remove the cover over the pit with a mouse click, then it functions just like a giants silo (not a production site)
Antler22
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there is a chance you have fast forwarded time too quickly? Need to stay in each month for at least 10min for the game to process all growth. Alternatively check your planting dates. Soybeans won’t stay harvest ready multiple months, but it may seem that way because of growth calendar. Once they’re harvest ready get to them right away.
just because buildings aren’t enterable doesn’t mean the map isn’t finished. I designed it that way. Buildings that are sunk into the ground represent old/retired buildings. That’s why there’s trees and bushes around them. It represents the real life farms accurately. Contracts work and I believe I’ve fixed all floating buildings. And with all testers the map was error free on release. Please double check your mod conflicts and if your issues persist, I can’t help you further. If those tiny details are enough for you to not play the map I understand. It is my first map, and I’m proud of many things done well on it, but I know it’s not perfect when you look at it through a microscope.
1) see walkthrough. Gates open to move the trigger to the top of the hill. If you’re using a mouse to active I would suggest changing keybinds so both aren’t done at the same time. 2) no, it’s too much work with FS25 here in a few weeks. I would suggest EasyDev object delete tool to do this yourself. I don’t use farm houses or sleep triggers so didn’t bother putting them in. 3) calf Huts are decorative. I don’t see a problem with them. Adds some color to the farms. As far as triggers, make sure you own the land. Others are playing and successfully purchasing and feeding animals.