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BALLYSPRING

V1.1.0.3
  • BALLYSPRING
  • BALLYSPRING
  • BALLYSPRING
  • BALLYSPRING
  • BALLYSPRING
  • BALLYSPRING
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Description

Welcome to BallySpring!
A fictional Irish map based in the West of Ireland with 172 fields, mainly grassland with some arable fields. There are 10 farm yards to choose from.
Highly customisable map with all buildings, walls, hedges, fences and yard clutter etc. removable.

Note: Once you start in either Farm Manager or Start from Scratch modes, you dont own any land so wont be able to interact with any of the objects etc. until you purchase some land.

All gates on the map are opened by default. This is to allow access to the fields etc. to complete contracts. You can only open/close the gates that are on land that you own. This is a compromise so the gates can be sold.

Features:
- Custom Animals: Bulls, Calves, Goats, Ducks and more
- The Goats give you Goats Milk. To collect the Goats Milk from the pasture there is custom versions of the ingame Lizard MKS 8 & MKS 32 Liquid Tankers in the shop
- Custom Cattle Breeds: Hereford, Jersey, Charolais & Simmental plus basegame Holstein, Angus & Limousin
- Multi Terrain Angle
- Maize Plus mod supported
- Animal Grazing mod supported
- Enhanced Animal System mod supported
- Mud System mod supported
- Custom Traffic
- Irish Number Plates
- Custom seasonal growth plan with Cotton and Sugarcane removed (Thanks to Disturbed Simulations)
- Relight Installed
- Custom Sounds
- Custom NPC's
- Collectibles
- Road Network built in Blender
- All hedges have collisions
- Removable Hedges, Walls, Fences etc. (Press O at the object to remove)
- Productions and sellpoints
- Precision farming ready with realistic soil map
- Most things only work once the land has been bought. Animals, silos etc.

Happy Farming! If you find any bugs with the map, please report in our discord server linked below
To keep up to date with the map and future projects, please join our discord server linked below

Credits: Irish_Conor, GlengarBoy, Dylan.C, 4D Modding, South Armagh Modding, Farmer Chris, Rossco755, OxygenDavid, BulletBill, Farmer_Andy, Chissel, Ifko[nator], Bronkema, Elite Farming, Disturbed Simulations, Suchsneak, Didek96, Austria Modding
If there is anyone we forgot to mention, apologies :)
Special thanks to the Eire Agri Crew & AgriSpec for testing the map.

EireAgri Discord: https://discord.gg/qc5ezjn

Server
Consoles

Changelog

  • - Corrected floating log stacks at sawmill (New save required)
    - Increased size of bale trigger at all the sell points to make it easier to sell bales (New save NOT required)
    - Changed width of the pedestrian splines to help with pedestrians clipping through buildings etc. Still will happen but not as often (New save NOT required)
    - Altered the mud mod info layers. Made the mud less severe (New save required)
    - Corrected typo in animals xml to make use of the new feature added to Chissel's Enhanced Animal System mod - Custom animals now do not get overridden by the EAS mod (New save NOT required)
    - Modified foliage areas for the sheep pasture at yellow farm and cow pasture at dark blue farm to use entire field for grazing mod (New save required)
    - Added Swiss cows and additional Brown & White variation for the Holsteins. Holsteins and Swiss cows now using base game fully grown cow model instead of same model as the heifers. (New save NOT required)

  • - Changed the control for hiding the hedges, fences, walls etc. from left mouse button to the O key not to conflict with the gates (New save NOT required)
    - Restructured folder structure and removed BaseDirectoryFix.lua script to avoid certain xml files getting overridden by other mods
    This was causing manure to appear transparent when mods that loaded their own fillTypes xml were activated. (New save NOT required)
    - Made all collectibles collectable, some of them were conflicting with removable objects triggers (New save NOT required)
    - Corrected shader errors from test tool in preparation for modhub submission (New save NOT required)
    - Corrected typo in placeables xml loading OakTreeHouse.xml (New save required)
    - Corrected issue with not being able to feed the dog at the main farm (New save NOT required)
    - Updated terrainShader.xml to be compatible with game version 1.9.1 (New save NOT required)
    - Updated Garage, Mart, Potato & Pub sell points to accept bales (New save NOT required)
    - Added open pig pasture in the shop (New save NOT required)
    - Added size marker to open chicken pasture (New save NOT required)
    - Corrected height of the navigation mesh on the large open sheep pasture (Was causing the animals to float in mid air) (New save NOT required)

  • 1.1.0.0 (New save required)
    - Fixed issue with calf igloo's causing animal pens not to appear in the menu
    - Added support for Animal Grazing mod to the open pastures
    - Added new cattle breeds to chose from (Thanks to Bronkema & Chissel for the permissions)
    - Fixed Silage Pits
    - Fixed issue with the Horses not being rideable
    - Start from Scratch mode now starts with no vehicles
    - Slurry pit at main farm no longer deleted when Farm Manager or Start from Scratch mode selected
    - AI worker now detects all fields
    - Modified Mission Vehicles to be more suitable to the map
    - Fixed multiple floating objects
    - Improved Traffic Splines and Traffic Behaviour
    - Decreased collision size on the traffic
    - Terrain Smoothing
    - Converted all the gates on the map to placeables so they can now be sold
    - Converted the buildings on each yard to placeables so they can now be sold
    - Converted all hedges, walls and fences to animated objects so they can now be removed
    - Added more farmlands to break up the unused space in the map for expansion
    - Updated soil map to give some areas that dont have silty clay
    - Added Fantasy License Plate Options
    - Added Collectibles
    - Added support for the mud system mod
    - Fixed issue when some trees were cut the game crashed
    - General Improvements and Optimizations

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