Modifications 71714

FS19 others mods

If you can’t find the mod category for the mod that you’re looking for, if you have a hard time figuring out where your mod can be or if you want something different to add to FS19, you came to the right place. In the category of FS19 other mods, players can expect to find exciting, unique and very different modifications for their game. For example, some additions work like addons but aren’t really addons, they’re just tools that a developer or a very experienced player could use.
There are also mods for other types of tools and items that couldn’t be put in any other category that we have on our mod catalogue. There are a lot of other mods that you could use. They will all change the way you play, like by adding unique and fun holiday-inspired items or by changing some mechanics of the game. In general, the category of ‘Other FS19 mods’ is usually inhabited by unique and rare solutions for players of the simulator who definitely want to change particular details about their gameplay.
Check out the Farming Simulator 19 other mods to find something that can truly eliminate monotony and boredom from your gameplay. Download other mods for Farming Simulator 19 for free!

MANURE SYSTEM V1.2.1.0

November 10, 2021

The Manure System mod changes the whole gameplay around handling your manure application. Experience what it really means to pump liquids as a real farmer.

Changelog:
– Support for nested pump sources
– Fix issue with limited fill direction
– Allow for non strategy connector types

Use the fill arms to actually be able to pump from open sources like: manure containers, lagoons amd water sources.
Use a specialized dock arm in order to suck from a docking funnel, or simply use a suction hose.
With a suction hose you´re able to pump a liquid fill type from source to target. If applicable you could extend the liquid manure hose to reach larger ranges.
Pumping does not always happen at full efficiency, manure thickness decreases the pump capacity and also the length of hoses affects your pump time.

All vanilla vehicles are supported (and some have additional changes), for a full list please check the manual below.
For more information read the manual on my GitHub.

Special thanks to VertexDezign and BM-Modding for providing awesome assets!

Slurry hose:
– Price: €150

Fertilizer hose:
– Price: €300



Wopster

Farming simulator 2019 mods / Others

GUIDANCE STEERING V1.1.0.0

November 10, 2021

Complete field applications quickly and efficiently with the Guidance Steering mod that helps you accurately setup tracks to work your fields.

Changelog:
– Change render text to the 3D function in order to prevent clipping through the vehicles
– Fix issue with angled implements resulting in wrong width calculation
– Added toggle to display the line (ALT + L)
– Add rotate track input (ALT + END)
– Doubled amount of possible tracks
– Prevent nil value to be set on the headland act distance
– Several fixes

Guidance Steering allows you to use different methods in order to create tracks. The AB point method requires you to setup two points (A and B) in order to calculate the steering angle. The A+heading method simplifies this setup with only forcing you to enter the desired steering angle.

Make sure to enable Guidance Steering before you’re able to enter the menu.

In order todo this:
– Enable Guidance Steering: left ALT + C
– Show Guidance Steering menu: left CTRL + S

For further info on gameplay please checkout the README on the Github repository.



Wopster

Farming simulator 2019 mods / Others

Sprayer MF9030
Price: 184000 €
Working width: 28 m
Capacity: 3000 l
Led lights
6 tire configurations
Rims colours



Bandit36FR

Farming simulator 2019 mods / Others

This mod allows you to limit the income for all farms to a certain daily limit.

What exactly can this mod do?
– Set a limit per day
– An increase of the limit if a farm has earned no money at all on a day
– A smaller increase of the limit, if a farm has earned only little money on a day
– All current limits of the farms are saved in the farms.xml in the current savegame.
– All reset values for the limits can be set in the DailyLimitIncome.xml file in the savegame.
IMPORTANT: All increased limits will be reset to the default limit as soon as you have earned a lot of money on a day!

What counts as income?
– Reward for missions
– Selling crops, bales and animal products
– Selling wood
– Selling animals

What can I not do once I reach my limit ?

– Accept any missions on that day
– Nell crops, bales or animal products
– Sell wood
– Sell animals, although it’s still possible to sell animals, but not for profit

Can I still sell vehicles and equipment and trade with other players ?

Yes! Selling equipment or a tractor does not increase your capital.
When a player gives you money, it is his decision to move you forward.

Ok, but what is the purpose of this mod ?

Imagine you have a 24/7 server where players run their farms.
Some players have a lot of time and advance on the map accordingly fast.
Others have only time to play 2-3 times a week, basicly not much time.
Due to the limit, players with a lot of time are slowed down in their financial advancement and
by increasing the limit, with no or little profit, it is possible for players with less time to catch up with the other players.



tn4799, Tensuko

Farming simulator 2019 mods / Others

COURSEPLAY FOR FS19 V6.4.1.3

November 8, 2021

Push Release 6.4.1.3
fixes Mode9 (and others) cause Memory Overflow when workWidth is 0
fixes Mode 10, Bunker Silo filling/compacting | Shield Working Width loading of saved workwidth
fixes Issue with John Deere 50G Crawler Compact Excavator

Push Release 6.4.1.2
should fix #7578
might fix Mode7 Fieldselection

Hotfix 6.4.1.1
Since the latest update my combine keeps stopping in the corners, more so on the first pass since the latest update
Stock combine/mod combine makes no difference
3 runs on headland
The fix is already on master I just didn’t had the time to push a hotfix release.

Push Release 6.4.1.0
Moved all the old cp.workwidth to the Work width setting.
Moved cp.laneNumber to the multi tools setting.
Created a field edge path setting instead of cp.fieldEdge.
Removed old cp.laneOffset
Small MP toolOffsetX fix.
Fixes custom fields in MP.
Small work width fixs for mods.
Enables automatic work width calculation for shovels.
Should fix #7324

Push Release 6.4.0.9
Fixed turn diameter bug. #7550
Enables Shields attached at front of ShieldAIDrivers.
Small CompactingAIDriver fix.
Enables automatic shield work width calculation.
diff small MP fixes
Use another speed in follow Chopper through Turn to make it more reliable

Push Release 6.4.0.8
Fixed mission fields in MP when a new player joins. #7476 #6530
Improved some settings in MP

Push Release 6.4.0.7
fixes mode4 refillmessage with vehicles that have another fillVolume by @tn4799
fixed #7432
fixed limited helper limit by @tn4799
should fix #7420
fixed an Issue for multitool course when use pathfinder in turns
fixed offset course for multitool
fix Stephan-S/FS19_AutoDrive#2086
fixed HUD Version Number
removed debuglines from HUD
add sugar cane trailers for mode3 (overloading)
improoved pocket handling (drive back before drive to unload course)
display full vehicle name by @KITT3000
Issue #7422:
Mode 10 only stops autodrive unloader if needed now.
Changed the mode 10 driver lane iterations.
The driver always starts at the middle and
drives alternating to the left and right side.
Small mode 9 trigger detection improvements, might fix #7440.

v6.4.0.6
Push Release
Added pipe tool positions to mode 8 and combine AIDriver #7328
Added sugar cane trailer tool positions to enable unloading them #4021
Added harvester pipe positions #6053
Added TriggerSensor to handle the speed before a loading trigger in
mode 4 -> might fix #7299 as that one is hard to test, it does not always appear…

v6.4.0.5
Merge pull request #7331 from Courseplay/DriverModeSetting
Diff changes

Push 6.4.0.4 Release
fixes #7307
fixes #6818
fixes #7308
fixes #7312
created CourseDrawModeSetting (the eye Button on the HUD)
global info texts improvements (no setting to disable yet)
Thanks to @MddMBorg for:
Modified the SiloDriver to drive back less to prevent pushing chaff out of bunker as much with shield.
Added a check for a reverse-discharging driver to check the size of the heap, to make it drive over existing heaps a little bit before dumping.
Not Auto-repair Mission vehicles and tools.

v6.4.0.3:
2 LoadUnloadOffset settings
2 CombineOffset settings (old combineOffset and tipperOffset)
WaitTime setting
Wait time fixes
Added visible search radius on change mode 10
Diff fuel save improvements
partly fixes Wilson trailer
added MixerWagonAIDriver (mode 9/ shovel mode)
possible MP fixes

Mode 2 unload with AutoDrive (#7291)
Implementing feature request #5284
CP still needs a course for mode 2, but this can be any random
one even on the opposite corner of the map, as this one isn’t used at all.
Start CP driver with options ‘Unloading’ and use AutoDrive
‘refill/unload’. AutoDrive settings basically the same as for the
fieldwork drivers: use pickup&deliver, select a proper field
exit strategy and take care about appropriate drive on
percentage (has to be lower than the setting in CP).



courseplay-release-creator

Farming simulator 2019 mods / Others

COURSEPLAY FOR FS19 V6.4.1.2

November 6, 2021

Push Release 6.4.1.2
should fix #7578
might fix Mode7 Fieldselection

Hotfix 6.4.1.1
Since the latest update my combine keeps stopping in the corners, more so on the first pass since the latest update
Stock combine/mod combine makes no difference
3 runs on headland
The fix is already on master I just didn’t had the time to push a hotfix release.

Push Release 6.4.1.0
Moved all the old cp.workwidth to the Work width setting.
Moved cp.laneNumber to the multi tools setting.
Created a field edge path setting instead of cp.fieldEdge.
Removed old cp.laneOffset
Small MP toolOffsetX fix.
Fixes custom fields in MP.
Small work width fixs for mods.
Enables automatic work width calculation for shovels.
Should fix #7324

Push Release 6.4.0.9
Fixed turn diameter bug. #7550
Enables Shields attached at front of ShieldAIDrivers.
Small CompactingAIDriver fix.
Enables automatic shield work width calculation.
diff small MP fixes
Use another speed in follow Chopper through Turn to make it more reliable

Push Release 6.4.0.8
Fixed mission fields in MP when a new player joins. #7476 #6530
Improved some settings in MP

Push Release 6.4.0.7
fixes mode4 refillmessage with vehicles that have another fillVolume by @tn4799
fixed #7432
fixed limited helper limit by @tn4799
should fix #7420
fixed an Issue for multitool course when use pathfinder in turns
fixed offset course for multitool
fix Stephan-S/FS19_AutoDrive#2086
fixed HUD Version Number
removed debuglines from HUD
add sugar cane trailers for mode3 (overloading)
improoved pocket handling (drive back before drive to unload course)
display full vehicle name by @KITT3000
Issue #7422:
Mode 10 only stops autodrive unloader if needed now.
Changed the mode 10 driver lane iterations.
The driver always starts at the middle and
drives alternating to the left and right side.
Small mode 9 trigger detection improvements, might fix #7440.

v6.4.0.6
Push Release
Added pipe tool positions to mode 8 and combine AIDriver #7328
Added sugar cane trailer tool positions to enable unloading them #4021
Added harvester pipe positions #6053
Added TriggerSensor to handle the speed before a loading trigger in
mode 4 -> might fix #7299 as that one is hard to test, it does not always appear…

v6.4.0.5
Merge pull request #7331 from Courseplay/DriverModeSetting
Diff changes

Push 6.4.0.4 Release
fixes #7307
fixes #6818
fixes #7308
fixes #7312
created CourseDrawModeSetting (the eye Button on the HUD)
global info texts improvements (no setting to disable yet)
Thanks to @MddMBorg for:
Modified the SiloDriver to drive back less to prevent pushing chaff out of bunker as much with shield.
Added a check for a reverse-discharging driver to check the size of the heap, to make it drive over existing heaps a little bit before dumping.
Not Auto-repair Mission vehicles and tools.

v6.4.0.3:
2 LoadUnloadOffset settings
2 CombineOffset settings (old combineOffset and tipperOffset)
WaitTime setting
Wait time fixes
Added visible search radius on change mode 10
Diff fuel save improvements
partly fixes Wilson trailer
added MixerWagonAIDriver (mode 9/ shovel mode)
possible MP fixes

Mode 2 unload with AutoDrive (#7291)
Implementing feature request #5284
CP still needs a course for mode 2, but this can be any random
one even on the opposite corner of the map, as this one isn’t used at all.
Start CP driver with options ‘Unloading’ and use AutoDrive
‘refill/unload’. AutoDrive settings basically the same as for the
fieldwork drivers: use pickup&deliver, select a proper field
exit strategy and take care about appropriate drive on
percentage (has to be lower than the setting in CP).



courseplay-release-creator

Farming simulator 2019 mods / Others

ENLARGED STRAW CROPS V1.0

November 5, 2021

Siemanko, we have 3000 likes on the website, so I will throw something to you here for 19 more, namely, these are slightly modified straw swaths that a lot of people asked about. They look a little bit better than the original ones. In the link below you have a file with the swath value entered, and two preview screens and a screen with the path where to put it. As for the straw txt, when I find it, I will add it to the fanpage in the comment below the post

Have a nice game

https://www.facebook.com/CandSModding



CS MODDING

Farming simulator 2019 mods / Others

HEADLAND MANAGEMENT V1.1.1.1

November 4, 2021

Headland management for tractors, field sprayers, mowers and harvesters.

ChangeLog V1.1.1.1:
HOTFIX: Fixes game crash if FS19_towBar or FS19_towBarWeight is active

Changelog V1.0.1.0:
– Spanish translation added (many thanks to Vanquish081).
– Added support for Ifko’s JohnDeerePack
– Headland automatic: If using Guidance Steering, the headland management can be activated automatically when the headland is reached

Changelog V1.1.0.0:
– Crab steering control added

Changelog V1.1.0.1:
– Fixed an rare issue with implements not working as expected

ChangeLog V1.1.1.0:
– If cruise control is active when headland management is activated, it will be reactivated when headland management is deactivated again

With headland management, functions of vehicles can be combined and activated together at the touch of a button to simplify turning manoeuvres when working in the field. All functions can be activated and deactivated individually for each vehicle via a GUI to achieve ideal adaptation to the work being carried out.

The headland management system must be added once to the respective vehicle in the shop or in the workshop as a configuration before it can be used. The cost for this is 3000,-.
It can be activated and deactivated in the vehicle with Shift-X. Alternatively, different buttons for activation and deactivation can be configured. The GUI is called up by default with Shift+Ctrl+X.

Included functions:
– Reduce speed (cruise control) and raise again, reactivate cruise control if previously active
– Raise lowered implements and lower them again
– Turn plough, single-stage or two-stage (via centre position)
– Raise and change ridge markers
– Control crab steering
– Disengage and re-engage power take-off(s) and hydraulics
– Beep when headland management is activated

Additionally, if VCA Mod (FS19_VehicleControlAddon) is present:
– Deactivate and reactivate GPS track guidance
– Disengage and re-engage active differential locks

Additionally, if Guidance Steering Mod (FS19_guidanceSteering) is available:
– Deactivate and reactivate GPS guidance
– Headland automatic: Activate headland management automatically when headland is reached

Additionally for existing SpeedControl Mod (FS19_zzzSpeedControl):
– Speed adjustment also possible by changing the cruise control level

ATTENTION: This mod is not compatible with FS19_towBar or FS19_towBarWeight

Further ideas or wishes are welcome at https://github.com/jason0611/FS19_HeadlandManagement



Jason06 / Glowins Modschmiede

Farming simulator 2019 mods / Others