Farming Simulator 19 mods

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Courseplay for FS19 v6.03.00032 FS19
other

Courseplay for FS19 v6.03.00032 FS19

Courseplay for FS19 v6.03.00032 FS19 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 FS19PPC

Workshop With Machine Storage v1.0 FS19
placeables

Workshop With Machine Storage v1.0 FS19

Workshop With Machine Storage v1.0 FS19 The building is also suitable for configuring and vehicles storage. Price: 9500 € Daily upkeep: 8 € Size: 21 m x 43 m Seasons ready Night lighting Credits:gamerhzs Tags: seasons ready

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German Gas Station v1.0 FS19
placeables

German Gas Station v1.0 FS19

German Gas Station v1.0 FS19 This is a german gasstation. It can be used to refuel vehicles that use diesel as fuel or can transport them. The other types of fuel Super E5 / E10 and biodiesel are only decoration. Price: 15000 Daily Upkeep: 15 placeable object in the category Miscellaneous Credits:TF 2020 MODS Tags: Daily UpkeepSuper E5 E10

Cowshed 3+0 v1.0 FS19
placeables

Cowshed 3+0 v1.0 FS19

Cowshed 3+0 v1.0 FS19 Free-stall barn for 80 cows. Feeding and adding straw can be done in the middle. Animals can be delivered using the doors at the front of the building. Price: 160.000€ Daily upkeep: 300€ Credits:20mmNormandy

No Man’s Land 1.4.0.0 Mod
maps

No Man’s Land 1.4.0.0 Mod

No Man’s Land 1.4.0.0 Mod Between the borders of France and Spain lies a vast emptiness known as No Man’s Land where the land has lain untouched by the hands of man for years Do you have what it takes to transform this wilderness into just a basic farm or into a great thriving dairy, wool, or logging empire? It’s all about survival of the fittest, build your livelihood with the help of placeable buildings, sell points, and décor. No neighbours to stop your advancement or bog you down with contracts for field work, there is only one road in and one road out so no need for transporting of goods, it’s all in your capable hands. Do you have what it takes to survive or will you give up and return to the city? There are options to remove all trees and rocks from the map to help aid in your discovery of your inner farmer. Depending on how receptive this map becomes, I will plan on adding more placeables in future updates. Standard seasons support. I hope you enjoy this survival mode. Changelog v1.4.0.0 – Added support for upcoming v1.1.0.0 old production pack by FarmerMahnew. – Fixed a log error issue. – various optimizations. No new game save required. Changelog v1.3.0.0 – Added 31 placeable items. – Added 21 placeable trees. – Added another 4 foliage types to landscape painting. – Added the log cabin and old wooden farm house to decorations. – reversed the direction of the motorway traffic. – adjusted greenhouse water sound volume. Please Note: The AJ-Tech placeable trees can not be cut down! They can only be sold back to the store! These placeable trees should not cause any other placeables or sell points to disappear when removed from the map. No new game save required. Changelog v1.2.0.0 – Fixed slurry yard trigger. – Fixed few more floating trees. – Added 22 more placeable items. – Added Russian translation by Katiuzh. Changelog v1.1.0.0 – Fixed few floating trees. – Added over 50 placeable items.

Door Mat 1.0.0.0 Mod
placeables

Door Mat 1.0.0.0 Mod

Door Mat 1.0.0.0 Mod A sleep trigger with spawn point. You can place this anywhere that you want this to be your Sleep trigger. Price £100 Daily Upkeep £1 Seasons Ready

Cowshed 3+0 1.0.0.0 Mod
placeables

Cowshed 3+0 1.0.0.0 Mod

Cowshed 3+0 1.0.0.0 Mod Free-stall barn for 80 cows. Feeding and adding straw can be done in the middle. Animals can be delivered using the doors at the front of the building. Price: 160.000€ Daily upkeep: 300€

OP2000 v1.0 FS19
implements

OP2000 v1.0 FS19

OP2000 v1.0 FS19 Brand: LIZARD Model: OP2000 Price: 7000 € Working width: 15 m Required power: 45 hp Capacity: 2000l Credits:HajstelMods, PicerPL

Door Mat v1.0 FS19
placeables

Door Mat v1.0 FS19

Door Mat v1.0 FS19 A sleep trigger with spawn point. You can place this anywhere that you want this to be your Sleep trigger. Price £100 Daily Upkeep £1 Seasons Ready Credits:MISSYB Tags: Daily Upkeep

No Man’s Land v1.4 FS19
maps

No Man’s Land v1.4 FS19

No Man’s Land v1.4 FS19 Between the borders of France and Spain lies a vast emptiness known as No Man’s Land where the land has lain untouched by the hands of man for years Do you have what it takes to transform this wilderness into just a basic farm or into a great thriving dairy, wool, or logging empire? It’s all about survival of the fittest, build your livelihood with the help of placeable buildings, sell points, and décor. No neighbours to stop your advancement or bog you down with contracts for field work, there is only one road in and one road out so no need for transporting of goods, it’s all in your capable hands. Do you have what it takes to survive or will you give up and return to the city? There are options to remove all trees and rocks from the map to help aid in your discovery of your inner farmer. Depending on how receptive this map becomes, I will plan on adding more placeables in future updates. Standard seasons support. I hope you enjoy this survival mode. Changelog v1.4.0.0 – Added support for upcoming v1.1.0.0 old production pack by FarmerMahnew. – Fixed a log error issue. – various optimizations. No new game save required. Changelog v1.3.0.0 – Added 31 placeable items. – Added 21 placeable trees. – Added another 4 foliage types to landscape painting. – Added the log cabin and old wooden farm house to decorations. – reversed the direction of the motorway traffic. – adjusted greenhouse water sound volume. Please Note: The AJ-Tech placeable trees can not be cut down! They can only be sold back to the store! These placeable trees should not cause any other placeables or sell points to disappear when removed from the map. No new game save required. Changelog v1.2.0.0 – Fixed slurry yard trigger. – Fixed few more floating trees. – Added 22 more placeable items. – Added Russian translation by Katiuzh. Changelog v1.1.0.0 – Fixed few floating trees. – Added over 50 placeable items. Credits:ALiEN JiM Tags: Added RussianFrancePlease NoteSpain

Medium Hall v1.0 FS19
placeables

Medium Hall v1.0 FS19

Medium Hall v1.0 FS19 It is a metal hall where you can store bulk materials as well as machines. -Price: 50000€ -Maintenance: 5€/day -Seasons ready Credits:TomSky, Dawidowicz

Lemken D24 v1.0 FS19
implements

Lemken D24 v1.0 FS19

Lemken D24 v1.0 FS19 Lemken D24 only cost 600 and is 1 meter plow width. The plow is based off of a plow from the 1940’s. 10 HP is needed. Credits:Adub Modding ABP Team Tags: HPLemken D24

Fiat 88-94 DT Mod
tractors

Fiat 88-94 DT Mod

Fiat 88-94 DT Mod Power, hp: 90. Fuel tank, L.: 280.

Krampe Bandit 750 v2.0.1 Mod
trailers

Krampe Bandit 750 v2.0.1 Mod

Krampe Bandit 750 v2.0.1 Mod Version 2.0.1 – Fixed rim color No tow bar may be used or selected in the savegame for the Simple IC function. What was done: – New bulkheads – Added warning stripes in yellow, orange and white – Tire configurations sorted in the XML and in the shop – You can now load bales (only round bales with a SIC point at the back left) – RUL added in the back right

Mod Manager /17 v3.7.4.0 Mod
other

Mod Manager /17 v3.7.4.0 Mod

Mod Manager /17 v3.7.4.0 Mod MOD Manager for Farming Simulator 2019/2017 helps to manage the mods, greatly facilitates their editing and careful configuration. Version 3.7.4.0 Added support for moddesc versions up to 53 Fixed the title of the “About” tab Added weight management while loading (updateMass) to the editor Remember !, you can add any parameter or tag yourself at any time, for editing, using the “Tag Editor” tool. Interface languages ??are available: English, German, Russian, Ukrainian and others. MOD Manager allows you to change such parameters as: category, brand, description, cost (purchase, designs, colors), capacity, transported crops, unloading and loading speed, engines (power, cost, daily maintenance, etc.), tank capacity with fuel consumption, braking power and many others. Everything is very simple and intuitive! The program is able to independently rename the unacceptable names of the mods themselves, as well as eliminate individual syntax errors in the xml files. For this, the mod must be saved in the program. There is a built-in functional DDS to PNG converter. With the help of Mod Manager, you can install and remove mods. Note: if you check the box next to the parameter: “Unzip”, then the mod will be installed unpacked. It also provides for their temporary deactivation, in case you are not ready to remove the mod now permanently. It will simply disappear from the “mods” folder, but you can always bring it back by clicking the “Activate” button. It is possible to change the installation directory mods. Important: for the program to work, it is necessary that the Microsoft .NET Framework 4.6.1 is installed on the computer

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