I hereby present to you the Papenburg Card v2 4K
This is a 4X map - It has 105 fields with a total of 1042.9 hectares - 44855 trees -
Multiple sales and productions. (Something may be missing, so let me know)
- Attention !! There is traffic, but be careful at the big intersection, they only go straight.
Use caution or block traffic while waiting for new work lights to be installed.
There is a small starting area with a few machines.
First of all, only the bare essentials! There will be a real courtyard in a future update.
Known Issues: There are some invalid case warnings on Dediserver.
I will correct them over time.
- New PDA
- Cowshed without pasture revised: feed/straw trigger set correctly/Buffallo milk added (overwrite stable for those who already have it)
- No new savegame required!!!
Unpack Map Rar archive with Winrar --->right mouse button --->unpack after---move files from the folder to the mod folder
v2.3.4
Sales points visible again
https://www.kingmods.net/en/fs25/mods/58960/planet-modular-bga
New save game required!!!!!!
v2.3.3
- Farm configuration revised
- duplicate buildings deleted
New save game required!!!!!!
DPU sacling error fixed **finally 3 crosses**
- Large cowshed on the main farm replaced by a cowshed with feeding robot
- Shed cowshed kicked out
- Fixed marker icon errors for the farmhouses
- all buildings now have FarmID "0" and run with "buywithfarmland"
- Mod pack included in the rar no longer a separate download
**Please read carefully and do not just skim!!!!!**
- First of all, terrain now has 1 pixel per unit as it should. Hope this helps with the bugs now. Only Giants will probably be able to pull this off completely.
- Max height of tilting fruits increased to 8 m!!!
- Hof2 Engelnhof installed
- Hof3 BGA installed
- Hof4 Pigs and Chickens Hof Kramer installed
- 2 open spaces for classes or productions installed.
- Competitive multiplayer XML added and configured
- Cars parked sideways at the bakery removed
- Haupthof1 Berlage rebuilt
- Installation of arable crops Hof5 Anneken
- Rigid body inserted for water
- Only the main courtyard has machines!! For now
**Important A new backup must absolutely be started.!!!! **
Last minute change:** Spruces replaced by new prefabs. **
- Slightly adjusted farmland/fields (all can now be bought and sold) Tested!!! Hopefully ......
- Signs moved at the sawmill.
- More decorative bushes (not finished yet).
- Music tracks have only half the volume.
- The tin can factory lantern and delineator have been moved.
- repainted under 107 missing green stripes.
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- Changed boot configuration
(You have finished ordering 4 more fields!! Field 1 wheat, field 2 barley, field 3 corn, field 4 grass, field 5 rapeseed, field 10 grass, field 69 grass, Corn field 55)
- Pöttinger Boss replaced by a Fendt Tigo 75X.
- Cow pasture removed and replaced by a stable with a feeding robot.
- Agricultural field or division of agricultural land modified, agricultural zone with meadow now separated from field 1 and field 69 (see photo) agricultural zone now agricultural land 135
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- Tire tracks added for wheat, barley, corn, millet, oats, rapeseed and soybeans (ignore warning for corn)
- Better chalk texture and distance...you are no longer blind
- Not necessarily a new game required. But recommended.
Otherwise:
- Delete lod.type.cache and nmap.cache so that what I changed is updated. Your paint (aspalt etc.) needs to be renewed.
If you don't mind what's currently growing on your fields: delete DensityMap_ground.gdm, DensityMap_groundFoliage.gdm and DensityMap_fruits.gdm from the backup. Then they are reloaded from the card. Then the changes are applied. Your pulled grass, etc. must be repainted.
If you are playing with a standard farm in the farmland.xml save, insert <farmland id="135" farmId="1"/> below via farmland255!!!!
- Field 64 teleport and field indicator correctly positioned.
- Forest separated from field 64 (Farmland 74).
- Farmland 118 relocated to the forest on the opposite side from the sawmill.
- Sawmill only on Farmland 117.
- Missing dirt roads painted. (not visible if cache is not cleared.) Delete terrain.lod.type.cache and terrain.nmap.cache from save. Not mandatory!
- Traffic signs set.
- Field 2 strips removed and lime strips removed at the top. (not visible without save manipulation)
- Field 119 became a farmland (top left).
- Farmland 83 reduced in size.
- Field indicator and teleporter moved from field 105.
- Farmland 121 hidden from map
-No new savegame required!!!
Attention: The night is darker and this may also affect your day.... You may have to increase the game brightness. (I have it on 1.4 now)
v2.2.7a
Hotfix
Cold not load errors fixed
No changes or new save required
v2.2.7
- Unnecessary farmlands are hidden. And others misplaced.
- Farmlands are assigned to the right NPCs (oops: howl:) so you can no longer get the order to plow a forest.
- You can only buy the BGA at 109 (the farmland is automatically purchased as well)
- Brighter street lanterns.
- Wood deadwood/transport/stone missions fixed!!!:ventilator:
- Field 89 separated (corner made into a new field) but is now together with 89 because I don't want to force a new save game procedure on you.
- Bga silos deleted from map (there may be an error when loading savegame that they cannot be loaded).
- BGA silo added as a mod to place yourself.
No new save required :fan:
Rar unzip for those who can't read unzip me- unzip....read readme
Bufix:
- Colli added to large bridge
- Removed invisible lines at the dairy
- Adjusted the terrain at gas station 2 (please paint away the weeds and grass at the back.
- Added missing Colli on the concrete in Bga
- Configuration of the starting conditions fixed (if you want to start at zero, you also start at 0)
- missing water tarpaulin added
no new savegame required!!!!!
Info::::::
The BGA base must be purchased in order to be able to dump something into the silos and to use the BGA.
If it bothers you that the gas station is floating in the back:
Move the Terrain_heighmap.png to your savegame
- Field 40 revised again
- Field 78 revised
- Water tarpaulin warning removed
- Added field entrances
- swapped map.xml back
- Field 51 corrected
- Collectibles added with slightly increased reward as compensation (thanks to patrik/mezzo)
- New PDA (thanks to patrik/mezzo)
- New lights for the gas stations (thanks to patrik/mezzo)
Attention: New save game is required (tutorial for restoring your farms, machines etc. is included)
- Biogas plant installed.
- Changed the water tarpaulin (only where there should be water) so that you can create rice fields.
- Fields 40 and 123 straightened (course generator works).
- Traffic rebuilt!!!
- Install 4 manure storage facilities (done)
- Install silos for BGA (done)
- Visual corrections
- placeables.xml reduced (should no longer give a warning on Dedi)
- Sugar factory installed
- Biomass power plant installed
- Potato processing plant installed
- Spinning mill installed
- Old gas stations restored
- Added tutorial on how to transfer the old and new data into your new save. It will now always be available if major changes have been made!!!!
- Trigger fixed on the grain mill.
- Grass removed in some places on the road.
- Removed weeds from the sawmill site.
- Ditches at Gärtnereigraben and lines pulled away, fields reduced accordingly.
- other bug fixes
Attention, new save game is required!!!!
- Grounds behind the house leveled at the intersection
- parked cars positioned somewhat correctly
- colis set in paving driveways.
- Fixed gaps in the sidewalks in some places.
- "Invalid Case" eros removed.
- Grass removed from sidewalks in a few places.
- Collis set by some houses
- Floating trees removed/fixed
- Mission spawn and hotspots added.