Altkirch im Elsass v 1.0.3
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голоса
Changelog
последние
Версия
v 1.0.3
2 недели назад
Altkirch has now achieved entry into FS25 with this.
I want to express my gratitude to everyone who helped me.
There are several fields and a lot of productions (around 51) on the map.
What was utilized:
Precision Agriculture
Mods needed: Control of Production
Changelog: +
V1.0.0.3 Update for Christmas
My staff and I want you have a happy Christmas, a calm and contemplative holiday season, and a joyous New Year!
– Moddesc version adjusted
– Traffic lights adjusted to AD (AD setting: Collision detection 1.50)
– Speed cameras removed
– English translation adjusted
– Bale net and twine at spinning mill fixed
– Minor bugs fixed
– Train wagon could not load coal => fixed
– Train coal mine => power plant fixed
– Sheep pen at sheep farm => gates had no collision => fixed
– Custom seeders with their own shop category (seeding technology) created for onions
– Bergmann transfer wagon, including color selection and additional lighting, for stones, manure, compost, peat and root crops integrated into the map
– Hawe transfer wagon expanded to include root crops
– Header rack at the main farm rebuilt (Blender)
– Problem with Highlands Fishing Expansion DLC where textures were not loading for coal (replace COAL with KOHLE!!!)
– Chickens could not accept triticale => fixed
– Sugar production => pallet trigger enlarged
– Butcher shop with one production line Expanded => Chickens/Ducks converted to poultry meat; Animal trailers integrated into the map => can now transport chickens and ducks; BGA capacities slightly increased; Commercial kitchen expanded by four production lines; CroGer Farm straw tarp sheepfold fixed; Ground adjustments to the roads at the sheep farm; Fillet storage at the butcher expanded; Wind energy, solar energy, and BGA energy production decreased; Spinach added to silos: freight yard (transfer silo), pig farm, sheep pasture, cattle farm, chicken farm, and horse farm; Sawmills rebuilt. Only shovels (front loaders, wheel loaders, etc.) may now remove wood chips.
V1.0.0.2: Added silage additive for purchase at both farm shops; removed bushes from fields; fixed straw bale acceptance in the animal pens; added a placeable root crop washer; fixed manure at the sheepfold on CroGer Farm; fixed parked cars at the watermill sales point => cars were too deep in the ground; fixed lumberjack sawmill => pallets were spawning at an angle; fixed speed cameras can now be deactivated => trigger is in the town hall (starting point).#8211; Highlands Fishing DLC Adjustments #8211; Fixed the silo at the vegetable farm and orchard, which prevented water from being unloaded correctly.
V1.0.0.1 – missions were renamed to Giants missions.xml – more crops were eliminated from missions – the meadow was fixed so it could not be mowed – Invisible colli on the ground due to a fixed farmer's market sales pointDead trees that were too low or floating in the air were fixed, mission rocks that were floating in the air were fixed, a streetlight between the store and the canteen kitchen was fixed, and#8211; fixed the unloading station at the freight depot; fixed the pig farm's workshop décor (no textures); fixed the cutting unit racks at the CroGer farm; fixed the fan outlet collision at the CroGer farm; and cleared away a variety of shrubs from the fields. Only with a new save game; sheep pens fixed, which prevented the production of sheep's and goats' milk; sheep pastures fixed, which prevented the production of wool pallets; cow pastures fixed, which prevented the production of wool pallets; manure extraction from the stables fixed; pellet production fixed, which prevented the acceptance of molasses pallets; triggers for straw, hay, and wood chips scaled too small; roads fixed (small gap at the edge); moving floor at the Holzkerle sawmill fixed; and Beetmaster fixed, which prevented overloading onto trailers.
Thanks to Martin/Cro
I want to express my gratitude to everyone who helped me.
There are several fields and a lot of productions (around 51) on the map.
What was utilized:
Precision Agriculture
Mods needed: Control of Production
Changelog: +
V1.0.0.3 Update for Christmas
My staff and I want you have a happy Christmas, a calm and contemplative holiday season, and a joyous New Year!
– Moddesc version adjusted
– Traffic lights adjusted to AD (AD setting: Collision detection 1.50)
– Speed cameras removed
– English translation adjusted
– Bale net and twine at spinning mill fixed
– Minor bugs fixed
– Train wagon could not load coal => fixed
– Train coal mine => power plant fixed
– Sheep pen at sheep farm => gates had no collision => fixed
– Custom seeders with their own shop category (seeding technology) created for onions
– Bergmann transfer wagon, including color selection and additional lighting, for stones, manure, compost, peat and root crops integrated into the map
– Hawe transfer wagon expanded to include root crops
– Header rack at the main farm rebuilt (Blender)
– Problem with Highlands Fishing Expansion DLC where textures were not loading for coal (replace COAL with KOHLE!!!)
– Chickens could not accept triticale => fixed
– Sugar production => pallet trigger enlarged
– Butcher shop with one production line Expanded => Chickens/Ducks converted to poultry meat; Animal trailers integrated into the map => can now transport chickens and ducks; BGA capacities slightly increased; Commercial kitchen expanded by four production lines; CroGer Farm straw tarp sheepfold fixed; Ground adjustments to the roads at the sheep farm; Fillet storage at the butcher expanded; Wind energy, solar energy, and BGA energy production decreased; Spinach added to silos: freight yard (transfer silo), pig farm, sheep pasture, cattle farm, chicken farm, and horse farm; Sawmills rebuilt. Only shovels (front loaders, wheel loaders, etc.) may now remove wood chips.
V1.0.0.2: Added silage additive for purchase at both farm shops; removed bushes from fields; fixed straw bale acceptance in the animal pens; added a placeable root crop washer; fixed manure at the sheepfold on CroGer Farm; fixed parked cars at the watermill sales point => cars were too deep in the ground; fixed lumberjack sawmill => pallets were spawning at an angle; fixed speed cameras can now be deactivated => trigger is in the town hall (starting point).#8211; Highlands Fishing DLC Adjustments #8211; Fixed the silo at the vegetable farm and orchard, which prevented water from being unloaded correctly.
V1.0.0.1 – missions were renamed to Giants missions.xml – more crops were eliminated from missions – the meadow was fixed so it could not be mowed – Invisible colli on the ground due to a fixed farmer's market sales pointDead trees that were too low or floating in the air were fixed, mission rocks that were floating in the air were fixed, a streetlight between the store and the canteen kitchen was fixed, and#8211; fixed the unloading station at the freight depot; fixed the pig farm's workshop décor (no textures); fixed the cutting unit racks at the CroGer farm; fixed the fan outlet collision at the CroGer farm; and cleared away a variety of shrubs from the fields. Only with a new save game; sheep pens fixed, which prevented the production of sheep's and goats' milk; sheep pastures fixed, which prevented the production of wool pallets; cow pastures fixed, which prevented the production of wool pallets; manure extraction from the stables fixed; pellet production fixed, which prevented the acceptance of molasses pallets; triggers for straw, hay, and wood chips scaled too small; roads fixed (small gap at the edge); moving floor at the Holzkerle sawmill fixed; and Beetmaster fixed, which prevented overloading onto trailers.
Thanks to Martin/Cro
Версия
v 1.0.1
3 месяца назад
Altkirch has now achieved entry into FS25 with this.
I want to express my gratitude to everyone who helped me.
There are several fields and a lot of productions (around 51) on the map.
What was utilized:
Precision Agriculture
Mods needed: Control of Production
Changelog: +
V1.0.0.1 – Missions changed to Giants missions.xml – Removed more crops from missions – Fixed meadow => couldn't be mowed – Fixed farmer's market sales point => invisible colli on the ground – Fixed dead trees (too low or floating in the air) – Fixed mission rock floating in the air – Fixed freight depot unloading station – Fixed cutting unit racks at the CroGer farm – Fixed collision at the fan outlet at the CroGer farm – Removed various bushes in the fields. It was only effective with a new save game. Sheep pens were fixed, which prevented the production of sheep's and goat's milk. Sheep pastures were fixed, which prevented the production of wool pallets. Cow pastures were fixed, which prevented health from increasing. Manure extraction from the stables was fixed. Pellet production was fixed, which prevented the acceptance of molasses pallets. Triggers for straw, hay, and wood chips were scaled too small. Roads were fixed (small gap at the edge); the moving floor at Holzkerle sawmill was fixed; Beetmaster was fixed, which prevented overloading onto trailers.
Credits: Cro and Martin
I want to express my gratitude to everyone who helped me.
There are several fields and a lot of productions (around 51) on the map.
What was utilized:
Precision Agriculture
Mods needed: Control of Production
Changelog: +
V1.0.0.1 – Missions changed to Giants missions.xml – Removed more crops from missions – Fixed meadow => couldn't be mowed – Fixed farmer's market sales point => invisible colli on the ground – Fixed dead trees (too low or floating in the air) – Fixed mission rock floating in the air – Fixed freight depot unloading station – Fixed cutting unit racks at the CroGer farm – Fixed collision at the fan outlet at the CroGer farm – Removed various bushes in the fields. It was only effective with a new save game. Sheep pens were fixed, which prevented the production of sheep's and goat's milk. Sheep pastures were fixed, which prevented the production of wool pallets. Cow pastures were fixed, which prevented health from increasing. Manure extraction from the stables was fixed. Pellet production was fixed, which prevented the acceptance of molasses pallets. Triggers for straw, hay, and wood chips were scaled too small. Roads were fixed (small gap at the edge); the moving floor at Holzkerle sawmill was fixed; Beetmaster was fixed, which prevented overloading onto trailers.
Credits: Cro and Martin