Existing Saves

This topic is closed (tagged ).
12 days ago

When I load to existing save, where i have explored the map, the quick trade for either cow does not come up. Could you add instant fill to the UI form both farms to fill with cows for existing saves?

12 days ago

gritten60 wrote:

When I load to existing save, where i have explored the map, the quick trade for either cow does not come up. Could you add instant fill to the UI form both farms to fill with cows for existing saves?

我的另外一个mod,叫做FGWY 存储大师mod,具备你说的这种功能,可以让你的旧档案填充牛

Another mod of mine, named FGWY Storage Master Mod, has the feature you mentioned, which allows you to fill cows in your old save files.

12 days ago

Thanks i have added the mod you recommended, but where would the fill button be? I tried loading only these two mods to sandbox as well but do not see any bottom on the farm UI to fill it

10 days ago

gritten60 wrote:

Thanks i have added the mod you recommended, but where would the fill button be? I tried loading only these two mods to sandbox as well but do not see any bottom on the farm UI to fill it

我测试了一下,很抱歉,未能有有效解决方案.
你可以尝试加载能够在码头添加产品的mod,也许能够加入新的产品,但是我不确定.
你说的这个问题,我没有考虑过,我现在考虑对他加入一个能够添加牛的方案.
当然,这个工程将会在下一个更新处理.
1,添加渔场,和罐头厂相关产线.

2,添加国际化处理方案.

3,添加牛而解决没有牛产生问题.

天啊,这是一个复杂的工程.请耐心等待.

I've tested it, but unfortunately, I haven't found an effective solution.
You can try loading mods that allow adding products at the docks, which may introduce new items, though I'm not sure about it.
I hadn't thought about the issue you mentioned. Now I plan to work on a solution to add cattle.
This work will be implemented in the next update.

  1. Add fishing grounds and production lines related to canneries.

  2. Add internationalization support.

  3. Introduce cattle to fix the problem of no cattle spawning.

Wow, this is quite a complex project. Please be patient.

9 days ago

🎉V2.0 has been updated🐟️
You can give it a try now!

9 days ago

I also can not fill any cows to my existing game. With Cheat++ Fishes are possible, and all byproducts, but now cows or cattle.Playing with V2.0 .

image.png

9 days ago

SlyPulsar wrote:

I also can not fill any cows to my existing game. With Cheat++ Fishes are possible, and all byproducts, but now cows or cattle.Playing with V2.0 .

image.png

image.png

你仔细看看你的牧场!是不是有这个按钮?你可以尝试点击他

Take a close look at your ranch! Do you see this button? You can try clicking it.

9 days ago

No, this button is not exist:

image.png

I've build 8 dairy farms and 8 cattle farms. Should I've to build only one first?

Edited 9 days ago
9 days ago

SlyPulsar wrote:

No, this button is not exist:

image.png

I've build 8 dairy farms and 8 cattle farms. Should I've to build only one first?

你是不是应该新建?你是在旧存档里面使用?尝试新建一个牧场看看是否被应用?
Should you create a new save file? Are you using an old save? Try building a new ranch to see if it works.

9 days ago

On a new game, I got the option to buy it from the village, after chicken research. But my existing game not and I also do not have this button, although I've already chicken.

9 days ago

SlyPulsar wrote:

On a new game, I got the option to buy it from the village, after chicken research. But my existing game not and I also do not have this button, although I've already chicken.

image.png

1,你新建游戏.
2,不用研究,不用生产,不用建造.只需要在食物生产菜单找到牧场,肉牛或者奶牛场都行,直接建设.
3,即使没有红色cp,也能够点击建筑,可以看到ui界面存在这个按钮,即使他不能使用.
如果存在这个按钮,就说明功能是正常的.
我不认为有问题,因为我经过了非常多次测试,包括加载dlc和无dlc,包括普通模式和沙盘模式,这都是可用的.
而你一直反馈没有这个功能,让我疑惑.

  1. Start a new game.
  2. No research, production or construction prerequisites are required. Simply locate pastures, beef cattle farms or dairy farms in the food production menu and build them directly.
  3. Even without red CP, you can click on the building. The corresponding button will appear on the UI interface even if it is greyed out and unusable.
    As long as this button is visible, the feature functions properly.
    I don't believe there is any bug here, as I have run numerous tests under various conditions: with and without DLC enabled, as well as in normal mode and sandbox mode. This feature works reliably in all scenarios.
    I am confused why you keep reporting that this feature is missing.
9 days ago

SlyPulsar wrote:

Your button occours, if I have not activated gameplay++ (https://coigame.com/Mod/9/Gameplay) . Unfortunately, like yours, this mod cannot be removed from an existing save file.

明确已知,本人设计的mod会和gameplay++产生冲突,这是很正常的.因为我们同时对游戏做了相同位置的修改.

我认为是那个一键填满的功能引起的,那个按钮没有添加之前不会引起问题,但是加入这个按钮功能后就会冲突.

已知,gameplay++带有这个按钮功能,而我的mod也带有这个按钮功能,可能因此会产生冲突.

It is confirmed that the mod I created conflicts with Gameplay++, and this is normal. This is because both mods modify the same section of the game simultaneously.

I believe the one-click fill function is the cause. There were no conflicts before this button was added, yet the conflict emerged right after this button feature was implemented.

It is known that Gameplay++ includes this button function, and my mod also features the exact same button function, which may be the source of the conflict.

这种问题无法避免,因为不同人设计,而游戏很多地方并未能提供足够的api来解决问题,造成了实际上就是为了实现某个功能,而一群人走独木桥的问题.

mod社区优点就是展现个性化的多样性,而同样缺点就是mod的排他性造成了用户只能选择一种而不能同时获得多种体验.

Such issues are inevitable. Since different developers work on them, the game does not offer sufficient APIs in many areas to resolve conflicts. This effectively forces all developers to rely on the same limited workaround to implement a single feature.

The strength of the modding community lies in showcasing diverse personalized content. However, its corresponding downside is the exclusivity of mods, which restricts users to picking only one mod instead of enjoying multiple experiences at the same time.

在设计时候,我们都尽可能和其他mod发生冲突,做出很多避让.比如优先让出右上角位置,尽可能给修改器类mod使用右上角,不使用覆盖的方法,以及不使用钩子库,尽可能使用注册式.

但是越来越多的功能要求和客户需求,造成功能一步步升级扩展,最终必然发生冲突.

从技术上无法解决这个问题,图标可以替换,而功能是底层的,都调用同样代码,这个牛的添加功能必然牵扯游戏内置的添加方法,这个功能被覆盖或者无法被调用造成图标不显示,就是功能冲突的缘故.

唯一解决方案,就是你新开游戏,然后试试两个mod一起加载,然后正常的游戏,开地图后能否在第一个村庄正常的购买到牛.

这是牛获取的唯一合法渠道.

During the design phase, we took every possible measure to avoid conflicts with other mods. For instance, we reserved the top-right corner for modifier-type mods as a priority, avoided overwriting methods and hook libraries, and adopted a registration-based approach wherever feasible.

Nevertheless, growing functional requirements and user demands have driven continuous feature upgrades and expansions, making conflicts inevitable in the end.

This issue cannot be resolved technically. While icons can be replaced, core underlying functions all call identical code. The feature for adding cattle inherently relies on the game's built-in spawning mechanism. If this function gets overwritten or fails to be invoked, the corresponding icon will disappear, which is the direct result of mod function conflicts.

The only solution is to start a new game, load both mods simultaneously, then enter the game normally. After opening the map, check if you can purchase cattle without issues in the first village.

This is the only legitimate way to obtain cattle.

86 Showing 113 of 13
Log in to reply.