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Antler22

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A member registered Apr 01, 2022 · View creator page →

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just using the ones JHHG made!

made it. It can be found on my Saint Edward map in FS22

there is no shop in any of these pictures...?

that’s why I put WIP in the title

it doesn’t exist yet. WIP status 

yes. Going to have a store option for spread width you want, that way switching corn head to bean head you can narrow the spread. I like having just “barely” enough spread so I still see the combine paths 

still in development

this is a common issue with farm sim, but is not an issue with this map. Check around on forums and Facebook groups for the solution

I did this on purpose. Flex drapers and flexible equipment make a difference ;) 


but no, no other way besides ingame landscaping

This is map for FS22.

sorry, this map should stay in 22

no, to me this sounds like a mod conflict. 

yep, my bad. Thanks guys!

drying is not set up nor is dry corn

yes of course. Impatiently waiting for GE 10 to drop at the moment!

remove the cover over the pit with a mouse click, then it functions just like a giants silo (not a production site)

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. 

I did not experience this in testing. Please check with the start in spring mod removed, I know that causes some issues.  Otherwise get going into the game a few months. There’s nothing that should prevent contracts from being done. 

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. 

haha thanks!  What are you waiting for?  The map is out!

grass yield is low on purpose. I didn’t want people making ditch hay.  People don’t really grow “grass” in this area anyway it’s usually alfalfa for hay. That’s also why I made alfalfa drop a grass windrow, easier to integrate with game mechanics for animals. 

straw should work. Make sure you point your straw blower up high when at the feed bunk and it should reach. For manure you’ll need to place down a manure extension bunk thingy 

hey there, I overlooked milk triggers unfortunately. There are not any. I would recommend using an auto milk sell type of mod

There’s another mod that puts water in low spots after rains. It’s not a map thing. It will dry up in time

freestall1.xml and freestall2.xml

nope just lack of attention on my part to the snowmask. I created the snowmask in an early version and didn’t update. It’s all cuz of the old snow mask

no, anything required is baked into the map files

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. 

that’s by design. The pig pen and old barn in real life were retired and falling apart, so I sunk them into the ground and put trees and bushes around as decoration to show the overgrowth

there is no dryer, it just acts like a silo. Remove the pit cover and go

must have a gate open to buy animals, and important to only have one gate open at a time

did you purchase the land? You must own it. Also, not every gate has an icon. Only the gates with icons are used to load animals, others are just for decoration 

In testing these worked fine with grass_windrow and chaff filltypes. I will say the blower placement is crucial, it’s a small trigger you’re trying to hit with them. After that, it’s a placeable from UMRV so I would look that direction for more detailed support 

this sounds like a better question for the creator of that mod. I’m not familiar with it

I did work on that some. But with how narrow the roads are ( just like real life) and no paved roads I figured most people would complain about traffic 

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not sure. This silage pad is a public mod, might be worth asking on their page about it. Lazy E modding is the place. 

start on a different difficulty. Those farmlands are owned at the start but only on east or medium I think

Turn off automatic engine start in your game settings

when the game starts and it asks you about creating routes from traffic splines, select “no”

you’ll have to look at the xml to be able to tell.  I think the Cunningham Modding 560m works, Bronkemas balers might be worth trying too