Papenburger Map V2 4K V2.4.4
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Papenburger Map V2 4K V2.4.4

I hereby present to you the Papenburg Map v2 4K – It has 105 fields with a total of 1042.9 hectares – 44855 trees – Several sales points and productions. (If something is missing, let me know) – Attention!! There is traffic but be careful at the large intersection, they only drive straight ahead. Until I have installed new, functioning traffic lights, pay attention or deactivate traffic. – There is a small starting yard with a few machines. Only the bare essentials for now! There will be a proper yard in a future update. – The decoration is not yet complete. Will come in the next updates Known problems: There are a few invalid case warnings on the dedicated server. I will correct these in due course. It can happen that the course generator puts a few jagged edges in the courses at the edge of the field. But it works. Modular BGA: PlanET Modular BGA Version 2.4.3 – Precision Farming installed V2.4.2 Moment of truth: Standard farm restored Bga (109) + 3 silos remain (wall remains) All other farms demolished All special buildings and dependencies removed Map size reduced to 488MB Explanation for my decision: As many people apparently don’t agree with the farms and are tearing everything down anyway, why should I go to the trouble? This way everyone can build it the way they want. The map is getting smaller and I don’t always have to send everything. Win, win for everyone Restart of the game required So again to explain, you can carry on playing normally, only the special buildings are out of the map. If you have already restarted —> load a savegame backup V2.4 – Rice cultivation fixed – Hotfix textures from pigsty drastically reduced – Map size now only 636MB – Archive size reduced from 905 to 795MB Unpack archive and map and mods in the mods folder from the folder, add FieldTypes.grle to the savegame and overwrite. Download save from server, unpack –> replace grle, repack save and upload again No new savegame required Version 2.3.9 – Error Store Picture Could not be loaded Medium BGA (35) Fixed No new savegame required Unpack map archive and put mods in the mods folder Version 2.3.8 – Streets and sidewalks now terrain mesh (I still have to smooth it out) – Flowerbed at the main courtyard reduced in size (please paint over the layer) – Bridge at the courtyard moved to the left (please delete the grass and repaint on the right) – Floating tree lowered – License plate fixed – Colli installed in the side and rear wall at the BGA silos – BGA trigger fixed (109) – BGA floor hidden (109) – BGA moved to the back (109) Version 2.3.7 – Map thinned out from 1.02 GB to 711MB – Kustall_Gross reduced in size (unfortunately you can no longer milk elephants^^) – Trigger on the cowshed without meadow slightly adjusted – Carpenter visible again in new savegame (if not there in the current save….in save, search for carpenter in the placeables .xml and at the end change farmId=”15″ boughtWithFarmlandOverwrite=”true”> to —->>>> farmId=”0″> !!! Do the same on the Debricrusher a few lines higher **no new savegame required** Unpack rar with Winrar after…. —- all zip files in the mods folder. V2.3.6 – small bug fixes – Farmhouse 3 correctly set (only visible with new save game, otherwise sell) – cowshed without wise fixed (milk) No new save game required!!!! For those from versions before 2.3.0, a new save game is mandatory! V2.3.5.0 – New PDA – Cowshed without pasture revised: feed/straw trigger set correctly/Buffallo milk added (overwrite stable for those who already have it) – No new savegame required!!! Unpack Map Rar archive with Winrar —>right mouse button —>unpack after—move files from the folder to the mod folder V2.3.4 sales outlets visible again Papenburger map 2.3.3 – Farm configuration revised – duplicate buildings deleted New savegame required!!!!!! Papenburger Map 2.3.2 Changelog: **Read** – DPU sacling error fixed **finally 3 crosses** – Large cowshed on the main farm replaced by cowshed with feeding robot – Shed cowshed thrown out – Marker icon errors from the farmhouses fixed – all buildings now have FarmID “0” and run with “buywithfarmland” – Mod pack included in the rar, no more separate download **NEW savegame required!!!!!!!! (Sorry, but I can’t make a separate version for everyone)** Changelog 2.3.1a Competitive Mp.xml reinstalled…sorry;( Changelog 2.3.1 DPU: Frame buffer scaling error (larger than the primary) errors fixed delete all infolayers from save: InfoLayer_plow /infoLayer_weed /infoLayer_lime / infoLayer_stubbleShredLevel /infoLayer_rollerLevel infoLayer_sprayLevel **Changelog: 2.3.0** **Please read carefully and don’t just skim over it!!!!!** – The most important thing first: the terrain now has 1 pixel per unit as it should. Hope that helps with the bug fixes. Only Gianst will be able to get rid of it completely. – Max height of tippable fruit increased to 8 m!!! – Farm2 Engelnhof installed, see pictures – Farm3 BGA installed, see pictures – Farm4 Pigs and chickens, Kramer farm installed – 2 open spaces for farms or production installed. – Competitive multiplayer xml inserted and configured – Cars parked across the bakery removed – Main farm1 Berlage converted – Farm5 Anneken farm installed – Rigid body for water inserted – Only the main farm has machines!! For now **Error with picture and log!!!! And post questions in support on Discord (collaboration) Detailed description of the problem** **Important A new savegame must be started in any case.!!!! ** Last moment change:** Spruces replaced by new prefabs. ** Changelog 2.2.9a -small bugfix (required bit of farmland deleted 136) “Ali is not to blame” 😥 No new save required – Farmlands/fields slightly adjusted (all can now be bought and sold) Tested!!! Hopefully…… – Signs at the sawmill moved. – More decorative bushes (not finished yet). – Music pieces only half volume. – Lantern and guide post moved at the can factory. – Missing green strips repainted under 107. ————————————— – Start configuration changed (4 more fields have been planted!! Field1 wheat, field2 barley, field3 corn, field4 grass, field5 rapeseed, field10 grass, field69 grass, field55 corn – Pöttinger Boss swapped for Fendt Tigo 75X. – Cow pasture removed and replaced with cowshed with feeding robot. – Farm field or farmland division changed Farm area with meadow now separate from field 1 and field 69 (see picture) Farm area now farmland 135 —————————- – ​​Tire tracks for wheat, barley, corn, millet, oats, rapeseed, soybeans added (ignore warning for corn) – Better lime texture and distance…you won’t go blind anymore – Not necessarily a new game required. But recommended. – lod.type.cache and Delete nmap.cache so that the drawings that I have changed are updated. Your drawings (asphalt etc.) must be renewed. If you don’t mind what is currently growing on your fields: delete densityMap_ground.gdm, densityMap_groundFoliage.gdm and densityMap_fruits.gdm from the savegame. Then they will be reloaded from the map. Then changes will be adopted. Your drawn grass etc. must be repainted. If you play with a standard farm, insert farmland.xml <farmland id=”135″ farmId=”1″/> below above farmland255 !!!! V2.2.8.0 – Field 64 teleport and field indicator correctly positioned. – Forest separated from field 64 (Farmland 74). – Farmland 118 relocated to the forest on the opposite side from the sawmill. – Sawmill only on Farmland 117. – Missing dirt roads painted. (not visible if cache is not cleared.) Delete terrain.lod.type.cache and terrain.nmap.cache from save. Not mandatory! – Traffic signs set. – Field 2 strips removed and lime strips removed at the top. (not visible without save manipulation) – Field 119 became a farmland (top left). – Farmland 83 reduced in size. – Field indicator and teleporter moved from field 105. – Farmland 121 hidden from map -No new savegame required!!! Attention: The night is darker and this may also affect your day…. You may have to increase the game brightness. (I have it on 1.4 now) Changelog 2.2.7 – Unnecessary farmlands are hidden. And others are moved. – Farmlands assigned to the right NPCs (oops) so you can no longer get the order to plow a forest. – You can only buy the BGA at 109 (the farmland is automatically bought with it) – Brighter street lanterns. – Wood deadwood/transport/stone missions fixed!!! – Field 89 separated (corner made into a new field) but now lies together with 89 because I don’t want to force you to use a new savegame procedure. – BGA silos deleted from map (can cause an error when loading the savegame that they cannot be loaded). – BGA silo added as a mod to place yourself. No new savegame required Version 2.2.6 Rar Unpack for those who can’t read unzip me- unpack ….read Readme Bufix: – Colli added to large bridge – invisible Colli removed from dairy – terrain adapted to gas station 2 (please paint away the weeds and grass at the back. – missing Colli added to concrete in BGA – configuration of starting conditions fixed (if you want to start from zero, you start from 0) – missing water tarpaulin added no new savegame required!!!!! Version 2.2.5 – Field 40 revised again – Field 78 revised – Water tarpaulin warning removed – Field entrances added – map.xml swapped back – Field 51 corrected – Collectibles added with slightly increased rewards as compensation (thanks to patrik/mezzo) – New PDA (thanks to patrik/mezzo) – New lights for the gas stations (thanks to patrik/mezzo) Changelog 2.2.4: – Biogas plant installed. – Water plane changed (only where there should be water) so that rice fields can be created. – Fields 40 and 123 straightened (course generator works). – Traffic rebuilt!!! – 4 manure storage facilities installed (done) – Silos installed for BGA (done) – Optical corrections – placeables.xml reduced (shouldn’t give any more warnings on the Dedi now) – Sugar factory installed – Biomass power plant installed – Potato processing plant installed – Spinning mill installed – Old gas stations restored – Tutorial added to supplement how to transfer the old and new data to your new save game. There will always be one now if major changes have been made!!!! Version 2.2.2 – Fixed the trigger at the grain mill. – Removed grass in some places on the road. – Removed weeds on the sawmill site. – Ditches at the gardener’s ditch and line removed, fields reduced accordingly. – Other bugfixes Attention New savegame required!!!! 2.2.0 Changelog – Area behind house at the intersection leveled – Parked cars placed more or less correctly – Colis placed in paved driveways. – Gaps in the sidewalks fixed in some places. – “Invalid Case” errors removed. – Grass removed from sidewalks in some places. – Collis placed by some houses – Floating trees removed/fixed -https://fs25.net/ Mission spawn and hotspots installed.

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