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!

COURSEPLAY FOR FS19 V6.4.0.9

October 15, 2021

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

REALISTIC FOLIAGEN V2.01

October 15, 2021

Hello my love 🙂 ! Since I noticed something wrong with the Xml’s of the plants in version V2, V2.01 now follows.
As always, the instructions are included.!
Have funYour Bumsnudel93
visit me on Facebook / Instagram / Discord



Bumsnudel93
all right are mine!

Farming simulator 2019 mods / Others

AUTODRIVE V1.1.1.8

October 13, 2021

This mod can be used to create a network of routes for vehicles to drive autonomously. Once setup you can tell a tractor which is standing anywhere close to the network to drive to any point, such as the shop, field 1 or to a sell point.

Changelog for Release 1.1.1.8
FIXED:
Game freezes (Error: PathFinderModule.lua:1958: bad argument #2 to ‘max’) #2027 & #2033
Waypoints are not shown, but are there #2081
Waypoints and routes disappear below road #2054
During load options the continue button does not respond #2076
Problem on triggers (showing R for refill in other vehicles) #2103
driving without engine ON in some situations
detection of user entered a vehicle on dedi servers

TWEAKS:
extended departure filling routine: it can now take up to 3s until drive, so that loading f.e. with wheel loader gives some more time to fill trailer completely #2097
unload after finished job if parking after job was activated #1906
dynamic adjust front left and right sensors to attached implement size in front, mainly needed for harvesting
all possible HUD inputs can now be assigned to free selectable key combinations #2018
EasyAutoLoad with configurable unload wait time, f.e. use for goods/pallets which need some time to unload/disappear
non-functional settings have been moved to a new separate page (turn signal setting and rotating beacon)

MEGATWEAK: Chopper and Harvester unloader routine complete rework
IMPORTANT: still not working properly with in-game sugarcane harvester!
Turn maneuver calculation optimized/faster
Harvester controlled by helper: the unloader reverses when the harvester turns to make room for turning
Chopper controlled by helper: the unloader waits while the chopper turns
CP Chopper: when CP reports a slowdown due to traffic, the pipe distance will be gradually increased until traffic no longer slows down (topic for improvements in CP)
CP Harvester: unloader only reverses when harvester wants to unload in a pocket or outside of the fruit/crop, otherwise it stays in position waiting for the next call or moves to unload
AIVE Chopper: no change needed
AIVE Harvester: will unload if caught with a fill level <90% (AIVE setting: not stop for unloading) or otherwise the unloader waits until the harvester is full and stops for unloading

Chopper:
unloader behind chopper or chopper turns: if trailer reached unload fill-level it will drive reverse and then to unload as some trailers might not be filled completely in this situations
unloader left or right from chopper: drive to unload immediate if completely filled, i.e. over unload fill-level
it might happen that unloader stops 2-3 times behind the turning chopper before harvesting continues if the chopper is still reporting to unloader that it is in a turn maneuver

Harvester:
the unloader is automatically called when the harvester is stopped and the pipe is extended, whether the pipe is out of the field or in the crop
the unloader follows the harvester:
is called when the early call level is reached (immediately if set to 0%).
is unloaded if the pipe is outside the field and not in the fruit
is unloaded when the early call level is reached, until the unloader is full
when the unloader is full or the harvester is empty, the unloader waits some time for the next call or drives to unload
the unloader reverses when it gets stuck
the unloader follows the pipe position even if a user is driving the harvester



AutoDrive Team

Farming simulator 2019 mods / Others

REAR LIGHT (PREFAB) V1.0.0.0

October 13, 2021

Rear lights with the following functions:
Dimensional light.
Stop signal.
Turn signal.
Reverse light.
License plate illumination.
And also, a side marker light.



Serega_56

Farming simulator 2019 mods / Others

HEADLAND MANAGEMENT V1.0.0.0

October 13, 2021

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

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.
– Raise lowered implements and lower them again
– Turn plough, single-stage or two-stage (via centre position)
– Raise and change ridge markers
– 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

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

Ideas for subsequent versions:
– Sequence of work steps adjustable
– Selectable time interval between individual work steps

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



Jason06 / Glowins Modschmiede

Farming simulator 2019 mods / Others

FELDSCHWARM V1.0.0.0

October 12, 2021

Bigger, stronger, faster? Feldschwarm® marks a paradigm shift and vision instead of an incremental next step in machine development. Smaller and intelligent machines work together flexibly in an autonomously operating swarm to make agricultural processes more resource-efficient and sustainable.

From the research project, the real test demonstrator is now available in the farming simulator.

Experiment with the modular system consisting of a self-propelled and a tractor-drawn implement carrier, which can be equipped with a 3 m wide spring tine cultivator in the first version.

What other implements and system components do you see for your farm? Can you think of any new work flow for this technology?

Use the Courseplay modification to learn about the new tasks of a field swarm manager! Plan your operations with efficient swarm size and routing! And how do you monitor highly automated processes? Test yourself as a field swarm manager in Farming Simulator 19!

The Feldschwarm® is funded by the German Federal Ministry of Education and Research and was developed by research institutes and medium-sized companies in Saxony.

FSE II:
– Price: 180000 $
– Power: 160 hp
– Fuel storage: 200 l

FSE I:
– Price: 60000 $

Feldschwarm Cultivator:
– Price: 6000 $
– Width: 3m
– Minimum power: 115 hp



Creative Mesh

Farming simulator 2019 mods / Others

PRODUCTIONSINFOHUD V1.0.4.0

October 10, 2021

A Hud to display the productions that need attention from Achimobil.

Version 1.0.4.0
– Adjustment of the settings so that they are saved in the modsettings folder on the multplayer client
– The display is now also hidden in the Global Company Production menu
– By popular request, when displaying for sale, the from where is swapped with what for better planning of pallet sales
– RU translations updated (thanks to nagor)
– Fixed a bug in the settings dialog for full productions

Developed for the NF march, but is compatible with all Global Company productions.

The mod shows in an overlay the productions in a list that …
– have no raw materials and therefore stand still
– which run empty within the next 72 hours and have less than 75% fill level.
This list is sorted according to the remaining term, the empty ones appear first and then in ascending order based on the remaining term.
For the remaining term, productions that have been switched off by the user or that are not taken into account will be taken into account.
If a raw material is not required for an activated production line, it is also not displayed.

It also shows the sales opportunities, where goods from the productions or from the silos can be sold at the best prices.
But only if the Tunis sales price trigger is installed and activated.
In addition, at least 100k liters must be available for sale in a warehouse or production facility and the price set in the sales price trigger must be exceeded.

Via the settings dialog (standard LShift + LCTRL + P), the productions can be ignored individually for goods deliveries and goods sales.

Requires:
– Global Company.
– Sales price trigger from Tunis, if you also want to display the sales prices, is optional.

Credits:
Thanks to Klaus_Ferrano for the store icon.

Explanation of the settings that are not yet possible via the in-game menu:

– true = Positions the display below the display of the Vehicle Inspector Mod
– false = fixed position

– only minNeededAmount can be adjusted here to the amount from which the production may be displayed.

The share is only allowed with the original link from Modhoster or soon from the Giants ModHub.



Erstellt von Achimobil.
Für die Preisanzeige wird der Mod Verkaufspreisauslöser von Tunis benötigt.
Danke an Klaus_Ferrano für das Store Icon.

Farming simulator 2019 mods / Others

LEMKEN ALBATROS121 V1.0.0.0

October 9, 2021

Lemken Albatros 121

Price: 245000 €

Max. Power: 218 hp

Top speed: 50 km / h

Capacity: 4800 l

Changelog 1.0.0.0:

updated work lights

updated wheels

updated prices



Modscheune
Gamling

Farming simulator 2019 mods / Others