Somerset Map v 1.1
Description:
Welcome to Somerset,
Version 1.1.0.0 Changelog - A new save is required
- removed 2 required mods, compost and ranch gate. The map remains compost compatible, on PC you can use the mod, however greenhouses no longer require it.
- moved BettyJoe's sell point unload trigger farther away from building
- replaced main farm small silage clamp with medium
- replaced main farm hayloft silo with Unia800
- firehouse in industral area has been moved back from road
- removed purchasable crude oil pump jack near refinery
- adjusted owned vehicles in farm manager mode
- fixed paintable texture- groundbrick
- cleared foliage poking threw inside main farmhouse
- changed foliage type from meadow to grass- farmlands 54, 55, 56, 57
- adjusted fields northeast map, near secondary farm
- minor farmland adjustments
- added chaff in price menu
- reduced local train rental per hour from $500 to $100
- added 2 small tractor paths, one just outside bga to grass field, one to farmland 54
- updated PDA, improved detail
A fictional US inspired map designed with larger equipment in mind. All roads are wide and secondary roads are ai traffic free.
A large farm awaits, with its specialized train silo for you to store and move your harvest to and from.
The main farm has preplaced cow barn, pig barns, chicken pen, horse stable as well as bee's.
At the back of the farm, a hayloft silo and silage clamp.
Somerset has 2 train systems, one local "looping" and another for outbound sales.
You can use the local train to move your timber to the sawmill or sell directly via the auto-unload sellpoint. Transport your harvested crops, grass, hay, straw, and silage for storage at any of the train silo's.
When you're ready to sell to the neighboring town, take your crops to the Train Transfer Silo by local train or vehicle, and load onto the outbound selling train.
In New Farmer Mode, you'll own the following: main farm, one large field, a decent vehicle fleet of airable farming equipment along with an object storage shed near the oil refinery with some already stocked supplies.
One crude oil pump jack production. The produced crude oil can be sold right away or stored and later refined into other petroleum based products such as diesel once the preplaced refinery is purchased.
The diesel can be stored in the large storage tank that you do own near the refinery, sold and/or used in your own equipment.
You also own a few pump jack "generators" (farmland 59). These generators do not produce crude oil, but do generate a nice passive monthly income much like windmills.
...Good Vibes - Happy Farming...
Map Details:
* 59 Farmlands
* 27 Fields
* 6 Meadows
* 4 Forest areas divided into 12 farmlands
* 5 flat buildable lots
* 2 Prebuilt Farms
* Custom Precission Farming Soil Map
* Contracts including 2 fields with Baling missions
* 20+ Preplaced Productions including all U.S. basegame, 1mw BGA, Sawmill, 3 Custom Greenhouses, Empty Pallets, Flavored milk bottler, and Crude Oil with associated additional productions.
* 5 productions with alternate "empty pallet" recipe providing a 20% increase in cycles per hour at a 20% reduced cost.
* 1 Preplaced Farm Product Production. Will produce seeds, lime, fertilizer, and other farm essentials like silage and hay.
* 2 Preplaced silage clamps, one at each farm.
* Preplaced liquid manure and manure heap storage near animal trader
* 20 Preplaced Sell Points
* 2 gas stations for buying and selling vehicle diesel
* 2 train systems, one local, one outbound selling
* 3 Remote preplaced object storage sheds
* 2 Preplaced bulk lime buying stations
* 1 Preplaced custom "tree sapling" greenhouse, and 2 Large custom Lettuce, Tomato, Strawberry
* 100 ElmCreek Collectables, when all 10 of a group are found, the corrisponding groups "Trophy" will appear in the Toy store.
* AI traffic on all main roads as well as in front of grocery store and Betty Joes Trading Post. All other roads are AI traffic free.
* AI Pedestrians
* 2 custom, preplaced at 2nd farm/placeable animal pens, one cow pasture, one sheep. For pc players, both are animal grazing mod ready.
* Winter snowfall... all paved roads, buildable lots, production and sell points will be free of snow (except greeenhouse area)
Map Notes:
1. Important: 5 Preplaced Green Garden Sheds..., these sheds when sold remove all decorations from the corresponding farmland they're placed on.
This includes trees on the farmland of the 2 farms, and ground oil-stain decals.
At the BGA, it will remove all light poles and decorations. At the 2 oil production areas, it removes all decorations including the "forklift" buildings.
All other production assets can be sold individually.
2. Greenhouse's in addition to water require seeds.
3. Greenhouses, the liquid manure/manure heap storages near animal trader, and the 2 remote preplaced object storage sheds become functional when the corresponding farmland is purchased.
Greenhouses and manure storages can be sold (removed), the remote object storage sheds cannot.
4. BGA and Sawmill farmlands are bought/owned with the purchase of the production. All BGA assets can be individually sold (removed) except weigh stations.
The Sawmill can also be sold (removed). All other productions are bought at location and can be sold back to Somerset, but not removed.
5. Train Systems: Tree's/wood is the only product that can be sold directly from the local "looping" train.
All other sellable train crops must be loaded onto the Outbound Train from the Train Transfer Station Silo and the train driven "off" map.
In addition to the standard train crops, grass, hay, straw, silage, and chaff (in bulk form) can be loaded onto train wagons and stored at any of the train silos.
These products in bulk can also be sold from the outbound train. The main farm includes a "train silo" and functions like any other silo with the addition of loading/unloading to train.
The local train can be used to deliver crops to the Train Transfer Silo for storage and or then loaded to the outbound train for selling.
Note, once product is loaded onto the "Outbound Train", it must be sold. There is no "unloading to silo" from the Outbound Train.
Stored crops at the Train Transfer Silo if not wanting to sell can always be loaded to vehicle/trailer.
6. The Carpentry production does not accept trees. Furniture does not include a "tree" recipe, furniture is only produced with planks from sawmill.
7. Tree sapling greenhouses will produce one pallet of 50 liters (50 plantable saplings) per 12.5 hours. Thats nearly 1200 trees per year, per greenhouse.
The greenhouse produced sapling pallets can be used in planting and or sold. Sapling pallets bought from store cannot be sold.
You can tell which you have by the liters per pallet, greenhouse produced pallets are 50L per pallet, while store bought are 20L.
8. In Farm Manager, Start from Scratch Modes, you own the Apache Pick-up you drove into Somerset with. All that remains at the main farm are the train and hayloft silos as well as the "deco-delete" green garden shed.
However, everything at the 2nd farm remains and all becomes functional once the land is bought.
9. Please take a minute to read the notes from all the required Mods. The Crude oil pump jack production require empty barrels as an input, these barrels are purchased from store and can be hand loaded/carried w/o super-strengh.
All production mods have at least one preplaced sellpoint to sell all produced items.
Empty pallets used in productions has been reworked. Some productions no longer require them, while others now offer it as an alternative recipe with added bonus of 20% increased cycles per hour and at a 20% reduced cost.
The following productions have alternate recipes, sugar, flour, cereal, oil, and spinnery. With these changes, pallets are no longer sold at store and will need to be produced from the pallet factory.
Credits:
MuddyDigs
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