All the buildings have tried to replace Russian. Culture and animal remains standard + growing calves and pigs. Pickup milk delivery of fish from the lake to the canning small factory, sale of timber and boards. Number of ready-fields has changed.
Hello and welcome to Newbie Farm. I have been working on this map since FS11 and have released many updates over the years which has seem the map change a lot. This years map is no different and although not as drastic as the changes made after FS13 was released, there are still a lot of small but cosmetic changes to be seem. Some fields have been changed to include some hills in them and then some fields are a little bigger. The most noticeable changes are the road going up to the Bakery and the field near it, the fact that there is now only 2 bridges as a pose to the 4 in FS13 field 24 been much bigger.
I have implemented the water mod although due to issue’s with the mod for chickens the water mod is only active for sheep and cows. Also the soil mod has now been implemented to add a more realistic simulation to crop maintenance.
Less hills – more fields. Here is where to turn real farmer! Dreaming of a large and successful farm? Try your luck at the Kuban fields. There are only eight, but they are huge. Standard culture. In addition, there are many sites for your new buildings. Straw can be sold only in “Pelletycha.” Map optimized for CoursePlay, so hardcore it will not name. The new version of the cards were removed some unused buildings in order to better distribute the central space of the farm. Of living creatures on the map there are cows, sheep, chickens, pigs, and calves. All animals need to eat and drink. Pigs and calves can be sold in the butcher shop with Andy. You start the game with the technique of mid-level and one field north-western part. This field is already fertilized! The cost of field depends on the distance from the farm. The farthest cost 40 000 per hectare, the most proximal to the farm – 80,000 per hectare.
After about 2 months of construction, fummel and test work I want to introduce you a new map.
It is not completely new but united in Papenburg Map Papenburg with the North Bokel. The rest of the map I gestalltet idividuell. It has also maintained a slight hill Lieger some detail. The parts I will expand on the time.
It therefore is a 4 fold map. I have some big dispensed layer trees. Which are only here and there on the edge
The map is planted to 97% precipitable with trees.
Equal first the map is not necessarily what weak computer. But my tester did not complain so they should run well on moderate calculators.
My system for reference: Intel i7 4970K 8GB / Ram 1600 / Geforce GTX 770 2GB Ram / Win 7 64 bit
But the pudding is in the eating.
As a result, I have merged 2 maps and have installed mods and eitliche building has grown to about 490MB the zip. Especially the trees eat a lot of space in the i3d the shapes, the playing sind.Das grown to over 100 MB of performance and load times but technically not a big role.
So we go into detail
-4 Times map with 95 arable land and about 20 meadows
and pig. BGA.Mistlager of BGA
– All dunghill with conveyor belts
– Wool pallets Collector (with auto sale)
– (Can load Sähmaschinenmüssen seeds2) Seedmaster for the production of seed (Pack included)
Kalksilos to kalkkaufen of different stand put on the map (courtyard, harbor, Raiffeisen)
– 5 manure storage
– A wide end farm buildings (usually twice) 2 butchers, 2 biomass heating plants, 1 Raiffeisen mill, 2 Raiffeisen markets, 2 grain storage, etc.
– Slurry, manure, lime mod Wassermod, Choppedstraw
– Fruit varieties: wheat, barley, canola, corn, grass, beets, potatoes, clover, alfalfa (Multi Fruit modules are included)
– 2 large external Biiogasanlagen
– Surfaces 1-40 hectares
Function grass and corn silos (Chaff):
The silos can do both. For this purpose, you should her fahrsiloextension nutzen.Lest through you what it says. There is only grass or corn silos. You will even remember what go where gehört.Grasilos take only grass and corn silos only maize (chaff) and potatoes (see below)
Even after proofing can see by the color of what grass (dark) or maize (chaff) (light) ist.Das can then very easily using the Mixer feeders (Kuhn) or blade (can record must grass) .And be taken either directly fed or processed at 50% 50% oder60% / 40% or 40% / 60% mixture of compound feedingstuffs werden.Bei addition of 10-20% of potatoes in ensiling can also be removed after fermentation direct compound feed.
Other FAQ and other explanations follow in the next few days.
Known errors and problems
This is my edit of Westbridge Hills, I have added the lumber mill and a forest tree and extra’s. Added Lumber train and grain train. I have deleted some fields and reshaped some fields. I have moved the cow, sheep and chicked areas and added water mod for cows, sheep, and chickens. Removed some buildings and added some. the pda has been altered to suit ..
I have run it without error for several days and have found no problems. If you find any problems let me know so i can fix them.
Moved cow, sheep and chicken zones, added manure, added silage pit at cow zone,
added mixing station, now has pigs and beef also slaughter house. manure and slurry sales. Wool pallet collector much much more, you will have to see. ;).
The main farm has a new layout and feel to it, also a separate area on the farm for storage and combine parking.
Also added a seprate area for parking forestry equipment and storing timber and woodchips aswell as cutting wood chips.
Also it has a area added for resetting your machinery etc.
– Fixed bug where you buy a vehicle and would spawn in shop.
– Removed a few objects sitting around farm
– Removed traffic for Single player.
Any other bugs message me on here with a screenshot so i can fix it for later versions.
Here is after the beta V1.1 Enhancements on a 4 compartment which is actually quite expanded to some but I have lost track and simply see no end to the build because I do it all alone.
Thus, I offer here this 4 times map of Wassel and surroundings to continue building.
As I said I lack the overview and I einfaach not have the nerve to build further.
If someone wants to continue to build this map, I’d appreciate the end result.
Otherwise, they play the way it is and I have to say that you can then just buy cows because the INFO LAYER of the chickens and sheep not fit.
Nevertheless, a thank you to the modders whose mods or building I’ve built.
Have fun FK Modding
Most are the Westbridge Hills Map already know from the Landwirtschafts Simulator 2013. I tried necessary to ensure that the map does not lose its flavor.
Players who already know the map, should feel immediately at home. A few things have changed, of course, or have been added.
The map has all the standard features, like the Bjorn Holm map.
I want to ask you this description to thoroughly read. Most questions are answered there.
An internal test of BauerLundeman I hope that as many bugs as possible were found and fixed.
A big thank you goes to Mahru’s Forum Without their help, the whole thing would have never worked out that way.
What has been done:
There are now meht place in the yard 1. The mast systems are somewhat removed from the yard by elmaligen drive-in theater.
A composting is also part of the yard. The 2 yard at the cattle now offers more space for the vehicles, and has also received a feed store and two new silos.
In the sheep now a wool and manure storage is installed.
A slurry and manure sale is also installed. The mast system itself must be cleaned out, the required storage are also installed on the mast.
But look yourself.
Many things are as you know it, but a lot different.
Pigs and cattle fattening installed (drive-in)
Metzger installed, buys beef and pork
Two built by mobile shelters
Installed Seedmaster2K15 and matching stock
Nozzle installed in the milk / water trailer of Marhu (milking the cow shed, dairy milk purchase water at the fountain in the courtyard and stables) milk we sold 00:00
Integrated digital displays
Petrol pump and job board on the farm
Manure / dung Purchase installed (in the nursery)
Exchanged soil texture of the fields
BGA scored a ramp and can be filled with hangers, added shelter
Composting installed (for cattle fattening)
Installed for collecting eggs
Fitted ball bearing
Installed feed store with conveyor belts
Built manure storage
There are two outdoor silos, 1 1 corn grass (the dealer)
Fields partly changed, etc. some building.
The UniversalProcessKit (UPK) is not a mod in the actual sense, but it extends to LS15 functionality to make it easier for modders to equip buildings with features. It does not matter if the building is to be placed anywhere or can be installed.
The name is English and is pronounced roughly “Junni-Wörsel Proßess putty”. It literally means “comprehensive processing kit”.
Version: The development of the mod is not finished, I extend it all the time, fixed bugs etc.pp.
To get a glimpse of how it is been used so, here are some links to mods that use it:
– Placeable pile
– ROS Fruits And Berries
– ROS warehouses
This kit consists of various modules, whose actions are triggered by the player or which become active depending on the level. It can also be enhanced by self-programmed modules.
The configuration of the UPK mods is controlled solely via User Attributes in the i3d Mapper and “use” Modder the functions easy (as the functions of the Giants scripts also.) – It is not necessary / allowed the UPK “bridge” to.
Admittedly sets the UPK the properties of the modules not completely automatically (it does not know what you’re up to it) and you need to incorporate a bit if you want to use it in your mod. This can of course be connected in the beginning with frustration. Nevertheless, the only alternative would be to program your mod from scratch.
On the GitHub page is a documentary about how modules are, what they do and how to configure them. There are also a number of Beispielmods that show how the configuration is implemented. To create a simple tilting-bearings-filling-Mod is ne matter of a few minutes.
Mods that use the UPK are automatically multiplayer capability.
As Mapper, modders and players alike: Simply put the zip in the mod folder and is good it is not allowed him to maps or mods integrate directly..
Errors / error messages: Since it is not apparent to players if the UPK has an error or the mod has been configured incorrectly, please contact you only the modders do so. He then comes up to me, if it is not on his mod.
Hagenstedt, who does not know of the Farming Simulator 2013. Personally, I’ve always enjoyed playing even though I had transformed me. Now I have here at Modhoster the Hagenstedt of thedibla0 found that he has converted it to work in LS15.
Yes it works, but only limited. Thus, for example, not to cut down trees, lumber mill is missing chips can deliver anywhere in the nursery and also lacks the shop trigger so that you can buy anything.
Just little things but should not be missing or may.
Therefore, the map I have sometimes adopted and begun to adapt.
In this version I once built a sawmill added. It is located near the harbor. The local trigger function provided that all. The only thing that is not yet installed, the chips sale.
The trees can stand at the sawmill at the field up to three trees all cases, as the pictures show it. Why the other 3 trees do not I have to look at can make. More trees have not yet been installed since it is only once this is a small test phase.
Unfortunately, I’ve also seen after you upload you can buy anything at the nursery. This will then be resolved in the next version with.
For the card itself:
The card will be a pure single player map. Whether it will then run in multiplayer I can not say because I do not have the goal to create a multiplayer map.
The card will not stay at the origin. This means that the buildings and retail space are partially rebuilt, converted or taken away gant. Depending on how I need it or not.
Quoted four courtyards.
How and where do and look like they are this will then show gradually.
In the next update:
If a small forest added so that you can already supply the sawmill.
The chips sale is added to the BGA, and the power plant will be located in Hagenstedt.
The nursery will be re gesteltet so that you can make use everything and buy as you are used to.
Thus, and for all who have not yet read it out now, this is a trial period to see if such a map is desired, first, second, so can you tell me what you want to have with you on the map and what is not. Third, to see whether other users in the sawmill work the way with me.
Why did not you yet other things come with the built in the next update
As previously working 48 hours stuck in the map. I also have to go through are just getting started with the present time for the next update some test phases with me.
For all notorious complainer and the person you of the reading are not proficient because they believed in the school cell phone is more important and can only sing and clap therefore which is gesgat:
You can save you all. Who does not want it invites not down and who has something to complain can go to Mum in the kitchen and cry on there at the coat-tails. Or you sit yourself with your butt down and build something with yourself.
Of all of them said, criticism and suggestions are always happy to welcome, just so I can fix bugs and wishes into account.
Credits and built Mods:
The card I use has converted thediabl0 and can be downloaded at Modhoster down here
Hagenstedt by thediabl0
The loading crane at the sawmill … so I though Modhoster dannach searched but not found. Maybe I’ve just missed it. Who knows by whom is please mention may be made to send me a message so that the modders here, too.
The worker sitting in Verladekran comes from Gaints from another game.
4 Arable fields and 6 grass fields.
Cows, Sheep and Chickens.
1 Main yard and a smaller yard for storing root crops and wood chips.
Village with houses, pub, dealership and sell points.
Village pond and a drain running through the map.
Auto opening gates. You must be close to the gate, The triggers are small so the gates do not swing open when just driving past.
Grain Store point – Located in the Centre of the farm yard. To load the grain back into a trailer, Reverse into the shed as you would when storing the grain, look up just inside the shed and you will see a pipe, You can load grain from that pipe as you would in the default maps.
Sugar beet and potato Store point – Behind the village and dealership, There’s 3 brick buildings. Store beet and potatoes in the 2 next to each other and then use the conveyors to load the beet and potatoes back into your trailer.
Wood chips Store point – Wood chips can be stored at the same location as the beet and potatoes, In the small yard behind the village and dealership. Wood chips are stored in the single brick building and can be loaded back into a trailer using the in game bucket.
Silage – The silage pit is located at the back of the yard, Next to the sheep field.
Manure – Next to the cattle shed.
Slurry – Next to the cattle shed.
Seed refill – Inside the workshop.
Fertilizer refill – Inside the workshop next to the seed refill point, Or at the yara tanks across from the cattle shed.
Fuel refill – The fuel tank is next to the yara tanks, Across from the cattle shed.
Chopped straw – Inside the cattle shed.
Cattle feeding trough – Inside the cattle shed.
Sheep feeding trough – Outside the sheep shed, Next to the silage pit.
Wool pallet – Next to the sheep feeding trough, Outside the sheep shed.
Eggs – The chickens are located behind the village at the bottom of the large grass field, You will find the eggs around the straw bales.
Grain and wood chips sell point – Outside the dealership building with the large sell point sign.
? Bale sell point – Inside the dealership building.
Wood/Logs sell point – Next to the grain and wood chips sell point outside the dealership building.
Vehicle/Equipment sell point – Inside the dealership building.
Eggs sell point – Down the side of the village pub.
ATM – Inside the dealership.
Shop triggers – Inside the dealership.
Equipment re-set point – Farm yard.