New texture makes the map even more beautiful Sell your produce dung solid and liquid, their pigs and their grain yields in different outlets map Adjust the viewdistance to enhance performance (1.0)įields optimized for use intensive courseplayįeed system - the objects arranged strategically for mass production of different animals Storage complex machinery, equipment and supply pump (1.0) Product loading ramp near the silo manure (1.0)ĬOWPLEX, SiloPlex, SheePlex, ChickenPlex, PigPlex (1.0) New silo for solid manure with higher capacity and effects (1.0) Fix bugs in general for the final version 1.0 (1.0) New storage system to cut grass and straw (1.0) Fixed serious problem with land (texture and foliage) (1.0) Alternative version with manureMod (1.1) New mapSiloBand by Marhu - last version (1.1) Fix various bugs and small in general (1.1) New railway with better organization and new objects (1.2) Removed a box in the middle of the field 17 (1.4) Fixed problem when you unload beet or potato warehouse in the main farm their FPS drop (1.4)
#Fs13 mods map plus#
new selling point of grass in the garden of the farm (manure plus solid and liquid) (1.4) Original triggers map for potatoes and sugar beet in grainstation avoid lag and no errors in the log (1.4) The silos of silage from the main farm for cows has 1000 tons capacity each. The BGA has been expanded and now has eight silos of 2,000 tons each. As a byproduct of this, you have the liquid and solid manure for sale or application in the field. You must feed the pigs with wheat, barley, rape, maize, sugar beet, potato, grass, silage, mix water. 10 sites are interconnected to produce pigs. This work would not be possible without the support of all creators of mods. Delivering a good job for everyone to have fun is my only goal. Tests were many, many changes and adjustments to the map came to you with the minimum of inconvenience. It was a long way so I could complete the map to version 1.3. After a long day of tests to arrive at a stable version without errors and now I give to you. This version of the map is an improved version 0.92 beta. The main one is the new land with all errors corrected (static vegetation). In this version you will find many improvements and new features. Welcome to the final version 1.4 of the map Paradise. See the videos to better understand the operation of the farm. Your organization allows a complete and efficient use of animals on the farm. All objects are arranged in a purposeful way.
The main farm FarmPlex was designed to provide the greatest possible convenience. The map also has specific areas for deployment of greenhouses, large local sales cereals, liquid or solid manure produced on the farm. Are available for various crops cultivation, creating a complex for dairy cows, sheep, chickens and pigs. Paradise is a farm where you assume the role of a farmer who must manage large businesses to produce ever more.
So far, it seems to be working just fine.Welcome to paradise. At least, this is what I have understood and have done on my Idaho map. I think there is more, but this is the general idea to build a forstmod map. In this way, you can make your map "Forstmod ready". Take the lines in that file that refer to those placeable buildings and copy them to your "defaultVehicles" file in your map. Save your game and then go to the "vehicles" file in the savegame slot for that save. sawmill, bioheat, etc.) is to start a game and place them where you want. It then goes on to say that the easiest way to add the buildings (e.g. Then when you start the map in-game, it will replace your "dummy" trees with their harvestable counterparts. Then you add the "a" script to your map and refer to it in your modDesc of the map. You place them where ever you want in the map. The gist is that you can use the trees in the "dummy" folder as placeholders in your map. Well, I am not a native German speaker, but I lived there for a while and studied it.