V1.0.0.7
– modDesc version increased
– All remaining cow/sheep/goat pastures have now been registered and the animals are grazing there.
– Additional bale storage installed on farmyard 5
– Fermentation residue storage retrofitted at BGA (we had completely forgotten about it)
– New production facility installed (will be expanded gradually)
– new building for mushroom cultivation constructed
– Meadow 23 slightly modified
– all meadows drawn as fields now have markings at the corner points
– Hof08 expanded
– Minor XML adjustments in some productions
Unfortunately, you absolutely need a new save game for this version!!
V1.0.0.6
This time we have fixed/changed for you:
– The vehicles now spawn in a different order on dealer area 2
– Clover can now be chopped and mowed (chopping, mowing, turning, swathing, picking up, pressing, storing, etc.)
– the clover silos now also accept fresh clover, not just chopped clover
– all animations for clover, winter wheat/barley completed on all devices
– the stable in the middle of the sheep pasture now recognizes the pasture and the sheep eat the grass on it
– the cowshed in Hof03 now also recognizes the small outdoor pasture and the cows eat the grass
– the cow pasture west, south, east and the cowshed at Hof02 do not yet have this function!!
– Purchase prices for rural trade adjusted and purchasable pallet products reduced
– minor visual adjustments (e.g. smaller, empty areas on the map traced with grass)
A new save game is not absolutely necessary. Visual adjustments, for example, only become visible with a new save game.
Version 1.0.0.5
Our changes/hotfixes in this version:
– It was possible to accidentally enlarge the farm area with a mower, thereby merging two plots of land. The helper often stopped working on this newly combined land. This has been fixed in this version and was the main reason for this update.
– Fixed 3 GIANTS standard warnings (performance: Foliage LOD 1 Mesh)
– Slightly reduced AI traffic density
– Our map’s own grass can now be painted in 3 stages ‘in-game’
– Added new crops: Winter Wheat, Winter Barley, Clover (Thanks to Lucas_G for the clover release :meaculpa:)
– Integrated multi-crop functionality into productions and animal pens
– Minor XML adjustments
ATTENTION!! If you have already mowed on version 1.0.0.4 and unintentionally enlarged your land, you will need to start a new savegame to undo this.
If you haven’t yet altered your land by mowing, or if it doesn’t bother you, it should also work with your old savegame. :thumbs: It worked on our server, anyway.
V1.0.0.4
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.
A new save is absolutely required for all changes to take effect.
V1.0.0.3
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.
V1.0.0.2
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.
V1.0.0.1
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.