eplica of the Ausseerland Salzkammergut region with real road layouts, multifruit, 255 ground angles and much more
AUSSEERLAND 4-fold Map (English version below, French translation below)
Welcome to the Ausseerland , a picturesque region in the geographical center of Austria . This map covers the area around Bad Aussee, extending to the borders of Altaussee and Grundlsee. Located in the Alps, the region features a varied terrain, ranging from flat to hilly and sometimes very steep.
You can expect:
Multifruit: Rye, Triticale, Spelt, Green Rye, Clover, Alfalfa, Spring Wheat, Spring Barley
More soil angles: 255 angles
Several custom mods
Realistic reproduction of road layouts
Precision Farming Ready
Various towns and villages
122 fields (averaging around 3 hectares)
11 forest areas (over 130,000 trees have been used)
5 pre-built farms (can also be demolished)
3 dedicated building areas
Several forest and development areas
2 gas stations
1 livestock dealer
1 shop
AI cars and pedestrians
Austrian license plates for vehicles and equipment
Up to 8 points of sale, depending on the goods being sold
11 production facilities (bakery, 2 grain mills, lime works, dairy, etc.)
Version 1.3.0.6
=== NO new savegame is required for this update ===
Map general:
Unnecessary textures and models removed, map size less than 1.48GB
Nights made darker.
Moonlight set a little darker.
Gameplay:
Manure and digestate PURCHASING added to warehouse
Added manure decoration to warehouse
Manure and digestate PURCHASE added to “Fertilizer & Feed GMBH”.
Added “Vogelsang” manure nozzle to “Dünger & Futtermittel GMBH” decoration
Tree scalings set by the "Forrest Creator" script were undone. The harvester should now function properly again
To apply the tree changes, delete splitShapes.gmss from the savegame. This means that all trees are available again, properly scaled and harvestable.
Fixed a bug where some translations could not be loaded, added and updated the following languages:
Native:
German, English
AI-Translated:
French, Italian, Spanish, Portuguese, Hungarian, Polish, Russian, Czech
Autodrive initial courses updated
Resource storage (included in modpack):
Added shopping triggers
Unloading trigger moved, marking adjusted
Filling trigger for vehicles/devices enlarged and position adjusted
Added storage option for silage additives
Added collision to liquid tanks
Decoration slightly adjusted.
Changed texture on resource storage building
Version 1.3.0.5
!!!A NEW SAVEGAME is needed for this update!!!
Adjustments to Patch 1.21
Added CCM feeding --> needs this mod from Modhub:
https://farming-simulator.com/mod.php?mod_id=360184&title=fs2025
Fixed a problem on the MP server where the pre-placed silos and farm gas stations could not be used after purchasing land
various terrain adjustments
Added several road decals (tire tracks, oil stains...)
Grass removed from roads and under bridges in various places
2 road marker posts corrected
Added 2 pairs of zebra crossing signs
Bridges checked and slightly adjusted
small lake adapted to terrain
Grass removed from Hof Podenhaus double garage and pallet storage
Hof Wagner: Shelter added and terrain/foliage adjusted
Forest areas expanded and "decorated" with smaller trees
Version 1.3.0.2
NO NEW SAVEGAME is required for this update:
Changes Map:
Trees Removed from the forest path in the northern part of the map (the trees that have already been cut down could reappear under certain circumstances)
Map background revised in the northern and southern parts of the map
Map boundary reset in the north (you couldn't drive through the entire forest)
Rivers flow faster and have more “plasticity”.
Added collisions at bus shelters (now the AI pedestrians also go up the level)
Fog and light settings minor fixes.
a few flying signs and traffic control poles "grounded"
Changes due to template from WEEKEND FARMERS:
New textures for hay bales
Swath collection with a (loader wagon) pickup and chopper now produce the same yield
minor fixes in the visual and yield areas
Changes included Autodrive courses:
Hof Wagner: Driving silos as well as earth cellars and resource storage are connected
Dead ends and debugs solved
minor fixes (further updates will follow soon)
Modpack changes:
Stone fence at brewery is now visible from further away.
Known errors in the terrain. However, these would require a new save game. That's why it hasn't been fixed yet, but can easily be fixed in-game by users:
For small lakes: terrain must be adjusted
Road to the right from CarrerStartpoint: grass on the side of the road
Bridge in the south: grass on the road
Bridge in the north: grass on the road
Fire station building near Hof Obertressen: Grass in the building
Steep street "Bluatschwitz" from the town center towards the north: add grass near the chapel, gravel path.
Part of uneven spots on "bypass road" (dark asphalt)
Feel free to report errors via Discord or here in the comments. The map is constantly being developed, but I'm alone so it may take a while.
Version 1.3.0.1 HOTFIX
HOTFIX === new savegame is required.
Added correct precision farming soil map --> The old soil map did not recognize the layers correctly
Added missing ambience sounds --> Thanks for the feedback to JMK
Start farm including starting fur park added --> Available when new save game is created
Added missing house at field 34
Version 1.3.0.0
a NEW SAVEGAME is absolutely necessary
Complete conversion of the map to the Weekend Farmers template.
More types of fruit
Compost
own productions
A NEW SAVEGAME IS REQUIRED
Numerous new improvements, the most important ones being:
Mod size reduced, numerous unused files removed.
New ground textures added and made paintable
Textures of the multifruits have been replaced - thanks WEEKENDFARMERS for the awesome template!
Starting farm including starting vehicle fleet added - thanks to SoSi-Modding Janni1101 for the help
Obertressen Farm (Farmland 23): newly designed
Hof Salzhaus (Farmland 133): Silos replaced and new farmhouse added.
BGA (Farmland 130): new farmhouse added
Forest paths revised +++ If trees are standing on side paths, this is intended for clearing.
The road to the recycling center was leveled.
Various terrain and texture improvements were implemented in clusters of houses/settlements.
Football pitch replaced with Giants' standard pitch from EU map
Guideposts that were pointing in the wrong directions have been corrected.
Custom models added, including:
+ Cow barn from Felsbrunn
+ large pigsty
+ sheep barn
+ chicken coop
+ bale storage
+ stationary feed mixer for cow and pig feed
+ storage for consumables
+ storage for root crops added (Thanks for the permission)
BP petrol station reskinned in German where possible (permission from SNAKEBIZZLE has been granted)
Skatepark equipped with Colli
Missing labels and translations added
New production windmill set up in the town
All plots of land on which production facilities were built are now also available for purchase.
Various trees and signs removed/replaced
Version 1.0.6.0
NEW SAVEGAME IS NEEDED
Original Austrian road guide posts with integrated snow poles added - thanks to TAZ-Modding for creating the model
Fences, gates and walls in production as well as in purchasing and sales points renewed and improved
OPENING HOURS gates: 0700-1800 in-game time - outside of this you can open the gate as usual
Forest floor textures and decorative grass/bushes remade and added
Various terrain corrections
Added/edited traffic islands
AI traffic splines revised in places.
Removed unnecessary textures and files from map folder
Version 1.0.1.0
NEW SAVEGAME IS NEEDED
Added map background
Farmlands partly enlarged for more design freedom
Terrain smoothed in places
Some streets widened
Field paths worked
more wood mission spots added including AD courses there (you will find AD courses updated shortly HERE)
Added traffic signs and traffic islands
Trees removed in places, new trees added, forest roads are now largely passable (including wooden mission spots)
Hof Moa Lois: Terrain at Hohhaus/Silo adjusted
Hof Podenhaus: Terrain at Milchtrigger is set back, so there is more space to turn around
Decorative cars at Billa turned the right way round
Decorative cars placed correctly at school building
Manor: Grass removed from driveway, grass removed from cowshed
Football stadium: Floating parking markings placed on terrain
Terrain at DIXI-Wcs Kleiner See straightened
Terrain at Dekohaus near shop raised
At the chocolate and popcorn factory: terrain changed, giving more space to reach the triggers
Streets and sidewalks have been adjusted in various places so that they should no longer float
Hospital: Grass removed from building, parking deck and driveways
Version 1.0.0.2
Fixed a bug in which it was not possible to dump in some yard silos
Version 1.0.0.1
Gate at shop removed