WAMPSVILLE, NY V1.0.1.2
You find yourself in New York, standing at the crossroads of three vastly different paths—each one a unique test of your skills, strategy, and ambition. Will you thrive in the modern farming world, battle against untamed nature, or shape the land from the ground up? Wampsville, NY – Forestry Edition (NPC Story Line 1) Travel back in time before modern agriculture took over. Towering forests and untouched wilderness stand between you and your dreams. Will you carve out a homestead, create sprawling farmlands, or dominate the logging industry? The wild is yours to tame. NOTE: This map has increased chances of severe weather events like tornadoes and storms, so be prepared! Wampsville, NY – DIY Edition (NPC Story Line 2) The loggers have left, and now the land is yours to shape from scratch. No forests to clear, no fields require to be maintained — just pure creative freedom. Design roads, neighborhoods, and farmlands exactly how YOU see fit. Will you build the ultimate farming empire, plant some forests, or make a city to just maintain yards and roleplay? Wampsville, NY – Homestead Edition (NPC Story Line 3) The fields are prepped, the land is ready—this is farming at its finest. With a realistic rural layout and plenty of room for expansion, the only question is: Can you turn this land into an agricultural powerhouse? The choice is yours, but one thing is certain… only the strongest will thrive in Wampsville. Which path will you take? Mining and forestry opportunities. Custom Tall Grass, & Tall Mixed Meadow type for a more American style vibe (produces more yield and taller then the height of base game grass). Three unique map editions to choose from. Custom Non-Player Characters (NPCs) with voices, (Mouths can not move as we dont have access to base game NPCs, so we can not Keyframe the mouth movement to our conversations). Ability to move most NPCs around to different predefined locations like their new houses once you build them (the preplaced ones). Stand just outside the start conversation trigger to see the prompt, (controller users may need to use both bumpers to see the prompt) Keybinded to (Switch Vehicle Seat in your keybinds). Ability to remove ALMOST all NPCs from the map enitirely so you can make use of the land they occupy (can not remove the ones that are on nonbuyable land) see “Tell The NPCs To Take A Train To Somewhere Else” on the map (Train Icon). Custom production chains and factories. Unique placeables and buildings including custom houses for NPCs without spawning points. Custom sell point with NPC that will explain how to use it (buys anything with a price in the commodity list from players). Anything on buyable land should be able to be sold or cut down once purchased including but not limited to ponds. In Each Map Kenneths Conversation Changes a little bit to fit the “predeffined” development of the map you are playing on. You can Paint over the Quarrys to delete the product if Mining is not your thing and you would rather utilize the space in another way. The Store does contain the NPC Houses so you may purchase them and place them where you see fit (just know the NPCs will not spawn by them unless you place them in the Location the NPCs already move to). Purchasable placeables in the shop in the following categories: SHEDS, CONSTRUCTABLES, CONTAINERS, TOOLS, FACTORIES, and DECORATION. Multiple crop types including: Alfalfa, Clover, Rye, Triticale, Millet, Spelt, Mustard, Buckwheat, Poppy. (Thank you Iron Thunder for the custom crops!) – rework of Icons by Dtapgaming. Custom Animal Dealer – Truck and trailer to Truck and Trailer – Brought to you by FarmHub Modding! American Tall Grass, Location Choice, initial map development, road mapping, and map: HOMESTEAD EDITION, and more Brought to you by StarSpangledModz! NPCs, Conversations, Movable NPCs, Lizard Inc, Custom Productions & products, Simplified NPC Constructables, license plates, Custom Shop Purchase Buildings for each map, and map: FORESTRY EDITION, & more Brought To you by Dtapgaming! DIY Edition is a collaboration between both of us for the layout and design choices made! Thank you to our Alpha and Beta Testers for helping us find bugs and issues with the map! We appreciate you So much! READ BELOW — VERY IMPORTANT — 6/30/25 ❗❗ 🚨 Homestead Edition Emergency Patch — READ BELOW!! 🚨 ⚠️ WARNING: THIS VERSION HASN’T BEEN ALPHA TESTED — THERE IS A HIGH CHANCE OF BUGS AND IT MAY REQUIRE ANOTHER SAVE WIPE IN THE FUTURE!!! ⚠️ (NEW SAVE REQUIRED FOR ALL VERSIONS) I suggest waiting to download this one and continuing on your old save if it’s still good until further testing is done, or at least saving the old version so you can roll back to it if something is majorly bugged. Normally I wouldn’t push an untested version of the map(meaning my Testers didn’t get access to this yet only my basic testing, but since the last version had a save-breaking bug, I wanted to get this out ASAP. This was a (not fully finished with adding the new features) big update and a bug patch that affects a LOT. I did do Basic testing myself but none of my testers were available to test at this hour and being that the last version was a save wipe anyways figured I would let all of you test this one (who ever wants to) and get back to me in comments here!! or in my Discord! (NEW SAVE REQUIRED FOR ALL VERSIONS) EMERGENCY CHANGE LOG V1.0.1.1: Homestead: (New Save Required if you want to buy farmland 43 but not own the grain mill) **IMPORTANT: GAME SAVE BREAKING PATCH: Field 43 fixed (if you buy the land and leave the game and come back it was no longer your property and you lost the money you spent to buy the land unless you owned the grain mill.) All Maps RollerCoaster Cam Position for First Rider Fixed (no longer 3rd person) Lizard Inc no longer allows you to sell IronOre while grate is closed. Water puddles on roads removed (they were floating if player edited the road with terraforming) DIY and Forestry map do NOT need a new save! CHANGE LOG V1.0.0.1 – New savegame Required ALL **** Added the “VERY IMPORTANT ANNOUNCEMENT” to the top of the description about mod conflicts! READ IT PLEASE!!!!! * You Asked, We Listened! Added more paintable textures! * Added all of the Deco Bushes from every base game map to allow for creativity whether the items are natural to the area or not. * Roller-coaster MAJOR overhaul with new Lighting, USA Holiday Decorations, and it now says Wampsville Rather then SilverRun, also has User selectable Neon rope lights following the track like the original, It is now a Placeable in the construction menu so you can buy one for Homestead Edition if you want or change the ones one DIY or Forestry. There are two choices when purchasing, FLASH WARNING and a “Safer Option for photosensitive people” [not guaranteed to not trigger medical conditions USE AT YOUR OWN RISK!] this option does not come with Holiday Decor either. One more thing the Preplaced ones on Forestry and Do It Yourself Editions come with a “no money gained Collectable that does not go to the museum” blocking you from starting the build until you collect it to warn you about the photosensitivity so you do not waste your products prior to knowing it could trigger health risks. * Had quite a few Requests for this one, Made the night time Darker like in real life. (use additional Game Settings mod to set the custom lighting to change it back if you do not like it [pc only]) * Requested Language Added: Japanese (voice Acting to come soon) * Translations got a rework using multiple translator Python script that picks the best translation that kept the context and uses that one, hopefully this will improve understanding in other languages * Added selectable capacities to the Miner49er now in 49,000 80,000 100,000 and 125,000 Liters * Updated icons on the map for removing NPCs * Fixed the collision and Physics of the Iron and Glass Pallets * Made Traffic Circle a placeable Deco Object * Made the Rusty Coupe a placeable Deco Object * You now can make a profit making Glass, and Iron Productions when compared to selling just the woodchips, Iron, or Sand * Adjusted some of the Oil Production Recipes * Edited the Forestry Mix to be shorter so your Logs dont get lost in the tall grass. * Added Lime Production to the stone crusher. * Added Placeables In the constructables construction menu for a “income” to insentivise players to build the NPC houses and Roller Coaster. Place them near the property once built if you would like to earn Rent from the NPCs or Donations from the Roller Coaster. (acts like the Government subsidy signs but with a realistic income for the situation and a reason to have them.) * Made the Playground Maker Hall a placeable factory. * Made the Playground Ship a placeable constructable. * Added Shipping Container Sales to the Lizard Incorporated Sell All * Added Shipping Container Unload point to the SawMill Homestead * Got rid of the Fuel Tank on the farm as players were complaining about it having a small trigger (it was a base game asset) instead we put in the Fuel Pump at the Shop Like the other maps. * Made road textures removable with a Sign next to the NPC removal Sign. * Ben is no longer Floating at his secondary Location as long as you do not sell his house and build it before moving him. Forestry Edition * Updated the Fencing and construction props for preplaced rollercoaster to no longer be floating or under ground. * Fixed a Bug where if players sold the rollercoaster it would not go away * Fixed a Collectable that was underground and the only way to get it was to terraform the terrain * Made old car in the round-a-bout look more “new” then on the Homestead edition DIY * Fixed multiple misplaced Collectables * Fixed Multiple collectable Item which were not inside of their Triggers so players could not collect them. * Fixed a parked car the was partly inside of the oil Mill * Made road textures removable with a Sign next to the NPC removal Sign. * Altered the property Line a little, Now once you buy the Sawmill you can sell the Water Tower if you do not like it. Notes to players: * If you sell a building and notice Floating things left behind this is not a glitch, they may be something that belongs in a museum. Reminder the signs in the roads are information collectables (not counted toward Museum Collectables) collect them to make them disappear. * The Wooded area has a rocky and root infested forest terrain (causing the bumpiness players are calling a terrain glitch) this is not a glitch but rather the way you would find driving in a dense forest to be in real life, if you dont like it, you can paint the ground with a different terrain texture. small patch BETA.9.2.1 ALL Raised the Height of the Chute on the silageBuilding for taller trailers. (will update in your current saves just fine) Homestead moved a floating solar panel above field 29 to its correct location (wont show it changed in current saves just sell the one that’s above field 29 on your version no need for a new save unless you want to not worth it IMO) Forestry Edition Fixed a couple small Gravel Spots that looked like Black spots (under these areas were non paintable and left a small dirt like patch [unsure if update will fix this without new save or not as I didn’t have a save where the bug happened not worth the new save IMO just a couple small squares you cant paint] [paint over the black areas on current save to remove the black holes]) V1.0.0.0.PublicBeta.9.2 – Patch Notes NEW SAVE REQUIRED ON HOMESTEAD EDITION ONLY This is due to Glassk and the Stone Crusher lands being Unpurchasable (sorry I missed this in update 9.0 reports came in about the sawmill but not about these) I did check the rest and they all seem to be purchasable now so there shouldn’t be any more new save for this reason on this map If you would like to keeep your save you can do so with some minor XML editing in your save game directory! Note: ALL VERSIONS, Your Farmland Numbers have changed but this should not effect your Game Play or require any save losses. This should make Identifying the location of the Farmlands easier as they are in order left to right upper to lower (to the best of my ability) when finding them on the map. Suggested to start a new save on all versions if you havent done much on them, some cool cosmetic changes were done you wont see without the new save not worth wiping a 20+ hour save though IMO see details below. Fixed some floating corners of some buildings on all maps Fixed a Typo in the Lavender Essential Oils pricing which caused Major Profit when selling Adjusted Prices of all CUSTOM pallets in the WAREHOUSE to closer match the selling price without going UNDER so you cant make a profit (fixed some that were under so you can no longer make a profit) Brought Volume of Oil Mill and stone Crusher down as they were a little Loud| Re-Organized farmland IDs to make them easier to find on the map (in an order) Added Map Hotspot To Museum Exclimation_Mark Added Custom Silage Bunkers that accept Clover and Alfalfa (only output is regular silage) Added a Custom Silage BUILDING that accept Chaff, Grass, Clover, and Alfalfa and allows different recipes as to the outcome whether you want regular silage, Alfalfa Silage, or Clover Silage Adjusted Clip Distance of all possible Lights that were receiving errors in test-runner Fixed Physics for thee Swinging sign over LizardInc. (extremely long swing time previously, increased angular Dampening on the collision and other settings of the joint to lessen the swing time to improve performance on consoles) New Building: garage (customized brick shed) Added to take the place of the old Workshop Placement) (has workshop and toolshed built into it)(Chainsaws are now hanging in here for you to use exclusion DIY EDITION as there are no trees) Fixed a Mistype in categorizations that allowed Stone IronOre and Sand to be sold at Lizard Inc while grate cover was down. Added mixedMeadow and ForestMix to motionPath cutter effects Fixed some hard to activate collectables (some got moved) Eliminated old Farmland 45 (lizard Inc) (was supposed to be Non Buyable) Fixed Not being able to Buy Glassk and Stone Crusher Factories Changed the starting 7R to the 8R cause some people were reporting issues with the 7R and Mod Conflicts WorkShop got moved (per Giants) New Building added as a starting building, Toolshed got eliminated and A new garage (shed) took the place of it and workshop (toolshed got built into the new garage) Improved the Pathing of the industrial park to allow for better tractor trailer combo maneuvering Fixed a Road that some how “lost a lane” so AI cars were driving through the “lawn” New Building added as a starting building in two locations (player House and near sawmill) New Building added as a starting building at Player House Location Fixed a texture that was outside of the folder Fixed a bad bale selling trigger Moved the Homestead Editions Workshop Fixed some warnings that were in the logs Patch Notes: Beta 9.1 ALL Combined elevator button into one button (fixes push-under-map glitch). Fixed stone Generation During plowing and cultivating Specialty Cow Shed Converted specialty cow pasture into a milkable cow pen. Added liquid manure pit to the specialty cow pasture. Animated the gates on the sides to allow entry with a small tractor after placement. This is for purchasing and placing on DIY or Forestry that wont have the fence Gate when purchased freshly. Added new production pallets to Warehouse: Millet Oil Buckwheat Oil Lavender Oil Mustard Oil Poppy Seed Oil Rye Oil Vegetable Oil Ketchup Mustard (Condiment) Added manure heap pile by the cow pasture to enable production. YouTubers Asked for a fence to enter the pasture on Homestead and I delivered…. ENJOY! Just remember if you mow it, it no longer counts as meadow for the cattle. FS25 is programed to allow cattle to eat the meadow when its FULLY GROWN ONLY and they effectively mow it when they eat it will go back down to its smallest stage of growing. (and yes its programed to work with the custom Mixed Meadow on Wampsville) V1.0.0.0.PublicBeta.9 – Patch Notes 🚨 NEW SAVE REQUIRED FOR ALL VERSIONS More crops were added, which breaks mining due to foliage channel changes. ALL ✅ Added Lentils and Flax crop types. ✅ Reworked some crop LoDs to support more crop types. ✅ Added Flaxseed Bread recipe to the Bakery. ✅ Added Lentil Bread recipe to the Bakery. ✅ Added Lentil Noodle Soup recipe to the Canned Packaged Factory (gluten-free / vegan). ✅ Reworked all mining areas (same shape, but new foliage channel layout due to crop additions). ✅ Updated modDesc description to include new crops. ✅ Fixed unbuyable land issue. ✅ Fixed sawmill functionality. ✅ “Mowed the lawn” inside the tool shed 😄 Major Bug Minor Patch Public BETA 8.1 ***Fixed Alfalfa and Clover Baling issue thank you for the fast bug report! Patch Notes Wampsville V1.0.0.0.PublicBeta.7 READ THIS WHOLE SECTION Fixed Sand And Iron that broke because of precision farming being added which added a height type…. (IF YOU SAVED while it was broke it may require a new save. CHECK IF YOUR SAVE IS GOOD FIRST! (to tell you can spawn to a farmland with Iron. If its invisible it got corrupted by a save…… I am SOOOOOOO Sorry about this all I royally messed up on this one I cant apologize enough about this one…..) (ONLY requires a new save if you are going to do mining if not just paint over the area and you will be good!) READ THIS WHOLE SECTION Fixed a shop name issue with Water Tower and Look Out Tower Forestry Edition Fixed Tunnels Images V1.0.0.0.Public Beta.6 – Patch Notes ALL Versions New Lavender Implemented New Alfalfa and Clover Bale Textures Fixed alfalfa and clover having the wrong ground texture after reaching 1st growth stage. Precision farming implemented PRECISION FARMING ADDED FOR ALL CUSTOM CROPS Seed use rate added Fruit requirements added for new crops Crop sensor use implemented for new crops NPC tramlines implemented for all but Grass types Subsidies for Cover Crop Bonus for CLOVER, ALFALFA, and Tallgrass added Retracted fillTypes Manure from our XML (was using base game data but started causing errors after today’s update) Removed Fermented Alfalfa and Clover from trailers (they couldn’t be put in bunker silos anyway, and Precision Farming now uses their height type — console limit reached) Fermented Alfalfa and Clover can still be made using a Bale Wrapper only! Homestead Edition Added 2 New Versions of the Mixed Meadow for the Cow Pasture on Homestead These meadows stay at their starting height permanently (you can mow them, but they won’t regrow unless replaced) THESE ARE NOT paintable to avoid confusion on other maps and with which one grows all of the way and produces normal yield when “harvested” — once painted over, they’re gone for good NEW SAVE GAME IS REQUIRED FOR ALL FEATURES OF PRECISION FARMING TO WORK!(sorry this is unpreventable) Patch Notes Wampsville V1.0.0.0.PublicBeta.5 Homestead: Split up the Farms lands into smaller chunks Reworked the Pasture for the Beefers (now has various growth stages to show cattle eating paths (not necessarily true to the cattle’s in game walk path consider it a RP effect) also has Mud path for Heavy travel (RP) paths Fixed growth of meadow coming through Quarries Painted Gravel under the quarries to prevent this from happening in future updates Added some brush coverage in open fields to lessen the straight fields of meadow Fixed map from showing OAT growing under pools Fixed Meadow growing in the Pallet shed Took away Field 15 from starting fields and Gave Field 2 instead. Added some of the new crops to the starting fields! Kept Field 2 Empty for players choice of planting! No fresh save required just know the above may not effect your map so you may not have the newest things like the cattle walk paths! But it will not negatively impact your current early access saves in any way so dont fall for FOMO over small graphical changes unless you want to! ALL: Increased Density of Bush coverage for the Forestry Mix so it didn’t feel as “blah” under the trees
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