Farming Simulator 19 mods

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1,612 / 3,712
ZIL-130 B1 v1.1 FS19
trucks

ZIL-130 B1 v1.1 FS19

ZIL-130 B1 v1.1 FS19 – Power: 110 kW / 150 HP; – Speed: 90 km / h; – Fuel tank volume: 360 liters; – Choice of the color of the cab, lining, body, emblem “ZIL” and rim; – Choice of body; – Choice of design; – Choice of fog lights; – Choice of wheels; – Selecting a license plate; – Choice of sun protection strip; – Choice of a keychain in the cockpit; – Choice of side repeaters; – Engine selection; – Connecting hoses; – Animated devices, ignition key, pedals, gearshift lever, suspension, cardan, mud flaps; – Working mirrors; – Working lighting equipment; – Gets dirty and washed; – Body volume: 3,000 / 5,000 / 7,000 / 8,000 / 14,000 liters; – Price: 10,500 euros. Semi-trailer PS-1305: – Choice of the main color and the color of the rim; – Choice of capacity; – Selecting a license plate; – Choice of wheels; – Connecting hoses; – Animated suspension, mud flaps; – Working lighting equipment; – Gets dirty and washed; – Volume: 14,000 / 16,000 liters; – Cost: 7,580 euros. Credits:SD Team Tags: ZIL

Kobelco Sk28 final Mod
implements

Kobelco Sk28 final Mod

Kobelco Sk28 final Mod Power: 79 Price: 46000 Brand: KUBOTA

Courseplay for v6.03.00033 Mod
other

Courseplay for v6.03.00033 Mod

Courseplay for v6.03.00033 Mod 6.03.00033 Plow and weather fixes combines lower header after the rain stops, fixes #5039 Reintroduced manual working width configuration. Can now be configured in XML, fixed SPSL9 working width, fixes #6738 Added back that we need a mouse cursor, but now we can use any cursor and not only CP. fixes #6735 6.03.00032 Convoy and attach/detach fixes Better progress calculation for convoy mode (fixes #6011) Reset mode when detaching/attaching implements (fixes #6726). This caused some implements not reversing correctly. 6.03.00029 Fixes #6724, when checking nearby vehicles, only check ones which are enterable. Fixes #4955 #6646 AD courses have no speed set, handle that in the course editor. Also increased recursion limit for headland calculation, this should fix issues when starting the inner vehicle in a multitool configuration where the course begins close to a corner. 6.03.00028 Fixes #6713 Also includes potato harvester pull back course fix for #5012 course generator screen update for #5102 Fixes #5012, #5102 6.03.00025 Mode 2/3 Improvements fixes #6633 (Distance to next turn may not be defined for instance in the last row) tried to make the rendezvous more fault tolerant use a higher fruit value limit in the hybrid parts as it is not a problem getting temporarily closer to the fruit there, and it speeds up the pathfinding quite a bit. reduce off field penalty when combine on headland for faster pathfinding better driving time estimation to rendezvous point now considering turns we have to make to get there improved chopper handling in turns with headland at an angle 6.03.00024 Bridge and proximity sensor fixes Goal node elevation fixed (#6665) Proximity sensor directly on the back of the combine/chopper allowing for the unloader to get closer. When driving over non-level bridges, the controlled node isn’t vertical and the goal node was positioned on the ground level which is way below the vehicle. Due to this, the goal’s position in the controlled node’s reference wasn’t accurate in this situation, seemed to be a lot closer when driving uphill, lot further when driving downhill. Uphill goal being too close caused oscillations in PPC. Moved the goal point on the level of the vehicle (controlled node), so the error caused by the non-vertical controlled node is negligible. Few proximity sensor and vehicle size fixes Proximity sensor sits on the back of the combine now fixed pathfinder vehicle data rectangles, clarified the misconception that the direction node is always on the root node, it is not, the direction node is the turning node, usually sits between the non-steered wheels. 6.03.00022 Minor fixes fix all hybrid A* pathfinder failing fix reset fill level after making pocket 6.03.00021 Course generator and turn fixes No extra headland circle (#6605) Fixed the calculation of the headland/middle transition. If the center mode is lands, there is still a small chance that an almost full circle connecting track will be added if the starting point is very close to the start/end of the first working row of the lands pattern. Partial fix for #6383 do not add straight section to turn end to align if there is no towed implement if turn on field enabled but there’s no space to turn (must reverse), use the legacy wide turn (which is also buggy a bit). if you don’t want your sprayers boom hit obstacles outside the field, use a headland. 6.03.00020 Mode 2/3 improvements Wait before starting the next row if the rendezvous point is close to the row end. use A* to calculate distance to combine before the rendezvous. combine notifies unloader on missed rendezvous, unloader re-plans route try to approach combine waiting after backing out of the fruit from the rear so we won’t cut in front of it. don’t slow down around rendezvous when discharging already don’t ask for a rendezvous when the combine is not willing to, for example when unload is disabled on the first headland. won’t initiate new rendezvous until the combine cancels the current one move up rendezvous points close to row end pipe in fruit map changed to have a 20 m buffer at each end of the row to account for non-perpendicular headlands. fixed offsets when calculating target to combine, sometimes it used the side offset as front offset. make sure to reset 95% full limit after making pocket added safety margin to the calculation of the distance until full All this to avoid the situation where the combine stops before reaching the rendezvous point because it thinks it is full (although only 95%) only considers unloaders actually waiting for assignment, ignore the ones on unload course for example when a combine is looking for an unloader if an unloader is already assigned to a combine, only it is waiting for the combine to become ready for unload (for example due to fruit in pipe), assign the same combine to it. This should probably be refactored, adding a new state for the unloader, like WAITING_FOR_COMBINE_TO_BECOME_READY or so.

MAN TGX Crusher Pack FS19
trucks

MAN TGX Crusher Pack FS19

Thanks to its Jenz Hacker Body, the MAN is ideal for use in different locations. If you have a trailer you can transport the wood chips away at the same time. The truck is available in 2 versions from the dealer. In order to reduce the turning circle can order an additional steering axle. The daytime running lights turn on with the engine start. Price: 180,000 $ The following shop options are available: Color change: Cabin, Crane, Crusher, Rims Engine: 500HP, 640HP, 880HP Wheels: Nokian with and without lettering Bullbar, roof bar with and without light Dirt rags in 5 different versions Sun visors:small, large, including color change

Kobelco Sk28 final V1.0 FS19
implements

Kobelco Sk28 final V1.0 FS19

Kobelco Sk28 final V1.0 FS19 This is a Kobelco sk28 for Farming simulator 19 Power: 79 Price: 46000 Brand: KUBOTA Category: miscVehicles Credits:ChataModding Tags: FS19

Courseplay for FS19 v6.03.00033 FS19
other

Courseplay for FS19 v6.03.00033 FS19

Courseplay for FS19 v6.03.00033 FS19 6.03.00033 Plow and weather fixes combines lower header after the rain stops, fixes #5039 Reintroduced manual working width configuration. Can now be configured in XML, fixed SPSL9 working width, fixes #6738 Added back that we need a mouse cursor, but now we can use any cursor and not only CP. fixes #6735 6.03.00032 Convoy and attach/detach fixes Better progress calculation for convoy mode (fixes #6011) Reset mode when detaching/attaching implements (fixes #6726). This caused some implements not reversing correctly. 6.03.00029 Fixes #6724, when checking nearby vehicles, only check ones which are enterable. Fixes #4955 #6646 AD courses have no speed set, handle that in the course editor. Also increased recursion limit for headland calculation, this should fix issues when starting the inner vehicle in a multitool configuration where the course begins close to a corner. 6.03.00028 Fixes #6713 Also includes potato harvester pull back course fix for #5012 course generator screen update for #5102 Fixes #5012, #5102 6.03.00025 Mode 2/3 Improvements fixes #6633 (Distance to next turn may not be defined for instance in the last row) tried to make the rendezvous more fault tolerant use a higher fruit value limit in the hybrid parts as it is not a problem getting temporarily closer to the fruit there, and it speeds up the pathfinding quite a bit. reduce off field penalty when combine on headland for faster pathfinding better driving time estimation to rendezvous point now considering turns we have to make to get there improved chopper handling in turns with headland at an angle 6.03.00024 Bridge and proximity sensor fixes Goal node elevation fixed (#6665) Proximity sensor directly on the back of the combine/chopper allowing for the unloader to get closer. When driving over non-level bridges, the controlled node isn’t vertical and the goal node was positioned on the ground level which is way below the vehicle. Due to this, the goal’s position in the controlled node’s reference wasn’t accurate in this situation, seemed to be a lot closer when driving uphill, lot further when driving downhill. Uphill goal being too close caused oscillations in PPC. Moved the goal point on the level of the vehicle (controlled node), so the error caused by the non-vertical controlled node is negligible. Few proximity sensor and vehicle size fixes Proximity sensor sits on the back of the combine now fixed pathfinder vehicle data rectangles, clarified the misconception that the direction node is always on the root node, it is not, the direction node is the turning node, usually sits between the non-steered wheels. 6.03.00022 Minor fixes fix all hybrid A* pathfinder failing fix reset fill level after making pocket 6.03.00021 Course generator and turn fixes No extra headland circle (#6605) Fixed the calculation of the headland/middle transition. If the center mode is lands, there is still a small chance that an almost full circle connecting track will be added if the starting point is very close to the start/end of the first working row of the lands pattern. Partial fix for #6383 do not add straight section to turn end to align if there is no towed implement if turn on field enabled but there’s no space to turn (must reverse), use the legacy wide turn (which is also buggy a bit). if you don’t want your sprayers boom hit obstacles outside the field, use a headland. 6.03.00020 Mode 2/3 improvements Wait before starting the next row if the rendezvous point is close to the row end. use A* to calculate distance to combine before the rendezvous. combine notifies unloader on missed rendezvous, unloader re-plans route try to approach combine waiting after backing out of the fruit from the rear so we won’t cut in front of it. don’t slow down around rendezvous when discharging already don’t ask for a rendezvous when the combine is not willing to, for example when unload is disabled on the first headland. won’t initiate new rendezvous until the combine cancels the current one move up rendezvous points close to row end pipe in fruit map changed to have a 20 m buffer at each end of the row to account for non-perpendicular headlands. fixed offsets when calculating target to combine, sometimes it used the side offset as front offset. make sure to reset 95% full limit after making pocket added safety margin to the calculation of the distance until full All this to avoid the situation where the combine stops before reaching the rendezvous point because it thinks it is full (although only 95%) only considers unloaders actually waiting for assignment, ignore the ones on unload course for example when a combine is looking for an unloader if an unloader is already assigned to a combine, only it is waiting for the combine to become ready for unload (for example due to fruit in pipe), assign the same combine to it. This should probably be refactored, adding a new state for the unloader, like WAITING_FOR_COMBINE_TO_BECOME_READY or so. Credits:Courseplay.devTeam Tags: ADCourseplay for FS19PPCXML

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Loxam Renault v1.0 FS19
trucks

Loxam Renault v1.0 FS19

Loxam Renault v1.0 FS19 Clean all Erros from the log the original from zorlac have many erros have fun. Credits:Giants Zorlac OnlyEdited

MTZ BearFarm edit scholl v1.0 FS19
tractors

MTZ BearFarm edit scholl v1.0 FS19

MTZ BearFarm edit scholl v1.0 FS19 – Power: from 80 hp; – Speed: 40 km / h; – Fuel tank volume: 120 l .; – Choice of the main color; – Choice of design color; – Choice of rim color; – Choice of configuration; – Choice of counterweight / front fenders; – Choice of an exhaust pipe; – Engine selection; – Choosing a front loader; – Choice of wheels; – Animated dashboard, pedals; – Working lighting equipment; – Working mirrors; – Leaves traces; – Gets dirty and washed. Credits:scholl. Bauer

JOHN DEERE 6010 SERIES OPEN STATION V1.0.0.0 Mod
packs

JOHN DEERE 6010 SERIES OPEN STATION V1.0.0.0 Mod

JOHN DEERE 6010 SERIES OPEN STATION V1.0.0.0 Mod I was working on and off at a small update for the 6010 Series on and off, but nothing really motivated me to finish it, until Tired Iron Modding sent me a screenshot of an Open Station version he had did as his first major Blender project. That night I decided to put some time into adding his components to the updated version I was slowly working on, which meant that you would be able to chose between an open station or a cab variant, a little back and forth between us adding a few things, and some help from Appalaches Modding on the original release and this update, Tired Iron Modding, Appalaches Modding, and I are pleased to present the ultimate chore tractor. The file name has changed to prevent savegame corruption and other issues with the previous release. Added: Open Station variant Exhaust option for cab tractors NA spec 3 point hitch, draw bar New lights to match the 7000/7010 series Tons of new wheel options 2WD variant Changed: Proper loader guard added.

LA PETITE AGRICOLE v2.0 FS19
maps

LA PETITE AGRICOLE v2.0 FS19

LA PETITE AGRICOLE v2.0 FS19 Here is a small description of the map La Petit Agricole version 2.0: – 1 cooperative – 1 dealer – 1 cow farm – 1 CUMA – 2 village – 1 dairy – 1 slaughterhouse – 1 dealer – 17 fields – Seasons – Christmas decoration add to the lampposts in the villages – Light in each building Good game to all! Credits:MERDING Tags: CUMALa Petit Agricole

BRICK FACTORY v1.0 FS19
placeables

BRICK FACTORY v1.0 FS19

BRICK FACTORY v1.0 FS19 Brick factory for the maps with TP FillPlanes You need GRAVEL SAND CEMENT and WATER to Produce BRICK and CONCRETE PIPE. Credits:TheSnake GIANTS GC and the others for the objects in the Mod Tags: WATER

Global Company Placeable Grain Bins v1.0 FS19
placeables

Global Company Placeable Grain Bins v1.0 FS19

Global Company Placeable Grain Bins v1.0 FS19 These bins use Global Company to dry corn, and hold other commodities, and were designed with Mercer County and future projects in mind. The Sioux bin does not have drying capabilities. Credits:Diniz Farms, NEFG Modding Tags: Global CompanyMercer County

Autoload Bale Barns v1.0 FS19
placeables

Autoload Bale Barns v1.0 FS19

Autoload Bale Barns v1.0 FS19 These are required for Mercer County, but they are released as a separate mod to make it easier to update them, and to use them for future maps. Credits:Script: GTXVisuals: Diniz Farms Tags: Mercer CountyVisuals Diniz Farms

Concession John Deere v1.0.0.0 Mod
placeables

Concession John Deere v1.0.0.0 Mod

Concession John Deere v1.0.0.0 Mod John Deere Placeable Alu dealership with Functional Workshop, Functional mechanical bridge, triggers to repair or customize vehicles on a laptop PC, Animations at the doors, gates (Rolling gate also) You also have an entrance and exit with double doors sliding and interior and exterior lighting. PS: the hangar and go up from scratch. I thank Sylvain for testing it, Linkmat for his help, and the HoT community for their mod design ideas. Do not hesitate to leave a comment thank you. Sincerely, E.T.A from the South. Characteristics: – Price: € 250,000 – Maintenance price: 150 € object can be placed in the Miscellaneous category

Pulltype Earlage Headers V1.0 FS19
other

Pulltype Earlage Headers V1.0 FS19

Pulltype Earlage Headers V1.0 FS19 Pull type earlage headers for Mercer County. Fits the New Holland 900 and FP240 pull type forage harvesters. Credits:Diniz Farms/Tired Iron Modding Tags: Mercer CountyNew Holland

1,612 / 3,712

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