Feliz Map v1.2.0.0

Feliz Map v1.2.0.0


Here I present my mod map, Feliz. It may still have its rough edges, but overall it’s a nice map.

Changelog 1.2.0.0
– Completely new road system installed
– All field paths rebuilt
– Rice fields installed on Arable Land 80
– Compost registered and boosted in greenhouses
– Composter at the allotment garden
– All cow pastures have a milk trigger
– All cow & sheep pastures have ball triggers in the pastures
– Free-range chickens at Grafenhof
– Farmlands revised, farmland errors removed
– Farm 3 farmland separated from the forest
– Several sheep pastures installed
– Several cow pastures installed
– Wholesale has opening hours
– New fence at the grain sales point
– AD courses completely revised
– Cowstal Farm 2 rebuilt and milk trigger installed
– Sheep pasture at the sawmill rebuilt
– Guru’s fish pond fish production installed
– Grill at Farm 2 Grafenhof, processes raw fish
– New preview image received

Here comes the Feliz for the LS25
It was completely turned upside down and placed next to it With an elevation model, which is quite impressive in some areas, it offers all the Giants standards.
– 54 fields
– numerous areas for building or grazing

There are also three farms, of which the Dya farm and the Hansen farm can be expanded generously with a little work.
The middle farm, however, is not expandable.
Each farm has a field production for producing goods needed for field maintenance, and each farm is equipped with various small productions for a perfect start.
There is also a Winnie the Pooh farm and a small allotment garden.
I would avoid large machinery, because in some parts of the map, especially the long and large machines have difficulty getting around.

I won’t change anything just because some people think it’s a good idea to use monster machines for a map.
It is designed for small to medium-sized machines, and it will stay that way.

There are three additional crops on the map:
rye, spelt, and triticale.
I’ve expanded the stone, deadwood removal, and timber transport jobs because they annoy me, and it’s my map, so no discussion.
50 collectibles have been hidden, but I don’t even know where; I have to search for them.

Merging fields won’t work on the map; all the farmlands are positioned so that they affect the fields or where I think you can build.
Questions about whether I’m expanding the farmlands: NO.
Some buildings and fences can’t be demolished, and they’ll stay that way.

Now for the Autodrive players:
AD courses are built into the map.
Follow these instructions, otherwise the courses will be gone when you start a new game—regardless of the difficulty and whether you have AD in your mod folder.
When you start the save game for the first time, Autodrive will ask you if it should create courses—you press NO!
If you press YES, my courses will be gone, and you’ll have to start a new save game or create your own.
If you now say why not the ad courses individually – a clear NO because the card has some.

Author: Tamara_von_Graf





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