Eiersholt Map v 1.0.3
Changelog
Changelog 1.0.0.3:
You don't need a new savegame for this update.
- Fixed an issue where you couldn't feed the cows TMR when playing without MaizePlus
- Fixed an issue where crops would sometimes wither the day after they were planted
- Changed food definitions when playing with MaizePlus
- Changed starting vehicles so they will no longer spawn when playing in any other mode than New Farmer mode
- Changed several static objects on the map, so they can now be hidding using the Map Objects Hider mod
Changelog 1.0.0.1:
Unfortunately, a new game is necessary, because otherwise some changes to the terrain, especially the grazing of the animals, does not work. We are really sorry for that.
- Fixed issue of seasons visuals.xml causing texture failures on some placeables
- Renamed Raiffeisen to BayWa due to consistancy (Signs, Sellpoint menu, aso.)
- Some smaller visual changes
- Added info for the CCM fermenting silo to the help menu
- Fixed feeding issue when playing with Maize+ forage extension
- Fixed issues of ai traffic at several crossroads, thx to Ækzl
- Activated some additional fruits to be used by the AI, thx to Ifko
- Made some of the farm silos available/sellable at the shop
- Added several translations
- All translations are now availbale in spanish language as well, thx to Javier Selles
- Adjusted prices at the fodder shop
- Smoothed raised terrain at field 38
- Added a second weigh station at the BGA
- Fixed issues with tires, pallets and collisions at the BGA
- Fixed issue with cleanliness at the pigs pen
- Raised capacity of the BGA input
- Fixed problem with the animal grazing
- Deco in woods and some fields is sellable now
- Deco cows and deco horses are also sellable now
- Reworked the xmls of the fruits
- Added bale trigger at the pigs feeding
- Additional switchable farmyard lighting installed
- Reworked map border
- Reworked the lighting
- Added custom shop UI
- Fixed compost texture issue, thx to Farmer_Andy
- Full Precision Farming DLC support