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FS17 Mod Support SOB Seasons Display V1.2

Displays The Seasons On Screen

  1. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

    Disco submitted a new download:

    SOB Seasons Display - Displays The Seasons On Screen

    Read more about this download...
     
    Dafydd likes this.
  2. mereman

    mereman Active Member PC-SG.uk Staff

    Just been playing with it mate and it's a great help to my almost realistic play.
     
  3. GrizzlyBearSims

    GrizzlyBearSims New Member PC-SG.uk Staff

    will this mod reflect accurately if you are using growth manager set a 4.0 for one growth stage per day?
     
  4. Enzosnext

    Enzosnext Administrator Staff Member SOB Modding

    As the mod says in the description, it is purely there to add some realism to the game, it will not override anything or show anything else at present.
    How you wish to setup the growth manager is down to your settings as some prefer it to be set faster, so I would use a bit of trial and error and if you do find a setting that works for you then please reply back with any settings you find that work.
     
  5. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

    nope, i dont think it will mate. I had it set to nine days back in fs15 to work with soilmod which had one growth stage per day. Im going to do a monday modding video on how to tweak it, ill add the video link to the mod description here once it released.

    For now, open the seasons.lua and replace the draw function (line 25 to line 57) with this to give you a 9 day year:

    Code:
    function Seasons:draw()
        if self.showSeasons then
            if g_currentMission.showHudEnv and g_currentMission.renderTime then
                local season = math.mod(g_currentMission.environment.currentDay, 9);
              
                local JobActive = false;
                if g_currentMission.fieldJobManager.currentFieldJob ~= nil then
                    JobActive = g_currentMission.fieldJobManager:isFieldJobActive()
                end
              
                setTextColor(1,1,1,1);
                setTextAlignment(RenderText.ALIGN_CENTER);
              
                if not JobActive then
                    if season == 1 then
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("EARLY SPRING").." ");      
                    elseif season == 2 then
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("MID SPRING").." ");          
                    elseif season == 3 then
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("LATE SPRING").." ");      
                    elseif season == 4 then                                                                                            
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("EARLY SUMMER").." ");      
                    elseif season == 5 then                                                                                              
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("MID SUMMER").." ");          
                    elseif season == 6 then                                                                                              
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("LATE SUMMER").." ");          
                    elseif season == 7 then                                                                                            
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("EARLY AUTUMN").." ");      
                    elseif season == 8 then                                                                                            
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("LATE AUTUMN").." ");          
                    elseif season == 0 then                                                                                            
                        renderText(g_currentMission.timeIconOverlay.x + self.x, g_currentMission.timeIconOverlay.y + (self.h*2), self.h, tostring("WINTER").." ");          
                    end;
                end;
            end;
        end;
    end;
     
  6. GrizzlyBearSims

    GrizzlyBearSims New Member PC-SG.uk Staff

    Thank you Disco. I'll give this a try. I appreciate you taking the time to help me.
     
    Last edited: Nov 22, 2016
    Disco likes this.
  7. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

    Ill have to gather some outside assistance for this one i think.....

    edit: its because i had the display set to align_center, seems to effect the chat aswell
    edit: V1.1 fixes the issue, if you have an edited verison already, add:

    Code:
    setTextAlignment(RenderText.ALIGN_LEFT);
    above the third 'end;' from the bottom

    [​IMG]
     
    Last edited: Nov 24, 2016
  8. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

  9. JimmytheGeek

    JimmytheGeek New Member

    A bit late to the party, but this is a really useful mod and a great idea! Thank you!
     
  10. Bungal341

    Bungal341 New Member

    Really good mod guys cheers
     
  11. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

    Carl likes this.
  12. Ben Exley

    Ben Exley New Member

    Can t wait to have a go on game tomorrow with this will be more realistic
     
    Disco likes this.
  13. pADDO

    pADDO New Member

    Very cool mod.. I love this

    Thanks
     
    Disco likes this.
  14. aklein

    aklein New Member

    i want to start to use this in a series I am doing. I havent installed it yet, maybe I shoudl before I ask the question.

    Anyway what season does this start at if your starting a map. If it starts in early spring can you edit it in some way to cause it to start in early fall? i ask because the map I am using has several fields and all of them are either in the last growth stage or ready to harvest right away. it would be odd for those fields to be ready to harvest in early spring.
     
  15. aklein

    aklein New Member

    Now that I fired up the mod it does seem to start in early spring. is there a way to make it start day 1 as early fall see my above post for reasoning.
     
  16. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

    it reads the <currentDay> value set by the game, try changing that in the careerSaveGame.xml, mine was at line 117, change it to 5 and see how that works dude
     
    Farmer26 and Toranion like this.
  17. aklein

    aklein New Member

    Thanks that worked. Day 5 is late summer but it will work for my needs. A little curious what will happen at midnight since I skipped 4 days. I also have the bank of hagenstat and have a 4+ million loan so a little worried it might get hit with some huge interest fees in the first night. If so oh well i can fix that with a simple edit also.
     
  18. aklein

    aklein New Member

    to update the bank mod did not seem to care that I skipped 4 game days. I am now in day 6 which is autumn. I can use this to pretend I am in a given season. now time to get all the fields harvested before winter and to see if I cant get a layer of fertilization down on them before winter hits.
     
  19. Disco

    Disco Media Staff Staff Member Media Staff SOB Modding

    good stuff, have fun dude :)
     

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