Map Feliz v 1.4
5/5,
3
голоса
Последнее обновление
последние
Версия
v 1.4
1 неделю назад
I've made my mod map Feliz accessible to you here; it may still have some poor spots, but overall it's a good map.
The Feliz for the LS25 is on its way.
In addition to offering all the Giants basics, it has been entirely flipped upside down and includes an elevation model, which is very amazing in some ways.
-> 54 fields
-> plenty of space for grazing or construction
Additionally, three farms are built in, and with a little effort, the Dya and Hansen farms might be generously extended.
However, it is not possible to enlarge the middle farm.
Every farm is outfitted with a variety of modest productions for a fantastic start, and each farm includes a field production for making commodities required for field upkeep.
Additionally, there is a tiny allotment garden and a Winnie the Pooh farm. The long and massive machines in particular have trouble moving about in various areas of the map, so I would stay away from them.
Just because one or two individuals believe that monster machines should be employed for a map doesn't mean that I'll modify anything.
It is and will continue to be made for small to medium-sized machines.
The chart also shows three more fruits: triticale, rye, and spelt.
Since I find stones, dead wood clearance, and wood transport annoying, I have enlarged my orders with them. Since it is my map, there will be no disputes.
There were fifty valuables buried, but I had to search for them.
On the map, merging fields won't function because every farmland is arranged such that it affects the fields or the areas where I believe you may develop.
In response to inquiries, I will not be expanding the farmlands.
It will continue to be the case that some fences and structures cannot be demolished.
Now for the autodrive players: the map incorporates AD courses. No matter the difficulty level or if AD is in the mod folder, if you don't follow the steps below, the courses will be deleted when you start a new game.
You hit NO when Autodrive asks whether it should construct courses when you launch the save game for the first time.
You will have to start a new save game or make some yourself if you choose "yes," since the courses I gave you will be deleted.
The map includes the AD courses, so if you ask why not each one separately, the answer is obviously no.
You may receive assistance by posting in the FELIZ –> QUESTIONS & REPORTS section.
PM reports will be disregarded; there are plenty of moderators in Washington, DC, who are just as capable as I am, but just in that particular region.
I will not alter anything just because someone dislikes a stick or stone.
I'm pleased to share my map with you, but I won't change it because someone doesn't like it.
Changelog: +
V1.4.0.0 NEW SCORE IS NEEDED; further test runner cleaning; fixed multiple reported defects; corrected translations; Highlands Fishing is ready; it is highly advised to enable it to prevent mistakes.
V1.3.0.2 Tree lime increased; no new score needed; modified mod desk version; thanks to Guiguigaming for the French translation
Version 1.3.0.1
No new save game is needed, only a little adjustment for the mustard in the loader wagon and the grill image.
Final Version V1.3
I have two other projects going on, so this is the final version for now, however there may be some small adjustments.
1.3.0.0 Changelog
PF REQUIRED A NEW SAVE; I prepared the PF and made my own soil map. Humusaktiv was included as a cover crop for PF. New chopped crops were viburnum, silage corn, and green rye. New crops included were field grass, mustard, and clover. Permission is given.
Hay, straw, wood, and clover pellets are among the new pellets being produced.
Version 1.2.0.1 Ducks have been added; no new save is needed.
Changelog 1.2.0.0 – completely new road system installed – all field paths rebuilt – rice fields installed on Arable Land 80 – compost registered and boosted in greenhouses – Composter at the allotment garden – farmlands revised, farmland errors removed – Farm 3 farmland separated from the forest – several sheep pastures installed – new fence at the grain sales point – AD courses completely revised – Cowstal Farm 2 rebuilt and milk trigger installed – sheep pasture at the sawmill rebuilt – Guru's fish pond fish production installed – Grill at Farm 2 Grafenhof, processes raw fish – new preview image received
Version 1.1.0.1
Unfortunately, the fixed compost had to be removed once again, which resulted in more texture issues. NO NEED FOR A NEW SAVE STATUS
1.1.0.0 Changelog
We really need a new save!
All of the small farm productions' doors opened, all fields had new textures, the ground had been smoothed, floating trees had been lowered, signposts had been placed, some improvements had been made to the farm buildings, a fence had been erected around the olive vines, an orange plantation had been installed, and compost could be spread on the fields.
Version 1.0.0.3 The cowshed and pigsty may now be used to drain milk and manure. Version 1.0.0.2
Bale issues were resolved in Changelog 1.0.0.1; the map was cleaned up; the textures and folder structure were modified; the XML work was completed; the missing collis were added; the objects were positioned appropriately; the signposts were inserted; and the advertising courses were updated.
Thanks to Tamara von Graf
The Feliz for the LS25 is on its way.
In addition to offering all the Giants basics, it has been entirely flipped upside down and includes an elevation model, which is very amazing in some ways.
-> 54 fields
-> plenty of space for grazing or construction
Additionally, three farms are built in, and with a little effort, the Dya and Hansen farms might be generously extended.
However, it is not possible to enlarge the middle farm.
Every farm is outfitted with a variety of modest productions for a fantastic start, and each farm includes a field production for making commodities required for field upkeep.
Additionally, there is a tiny allotment garden and a Winnie the Pooh farm. The long and massive machines in particular have trouble moving about in various areas of the map, so I would stay away from them.
Just because one or two individuals believe that monster machines should be employed for a map doesn't mean that I'll modify anything.
It is and will continue to be made for small to medium-sized machines.
The chart also shows three more fruits: triticale, rye, and spelt.
Since I find stones, dead wood clearance, and wood transport annoying, I have enlarged my orders with them. Since it is my map, there will be no disputes.
There were fifty valuables buried, but I had to search for them.
On the map, merging fields won't function because every farmland is arranged such that it affects the fields or the areas where I believe you may develop.
In response to inquiries, I will not be expanding the farmlands.
It will continue to be the case that some fences and structures cannot be demolished.
Now for the autodrive players: the map incorporates AD courses. No matter the difficulty level or if AD is in the mod folder, if you don't follow the steps below, the courses will be deleted when you start a new game.
You hit NO when Autodrive asks whether it should construct courses when you launch the save game for the first time.
You will have to start a new save game or make some yourself if you choose "yes," since the courses I gave you will be deleted.
The map includes the AD courses, so if you ask why not each one separately, the answer is obviously no.
You may receive assistance by posting in the FELIZ –> QUESTIONS & REPORTS section.
PM reports will be disregarded; there are plenty of moderators in Washington, DC, who are just as capable as I am, but just in that particular region.
I will not alter anything just because someone dislikes a stick or stone.
I'm pleased to share my map with you, but I won't change it because someone doesn't like it.
Changelog: +
V1.4.0.0 NEW SCORE IS NEEDED; further test runner cleaning; fixed multiple reported defects; corrected translations; Highlands Fishing is ready; it is highly advised to enable it to prevent mistakes.
V1.3.0.2 Tree lime increased; no new score needed; modified mod desk version; thanks to Guiguigaming for the French translation
Version 1.3.0.1
No new save game is needed, only a little adjustment for the mustard in the loader wagon and the grill image.
Final Version V1.3
I have two other projects going on, so this is the final version for now, however there may be some small adjustments.
1.3.0.0 Changelog
PF REQUIRED A NEW SAVE; I prepared the PF and made my own soil map. Humusaktiv was included as a cover crop for PF. New chopped crops were viburnum, silage corn, and green rye. New crops included were field grass, mustard, and clover. Permission is given.
Hay, straw, wood, and clover pellets are among the new pellets being produced.
Version 1.2.0.1 Ducks have been added; no new save is needed.
Changelog 1.2.0.0 – completely new road system installed – all field paths rebuilt – rice fields installed on Arable Land 80 – compost registered and boosted in greenhouses – Composter at the allotment garden – farmlands revised, farmland errors removed – Farm 3 farmland separated from the forest – several sheep pastures installed – new fence at the grain sales point – AD courses completely revised – Cowstal Farm 2 rebuilt and milk trigger installed – sheep pasture at the sawmill rebuilt – Guru's fish pond fish production installed – Grill at Farm 2 Grafenhof, processes raw fish – new preview image received
Version 1.1.0.1
Unfortunately, the fixed compost had to be removed once again, which resulted in more texture issues. NO NEED FOR A NEW SAVE STATUS
1.1.0.0 Changelog
We really need a new save!
All of the small farm productions' doors opened, all fields had new textures, the ground had been smoothed, floating trees had been lowered, signposts had been placed, some improvements had been made to the farm buildings, a fence had been erected around the olive vines, an orange plantation had been installed, and compost could be spread on the fields.
Version 1.0.0.3 The cowshed and pigsty may now be used to drain milk and manure. Version 1.0.0.2
Bale issues were resolved in Changelog 1.0.0.1; the map was cleaned up; the textures and folder structure were modified; the XML work was completed; the missing collis were added; the objects were positioned appropriately; the signposts were inserted; and the advertising courses were updated.
Thanks to Tamara von Graf
Here I am making my mod map Feliz available to you, it may still have its rough edges but on the whole it has become a nice map.
Here comes the Feliz for the LS25
It has been completely turned upside down and in addition to an elevation model, which is quite impressive in some respects, it offers all the Giants standards.
-> 54 fields
-> numerous areas for building or grazing
There are also three farms built in, whereby the Dya farm and the Hansen farm can be generously expanded with a little work.
The middle farm, however, cannot be expanded.
Every farm has a field production for producing goods that are needed for field maintenance and every farm is equipped with various small productions for a perfect start.
There is also a Winnie the Pooh farm and a small allotment garden. I would avoid large machines, because in some places on the map, the long and large machines in particular have difficulty getting around.
I won’t change anything just because one or two people think that monster machines should be used for a map.
It is designed for small to medium-sized machines and that will remain the case.
There are three additional fruits on the map:
rye, spelt and triticale.
I have expanded orders with stones, dead wood removal and wood transport because they annoy me and it is my map, so no discussions.
50 collectibles were hidden, but I don’t know where, I have to look too.
Merging fields will not work on the map, all farmlands are in such a way that they affect the fields or where I think you can build.
Questions about whether I will expand the farmlands: NO
Some buildings and fences cannot be torn down and that will remain the case.
So now to the autodrive players:
AD courses are built into the map. Follow the instructions below, otherwise the courses will be gone when you start a new game – no matter what difficulty level and whether you have AD in the mod folder.
When you start the save game for the first time, Autodrive will ask you if it should create courses – you press NO!
If you press yes, the courses from me will be gone and you will have to start a new save game or create some yourself.
If you now say why not the AD courses individually – a clear NO because the map has them.
Post in the FELIZ –> QUESTIONS & REPORTS area – you will get help there.
Reports via PM will be ignored, there are enough moderators in the DC who can help as well as me, but only in that area.
I will NOT make any modifications just because someone doesn’t like a stone or stick.
It is my map that I am happy to share with you, but I will not modify it because someone doesn’t like it.
Credits:
Tamara_von_Graf
Here comes the Feliz for the LS25
It has been completely turned upside down and in addition to an elevation model, which is quite impressive in some respects, it offers all the Giants standards.
-> 54 fields
-> numerous areas for building or grazing
There are also three farms built in, whereby the Dya farm and the Hansen farm can be generously expanded with a little work.
The middle farm, however, cannot be expanded.
Every farm has a field production for producing goods that are needed for field maintenance and every farm is equipped with various small productions for a perfect start.
There is also a Winnie the Pooh farm and a small allotment garden. I would avoid large machines, because in some places on the map, the long and large machines in particular have difficulty getting around.
I won’t change anything just because one or two people think that monster machines should be used for a map.
It is designed for small to medium-sized machines and that will remain the case.
There are three additional fruits on the map:
rye, spelt and triticale.
I have expanded orders with stones, dead wood removal and wood transport because they annoy me and it is my map, so no discussions.
50 collectibles were hidden, but I don’t know where, I have to look too.
Merging fields will not work on the map, all farmlands are in such a way that they affect the fields or where I think you can build.
Questions about whether I will expand the farmlands: NO
Some buildings and fences cannot be torn down and that will remain the case.
So now to the autodrive players:
AD courses are built into the map. Follow the instructions below, otherwise the courses will be gone when you start a new game – no matter what difficulty level and whether you have AD in the mod folder.
When you start the save game for the first time, Autodrive will ask you if it should create courses – you press NO!
If you press yes, the courses from me will be gone and you will have to start a new save game or create some yourself.
If you now say why not the AD courses individually – a clear NO because the map has them.
Post in the FELIZ –> QUESTIONS & REPORTS area – you will get help there.
Reports via PM will be ignored, there are enough moderators in the DC who can help as well as me, but only in that area.
I will NOT make any modifications just because someone doesn’t like a stone or stick.
It is my map that I am happy to share with you, but I will not modify it because someone doesn’t like it.
Credits:
Tamara_von_Graf
Скачать файлы последней версии
Версия: v 1.4Обновленный: 1 неделю назад
Общий размер: 1020.46 MB FS25_Feliz_fs25planet.zip direct скачать · 1020.46 MB · добавлено 1 неделю назад
Вам также может понравиться »
0 Комментарии
Комментариев нет. Будьте первым, кто прокомментирует!