Farming Simulator 19 mods
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Hud files for ModMaps and Individual HudFruit v1.2 FS19
Hud files for ModMaps and Individual HudFruit v1.2 FS19 Hereby I put my hud files at your disposal Version 1.2 Liquid fertilizer asphalt Cement coal concrete grape juice Grapes gravel iron River sand (yes you write with 3 s) rubber sand Topsoil / soil stole stones stone powder tar tire I’ve even edited all and provided with names and colorful pictures so you have in the price overview and the attachment / trailer small pictures If you need any other pictures feel free to contact me should I have provided a picture of another modder verbose have reported. it was not intentional. I have searched all images on Google Must be unzipped There are 2 folders in it – Hud Files ModMap (the content has to be copied into the huds folder of the Modmap and overwritten) – IndividualHudFruits (content must be copied to the IndividualHudFruits folder and replaced) Credits:OnkelBob füs mithelfen der Bildersuche
CaseIH 7200Pro By Lohnunternehmen FS19
CaseIH 7200Pro By Lohnunternehmen FS19 Today, there is the Magnum 7200Pro for you! What was done: – Seatcam – Rul or Led (Configurable) Exhaust smoke darker Terminals (6 configurations) – New tires (Trelleborg, Michelin, Mitas) – Mark – Aloe front loader console – Body color choice Rims color choice LOG clean I wish you much fun with it! Credits:Modell: GIANTS SoftwareTextur: GIANTS SoftwareScript: GIANTS SoftwareIdee / Konzept: Lohnunternehmen Westfalen-ls19Tester: Lohnunternehmen Westfalen-ls19Sonstige: Lohnunternehmen Westfalen-ls19
JCB Fastrac 8330 BIG v1.0.0.1 FS19
JCB Fastrac 8330 BIG v1.0.0.1 FS19 Here I introduce you to the Fastrac 8330 BIG. New version 1.0.0.1 New colors also in Chrome Complete Another engine version with 1200 hp JCB is completely dyeable as far as the bonnet is concerned. Rims also available in Chrome The has the normal engine version with 348 hp, and another engine version with 696 hp. Dates: Normal version: Fastrac8330 Speed: 70 km / h 256 kW / 348 hp Different tire variants possible Colors freely selectable Rental price 15810, – Euro Purchase price 310000, – Large version: Fastrac8330 BIG Speed: 85 km/h 512 kW / 696 hp Different tire variants possible Colors freely selectable Rental price 18717, – Euro Purchase price 367000, – In both versions because of the speed I have the Mass emphasis slightly increased so that does not come so quickly to tip over. Have fun testing & working. Follow more version. The mod may only be used with original link on other pages. Credits:ChrisVegan
Water Fountain v1.0.0.0 Mod
Water Fountain v1.0.0.0 Mod This fountain puts at your disposal fresh water! price : 2.100€
RM Seasons v1.0.0.0 FS19 Mod
RM Seasons v1.0.0.0 FS19 Mod Winter is coming and spring, summer and autumn too. The Seasons mod changes the fundamental way to play Farming Simulator by introducing seasons and changing all aspects of the gameplay, such as weather, growth, economy, vehicle maintenance and animals to suit. Seasons 19 has gotten even more immersive with new visuals and sounds that better integrate into the game and the gameplay. Experience the trials and tribulations of a real life farmer worrying if you will get all your crops planted on time before it gets too cold, or too dry, for them to germinate and whether you will complete the harvest before the rainy days of autumn when crops will be wet. Beautiful visuals to suit the seasons, such as the birth of life in spring, the richness of colour of autumn and bare trees on a bleak winter’s day when you are clearing the snow, or doing forestry, will help to fully immerse you in this new environment. See to the management of your herds with the new breeds of cattle, pigs, sheep, and chickens, or take care of horses for a steady income.
CSS Imants 47SX v1.0.1 Mod
CSS Imants 47SX v1.0.1 Mod Css imants 47sx 1.0.1 lights fix Working Width: 3 Needed Power: 200 Price: 31500 Brand: Imants Category: Power Harrows
Claas Jaguar 800 Packet v 1.2
Release of MB 3D modeling by (CC BY-NC-ND 4.0) conditions. This is the Claas Jaguar 800 Packet and Claas Pick Up 300 from FS17 to FS19 summarized and converted. Price: Jaguar 840: 215 000 €, 408 hp Jaguar 850: 235 000 €, 462 hp Jaguar 860: 255 000 €, 516 hp Jaguar 870: 275 000 €, 585 hp Top speed: 40 km / h Price: Orbis 750: 32 000 €, 7.5m working width Working speed: 13km / h Price: PickUp 300: 13 000 €, 3m working width Working speed: 20km / h Lease cost: Jaguar 10.965 € – 14.025 € / 2.150 € – 2.750 € day Orbis 1,632 € / 320 € day Pickup 663 € / 130 € day features: -Animated speedometer needle, fuel gauge, temperature gauge (in progress) -Animated display (in progress) -Einzugspartikelsystem Normal and Twin Tires (1000 €) The light is not perfect because it is still built according to the old standard. Version 1.1.0.0 – Lighting update – Sound exchanged – Direct Disc 520 new – New front tire Modell: FS17: MB3D Modelling Textur: FS17: MB3D Modelling Idee / Konzept: FS17: MB3D Modelling Tester: FS19: Imperon Sonstige: FS19: Imperon
Massey Ferguson 620 v 1.0
Here I present a new modification Chevrolet Silverado Massey Ferguson 620″ – Power: 94 kW / 100 HP; – Fuel tank capacity: 350 l.; – Speed: 22 km / h; – Price: 25 000 €; – Primary color selection; – Opens Board; – Working lighting; – Working instrument panel; xd – Leave trace. nota: to unfold the discharge tube you have to buy the head and hire the assistant and so you can use it alone but every time you restart you will have to do the same procedure,
Seasons 19 – Economy
Seasons 19 – Economy Seasons has a new rebalanced economy that feels more realistic and has a better connection with what is currently happening in your game. Prices The prices of products change realistically during the year, based on supply/demand dynamics that occur in the real world. When something is in high supply, the prices will be lower. When something is in high demand, the prices will be higher. Supply and demand is now not only local for your savegame but acts more as if your farm is in an actual country with other farms. For example, the prices of firewood will increase in the winter due to higher demand, and the prices of wheat will decrease at the end of autumn due to higher supply. The prices of some produce, which normally would not be sold by a farm, have been reduced to 0. This currently includes grass, hay and straw that hasn’t been baled and also grass bales. Hay, silage and straw bales can be sold as usual. Economy information Information about the prices can be found on the economy page of the Seasons menu. In your first year, simulated data is shown. The price will roughly follow this. So you can see when the best time is to buy or sell. Every day, the price is updated, so for next year you can use the price information of the year before. Helper Wages The wages have been changed to fit the new economy system and the concept of seasons and years. Effectively, this means that wages are reduced, but also the concept of overtime has been introduced. On days between 6AM and 6PM normal wage rate applies. Outside of those times, you will pay 150% of the normal rate. Therefore it pays to make sure you are using your workers efficiently, especially when you have just started and money may be tight. Credits:Seasons 19 mod Tags: Seasons 19Seasons 19 modSeasons 19 mods
Seasons 19 – Vehicles
Seasons 19 – Vehicles The maintenance system of Farming Simulator 19 has been adjusted to fit better with the Seasons gameplay. Repairing a vehicle now needs to be done every 20 operating hours. The repair prices have been changed to fit better. The longer you wait with repairs the more it will cost. Repairing does not repaint the vehicle, you will need to do that separately at the shop. It’s cost depends on the size and complexity of the vehicle. Snow When it snows, trailers will fill up with snow unless it is covered. It can be covered either with a cover, or by a building. You’ll need to remove the snow before you can use the trailer. Snow will cause your tractor to lose traction so be careful when venturing out as you may not be able to climb up that hill again. Credits:Seasons 19 mod Tags: Seasons 19 modVehicles in Seasons 19
Seasons 19 – Animals
Seasons 19 – Animals The animals system has received a complete overhaul with new complexities and more depth. The age, weight and gender of each animal you own is simulated and the animal types in vanilla has been replaced with real life breeds. It has however, not been possible to change the visual appearance of the animals so they will still look the same irrespective of age, gender and weight. But the visual model ingame corresponds to the correct breed. Each breed has its purpose. Some breeds are meant for meat production, while others are specific breeds for milk, wool and egg production. Horses are designed different than the other animals (see below section). The breeds currently implemented are: Cattle: Limousin – The “Carcass Breed”. The Limousin is an expensive but feed efficient animal meaning it will grow very quickly and give a great price at market. Saler – The Saler is a cheaper option for starting farmers and is known for their high marbling carcasses that can return a decent investment at market. Holstein – The Queen of milk production. This breed requires a lot of feed and is expensive to buy upfront, but produces the most milk. Ayrshire – Low feed consumption and price per head are both two well worthy tradeoffs for lower milk production for this breed. Brahman – A heat tolerant specific breed with marginal feed requirements. They are known for their gain potential and good carcass yields. The heat tolerance is currently not modelled in Seasons. Sheep: Dorset – A large breed of sheep that grows moderately fast, has modest wool production and requires a medium amount of feed as an adult. Is relatively prolific and good for 25-40 kg (50-85 lbs) lambs. Merino – A medium breed that is used for wool production. It grows slowly, is not very prolific, but doesn’t require a lot of feed as an adult. Suffolk – A large breed of sheep that grows extremely fast, produces a modest amount of wool, requires a lot of feed as adult, is prolific and slow maturing. Good for 45-65 kg (100-140 lbs) lambs. Dorper – A medium sized breed that grows fast, but produces no wool. Very prolific and fast maturing. Requires little feed as an adult. Great for 40-45 kg (85-100 lbs) lambs. Pigs: Yorkshire – Known as the “Mother Breed”, this breed of pig is a very fast growing animal but requires a high amount capital for the initial purchase. Gloucestershire Old Spot – The Old Spot is a slower growing animal, but is much cheaper to purchase initially. Very hardy and great for the starting farmer. Spotted – Known for their carcass quality, the Spotted grows relatively fast and can be purchased for a modest amount. Berkshire – The Berkshire is a fast growing animal that requires a modest amount of capital to purchase. Is known for their flavorful meat. Chickens: White Leghorn – This is the bird of choice if eggs are at the top of your priorities. This breed requires less feed than any of the other breeds. Cornish Cross – This meat breed is extremely fast growing and has a fast turnaround in profit. It requires a lot of feed. Rhode Island Red – The Rhode Island Red is a hybrid breed (both eggs and meat) and requires an amount of feed in between that of its laying and meat counterparts. Rooster – This male bird is primarily used for reproduction and will work to fertilize eggs produced by your chickens and produce chicks. Note: You do not need a Rooster to produce eggs. The productivity in the base game is again replaced with a health indicator. The health increases with time as all the needs of the animals are fulfilled. Note however that if not properly fed the decrease in health can occur quicker than the increase. The food throughs can in Seasons 19 only contain 48 hours (game time) of food, meaning it is best to check up on your animals every day. Food intake of each animal depends on their age and their weight. Weight gain also depends on their age and weight and on what they are fed. To maximize weight gain the best feed has to be provided. The annual amount of feed needed in each animal pen is shown in the menu for the pen. This feed amount takes the growth of the animals into account, but assumes that the health of the animals stays constant. With increasing health the growth will also increase so keeping some reserves might be good. Cattle can produce either manure, or slurry (liquid manure), but not both. What they produce depends on whether they have straw. This aligns better with how real farms are run. Not using straw will cause a slight decrease in productivity, but slurry is much easier to handle and worth more to a farmer than manure. Care for the health of the animals has become of utter importance. Keeping them overnight in a trailer will kill the animals (i.e. they will die at midnight) due to lack of food, water, and movement. Hens lay eggs. To get chicks, get a rooster. Ideal is 1 rooster per 8 hens. The chance of breeding decreases with less roosters. If the hen is brooding no eggs are produced. Raising animals for meat production is now possible. As animals gain weight and age, their growth rate decreases, while feed intake generally follows weight. The key to maximizing profits is to find the balance point between optimal weight and age of the animals. Price per kg is higher for younger animals and weight gain will slow down as an animal ages. Horses The horses are in Seasons treated different than the other animals. We have redesigned them into a different type of gameplay: a livery stable. The gameplay tries to emulate a farm that provides housing and basic care of a horse for its owner. A horse can be brought to the farm in exchange of no money. It has to be fed, cleaned and ridden every day. Depending on how much care it gets, an income is provided every day. Some breeds require more riding to earn the same amount of money as other breeds. Horses also provide more money when they are very fit. Grazing The grazing mod from Farming Simulator 17 has been integrated directly into Seasons 19. Animals in pens that have grass will consume the grass as replacement for the grass in the trough. Be careful, as the grass in a pen can be completely eaten already. This depends on the size of the pen, on the amount of animals, and the time of year. The changes of the animal pens into placeables that plant their own grass, together with more engine changes, allow for automatic detection of the grass. No map changes are required. The only requirement is that the animal pen has grass. If you decide to provide other feed in the trough, the animals will stop to graze and rather eat the better feed. For sheep this does not matter as hay and grass are equally good food. For cows the effectiveness of only feeding grass (e.g. grazing) is in Seasons increased to 60%. It might be cost effective to let the dairy cows graze during the dry period (when they are not producing milk). Water pump The animals require a lot of attention. Daily feeding, daily watering, maybe even daily riding. The water requirements of the animals have been updated to be more to realistic standards. To make it easier for players to have water in the troughs, a new water pump can be placed near the animal pen: it will automatically keep the water level of the water troughs at a minimum of 15%. The water cost is subtracted from your account. Credits:Seasons 19 mod Tags: Seasons 19 modSeasons 19 mods
Seasons 19 – Grass bales and Silage
Seasons 19 – Grass bales and Silage The many engine and script changes in Farming Simulator 19 allowed for many new features. Two of those are a multi-step grass drying process, and improved rotting. A new multi-step drying process has been added to create hay. When cutting wet grass (as indicated by the “Wet Crops” icon in the top right corner), it first needs to be tedded first. Afterwards it needs to dry in the sun to become hay. When cutting dry grass (low moisture meaning the “Wet Crops” icon is not shown), it does not need tedding but still needs to dry. This means that making hay now depends on the weather. Good planning is required. The more detailed forecast will certainly help here as the drying potential is indicated there. The drying potential depends on wind conditions, relative humidity and solar radiation, meaning grass will generally dry easier in the beginning of summer than late in winter. The difference between dry and wet grass is at a crop moisture content of 20%. The crop moisture content can be measured with the RM measurement hand tool. If hay is left in the rain it will turn wet again, and afterwards it will start to rot. The same goes for dry grass that has been cut. Freshly mown wet grass will not rot before the second night after mowing. Hay and straw rots when kept outside in the rain. However, straw and hay heaps inside buildings will not rot anymore, like was the case in Seasons 17. Grass still always rots, as this material is wet. With the new drying system described above, it will take two days instead of one for the rotting to start on grass heaps. Bales Grass bales will gradually rot and disappear after two days, unless they are wrapped so that they become silage bales. Wrapped bales do not turn into silage immediately, but instead need some time to ferment. It takes one third of a season (1 period) to fully ferment either a silage bale. Hay and straw bales exposed to rain will start to rot so keep them inside sheds. These bales will only rot if the map has been prepared with a so called Seasons mask. The default placeables are prepared with the mask. Chaff in bunkers will take one third of a season to ferment after the chaff is covered (same time as bales). After chaff is dumped in the bunker, but before covering it, the chaff is not affected by weather and will not rot. Credits:Seasons 19 mod Tags: Seasons 19 mod
Seasons 19 mod: Map and placeable mods
Seasons 19 mod: Map and placeable mods The manual of Seasons 19 has been updated to contain information on preparing mod maps and placeables. Seasons mask The Seasons mask is redesigned to be easier to create by map makers and to be lighter on the game engine. New changes in the Farming Simulator 19 engine allowed us to switch the way the mask is stored, allowing automatic fallback to the tip collision. This means that even without a prepared map, placeables will act correctly with the snow. Preparing a map for Seasons is required to activate bale and swath rotting. Only with a custom mask can we be sure that all sheds are properly configured, so players know that their bales are safe inside. If a map is not prepared, bales will not rot but snow will still fall to great heights. See the manual article on the Seasons mask on how to add the mask, configure it, and paint it. Placeable masks With the increased focus on placeables in Farming Simulator 19, we had to add some new tools to make them work better with snow. In Seasons 17 we looked at the ‘clear area’, the area that browned the ground when placed on grass. This worked great for the basegame placeables and most custom placeables. In Farming Simulator 19 this is no longer the case. Placeables got more complex and bigger, with both open and roofed areas, sometimes even with platforms or spawnpoints. To accomodate this, we have added the possibility to add Seasons masks to placeables. It works the same way as clearAreas and foliageAreas. For details, carefully read the manual on placeables. This is also important for modders that made custom placeables on ModHub. Trees The new tree visuals in Seasons 19 are limited to a small number of trees. To have full visual support on the trees in your map, only use the trees supported. Of course evergreens do not change color so any evergreen is supported (pine, for example). The supported trees are: From Farming Simulator 19: Maple Birch VolumeTree From Farming Simulator 17: Oak Any evergreen Older versions of the Farming Simulator 19 trees are not supported. Find more information on the new visuals in the visuals manual. Custom objects For Seasons 19 it is still possible to show and hide objects depending on the season. The system has been renamed and changed a bit, but it is all detailed in the manual. You can show and hide objects depending on the snow or season. And the ice plane can be used to show or hide objects when the soil is frozen. Make sure to read the manual carefully. Animal pens and grazing Any animal husbandry that visually contains grass should have this properly configured in the placeable. Even if the pen can’t be bought or sold by the player. This ensures that the grazing system works for the animals in the pen. To prepare for grazing, add foliageAreas with grass. This has already been done in the basegame pens and might already be the case for your own. See the manual for more information. Mod updates to GIANTS You might be eager to get your map or mod updated and sent to GIANTS before Seasons 19 releases. However, you really need to test the changes you make first, with Seasons, before you send it in. So make sure to wait for the release on July 24th, quickly (but thorougly) test your changes together with Seasons, and then send in your update. Do you want to know more about Season 19? Read Season 19 mod – All We Know So Far Farming Simulator 19 – Seasons 19 mod Credits:Seasons 19 mod Tags: Farming simulator 19 Seasons ModFarming Simulator 2019 Seasons ModFarming Simulator Season 19Farming Simulator Season 19 modFS 19 Season modFS 19 Seasons ModFS19 Season 19FS19 Season modFS19 Seasons ModLS 19 Season modSeason 19 for Farming Simulator 19Season 19 modSeasons 19 modSeasons 19 modsSeasons mod for Farming Simulator 19
Seasons 19 mod: Growth
Seasons 19 mod: Growth One of the major design goals for Seasons was to remove the feeling that you were stuck in ground hog day – every day was exactly the same perfect summer’s day. In the morning you could plant crops and you would be harvesting them that same afternoon. Seasons 17 took steps to remove that feeling and gave the player the opportunity to follow a typical farming year with penalties for planting crops at the wrong time. This was better than a ground hog day, but playing through multiple years could also become monotonous and the feeling of ground hog year could creep in. Once a player understood the growth calendar and planted at the right time they were always guaranteed a 100% success rate. We’ve made some changes in this regard in Seasons 19. Instead of killing entire fields of crops when they were planted at the wrong time, we’ve implemented a feature that I lovingly called patchy crop failure, or PCF for short. PCF, unsurprisingly, does exactly what it says on the tin: it causes patches of failed crops based on temperature and moisture. This helps to introduce an element of randomness into the crops’ growth patterns, since these conditions have annual variances. Every crop has been split into 3 states: seeded, young and mature and each of those states has different frost and drought resistances. Throughout each day the current temperature and moisture levels are checked and if they exceeded the parameters, patches of your crop will be damaged randomly. PCF causes planted crops to become germination failed. Young plants become harvested and mature plants become withered. These transition states were chosen because they make the most sense visually. Default weather is mostly quite gentle and can be thought of as “easy mode” when it comes to the potential of crop damage. For example, you are not likely to see much frost in your first spring. This creates the opportunity for longer planting windows, especially for those more sensitive plants that used to die if planted in early spring. Similarly, planting in the middle of the summer would cause some crops to die. This does not happen anymore. Instead the crops may try to grow, but if you plant outside the planting window, they are unlikely to mature before winter. Killing in the winter has been moved forward as well. The default growth algorithm now kills all mature crops in the transition between early and mid-winter. This will make all the players who love to harvest potatoes and sugarbeet in the winter very happy, but if the late autumn or early winter are harsh, some parts of the crop may get damaged. There are some compromises to be made in terms of game play as we move towards a more natural and weather influenced growth. Previously the player feedback loop was quick – you planted at the wrong time within a few days max in the next period you could see the impact of a wrong decision. Now a bad decision may not become apparent as quickly, so using the information provided in the Seasons menu about planting and harvesting times and crop resistances are the keys to success. For GEO makers, the choice is still there. If you wish to stick to the old way of doing things and want to kill crops planted at the wrong time immediately, you can still do it. You can also manipulate the resistance values of all the crops too. It is also possible to create a map with interesting additional crops with special resistances, for example drought resistant barley and then add this new crop and its growth pattern into the GEO mod. We will be creating a manual to help you migrate your old growth files to the Seasons 19 format. The topic of crop damage brings the question of crop insurance. It is something that we discussed, but in the end could not find a way to bring this into the game without it feeling like a huge cheat and hence there is currently no crop insurance in Seasons 19. Download Season 19 mod Seasons 19 mod: Map and placeable mods Seasons 19 mod: Weeds Credits:Seasons 19 mod Tags: Farming simulator 19 Seasons ModFarming Simulator 2019 Seasons ModFarming Simulator Season 19Farming Simulator Season 19 modFS 19 Season modFS19 Season 19FS19 Seasons ModLS 19 Season modLS19 Season modSeason 19 for Farming Simulator 19Season 19 for FS19Seasons 19 modSeasons 19 mods
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