Südhemmern V 3.0 FS 17

LS 17 Maps



Südhemmern V 3.0 FS 17

Version 3.0
New fruits carrot and onion
All productions on FabrikScript converted and are now MP-capable. The court station remains on UPK, but is also MP capable.
Fertilizer production has been added.
The milk loading triggers at the cow shed and the milk sales trigger at the dairy (EiMoAG) are installed so that you can sell the milk yourself (Trailer from the KottenUniversalPack).
An dairy production is installed at the dairy (sale at the SKY market in Hille)
The purchase of sand now takes place via the supply of fuel from the company’s own production.
The sales triggers for straw, grass, hay and woodchips have been set up at the chimney.
Digital displays for all storage goods have been installed on the farm.
There are ships on the canal.
All known bugs have been fixed (trees rotated because of helper colli, floating objects, wool pallets-spawner rotated, plates shifted, particle systems shifted, CutterEffect-LUA error eliminated etc.).
HolmerPack for the harvest of the carrots and onions with MIT Mist spreader for the dung from the camp and the compost as fertilizer (Thanks to TOM).

Just in time for Nicholas I would like to publish the first version of South-American map from the LS 15 for the LS 17 and hope. Due to the extensive changes to the LS 17, it is practically a reconstruction of the previous map.
The map in the southern hemisphere (center), Hartum (west) and Hille (Eastern).
You have been in the 42 fields, of which you are at the beginning. 4 There are 2 large meadows, which are not defined as fields, so that they can not be edited with a helper (which is done deliberately so). By the middle of the map of Midland Canal runs from west to east with 5 bridges.
All animals (chickens, pigs, cows and sheep) are deviating from the old version of the LS 15 now. On the farm there are separate silos for Gtreidesorten, a camp for potatoes and sugarbeet, a camp for straw, grass and hay, a camp for silage and chopped. The Abkipporte and Entnhamen are clearly visible. In addition, it is a good thing, Unfortunately, this is not the case. I can not change now. On the farm (hydrant) and behind the farm (well), there are also water. In addition to one of the barns, the shelf for big packs is set, but there is also a small cottage for seed and spreading fertilizer, where the equipment can be filled directly. Fertilizer spraying can not be loaded there.
Spread over the map, there is a hamlet and 3 barns, where everything can be tilted, which is attributed to the court camp. On the PDA, this tipping stations are referred to as Hof.Silo and so easy to find. These are used for the storage to spare driveways, who wants to use it. Dor is also available for each seed and spreading fertilizer.
Since the farmhouse is limited to 250,000 l. There, the capacity is limited to 500,000 liters per fill type. The storage there costs money. Removal is also on the red tube.
There are the fruits wheat, barley, canola, soybeans, corn, rye, oats, potatoes, sugarbeets.
In addition, the grain train and timber train from the LS 15 are installed. This train can be after loading.
It is also fitted with the sawmill of Marhu. The sales pitch for the pallets is located in the train yard. There is a timber loading station is set up.
As in the LS 15, the traffic lights are installed from the LS 13 and run. In the unpacking ZIP-still is next to the map ZIP, the need in the modfolder. Traffic lights cause a small LOG-entry, but does not affect the game. On the control boxes can turn off the lights.
The outlets are displayed in the PDA all. At the flour mill there are two tilting, respectively accept only certain fruits. At the entrance are signs. There are two trigger sales at the sawmill from the LS 15 in the Northwest, once the timber train, as already, and the timber pond, in which you have to reinset backwards. When one is deep enough, the logs are sold.
The reset point is no longer the merchants, but in the yard.
There are 3 cattle dealers, instead of just one. In Hartum there are pigs in Hille there are cows and in the center there are only sheep (traders are symbols on the PDA.) I thought it was stupid that a trader is to sell all kinds of animals, which is not realistic, so my Solution.
On the map some shelters are built for tipping and two placeholders for more, for those who just want to tilt and have fun on the blades or the conveyor belts.
There is a large BGA with 2 Transit silos. In addition to the barn are two transit silos.
One can sell 3x straw, o

DE
Version 3.0
Neue Früchte Karotte und Zwiebel
Alle Produktionen auf FabrikScript umgestellt und sind jetzt MP-fähig. Die Hoftankstelle bleibt auf UPK, ist aber auch MP fähig.
Es ist eine Düngerproduktion hinzugekommen.
Es sind der MilchLadeTrigger am Kuhstall und der MilchVerkaufsTrigger an der Molkerei (EiMoAG) verbaut, so dass man die Milch selbst verkaufen kann (Trailer aus dem KotteUniversalPack).
An der Molkerei ist eine H-Milch-Produktion eingebaut (Verkauf am SKY-Markt in Hille)
Der Sandkauf erfolgt jetzt über die Lieferung von Treibstoff aus der eigenen Produktion.
Am StrohKW sind die VerkaufsTrigger für Stroh, Gras, Heu und Hackschnitzel gesetzt worden.
Am Hof sind DigitalAnzeigen für alle Lagergüter verbaut worden.
Auf dem Kanal fahren wieder Schiffe.
Alle bekannten Bugs sind gefixt worden (Bäume gedreht wegen der Helfer-Colli, schwebende Objekte, Wollpaletten-Spawner gedreht, Schilder verschoben, PartikelSysteme verschoben, CutterEffect-LUA-Fehler beseitigt etc.).
HolmerPack für die Ernte der Karotten und Zwiebeln beigelegt MIT Miststreuer für den Mist aus dem Lager und den Kompost als Dünger (Vielen Dank an TOM).

Just in time for Nicholas I would like to publish the first version of Südhemmern-Map from the LS 15 for the LS 17 and hope I can one or the other player to make a little treat. Due to the extensive changes to the LS 17, it is practically a reconstruction of the previous map.
The map consists of the villages Südhemmern (center), Hartum (west) and Hille (Eastern).
There have been created 42 fields, of which you are at the beginning. 4 There are 2 large meadows, which are not defined as fields, so that they can not be edited with a Helder (which is done deliberately so). By the middle of the map of Midland Canal runs from west to east with 5 bridges.
All animals (chickens, pigs, cows and sheep) are deviating from the old version of the LS 15 now directly on the farm and can be supplied there. On the farm there are separate silos for Gtreidesorten, a camp for potatoes and sugar beet, a camp for straw, grass and hay sowei a camp for silage and chopped. The Abkipporte and Entnhamen are clearly visible. In addition, is still a stock for crap installed that can be taken, however, only with normal followers again. Unfortunately Miststreuer not load this directly from the warehouse, which is due to the scatterers, I can not change now. On the farm (hydrant) and behind the farm (well), there are also water. In addition to one of the barns, the shelf for big packs is set, but there is also a small cottage for seed and spreading fertilizer, where the equipment can be filled directly. Fertilizer spraying can not loaded there.
Spread over the map, there is a hamlet and 3 barns, where everything can be tilted, which is attributed to the Hoflager. On the PDA, this tipping stations are referred to as Hof.Silo and so easy to find. These are used for the storage to spare driveways, who wants to use it. Dor is also available each seed and spreading fertilizer.
Since the Hoflager are limited to 250,000 l can additionally ashore trade in Hille (entrance) can be stored. There, the capacity is limited to 500,000 liters per fill type. The storage there costs money. Removal is also there on the red tube.
There are the fruits wheat, barley, canola, soybeans, corn, rye, oats, potatoes, sugar beets.
In addition, the grain train and timber train from the LS 15 are installed. This train can be after loading Submit and so gets additional revenue.
It is also fitted the sawmill of Marhu. The sales pitch for the boards pallets located in the train yard. There is a timber loading station is set up.
As in the LS 15, the traffic lights are installed from the LS 13 and run. In the unpacking ZIP-still is next to the map ZIP another ZIP, the need in the modfolder. Traffic lights cause a small LOG-entry, but does not affect the game. On the control boxes can turn off the lights also.
The outlets are displayed in the PDA all. At the flour mill there are two tilting, respectively accept only certain fruits. At the entrance are signs. There are two trigger sales at the sawmill from the LS 15 in the northwest, once the timber train, as already mentioned, and the timber pond, in which you have to reinsetzen backwards. When one is deep enough, the logs are sold.
The reset point is no longer the merchants, but in the yard.
There are 3 Viehändler, instead of just one. In Hartum there are pigs in Hille there are cows and in the center there are only sheep (traders symbols are displayed on the PDA. I thought it was stupid that a trader is to sell all kinds of animals, which is not realistic, so my Solution.
On the Map some shelters are built for tipping and two placeholders for more, for those who simply want to tilt and have fun on the blades or the conveyor belts.
There is a large BGA with 2 Transit silos. In addition to the barn are two transit silos so that sufficient produce silage is who because fun has it.
One can sell 3x straw, once a straw power plant at the normal price, even at the EiMoAG at a slightly higher price and once in the Landi at the highest price (if you have not delivered much).
So, I find it more now no longer a, I wish a beautiful game
Your GMCW

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