04 16:55 Error: Running LUA method 'update'.
C:/Users/Frank/Documents/My Games/FarmingSimulator2022/mods/FS22_RealLifeNumbers/RealNumbersContractRewards.lua:526: attempt to compare number with nil
2022-02-04 16:55 dataS/character/player01/clothes/bottoms/botJeans.i3d (5.66 ms)
Hello, wanted to log me back to version 1.0.0.9. Already in the singleplayer it hits me the log full of errors. Here’s the said error. I would send you the entire log if needed because I can’t attach you here unfortunately.We don’t have the transport orders in the game. Greetings JS39
It is not a lengthy task to disable a script.
To disable a script, thus preventing it from loading, you need to open the zip file and open the file named modDesc.xml
At the bottom of this file you will see lines like these
<sourceFile filename="RealNumbersLoans.lua"/>
<!-- <sourceFile filename="myTest.lua" /> -->
The first line loads the RealNumbersLoan.lua script. The last one has been commented out, so it will not be loaded.
<!-- This is commented out -->
When you are done. save the modDesc.xml file. Then zip the folder with the mod files and put the zip file back into the mod folder.
Hallo bei uns auf dem server verschwinden Gebäude mit der neuen Version.Mit der 1.0.0.8 sind sie wieder da- Ansonsten passt es bisher.Grüße und Danke
Hello with us on the server disappearing buildings with the new version.With the 1.0.0.8 they are back- Otherwise it fits so far.Greetings and thanks
Hi, loved using this mod in FS19 and super excited to see it available for 22, I see it has been setup quite differently for 22. How does someone install it when trying to use it on a dedicated server? Thanks
Hi Kaj, your mailbox returns Diagnostic-Code: smtp; 550 5.7.1 from my mailbox and also from eu and us check tools :(
Anyway, that error is figured out. There were unexpected values in the XML definition (my misunderstanding that mechanics implemented). More details in the e-mail, if it will work. Log and examples ready to send. I'll try it later. Cheers, Ticho
Hi Ticho,
I tried to install Erlengrat. I get no error on loading and I can do all the keyboard commands without errors. Mayby you have an issue with either some parameter values or a missing or invalid xml file.
The error message you get is typically due to an issue in a script running before the script giving the issue.
Could you e-mail me your log file? My adress is at the top of the scripts.
Hello again,
on the new (and prepared) savegame I've got an error:
2022-01-31 01:12 Error: Running LUA method 'loadSharedI3DFileFinished'.
D:/blablabla/FarmMods22/FS22_RealLifeNumbers/RealNumbersLoans.lua:23: bad argument #3 to 'format' (number expected, got string)
this row was quickly checked and compared with other lua scripts, but unfortunately, I'm not skilled in lua debugging.
Without source XML file (using the default) same error. What do I have to check or change in lua? Not related to that map is Erlengrat and w/o other mods.
Cheers, Ticho
Hi drewcZ,
I'm for some reason not able to reply to your message.
With version 1.0.0.8 you can lease equipment outside the mission. Here the cost of leasing is set in the script RealNumbersLeasing.lua:
RN.DEFAULT_RUNNING_LEASING_FACTOR = 0.0;
RN.PER_DAY_LEASING_FACTOR = 0.001;
RN.DEFAULT_LEASING_DEPOSIT_FACTOR = 0.0;
The per hour cost and deposit is set to zero. This is because the leasing adressed here is not long term leasing. It is more equivalent to hiring a contractor to do a job on a field you own.
If you only own 50 ha of grain fields, you would not be likely to own a combine. So this leasing style allow you to go hire a contractor for a one-day job. If you also put a helper on the leased combine, it seems quite realistic.
If you want to increase the lease cost per day simply increase 0.001 to a higher value. It is 0.1 % of the purchase price of the equipment.
In the next version, you will be able to adjust the deduction for leasing equipment inside a mission job.
Hi, thank you a lot for that mod! Love real playing.
And also thank you for testing the compatibility with FS22_SupplyTransportContracts!
I have one question about mission price, may I edit somewhere the ratio of change?
Thank you. Ticho aka DrewCZ
Version 1.0.0.8 is not compatible with the new mod FS22_SupplyTransportContracts. A new version of RealLifeNumber is being tested and will be uploaded after a few more hours of testing.
The reply button does not work for me, so here is the answer to ASCtoppi concerning the use of the log file for output.
The log file is the default output, and therefore the place scripts will send their output, if the print() command is used. This is by far the simplest way of producing output.
The mod has an unusally large amount of output, hence alternative means have not been considered in great length.
In mods with HUD displays, 80 - 90 percent of the code is dealing with the HUD. This also means that most of the developer time is used on non-core aspects. As I am alone in this project, I would not get much done, if I had to spend this much time on non-essentials.
To be fair, I have not tried to write text to files other than the log file. So I can't say if that is easy or hard.
When the savegame is on its way, I hardly use the log files. I use it mostly when setting up the game, and when trying out new mod parameter values. When I'm done with that I open the log file in an editor and strip it for all other content, even the date and times. I save it as a map specific log file.
When an error occurs, this is where the log file gets very long.
I'm not saying this is the best option for saving output, but it is the quickest in terms of developer time. It would clearly be preferable to have a dedicated log file located in the modSettings/RealLifeNumbers/savegamex folder. This way it is not overwritten when you play another map.
one question, why does the log file have to be used? I have one that is already 300 kB in size and is getting bigger and bigger, if there are other problems with a mod, you can no longer upload this file in forums - data limit
Think about something else, how to, the tracking of your scripts and xmls, a separate file that is renewed again and again, preferably then and ModSettings - Savegame - Number - LOG.Text
eine Frage, warum muss die Log Datei dabei benutzt werden?? Ich habe eine die jetzt schon 300 kB groß ist und immer größer wird, solltet es andere Probleme geben mit einem Mod, kann man in Foren nicht mehr diese Datei hoch laden - Datenlimit
Überlege dir etwas anderes wie man, die Nachverfolgung deiner Scripte und xmls, eine eigende Datei die sich immer wieder erneuert, am besten dann und ModSettings - Savegame - Nummer - LOG.Text
A temporary solution to the issue reported by ASCtoppi has been found.
In the script RealNumbersAnimalScaling.lua line 2284, change the old line to the new line.
-- local animalTypeName = RN.animalScaling.animalName[animalName]; -- old line
local animalTypeName = RN.animalValues[animalName].animalType; -- new line
I will update a new version when the script has had further testing.
Please let me know, how the fix works for you.
hallo, danke für den Mod, bekomme diesen Fehler immer beim beenden des Monats. Spiele auf der Mod Map von Pandahma und habe im NOV mit deinem Mod angefangen zu spielen, Daten wie in der Anleitung erstellt und kopiert. Vom NOV zu DEZ der gleiche Fehler und von DEZ zu JAN das gleiche, also immer wenn der Monat beendet ist.
hello, thanks for the mod, always get this error when ending the month. Play on Pandahma's mod map and started playing with your mod in NOV, created and copied data as instructed. The same error from NOV to DEC and the same from DEC to JAN, i.e. whenever the month ends.
D:/Documents/My Games/FarmingSimulator2022/mods/FS22_RealLifeNumbers/RealNumbersAnimalScaling.lua:2287: attempt to compare nil with number
2022-01-24 01:28 RealNumbersCalendarInfo:update
2022-01-24 01:28 current year = 1
2022-01-24 01:28 current Season = 3
2022-01-24 01:28 current period = 10
2022-01-24 01:28 current month = 12
2022-01-24 01:28 current year = 1
2022-01-24 01:28 current Day In Season = 1
2022-01-24 01:28 days Per Period = 5
2022-01-24 01:28 current Day In Period = 1
2022-01-24 01:28 current Monotonic Day = 22
2022-01-24 01:28 currentDay = 46
2022-01-24 01:28 current Hour = 0
2022-01-24 01:28 current Minute = 14
2022-01-24 01:28 curent month is not a grazing month
2022-01-24 01:28
2022-01-24 01:30 Info: Savegame Setting 'economicDifficulty': 2
2022-01-24 01:30 Game saved successfully.
Achso eine Frage noch wenn man pro Monat mit mehren Tagen spielen will, muss man da was ändern oder passt sich Dein Script an.
Ahso a question if you want to play a month with several days, you have to change something or adjust your script?
Hallo, Danke für die Version 8. Nun fehlt nur noch die reduzierte Wartung und ist beim Helferlohn auch was geplant in Richtung real? Dann wird es so langsam perfekt. Danke für dein tolle Arbeit.
Ich oder wir testen es übrigens auch im MP auf Server.
Hello, Thank you for version 8. Now only the reduced maintenance is missing and is what is planned in the direction of real at the helper’s salary? Then it’s going to be perfect. Thank you for your great work.
By the way, I or we also test it in the MP on server.
If you are playing the new UK map, Calmsden Farm, by Oygendavid, try the new updated distribution (Ver. 1.0.0.8). It now contains three different sets of xml data files for UK, France and US, respectively.
Hallo, wäre es möglich das Du die wartungskosten die viel zu hoch und somit unreal sind im LS22 auch mit reinnimmst? Es gibt ein script von Ifkonator wo die Wartungskosten um die Hälfte senkt also scheint nicht so aufwendig zu sein.
Grüße und Danke JS39
Hello, would it be possible that you have the maintenance costs that are much too high and therefore unreal in the LS22 with pure? There is a script from Ifkonator where the maintenance costs are halved so it doesn’t seem to be so expensive.
Greetings and thanks JS39
I have noticed two issues in version 1.0.0.7
1. The transport fee for sheep is way to high. You can edit them to be similar to pigs.
2. The price of land is reset to 25000€/ha automatically, even if you have changed it in my_farmland.xml.
To fix the latter you need to open RealNumbersFieldPrices.lua in an editor, find line 260.
It says:
g_farmlandManager.pricePerHa = 25000;
Change is to:
g_farmlandManager.pricePerHa = RN.fieldPrices.pricePerHa;
Then it will be using the number read from the xml file.
Gefällt mir super was Du Dir für 22 noch alles einfallen lässt. Wird der höhere Kreditrahmen auch noch kommen? % Sterne hast Du jetzt schon.
I there JS39, Thank you for your kind words. Are you talking about the max loan amount? I think that could easily be included in a future update.