Mod Ideas..?

Massey5713
Posts: 31
Joined: Sat Jan 11, 2020 7:10 pm
Location: Norway

Re: Mod Ideas..?

Post by Massey5713 » Tue Jan 14, 2020 3:48 pm

Barrcott wrote:
Tue Jan 14, 2020 1:15 pm
Massey5713 wrote:
Tue Jan 14, 2020 8:01 am
Massey5713 wrote:
Sat Jan 11, 2020 8:10 pm
I would like something like an Volvo F12 truck, for transporting goods/vehicels.
:biggrin2:
The truck with our latest addition, handy vehicle;

Image
That's no F12 🤣

Although we do have the lizard / scania 6 wheeler to use 😉

Oh sorry, my bad, its the FL6, the F12 we use for moving grain and such, I mix them up 😖
Farming in Norway when the weather allows,
farming in FS19 when the wife allows *thumbsup*
Currently real-life tractors owned:
MF35
MF165
MF3060
MF5455
MF5613

Barrcott
Posts: 201
Joined: Wed Oct 09, 2019 8:56 am

Re: Mod Ideas..?

Post by Barrcott » Tue Jan 14, 2020 5:38 pm

Massey5713 wrote:
Tue Jan 14, 2020 3:48 pm

Oh sorry, my bad, its the FL6, the F12 we use for moving grain and such, I mix them up 😖
FL6 good little bus, although we had an FS 6 , supercharged 250 at work a few years back now that was proper pokey , we also had the FS7 good puller but went through turbo units like they were going out of fashion 🤔
Swapped the tractor seat for a truck, 30 years later & still regretting it !

Last regular drive > FENDT 930 / 939 & Claas Xerion 3800
Play time > Ford TW20
Bottomless money pit > David Brown 880
Should never of sold the MF168 !

Massey5713
Posts: 31
Joined: Sat Jan 11, 2020 7:10 pm
Location: Norway

Re: Mod Ideas..?

Post by Massey5713 » Wed Jan 15, 2020 6:22 am

Yeah, I enjoy the smaller trucks in game. But does anyone know if it comes more smaller tractors and potatoe-equipment to console? Like the Ford and the Renault Daggerwin uses in his youtube-videoes?
Farming in Norway when the weather allows,
farming in FS19 when the wife allows *thumbsup*
Currently real-life tractors owned:
MF35
MF165
MF3060
MF5455
MF5613

Goose66
Posts: 840
Joined: Sat Dec 17, 2016 10:22 pm

Re: Mod Ideas..?

Post by Goose66 » Wed Jan 15, 2020 6:46 am

Giants don't have the license for Ford or Renault.
Playing on PC....Burghausen map
Suffolk, England
Discord ...Goose66

Massey5713
Posts: 31
Joined: Sat Jan 11, 2020 7:10 pm
Location: Norway

Re: Mod Ideas..?

Post by Massey5713 » Wed Jan 15, 2020 8:24 am

Goose66 wrote:
Wed Jan 15, 2020 6:46 am
Giants don't have the license for Ford or Renault.
Oh what a shame.. Grew up with a Ford 5610, from the 80’s on our farm, with the gear-sticks mounted under the steeringwheel. Miss that tractor sometimes.

But what about David Brown?

Really hope they release more potatoe-tech, the equipment is a bit big on the basegame for my current playstyle...
Farming in Norway when the weather allows,
farming in FS19 when the wife allows *thumbsup*
Currently real-life tractors owned:
MF35
MF165
MF3060
MF5455
MF5613

Drmattymd
Posts: 1654
Joined: Sun Oct 30, 2016 3:54 pm
Location: VA, USA

Re: Mod Ideas..?

Post by Drmattymd » Wed Jan 15, 2020 1:30 pm

If its not a brand already in the game then they dont have the license for it
Playing on PC and PS4

Barrcott
Posts: 201
Joined: Wed Oct 09, 2019 8:56 am

Re: Mod Ideas..?

Post by Barrcott » Wed Jan 15, 2020 3:29 pm

Licence or not. We've got a ford transit under the lizard name & a scania 2/3 series truck under the lizard name do it can't be that hard , we've even had john Deere under a Lizard name , as for David Brown I think Case own all the intellectual rights for DB tractors , after all we've got the 1455xl anyway & 72** series of tractors of course
Swapped the tractor seat for a truck, 30 years later & still regretting it !

Last regular drive > FENDT 930 / 939 & Claas Xerion 3800
Play time > Ford TW20
Bottomless money pit > David Brown 880
Should never of sold the MF168 !

Crazof
Posts: 432
Joined: Tue Feb 06, 2018 6:54 pm

Re: Mod Ideas..?

Post by Crazof » Wed Jan 15, 2020 6:28 pm

I was just looking at the mod hub, it's interesting that certain categories have very little to nothing in them regarding mods. what does that say about the actual feature in game?

take sugar cane for example. big new feature for FS17 platinum. two years later mod category for sugarcane tech is empty

Cotton big new feature for FS19... cotton tech category has 1 mod

Potato tech has 4
Beet tech has 3


Anyways.. mods I'd like to see
Big M 500 mower
forage and chips silo
case ecolo-till ( various sizes? )
spectacle island like map ( start with few fields, lots of forest, build up farm from there)
seasons on grizzly mountain

Massey5713
Posts: 31
Joined: Sat Jan 11, 2020 7:10 pm
Location: Norway

Re: Mod Ideas..?

Post by Massey5713 » Wed Jan 15, 2020 11:04 pm

Crazof wrote:
Wed Jan 15, 2020 6:28 pm
I was just looking at the mod hub, it's interesting that certain categories have very little to nothing in them regarding mods. what does that say about the actual feature in game?

take sugar cane for example. big new feature for FS17 platinum. two years later mod category for sugarcane tech is empty

Cotton big new feature for FS19... cotton tech category has 1 mod

Potato tech has 4
Beet tech has 3


Anyways.. mods I'd like to see
Big M 500 mower
forage and chips silo
case ecolo-till ( various sizes? )
spectacle island like map ( start with few fields, lots of forest, build up farm from there)
seasons on grizzly mountain

And for ps4 gamers, potato tech has only 3, missing the agromet-pioner.. 😣
Farming in Norway when the weather allows,
farming in FS19 when the wife allows *thumbsup*
Currently real-life tractors owned:
MF35
MF165
MF3060
MF5455
MF5613

eric21
Posts: 5393
Joined: Thu Mar 13, 2014 6:48 pm

Re: Mod Ideas..?

Post by eric21 » Wed Jan 15, 2020 11:10 pm

Crazof wrote:
Wed Jan 15, 2020 6:28 pm
I was just looking at the mod hub, it's interesting that certain categories have very little to nothing in them regarding mods. what does that say about the actual feature in game?

take sugar cane for example. big new feature for FS17 platinum. two years later mod category for sugarcane tech is empty

Cotton big new feature for FS19... cotton tech category has 1 mod

Potato tech has 4
Beet tech has 3


Anyways.. mods I'd like to see
Big M 500 mower
forage and chips silo
case ecolo-till ( various sizes? )
spectacle island like map ( start with few fields, lots of forest, build up farm from there)
seasons on grizzly mountain
Most people dont really know much about sugarcane harvesting or have no interest. If people kept asking then maybem

Fifty1990
Posts: 198
Joined: Fri Mar 29, 2019 1:15 am

Re: Mod Ideas..?

Post by Fifty1990 » Thu Jan 16, 2020 12:51 am

Giants needs to look at pure farming what focuses more on different forms off farming all in one game. They gave us wine vines and other orchards.
Fifty1990 is the gamertag on ps4. Farm on people *thumbsup* :mrgreen:

User avatar
this_is_gav
Posts: 664
Joined: Wed Sep 20, 2017 11:36 pm

Re: Mod Ideas..?

Post by this_is_gav » Thu Jan 16, 2020 11:12 am

The problem with grapes and things is that they're not the staple or universal crops, so a lot of people won't be interested in them.

Going back to FS17's Platinum DLC, I wonder how many actually bought it for the sugar cane and how many have used it since? I didn't buy it and I don't think I know anyone who did.

Sure the map (well the buildings) looked superb, but the problem with sugar cane was that it looked so tedious, cumbersome and frankly boring (even with the biggest and most expensive equipment) that I wouldn't want to do it. But GIANTS probably spent considerable development time on it and maybe hundreds of thousands of Euros creating and marketing it. Was it worth it? Probably only they and Focus know that. The same goes for any 'side work' (non-staple or common) really.

The trick is finding enough fresh aspects to give the game variation whilst also ensuring those aspects are interesting and enjoyable. Something I personally don't think grapes would be.

This is why it took a group of inspired modders to create Seasons and why GIANTS never introduced it in a previous game. Much of the year is fairly barren in FS with little to do, so if a seasonal aspect is to make it into FS21 or a future game, then GIANTS will need to flesh out the game with more extensive and varied winter and spring work while keeping it interesting. Given maps are based on locales that's not a task I envy.

Fifty1990
Posts: 198
Joined: Fri Mar 29, 2019 1:15 am

Re: Mod Ideas..?

Post by Fifty1990 » Thu Jan 16, 2020 11:59 am

this_is_gav wrote:
Thu Jan 16, 2020 11:12 am
The problem with grapes and things is that they're not the staple or universal crops, so a lot of people won't be interested in them.

Going back to FS17's Platinum DLC, I wonder how many actually bought it for the sugar cane and how many have used it since? I didn't buy it and I don't think I know anyone who did.

Sure the map (well the buildings) looked superb, but the problem with sugar cane was that it looked so tedious, cumbersome and frankly boring (even with the biggest and most expensive equipment) that I wouldn't want to do it. But GIANTS probably spent considerable development time on it and maybe hundreds of thousands of Euros creating and marketing it. Was it worth it? Probably only they and Focus know that. The same goes for any 'side work' (non-staple or common) really.

The trick is finding enough fresh aspects to give the game variation whilst also ensuring those aspects are interesting and enjoyable. Something I personally don't think grapes would be.

This is why it took a group of inspired modders to create Seasons and why GIANTS never introduced it in a previous game. Much of the year is fairly barren in FS with little to do, so if a seasonal aspect is to make it into FS21 or a future game, then GIANTS will need to flesh out the game with more extensive and varied winter and spring work while keeping it interesting. Given maps are based on locales that's not a task I envy.
Fs is a series based on a lot of european players also a lot off german players so thats why i think branching of in to orchards is a good idea. They can also expand to more rootcrops or cabbages.
The big problem with sugarcane is that you need to put the harvester on a worker or the tractor on follow me to make it work with a big trailer. That is something that cotton doesn’t suffer from so thats why its more used than the sugarcane. And also sugarcane is mostly grown in southern america and don’t know how big the playerbase is there.
Fifty1990 is the gamertag on ps4. Farm on people *thumbsup* :mrgreen:

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this_is_gav
Posts: 664
Joined: Wed Sep 20, 2017 11:36 pm

Re: Mod Ideas..?

Post by this_is_gav » Thu Jan 16, 2020 12:00 pm

You do realise we have orchards in Europe, right? Including Germany (for the record GIANTS aren't a German company).

I agree regarding rootcrops, though I think a bit more focus on the current rootcrops before expanding them further. The issue with that is that it again requires unique and detailed vehicles for different rootcrops. That's a lot of focus for a limited selection of work.
Last edited by this_is_gav on Thu Jan 16, 2020 12:03 pm, edited 1 time in total.

Fifty1990
Posts: 198
Joined: Fri Mar 29, 2019 1:15 am

Re: Mod Ideas..?

Post by Fifty1990 » Thu Jan 16, 2020 12:03 pm

this_is_gav wrote:
Thu Jan 16, 2020 12:00 pm
You do realise we have orchards in Europe, right?
I live in europe so i realise we have orchards in europe. Like in america around the hotter states they also have a lot off grapes hence their wine production
Fifty1990 is the gamertag on ps4. Farm on people *thumbsup* :mrgreen:

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