Modifications 71714

FS22 others mods

Added the ability to control the tool height when you enter to the vehicle, you can change the height of the selected tool.
Added pack in the shop for mods with the ability to control height.

Categories of supported tools:
– Headers
– Corn Headers
– Forage Harvester Headers

ADDITIONAL FEATURES:
This feature is automatically added to all supported tools categories, no installation is required.

Required Mods:
– Tool Height Control For Headers (By: DD ModPassion)



DD ModPassion

Farming simulator 22 mods / Fs22 Others

FASTNIGHT V1.0.1.0

October 4, 2022

The night will pass faster than you think!

Changelog 1.0.1.0:
– Fix: Time scaling is not loaded correctly at game start

This mod sets the time scale once a morning and once in the evening on a certain time scale!
“Left-Shift” + “0” calls up the settings menu in which
the values can be changed. Settings are saved in the savegame.
In addition, with the keys “Left-Shift” + “7” / “Left-Shift” + “8”
a manual change of the time scale in finer steps is
possible! Buttons only works outside of vehicles!!
In multiplayer, the settings can only be changed by the administrator!!



apuehri

Farming simulator 22 mods / Fs22 Others

Case IH Patriot 350 Self-propelled Sprayer
– Price: 259000 $
– Power: 250 hp
– Working width: 36 meters
– Capacity: 3500 L
– Optional tank and wheel
– Wheelset opening
– The bars work following the relief
– Section shutdown
– Real suspension



Connect Modding / Agro Tonho / Rodrigo Alandia

Farming simulator 22 mods / Fs22 Others

German incl. field edge courses, farms not run in.
Hello everyone, here are my first public AD courses. All fields are run in including the field edge course, all dealers and productions as well. The two courtyards are only retracted up to the gates, since I have tinkered a lot for myself anyway. Please let me know if you find any errors.



ARC L

Farming simulator 22 mods / Fs22 Others

Push Release 7.1.1.2

fix for Harvester with pipe on the right side

Added error message for Giants AI Driver starting position too far away

fix for #1951

fix for #1940

fix for #1926

Push Hotfix 7.1.1.1

fix a callstack when unloader not at the field.

removed forgotten debug.

adjustment for start unloader when using Giants Helper.

Push Release 7.1.0.4

Basic universal autoloader implementation.

Added safety check, so no assigned course without waypoints is getting saved.

Fixes ai menu bug and small baler/baleloader adjustements.

Added option to show the course on the mini map.

Added a user setting to change between feet and meters. #1848

Small fixes for #1890

v7.1.0.3 Latest

Prepare modhub Update

F1 Keybind default off

Translations

Push Release 7.1.0.2

Debug parameter added

fix for drawbar #1654

Pathfinder fix for #1804

Bale wrapper fix #1789

Push Release 7.1.0.1

Automatic translation update, formatting and creation (relevant for developers)

Added missing translation files.

Every language supported by the game can be edited now.

Added new course editor for fieldwork courses and custom field borders (more information in the help menu).

Improved the interface for the auto load mod: FS22_aPalletAutoLoader.

Arcusin Multipack F14 now unloads the compacted bales on the field.

Improvements for #1726 and #1728

ModHub Release 7.1.0.0

turn off stopAtEnd setting for now

This settings is not used anywhere.

Should consider reactivate it, but it needs to be tested with combines and AutoDrive take over. As this will be a bit more complex, will do that after ModHub Release.

fix: no convoy stop/slow down when self unloading #1690

some small tweaks

This Version will get sent into ModHub. Keep in mind that we might get it back and have to change some small things, wich won’t get a new Release Version, but the .zip file will be updated. As soon as Courseplay is on ModHub, we will continue with normal Updates.

Push pre-ModHub Release 7.0.1.20

Some file cleanup and Testtool fixes

Some debug is now turned off by default (some very few one we keep active)

Fixes a bug with the bale type in combination with AutoDrive

Push Release 7.0.1.19

fixes small Giants AI Job conflict

fix for #1576

add beacon lights for Combine #1664

fix for #1295

Setting improvement for MP #1258

Push Hotfix 7.0.1.18

fix for #1645

fix for #1647

fixes bale type filter not working (somehow it stopped working…)

also add a bale size check

Push Release 7.0.1.17

fix for #1601 turns off the sensor for vine work, should find a better way later.

Bale collector can now select the type of Bale, if he should collect wrapper/unwrapped/all bales.

fix for #1617

sprayer work width now changes when load lime or fertilizer

Support for collecting bales with Pallet Autoload Specialization by Achimobil

Push Release 7.0.1.16

fix for #1554 , where vehicles drive off the course, also implemented an emergency stop, if the vehicle drives more then 50 meters away from its target waypoint (including info message).

fix for #1544 , the offset of the plow now gets always calculated, so there is no ‘jump’ to an old offset.

fix for #1575 , Baler should drive with turn speed now, when almost full.

fix for #1467 , Anderson BioBaler unloads the bales, offset have to be set manually, as it can be adjusted.

Baler now wait at the end of the row, when wrapping a bale and is about to drop it #1527

maybe fixes #1550 , in some rare situations, the headland got calculated twice with 0 offset.

proximity sensor refactored to prevent being slow down by far enough objects and now also turns in the turning direction of the vehicle. This should help with situations like in #1555 and #1320

small debug fix

fixes for Patch 1.5 #1593

Push Release 7.0.1.15

small fix for #1516

fix for #1517

bugfix for #1511

The idea we got from Giants for getting the length of the combine pipe (unfold/measure/fold the pipe within one cycle) does not seem to work for other implements, so we are reverting it now, sorry about equipment flying around.

This unfortunately means that Courseplay can only detect the working width of some implements correctly when you manually unfold them and click on the working width text in the HUD.

Small plow offset fix

Push Release 7.0.1.14

Soil Sampler works now for fieldwork

Work width detection rework for #480

fix for course start/headland and start/connecting track with offset.

Corner settings for headland is now available in simple mode, as some user requested.

fix for #1412

fix for #1478

fix for #1457

Push Release 7.0.1.13

PF Help Menu fix. #1425

Combine turns off the engine, while it’s raining. #1411 #1413

Fixes mp bug #1409

Combine should not be stopped by heavy sloped terrain. #1398

Can skip 2 lanes on vines for mod sprayer that sprays 4 vines. #1421

Simple mode fixes. #1414

Should fix controller input on course generator settings. #1369

New Help menu sections: General, Info panel, symmetric lane change.

modDesc description update.

Fixes a bug with the vine course generator. #1440

The translations on our side should be ready for a ModHub release now.

If you want your language translation ready for ModHub as well, now is the right time 🙂

We think in about 2-3 Weeks (depending on bug feedback) we plan to release on ModHub!

Push Release 7.0.1.12

Changed broken setting to 100% is off and 100% is default #1378

Bugfix for #1347 ,Vehicles on outer offset lane should start at their correct waypoint now.

Course start fix for #1365

Harvester now stops during rain and continues when rain is over.

Added an “expert” Mode, wich we contain all the settings you are used to. However, the expert mode is turned off by default.

We try to make courseplay more accessible for new players to not be scared off all the settings.

Settings that are not accessible when expert mode is off, will use their default values.

To activate the expert Mode, go into global settings and turn it on.

Push Release 7.0.1.11

fix for #1365 ,could not start copied course.

Add interface for stone picker and fuel empty / broken (AD).

Push Release 7.0.1.10

noReverse added for some towed Plows, as they work better when not pushed back, #1307

gsHudVisibility 0 now works for all CP HUDs, #1312

Added copy and paste courses to the HUD, #1315

Band aid for #1329 , should now always drive to the lane offset from the HUD.

Some more Notifications added and where they are displayed.

fixes #1349

Push Release 7.0.1.8

Small AI Menu and GUI fixes.

Some small MP fixes.

Ingame Help Menu added

Fore more Information, pls read #1266

Vine worker added #49 #1292

This vine worker have some conditions to work correct.

Please stick to the suggested values for the generator and the vines, written in the ingame help menu.

Push Release 7.0.1.7

Potato harvester self unload fix #902 #1079

fix unfolding baler #1239

Saves the hud start position and lane offset #1227

Turn fix for #1252

Should fix mp info texts #1220

Added user setting to disable the player mouse event for info texts #1214

Added debug channel event

Small fix for AIMessageErrorIsFull in mp

Added more console commands for dev.

Push Release 7.0.1.5

Infotext display added: #423

Added a new info text window.

With mouse click on the message, the vehicle will be entered.

While the message is hovered, the vehicle name is displayed.

Info text are finished, empty, full, fuel almost empty, fuel empty and broken down.

When the driver is released with a message, then the message is only being reset,

once a player enters the vehicle.

Added optional sowing machine setting. #1072

The forage wagon waits until it’s completely filled now. #1167

Added setting to stop the driver, when the silage additive is empty.

Turn off cutter for harvesters while waiting for unloader.

Fuel save added for harvesters. #140

Add option to prefer custom fields. #1113

Small hud adjustments.

Convoy deadlock fix #1140

Another Convoy fix #1166

Fix for 180 turn offset multitool

Fixes hud play button not active, when driveToFieldWorkStartStrategy is active.

fixes #1162

Small MP fixes



courseplay-release-creator

Farming simulator 22 mods / Fs22 Others

LUMBERJACKS V1.0.0.0

September 30, 2022

This is a production that produces spruce logs with a length of 6 m.

The raw material is diesel, which the forest workers use to go into the forest and operate their chainsaws.

The product is normal spruce trunks 6 m long and 1862 l content.

Up to 10 trunks can be stored in the wooden trigger.

The mod FS22_A_ProductionRevamp.zip from version 1.3.0.0 is required.

I wish you much fun with it



Willi Willswissen

Farming simulator 22 mods / Fs22 Others

SEED PRODUCTION 320 V1.0.0.0

September 29, 2022

Seed Production 320

Price:
– Concrete mixer: 1800 $
– 12L seed treatment liquid: 30 $
– 20L seed treatment liquid: 60 $

Capacity:
– Wheat, barley, oats, sorghum, sunflower, soybeans, canola and corn: 320 L
– Seed treatment liquid: 50 L

– Drawbar can be retracted
– You can adjust the height with the crank



Piesel

Farming simulator 22 mods / Fs22 Others

PRODUCTION REVAMP V1.3.1.0

September 29, 2022

Production Revamp-Script

Version 1.3.1.0
* Swap dialogues now with 1/10 steps
* When swapping out seedlings, all tree species available in the standard seedling palette can be selected.
* Fix for interaction with Pumps N’ Hoses DLC

Revamp reworks the internal production system, expands it and adds various functions. Revamp itself is the basic script mod, but also independently extends productions with additional comfort functions.

A selection of features:
Automatically available for all productions:
* Automatic line break in recipe display for input and output page (4 ingredients per line).
* A colored display of the recipes makes it easier to see why a production is not producing. Where: white – available, red – not available but required, orange – not available and not required.
* Possibility to buy goods in the production menu for a production for double the market price.
* Priority system: Incoming goods can now be set to different priorities via the production menu and will be distributed based on these priorities. The following applies: Priority 1 is most important and will get the goods first until the warehouse is full. Priority 2 only afterwards, etc. Inputs can also be deactivated, in which case they will not receive any deliveries.
* Only active production lines can be supplied via the distribute mode.
* New output mode available: Sell Directly, Distribute, Outsource (Previously Keep) and Swap In (New). If a production is set to storage, it does not automatically spawn pallets.
* Added manual pallet, bale and wood spawner – All productions with pallet spawner can also manually spawn pallets & bales – via the menu or a trigger.
* Production delivery costs are now reported separately (previously part of production costs).
* Productions that are mission objectives can accept unlimited goods from missions until the mission is completed. Mission goods no longer end up in the production itself during missions.
* Display of the maximum storage quantities and the corresponding units.
* Sort productions alphabetically and filter by active/inactive.
* In the case of productions, it is displayed whether they are running in parallel (II) or distributed (Y).
* Own settings menu.

Must be actively installed in productions:
Recipes:
* Recipes can be created with several equal ingredients in groups (maximum 5).
* Multiple production lines that previously had to be created separately can be combined into one production line.
* Ability to add one or more optional boosters that increase Outgoing Production.
* Boosters can be disabled or reversed for individual goods.
* Display of the real current production depending on the booster. The current booster value is shown in orange brackets after the amount.
* Ability to create recipes via FillTypeCategories.
* Possibility of weather dependent productions.
* Possibility of weather-dependent filling levels.

Depiction:
* Possibility to install displays on productions that can show the current level in the warehouse. Also possible with pure bearings.
* Possibility to display objects depending on the fill level, e.g. pallets in a production warehouse. Also possible with pure bearings.
* Warehouses can also be provided with a spawn script that can be used to spawn bales and pallets.

Other features:
* New FillTypes can be entered via Revamp at existing sales points without actively changing the existing sales points. A separate point of sale is no longer required.
* Hidden productions with autostart function.
* Various setting options for the above functions.
* All fully multiplayer capable.
* Own ingame help that explains the most important features of the mod.
* AND AND AND

A full list of options, installation help and support is available from the Documentation:

This is just the script, the script alone does not change any production recipes! These must be created separately.

Changelog:
(Full changelog can be found in the documentation)

Version 1.3
* Translations outsourced to separate files and new translations: Swedish and Russian.
* Silo/Production spawn can now choose to spawn as bales, pallets or logs depending on what is available on the map. The selection is only displayed if there are several options.
* “Store wood” is now displayed for a silo/production instead of “Sell wood”.
* Added game settings
* Correction of the purchase prices based on the economy settings (can be deactivated in the settings)
* The selling price factor for direct sales from productions can be set
* Changed bales from mods can now also be spawned
* Bales are now displayed sorted by size when swapping out
* Added conditional outputs
* Production dependent on temperature, wind, sun, rain, season and opening hours
* Enables fill levels depending on temperature, sun, rain and wind
* Made color of silage bales selectable
* Made production lines that are inactive/active hideable
* Added ingame help

Version 1.3.0.1
* Fixed the Broken Limit Breaker
* fix time scale bug in fill levels depending on temperature, sun, rain and wind

Version 1.3.0.2
* Fixed object fill level with one object
* Optimized distribution calculation
* Fixed bug with the new production modes



Braeven

Farming simulator 22 mods / Fs22 Others