Beiträge von Creck


    So noch mal zur Genauen Erklärung es geht darum die Gärreste aus der BGA direkt in ein Silo zu verteilen geht das ? Und wenn ja wie?

    und dennoch habe ich den Sinn noch nicht verstanden,

    Erhöhe doch einfach die Kapazität von dem Gärrresste Lager,

    oder plaziere Dir ein separates Gärrrestelager, und las mit AD die Suppe rüber fahren

    schau doch mal nach ( in der XML ) was für fillType überhaupt beim BaleUnloadtrigger angenommen werden können,


    Beispiel:

    <baleTrigger triggerNode="0>20|6|0" deleteLitersPerSecond="10000" fillTypes=" GRASS_WINDROW DRYGRASS_WINDROW STRAW WOODCHIPS" />

    Bau Dir doch im GE einen geometrischen Körper, in diesem Fall Plane Abmessenung für die Reithalle, und hinterleg anschließend eine Fillplane dafür

    <Files>
    <File fileId="89" filename="mineralFeed_diffuse.png"/>
    </Files>


    <Materials>
    <Material name="UnnamedMaterial" materialId="6" diffuseColor="1 1 1 1">
    <Texture fileId="89"/>

    </Material>
    </Materials>

    so ebenmal getestet, xml umgeschrieben es geht, kann es befüllen und wieder leeren

    <?xml version="1.0" encoding="utf-8" standalone="no" ?>
    <placeable type="silo" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../../../shared/xml/schema/placeable.xsd">
    <storeData>
    <name>$l10n_storeItem_liquidManureTank</name>
    <image>store_liquidManureTank.dds</image>
         
    <price>88888</price>
    <dailyUpkeep>25</dailyUpkeep>
    <lifetime>1000</lifetime>
    <rotation>0</rotation>
    <brand>NONE</brand>
    <species>PLACEABLE</species>
    <category>silos</category>
    <brush>
    <type>placeable</type>
    <category>buildings</category>
    <tab>silos</tab>
    </brush>

    <storeIconRendering>
    <settings cameraXRot="-25" advancedBoundingBox="true" />
    </storeIconRendering>
    <vertexBufferMemoryUsage>472832</vertexBufferMemoryUsage>
    <indexBufferMemoryUsage>135936</indexBufferMemoryUsage>
    <textureMemoryUsage>4325376</textureMemoryUsage>
    <audioMemoryUsage>0</audioMemoryUsage>
    <instanceVertexBufferMemoryUsage>0</instanceVertexBufferMemoryUsage>
    <instanceIndexBufferMemoryUsage>0</instanceIndexBufferMemoryUsage>
    </storeData>

    <base>
    <filename>liquidManureTank.i3d</filename>
    <canBeRenamed>true</canBeRenamed>
    <boughtWithFarmland>true</boughtWithFarmland>
    </base>

    <placement useRandomYRotation="false" useManualYRotation="true" >
    <testAreas>
    <testArea startNode="testAreaStart01" endNode="testAreaEnd01" />
    <testArea startNode="testAreaStart02" endNode="testAreaEnd02" />
    <testArea startNode="testAreaStart03" endNode="testAreaEnd03" />
    <testArea startNode="testAreaStart04" endNode="testAreaEnd04" />
    </testAreas>

    <sounds>
    <place template="medImp" />
    </sounds>
    </placement>

    <clearAreas>
    <clearArea startNode="clearAreaStart01" widthNode="clearAreaWidth01" heightNode="clearAreaHeight01"/>
    <clearArea startNode="clearAreaStart02" widthNode="clearAreaWidth02" heightNode="clearAreaHeight02"/>
    <clearArea startNode="clearAreaStart03" widthNode="clearAreaWidth03" heightNode="clearAreaHeight03"/>
    <clearArea startNode="clearAreaStart04" widthNode="clearAreaWidth04" heightNode="clearAreaHeight04"/>
    </clearAreas>

    <leveling requireLeveling="true" maxSmoothDistance="10" maxSlope="75" maxEdgeAngle="30">
    <levelAreas>
    <levelArea startNode="clearAreaStart01" widthNode="clearAreaWidth01" heightNode="clearAreaHeight01" groundType="asphalt"/>
    <levelArea startNode="clearAreaStart02" widthNode="clearAreaWidth02" heightNode="clearAreaHeight02" groundType="asphalt"/>
    <levelArea startNode="clearAreaStart03" widthNode="clearAreaWidth03" heightNode="clearAreaHeight03" groundType="asphalt"/>
    <levelArea startNode="clearAreaStart04" widthNode="clearAreaWidth04" heightNode="clearAreaHeight04" groundType="asphalt"/>
    </levelAreas>
    </leveling>
        
    <indoorAreas/>

    <tipOcclusionUpdateAreas>
    <tipOcclusionUpdateArea startNode="tipOcclusionUpdateAreaStart01" endNode="tipOcclusionUpdateAreaEnd01" />
    </tipOcclusionUpdateAreas>

    <ai>
    <updateAreas>
    <updateArea startNode="tipOcclusionUpdateAreaStart01" endNode="tipOcclusionUpdateAreaEnd01" />
    </updateAreas>
    <splines>
    <spline node="aiSpline" />
    </splines>
    </ai>

    <infoTrigger triggerNode="infoTrigger"/>

    <silo>
    <loadingStation node="loadingTrigger" supportsExtension="true" storageRadius="70">
    <loadTrigger triggerNode="loadingTrigger" fillLitersPerSecond="2000" dischargeNode="dischargeNode" fillTypes=" DIGESTATE" aiNode="aiLoadingNode" />
    </loadingStation>

    <unloadingStation supportsExtension="true" storageRadius="50" >
    <unloadTrigger exactFillRootNode="exactFillRootNode" fillTypes="DIGESTATE" aiNode="aiLoadingNode">
                 
    </unloadTrigger>
    </unloadingStation>

    <storages>
    <storage node="storage" fillTypes=" DIGESTATE" capacity="1200000" isExtension="true">
    <fillPlane fillType=" DIGESTATE" node="fillPlane" minY="0.116" maxY="4.044" />
    </storage>
    </storages>
    </silo>

    <hotspots>
    <hotspot type="LOADING" linkNode="mapPosition" teleportNode="teleportNode" />
    </hotspots>

    <triggerMarkers>
    <triggerMarker node="markerLoading" filename="$data/shared/assets/marker/markerIconLoad.i3d" />
    <triggerMarker node="markerUnloading" filename="$data/shared/assets/marker/markerIconUnload.i3d" />
    </triggerMarkers>

    <i3dMappings>
    <i3dMapping id="clearAreaStart01" node="0>0|0" />
    <i3dMapping id="clearAreaWidth01" node="0>0|0|0" />
    <i3dMapping id="clearAreaHeight01" node="0>0|0|1" />
    <i3dMapping id="clearAreaStart02" node="0>0|1" />
    <i3dMapping id="clearAreaWidth02" node="0>0|1|0" />
    <i3dMapping id="clearAreaHeight02" node="0>0|1|1" />
    <i3dMapping id="clearAreaStart03" node="0>0|2" />
    <i3dMapping id="clearAreaWidth03" node="0>0|2|0" />
    <i3dMapping id="clearAreaHeight03" node="0>0|2|1" />
    <i3dMapping id="clearAreaStart04" node="0>0|3" />
    <i3dMapping id="clearAreaWidth04" node="0>0|3|0" />
    <i3dMapping id="clearAreaHeight04" node="0>0|3|1" />
    <i3dMapping id="testAreaStart01" node="0>1|0" />
    <i3dMapping id="testAreaEnd01" node="0>1|0|0" />
    <i3dMapping id="testAreaStart02" node="0>1|1" />
    <i3dMapping id="testAreaEnd02" node="0>1|1|0" />
    <i3dMapping id="testAreaStart03" node="0>1|2" />
    <i3dMapping id="testAreaEnd03" node="0>1|2|0" />
    <i3dMapping id="testAreaStart04" node="0>1|3" />
    <i3dMapping id="testAreaEnd04" node="0>1|3|0" />
    <i3dMapping id="tipOcclusionUpdateAreaStart01" node="0>2|0" />
    <i3dMapping id="tipOcclusionUpdateAreaEnd01" node="0>2|0|0" />
    <i3dMapping id="storage" node="0>3|0" />
    <i3dMapping id="fillPlane" node="0>3|0|0" />
    <i3dMapping id="loadingStation" node="0>3|1" />
    <i3dMapping id="loadingTrigger" node="0>3|1|0|0" />
    <i3dMapping id="dischargeNode" node="0>3|1|0|1" />
    <i3dMapping id="aiLoadingNode" node="0>3|1|1" />
    <i3dMapping id="aiSpline" node="0>3|1|2" />
    <i3dMapping id="unloadingStation" node="0>3|2" />
    <i3dMapping id="exactFillRootNode" node="0>3|2|0" />
    <i3dMapping id="mapPosition" node="0>3|3" />
    <i3dMapping id="markerUnloading" node="0>3|4" />
    <i3dMapping id="markerLoading" node="0>3|5" />
    <i3dMapping id="teleportNode" node="0>3|6" />
    <i3dMapping id="infoTrigger" node="0>3|7" />
    </i3dMappings>
    </placeable>