Modifications 71714

FS22 others mods

Version 1.2 Change Log

Texture Errors Fixed

Sorry Guys This one of the bunch was the longest of them all but all so got rushed at the end. I thought I had all the ducks in a row but apparently not. that all should be fixed now.



Mrboomnastic, Fummins03

Farming simulator 22 mods / Fs22 Others

COURSEPLAY FOR FS22 V7.1.2.5

December 28, 2022

Push Release 7.1.2.5
fix for combine unfolding when generating a course
fix for #2163 when island is on headland
fix for #2175 and #2112 for better row alignment
fix for #2188 by @marcus-anton
fix for #2165 not the best solution, but the Harvester don’t drive away
fix for #2194
fix for custom field area for other mods (e.g. Seed Calculator)
added new course visability option (blue eye icon) to show the 5 last and 20 next Waypoints.
added new help menu sections for unloading combine and compacting/pushing.

Push Release 7.1.2.4
some more fixes for bunker silo driver (e.g. wrong behaviour with attached weight)
Add wheelloader + shield and snowcat support (Volvo wheelloader needs fixes by Giants, the snowcat works with 5km/h) #2137
should fix #2132

Push Release 7.1.2.2
fix for #2117
fix for #2127
might help with #2123
fixes AD not waiting for bunker silo driver to reach its parking position
few more improvements, adjustments and fixes for bunker silo driver

Push Hotfix 7.1.2.1
fixes LUA Errors with silo bunker mode e.g. #2114
fixes reverse driving tractors
fixes MP LUA Errors e.g. #2115
fix for #2113
fixes proximity sensor

Push Release 7.1.2.0
fix for #2094
fix for #2100
fix for #2092
added a minimum offset for auger wagon to trailer of 3.8m #2092 might help with #2090
Slightly adjusted automatic pipe movement. Should help with #2036
Proximity sensor will now be turned off on the same side as the pipe and not only on the left side.
Course rename enhancement #2075
added the Bunker silo driver*
added remaining time to the HUD for fieldwork** #1108

*INFO:
The bunker silo mode is available if no valid fieldwork implement or trailer is attached.
The mode is preselected when a shield or a spreader is attached, with a roller you have to cycle through the starting point setting in the HUD until the bunker silo mode appears.

With a shield or spreader attached, Courseplay sets the direction to drive into the silo automatically. If the vehicle has no shield or spreader attached, you have to set the direction manually.

You can also enable/disable the waiting at the park position.
If waiting at the park position is enabled, and a vehicle with a full trailer approaches (driven by the player or by AutoDrive), the driver will automatically drive to the park position and wait until the unloader finished unloading and left the detection range near or in the bunker silo.

**INFO:
The remaining time is just a leftover time prediction for fieldwork about some fixed parameters and will like have some inaccuracy.
Refilling, standing around (e.g. harvester waiting for an unloader) is of course not part of the calculation.



courseplay-release-creator

Farming simulator 22 mods / Fs22 Others

REALLIFENUMBERS V1.0.1.7

December 28, 2022

This mod has two main objectives:
To define a game environment mimicking real-life farming.
To enable players to individualize the game using a simple editor.

Version 1.0.1.7
RealNumbersContractRewards.lua Added additional Platinum missions
RealNumbersCropGrowth.lua Added multifruit
RealNumbersFillTypes.lua Added multifruit
RealNumbersFruitTypes.lua Added multifruit
RealNumbersFieldPrices.lua Increased compatibility with mod DynamicFieldPrices.

This mod has not been written for Multiplayer mode.
Nor has it been tested in Multiplayer mode.
One group has reported that they use the mod on a server in multiplayer games.
So it is worth trying.
Play on hard economic level.

Version 1.0.1.6
Modified RealNumbersStorePrices.lua to be compatible with Grist Mill
RealNumbersFieldPrices.lua: Fixed an error introduced in 1.0.1.5

Version 1.0.1.5
Modified RealNumbersStorePrices.lua to be compatible with Seed Cleaner
Added more fillTypes to my_fillTypes.xml.
Modified RealNumbersFieldPrices.lua to meet changes introduced in recent updates to the game.

Version 1.0.1.4
1. A few small changes have been made to remove some lua errors when playing with MaizePlus and with PumpsandHoses.
2. If you play with MaizePlus, you need to use a special version of the xml file my_animalTypes.xml. It is called my_animalTypes-maizePlus.xml but you need to rename it to my_animalTypes.xml after you have placed in a modSettings/RealLifeNumbers/savegame folder. This xml files is the same for all countries.
3. Field leases have in previous versions been terminated at the start of January with renewal possible at the start of February. In this version renewal of field leases is possible from the second gameday of January.

Version 1.0.1.3
1. Added xml files for the Hof Bergmann map.
2. Added xml files for other German maps.

Version 1.0.1.2

1. RealNumbersCropGrowth.lua: Made a few bug fixes so it is possible to have two winter crop cycles.

2. RealNumbersFieldPrices.lua: Made a few changes so lease contracts terminates in January. The lease cost decreases progressively toward January. A new lease contract can be signed from February till December.

3. RealNumberContractRewards.lua: Added the possibility of disabling some warning messages.

Version 1.0.1.1

1. RealNumbersFillTypes.lua. Have added the filltypes netwrap and twine, to make the mod compatible with the mods FS22_twine_addon and FS22_netwrap_addon. Store prices looks at first to be to low. However, the actual price shows inside the store. Set real-life prices in the respective mods, not in RealLifeNumbers.

2. All scripts reading xml files have been changed, so that savegame index 0 is used when no savegame index is defined. This is the case for multiplayer clients. Players wanting to be clients in a multiplayer game should place the xml files in a folder called modSettings/RealLifeNumbers/savegame0.

Version 1.0.1.0

1. Same as version 1.0.0.10. Renumbering was necessary to place the newest version at the top of the download list.

Version 1.0.0.10

1. RealNumbersContractRewards.lua. An aperiodic error has been observed. The cause is unknown, but it is likely to occcur when FS22 deletes a mission while the script is in the process of running a periodic update of mission data. Attempts have been made to make the script more tollerant toward this rare event.

2. RealNumbersFieldPrices.lua. Nothing new has been added to the script. It does not seem to cause game crash when also using the new mod FS22_Fieldlease by KR Software. However, Fieldlease will calculate its lease prices based on the buy or lease prices defined in RealNumbersFieldPrices. The consequence of running both scripts is a double scaling.

Version 1.0.0.9

1. RealNumbersContractRewards.lua. Upgraded with xml file and adapted to FS22_SupplyTransportContracts.

2. RealNumbersAnimalScaling.lua. Fixed an issue occuring at the end of the month.

Other additions: lAlt-rh prints a list of all keyboard commands.

Version 1.0.0.8

1. RealNumbersAnimalScaling.lua. Animal scaling parameters now in xml file.

2. RealNumbersLoan.lua. Defines interest rate and max loan amount.

3. RealNumbersFieldPrices.lua. lAlt-ry lists predicted crop yield

4. RealNumbersSprayTypes.lua. Adjusted spray rates.

5. RealNumbersCropGrowth.lua. lAlt-rs changed to lAlt-rg

6. Three versions of all xml files: France, UK, US Heartland.

If you create a good set of xml files for another country, state or region, put your name in

the top of the files and mail me a copy for inclusion in a future update.

– Small fixes in parameter values.

Version 1.0.0.7

1. RealNumbersCropGrowth.lua. This script allows the mod user to define unique crop growth calendars for each savegame. This allows the user to design realistic crop calendars for maps in different regions/states/countries.

The user specifies the seed month and harvest month for each crop type. The script then adjusts the growth state transitions to make the crop reach its harvest state at the specified harvest month.

The script operates with two growth cycles for each crop. This way, you can achieve many different types of cycles.

1 cycle: make the parameters of both cycles identical.

1 winter seed cycle and 1 spring seed cycle.

2 spring seed cycles in parallel.

2 crop cycles in sequence.

The script limits the harvest season to one month for each crop. Each cycle has its own harvest month.

The user can turn off the requirement for rolling for each crop.

Take a look at the uploaded images.

Warning. The script may alter the growth calendar for crops in your savegame. The safest approach is to start a new savegame. If you want to use the mod on an existing savegame, this is possible, but it may change the crop growth cycle of already seeded crops. Most likely the crop will not reach its harvest state in the specified harvest month. Things should work as intended, for crops seeded after installation of the script.

2. RealNumbersFieldPrices.lua. This script now uses an xml file. This allows the user to make unique lists of rentable fields for each savegame. Also the pricePerHa and the rent cost may be set uniquely for each savegame.

The distribution zip file now contains three additional folders.

FarmingData: Documents with growth calendars for EU and US. It also contains an Excel file with loads of relevant data for farming in the EU (yield, prices, etc.)

Docs: A library of pdf files with information about crops, animals, and farming technology.

Version 1.0.0.6

1. Reads modified game parameters XML files. This version meets a frequent request that modified game parameters should be stored in xml files. This has several advantages. (a) You do not need to repeat the editing of all your personalized game parameters each time a new version of the mod is published. (b) You can have multiple sets of xml files, one set for each savegame. This means that you can customize the game parameters to the region, state, or country of your maps.

You may edit the values in the xml files. If you change the parameter names, or add new parameter names, they will not be read.

2. XML files. At this moment, the xml files are customized versions of fruitTypes.xml, fillTypes.xml, and sprayTypes.xml.

3. RealNumbersHarvestBonusScaling.lua. This mod allows the user to modify the harvest bonus of rolling, mulching, plowing, etc. This has not been tested. Please report back, whether this actually works.

4. Unzip the distribution file. You need to unzip the distribution file. Read the installation instructions and place the xml files and mod zip file as explained.

Version 1.0.0.5

Fixed a few issues in version 1.0.0.4 RealNumbersAnimalScaling.lua.

Nothing new added.

Version 1.0.0.4

1. RealNumbersAnimalScaling.lua: Added a script for scaling animal parameters

With this script the mod user will be able to adjust many parameters associated with farm animals, such as buy, sell, and transport prices, feed and straw input, and milk, manure, liquid manure, and pallet output.

Grazing period: The script defines a grazing period and scales relevant parameters to new values during the grazing season. By default it will reduce cow and sheep feed intake to 10%, assuming that the remaining 90% is obtained from eating grass. Similar scaling is done for straw input, and manure and liquid manure output. Sheep winter feed intake is based on dry matter content of hay, not grass. Wool production is upscaled by a factor of 10 during the grazing season.

Cow milk yield is set to be 29 Liters per month and egg production is set to 29 eggs per month per chicken.

Cow issue. In the vanilla game, cows start producing milk, when they are 12 months old. In real life they start producing milk after the first calving. In the present script, lactation starts when the cows are 29 months old. The user can change the lactation month.

Pig issue. In the vanilla game, sows give birth to only ONE pig every 4 months. In real life, a sow gives birth to a litter of 10 – 14 pigs (Landrace ~14) every 4 months. While it is possible to reduce the gestation duration from 4 to 1 month, this will only increase the piglet output by a factor of 4.

In the present script pig gestation duration is kept at 4 months. To play pig farming in a realistic manner, the player should forget about breeding piglets and instead simulate a hog farm for fattening bacon pigs. Every month you bring a full load of 6 month old pigs to the animal dealer and buy a full load of 0 month piglets to take with you back to the pig pen. The pen capacity should be big enough to hold 6 full loads of pigs, one load each ranging from 0 to 5 months old.

2. RealNumbersCalenderInfo.lua: Added script for printing calendar information to the log file.

Version 1.0.0.3

1. RealNumbersStoneScaling.lua: Added a script to scale the size of field stones.

In the downloaded version, the size scaling parameter is set to one. You need to pick up all existing field stones before changing the stone size scaling factor. If you downscale the size, the stone picker will not recognize the stones with the original size.

In this case you have two options:

Cultivate the field again. This will delete the old stones and spawn new ones.
Set the stone scaling parameter back to its previous value and pick up the old stones.

I have tried setting the scaling parameter to 1/2. This gives smaller but visible stones. For very small scaling factors, the stones become invisible. If you make the stone size very small, you might as well turn off the stone system.

The equipment wear factor it set to scale as the square of the stone size scaling. If the stone size is scaled by 1/2, the wear factor on equipment is scaled by 1/4. If you increase the stone size by 1.41, the wear factor doubles.

The stone yield while stone picking can also be scaled. However, I have not been able to adjust the density of stone spawning.

2. RealNumbersStorePrices.lua: Added an opportunity to set dailyUpkeep as a percentage of the retail price. Unique scaling parameters have been defined for a range of item categories.

Version 1.0.0.2

Added a script RealNumbersTreeLogPrices.lua to adjust prices of the 19 wood types in the game.

The mod user may adjust the price of milled wood to desired price levels. The mod then calculates the sales price of logs. A table is printed to the log file.

To adjust the helper fee, please use the mod AIcost by HappyLooser.

Version 1.0.0.1

Fixed price scaling when buying multiple bales, bigbags and bigbag pallets.

Version 1.0.0.0

Consider this a beta version. Testing has been very sparse.

Play on economy-level HARD!!

This mod is very downscaled compared to the original mod for FS19. The FS22 version includes the following scripts:

RealNumbersFieldPrices.lua: (press lAlt-rf to get a list of field area and other information)

– Adjusted prices of farmland

– Defines a fraction of the farmlands as leaseable at a reduced cost (can be turned off)

RealNumbersFillTypes.lua:

– Adjusted pricePerLiter (only fillTypes, not buildings or equipment)

RealNumbersFruitTypes.lua

– Adjustable yield, windrow yield and seedUsage (default is no scale)

RealNumbersStorePrices.lua:

– Adjustable prices for bales, bigbags, bigbagpallets and pallets

RealNumbersLeasing.lua:

– Adjustable leasing cost for equipment (default: flat daily fraction of trade value)

RealNumberContractRewards.lua:

– Adjusted rewards for missions

RealNumbersSellingStations.lua

– Reduced price variation between sellPoints

Still to do: reduce helper wages.

Each script is independent. All scripts, except RealNumbersFieldPrices.lua, can be commented out in modDesc.xml.

There is only one universal version of the mod. Mod users in different parts of the world may need to adjust the price scaling inside each script to fit price levels in their part of the world.

In the FS19 version, a unique set of parameter values were defined for each item. I do not have the time to repeat this detailed approach in FS22. In the FS22 version, items are scaled in large groups. E.g., all fillTypes are scaled by the same number.



Model: Kaj-Aage Henneberg
Script: Kaj-Aage Henneberg
Idea / Concept: Kaj-Aage Henneberg
Testing: Kaj-Aage Henneberg

Farming simulator 22 mods / Fs22 Others

SKATEBOARD V1.0.0.0

December 28, 2022

Skateboard Mod is Just A Mod To Have Some Fun Playing Around The Map
➣ Price: 250$
➣ Top Forward Speed: 35 KMH
➣ Top Backward Speed: 10 KMH
➣ Animated Leg While Driving
➣ Animated Body While Steering

Check Out Our Patreon:
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My GameSteam

Farming simulator 22 mods / Fs22 Others

Today is the day!

I present you my realistic plant textures!

After many months of photographing and scaling the plants, I’m finally done and very excited to share them with you!

Everything you need to know and how to install the textures is in the description.



Bumsnudel93

Farming simulator 22 mods / Fs22 Others

This is the in game tank that has been modified to accommodate: Water, Herbicide, and Liquid Fertilizer. You can purchase or store said liquids in these tanks.

Support my work on Patreon: patreon.com/whiskeysierramodding



Whiskey Sierra Modding

Farming simulator 22 mods / Fs22 Others

PIVOTS LINDSAY V1.0.0.0

December 20, 2022

The central pivot systems irrigate large circular surfaces. They are used in places where water is a strongly limiting factor. Efficiency in sprinkler irrigation is 85% to 90%. It is also possible to add liquid fertilizers and herbicides to irrigation.

General characteristics.

– 4 sizes: One, two, three and four sections

– Rotation configuration: Full turn, 3/4 turn, 1/2 turn and 1/4 turn.

– Help guides for drawing the fields.

Individual characteristics.

Pivot one section:

– Price: 45.800 €.

– Size (Radius): 68 meters

– Consumption full turn: 200 Liters +/-

– Tank capacity: 4.000 Liters

– Full turn time: 10 minutes

– Hectares full turn: 1,47

Pivot two sections:

– Price: 92.800 €.

– Size (Radius): 124 meters

– Consumption full turn: 750 Liters +/-

– Tank capacity: 4.000 Liters

– Full turn time: 20 minutes

– Hectares full turn: 4,82

Pivot three sections:

– Price: 144.800 €.

– Size (Radius): 180 meters

– Consumption full turn: 1.650 Liters +/-

– Tank capacity: 8.000 Liters

– Complete lap time: 30 minutes

– Hectares complete turn: 10,23

Pivot four sections:

– Price: 201.800 €.

– Size (Radius): 236 meters

– Consumption full turn: 2.900 Liters +/-

– Tank capacity: 14.000 Liters

– Full turn time: 40 minutes

– Hectares completed lap: 17,57

Mods required for installation and operation.

– Store Deliveries: https://www.farming-simulator.com/mod.php?lang=en&country=es&mod_id=227933&title=fs2022

– Disable Turn Off Motor: https://www.farming-simulator.com/mod.php?lang=en&country=es&mod_id=234180&title=fs2022

– Mobile Workshop: https://www.farming-simulator.com/mod.php?lang=en&country=es&mod_id=225545&title=fs2022

Video installation and operation: On my YouTube channel: https://www.youtube.com/channel/UCAaPLYUlVjbmpBV2XnwMVrw

Subscribe to my YouTube channel and help me reach 1000 followers.

Greetings.



Hispano Modding

Farming simulator 22 mods / Fs22 Others

A small pack with 3 placeable transfer stations.
The pack has 3 different reloading stations in different sizes and equipment.
With the train transfer station you can transfer from a train to a road vehicle. A sense of proportion is required when placing. With the small transfer station you can transfer from a road vehicle to a train or another vehicle. At the large transfer station you can transfer back and forth between trains and road vehicles. Here, too, a sense of proportion is required when placing.

– Price train transfer station: 20.000 $
– Price small transfer station: 25.000 $
– Price large transfer station: 50.000 $
– Capacitiy: 10.500.000 l

All FillTypes of the category BULK and TRAINWAGON can be loaded.



[LSMT] FalPos

Farming simulator 22 mods / Fs22 Others