Multimap 1.1.0.0
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Ultimo aggiornamento
ultimo
Versione
1.1.0.0
2 anni fa
Changelog: 1.1.0.0
- New production pulp mill
- New production special feed and leavening agent production
- All power generators in the Generators category have received a display, the wrench has been removed
- Added translation for liquid fertilizer tank and herbicide tank
- Added Spanish and Russian translation
- New cattle pastures at the cattle dealer for purely decorative purposes
- The Mod Revamp from version 1.2.0.16 is required for the automatic power distribution
A new savegame is required
- New production pulp mill
- New production special feed and leavening agent production
- All power generators in the Generators category have received a display, the wrench has been removed
- Added translation for liquid fertilizer tank and herbicide tank
- Added Spanish and Russian translation
- New cattle pastures at the cattle dealer for purely decorative purposes
- The Mod Revamp from version 1.2.0.16 is required for the automatic power distribution
A new savegame is required
The history of the multimap goes back to FS13. Multimap stood for multifruits and multiproductions. Arrived in FS22, the name stands more for multi-productions. The landscape is purely fictional and set somewhere in Germany.
- Size 4 times
- There are a total of 42 fields with field sizes of approx. 7 ha to 62 ha.
- There are 4 prepared farms available for MP and one prepared farm for SP (only in the New Farmer level).
- 47 pre-installed productions, all productions, with a few exceptions, require electrical energy to operate. Numerous energy suppliers are available for this purpose.
- All productions have been fully adapted to the Script Revamp.
- 23 points of sale
- 68 buyable spaces
- Large barns with extended capacities
- Adjusted growing times
- Own customized trailers in the shop in their own category
- Open spaces for own development
Credits:
[LSMT]FalPos/LS Mapping Team
- Size 4 times
- There are a total of 42 fields with field sizes of approx. 7 ha to 62 ha.
- There are 4 prepared farms available for MP and one prepared farm for SP (only in the New Farmer level).
- 47 pre-installed productions, all productions, with a few exceptions, require electrical energy to operate. Numerous energy suppliers are available for this purpose.
- All productions have been fully adapted to the Script Revamp.
- 23 points of sale
- 68 buyable spaces
- Large barns with extended capacities
- Adjusted growing times
- Own customized trailers in the shop in their own category
- Open spaces for own development
Credits:
[LSMT]FalPos/LS Mapping Team
Scarica i file dell'ultima versione
Versione: 1.1.0.0Aggiornato: 2 anni fa
Dimensione totale: 0 B FS22_Multimap.zip external scaricare · aggiunto 2 anni fa
Ho notato che il cancello scorrevole di 10 metri si apre dopo ogni avvio del gioco e non funziona con l'Estensione oggetto animato, quindi non si apre e chiude automaticamente quando ci si avvicina :-( (il cancello di metallo che si può impostare quando si costruisce) Forse è una cosa voluta? In ogni caso, non mi piace il fatto che i cancelli siano sempre aperti e che si debbano chiudere manualmente ogni volta che si avvia il gioco ;) Se qualcun altro la pensa così, ecco il WorkAround per cambiarlo e anche per usare Animated Object Extend per l'apertura e la chiusura automatica: Aprite la cartella "slidingGate10m" nella cartella placeables della mappa e cambiate le due linee nel file "slidingGate10m.xml" come mostrato qui: <autoOpen use="false" /> <controls triggerNode="playerTrigger" posAction="ACTIVATE_HANDTOOL" posText="action_openGate" negText="action_closeGate" autoopen="true"/>
Mir ist aufgefallen das das 10m Schiebetor nach jedem Spielstart offen steht und auch nicht mit Animated Object Extend zusammenarbeitet, also kein automatisches öffnen und schliessen beim heranfahren :-( (das Metalltor das man beim Bauen setzen kann ) Vielleicht ist das ja auch bewusst so ? Mir jedenfalls passt es nicht das die Tore immer offen stehen und man sie manuell schliessen muss und das nach jedem Spielstart ;) Falls das noch jemand so sieht, hier der WorkAround um es zu ändern und auch Animated Object Extend zum automatischen öffnen und schliessen zu nutzen: In der Map im Ordner placeables den Ordner "slidingGate10m" öffnen und dann in der Datei "slidingGate10m.xml" die Beiden Zeilen wie hier ändern : <autoOpen use="false" /> <controls triggerNode="playerTrigger" posAction="ACTIVATE_HANDTOOL" posText="action_openGate" negText="action_closeGate" autoopen="true"/>