Weipersdorf

  • Weipersdorf
  • Weipersdorf
  • Weipersdorf
  • Weipersdorf
  • Weipersdorf
  • Weipersdorf
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Published by KingMods
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V1.0.0.4
22 787

The small hamlet of 'Weipersdorf' lies in an idyllic location on the border between Upper Bavaria and Lower Bavaria in the district of Erding

Enjoy Bavarian charm on our small but detailed 2x map. The map is based on real terrain on the border between Upper and Lower Bavaria.
The idyllic hamlet of Weipersdorf, part of the municipality of Langenpreising, lies nestled among rolling hills with meadows and fields, bordering one of the largest contiguous forest areas in the Erding district of Upper Bavaria.
The land consolidation projects of the 1970s and 80s left this area largely untouched, so that fields, meadows, and forests are still largely as they were 200 years ago.
The roads are narrow, the forests dense, the meadows lush green, and the locals friendly and welcoming.
Let yourself be enchanted by the unspoiled surroundings and cultivate the fields and meadows just like in "Grandfather's day."
Become part of a small, close-knit village community, meet your friends in the local beer garden, or simply enjoy a fresh grilled fish on a stick with the local fishermen.
Take over existing production facilities or expand your holdings with meadows and pastures. Get into the timber trade, take over a farm with an apple orchard and juice press, or work as a contractor and biogas plant owner.
There's plenty to discover and manage, so get started and help one of the nine farms shine again!

Our map is ideal for all classic car fans and friends of small vehicles and has the following to offer:

70 fields (approx. between 1 and 5 hectares)
27 meadows (some with grass missions) 10
forest areas
6 animal pastures
9 farms
1 BGA with contract farming business and residential building
1 vehicle dealer with gas station and second dealer area on the outskirts of town
1 agricultural trade
17 different productions
10 different sales outlets
1 free, flat building area
36 own collectibles and much more.

All mods required for the map will be downloaded from the GIANTS Modhub after the game starts.

We would like to thank Le0_Modding for releasing the FS19 shelter with stable. (The model has been revised by us.)
Our special thanks also go once again to FBM Landbauer for many, many releases.

The following people contributed to the map:

Augustinus50 - Map idea, design and implementation, chief mapper, jack-of-all-trades
Andy9016 - MAYA 3D artist, building "specials" and helping with almost everything on the map
Deutz9340 - Contributing to the animal pens and door animations, creating the sales/purchase points
TaZ-Modding - MAYA 3D artist, building various buildings and signs
nop82, Pat7575 - Creating the PDA map, implementing multi-fruit and joint problem solving

We would also like to thank the following people for testing: BG Patti, MarianVirtuellFarming, andi_burning_gamers

Server
Consoles
Changelog
5
  • CHANGES in the new version:

    - minor visual changes/adjustments

    - minor xml adjustments

    - minor farmland adjustments

    - NPC possessions have been reassigned

    - Removed shadow effect of black parking lights

    - minor adjustments/expansions to Hof08 (more to follow in version 1.0.0.5)

    - Sawmill/carpentry now has a larger farmland (forest area)

    - Seed production was installed in the empty shelter at Wiese25

    - Farm 03, 04, 08, 09 now have a farm silo

    - a new sales station (farm shop) at Hof04

    - Hof04 farmland expanded (now has a large, empty green area)

    - Hof04 new object warehouse installed (bales and pallets)

    - Hof04 Micromanagment: a chicken coop and a garden area with apple tree and greenhouse


    ATTENTION!! For micromanagement on Hof04 you ABSOLUTELY need the LSFM Farm Equipment Pack.

    You can download it here: https://www.lsfarming-mods.com/filebase/entry…equipment-pack/


    A new save is absolutely required for all changes to take effect.

  • In this version we have fixed/added for you:

    - all spawn points (farmlands + NPC's) revised

    - Animals could not be loaded on some stable animal triggers. It's fixed!!

    - Horse pasture revised again

    - Buildings can no longer be deleted, as was planned from the beginning!!

    - minor xml adjustments

    - minor visual adjustments/innovations

    - Added new "map closure" in the distance

    - special AI traffic installed

    A new save is absolutely required for all changes to take effect.

  • The following has already been fixed:

    - Fence at Hof03 was removed in one place

    - The unloading triggers now work for all haystacks/fermenter piles

    - The barrier at the cannery works again

    - the wall at Hof05 now has shadows

    - Grass/hay/straw swath increased slightly due to stubble destruction

    - "Space Characters" removed, no longer displayed on servers

    - Fir trees and weeping willows now have Colli

    - some ground textures traced

    - Stones now appear on the fields

    - Trigger markers for workshops and the vehicle dealer appear on the PDA again

    - minor visual improvements/changes

    - Hof01 now has a sleep and wardrobe trigger

    - added two new pedestrian splines


    Unfortunately, the milk trigger in the cowshed on farm 05 does not work. Since it's a mod, we can't change that. But we have already contacted the modder. The error has already been fixed and the update is already in GIANTS and should hopefully be released in January. Then the milk trigger works again.

  • The following issues have already been fixed:

    - Removed invisible, small collisions from the chicken coop at Hof05 (left over from the construction work)

    - Invisible collision between pigsty (near windmill) and woodshed removed (we had forgotten an invisible building there)

    - removed two small Collies from the parking lot in front of the nursery

    - All water tarpaulins have been revised again.

    - Floating trees in various areas were brought down to the ground.

    - The municipality removed overgrown grass along the roadside.

    - The lighting in the beer garden and the pavilion has been restored (cables + sockets)

    - signs in other languages ​​still covered

    - l10n Texts on some doors still switched to German

    - The cow sheds on the South pasture, West pasture, farm 02 and farm 03 now also accept bales at the straw trigger (there was one/too many in the XML)

    - minor, visual adjustments to meadow edges and fields

    - There are now puddles of water at the pigsties and at the dealer's.

    - Handles on the sliding gates in courtyard 5 have been raised to a comfortable height.


    To see all the changes, you need to start a new game!

    However, it's not strictly necessary if a few tufts of grass at the roadside, a few missing strips of grass at the field edges, and a slightly odd puddle (ground adjustment) near the trader don't bother you. Unfortunately, in GIANTS, the changes to the foliage and the ground adjustment at the trader only become visible with a new save game.

    For all other bug fixes, you don't need a new savegame. They work without one.

Credits
  • Augustinus50
  • Andy9016
  • Deutz9340
  • nop82
  • Pat7575
  • TaZ-Modding
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