🚨 FarmgCon24 Day 2 | Information related to scripting and modding changes 🚨

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Day 2 was all about scripting and modding for Farming Simulator 25. The first session discussed scripting a sample mod in a milage counter. They referenced the Scripting with LUA book released last year which you can find linked below. In the second session they discussed the changes in modding vehicles between FS22 and FS25.
Scripting Farming Simulator with Lua: Unlocking the Virtual Fields 1st ed. Edition - amzn.to/3W2eAJA
Giants Developer Network (GDN) Modding Tutorials for FS22 - gdn.giants-software.com/video...
Farming Simulator 25 PC Digital Download - www.farming-simulator.com/buy...
Farming Simulator 25 PC Collectors Edition (Amazon US) - amzn.to/3KZ4gwM
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#FarmingSimulator22 #FS22

Пікірлер: 10

  • @gmngjoy
    @gmngjoy13 күн бұрын

    A few things that highlight to me as a modder: - Wheel configurations being simpler is great, hopefully that means that the boilerplate that was in the current wheel configs will move to the wheel config file instead of the mod itself. It always felt strange to be defining things like friction & physics attributes on a per-tire basis when those values were just copied. - Base Material Changes will be a huge change, and will mean that it will be harder to "convert" mods from FS22 to FS25; hopefully for the better! - A slide that was almost skipped over titled "More Configurations" is really important to the modding community - current FS22 mods are leveraging incorrect things just to provide customization options; ie: a tractor that uses the tensionBeltConfiguration to give the user (in the shop) the ability to select number plates. hopefully this type of thing will be a thing of the past.

  • @FarmerKlein

    @FarmerKlein

    13 күн бұрын

    On more configurations I didnt have much to go on with that it was just one slide and the text on the slide as a non modder didnt mean much to me. I am glad you got something useful out of it. I hope we will see proper conversions and it wont be like FS19 when we had quick and dirty conversions using the old texture system and then newer ones using the new texture system. From a player standpoint I can see questions like why dont I have reflections on X or why cant I connect Y to the 3 point.

  • @sherrydowns4052

    @sherrydowns4052

    13 күн бұрын

    @@FarmerKlein I think proper conversions will be pseudo-enforced by the automatic mod hub test system, because it’s going to want to see all those new layers included

  • @Jodah175
    @Jodah17513 күн бұрын

    know what would be cool? if the definitions used in a mod(or base game for that matter) were properly documented and updated.

  • @Nero_1069
    @Nero_106913 күн бұрын

    do it again with no music

  • @BenKempa
    @BenKempa13 күн бұрын

    It doesn’t look like converting to FS 25 will be easy😢

  • @sherrydowns4052
    @sherrydowns405213 күн бұрын

    Interesting vehicle link overhaul… going to be some transitions, extra layers, base models will persist it looks like but all the skins and lighting and such will need to be scrapped and redid to be accurate. Hopefully giants includes those scan data sets in the editor interface. Don’t expect as many mod conversions as quickly as they were for fs19-22. They said nothing about field creation or ai splines?

  • @FarmerKlein

    @FarmerKlein

    13 күн бұрын

    Hopefully we get more information in the coming 4 months although most likely alot of the info will be player focused. I think so much of map making is learned after the game is released and the updated editor is released and people can import a base map into the game and start picking at it.

  • @sherrydowns4052
    @sherrydowns405213 күн бұрын

    Programming isn’t that hard, but programming properly is what 90% fail at.

  • @waylontimlick2792
    @waylontimlick279214 күн бұрын

    First

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