Mods In Testing - Fan Discussion

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chedly_farms
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Re: Mods In Testing - Fan Discussion

Post by chedly_farms »

Who's anxiously hoping for some of those Jullian F Modding tractors from FS19? Me Mee MEEEEEE!

Let the fun begin! On a positive note, those Kinze and John Deere planters in the base game are very nice.
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Boost_GLR
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Re: Mods In Testing - Fan Discussion

Post by Boost_GLR »

I wonder if the testing list is for 22, 19 or both now? Saw it was updated today.
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DMZ Commander
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Re: Mods In Testing - Fan Discussion

Post by DMZ Commander »

Boost_GLR wrote: Wed Nov 24, 2021 3:14 pm I wonder if the testing list is for 22, 19 or both now? Saw it was updated today.
I'm hoping he can do a (19) and a (22) moving forward. But the list is packed and there's 20 mods in the queue. At the end of 19 it's been single digits mostly so maybe there's 22 mods coming down
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Bruisie150
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Re: Mods In Testing - Fan Discussion

Post by Bruisie150 »

Now Giants hVe integrated a watered down version of seasons into the base game, has anyone heard if anyone is planning on modding the missing features such as the animal gameplay from
Seasons which was far more engaging and realistic compared to the base game?
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chedly_farms
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Re: Mods In Testing - Fan Discussion

Post by chedly_farms »

Holy Moly!!! 300+ mods waiting to be tested. Fasten your seatbelts.
Currently Playing on XBoxOne : Elm Creek
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fenixguy
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Re: Mods In Testing - Fan Discussion

Post by fenixguy »

295 3m cultivators, 4 bale spikes, and 1 placeable snowman. LOL

Seriously, here's what I'm hoping for: A placeable sleep trigger (like the welcome mat from FS19), smaller silos that use the augers (or just smaller silos in general), a real farm pickup, disable camera collisions, and the CSZ pack. Fingers crossed.
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player1s
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Re: Mods In Testing - Fan Discussion

Post by player1s »

I want more production options like a butcher to sell pigs and cows to.
Cereal factory that can also turn corn into Cornflakes. I was quite disappointed thats not an option already.
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blue_painted
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Re: Mods In Testing - Fan Discussion

Post by blue_painted »

Fingers crossed for PeterJ's Masseys!

And the Santana (Landrovers) from AFModding
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Noraf
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Re: Mods In Testing - Fan Discussion

Post by Noraf »

player1s wrote: Tue Nov 30, 2021 3:49 pm I want more production options like a butcher to sell pigs and cows to.
Cereal factory that can also turn corn into Cornflakes. I was quite disappointed thats not an option already.
Butcher probably won't happen, pegi issues.
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Versusdj
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Re: Mods In Testing - Fan Discussion

Post by Versusdj »

do something with these console mods because the last one is annoying and you only cramp us with no sense
ASOLANDRI
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Re: Mods In Testing - Fan Discussion

Post by ASOLANDRI »

Can't wait for Griffin, Indiana and that Wisconsin Map by Lancyboi. *thumbsup*
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TheGazbeard
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Re: Mods In Testing - Fan Discussion

Post by TheGazbeard »

We need multifruit silos with sensible sizes, prices, and capacities.

We also need a mod that'll turn any trailer or bin-wagon into "any-product-multifruit" - just because it's a grain trailer, that shouldn't stop hay being loadable into it. (Same with the liquids tankers and bowsers).

Please (pretty please with a cherry on top) can we have less pivot axle trailers and more tow bar trailers. The pivot axles are a pain in the exhaust to reverse.

Most urgently needed are barns and sheds for early game farms that have usable interiors and sensible prices. Giving us £500,000 sheds when we start with £100,000 is pointless and shows lack of design testing.

And @Chaki :
Please pass on to the mod testers a request to start rejecting mods that do not include all the basic info in the description - price, speed, capacity, purpose, weight, attacher type, working width, working speed, tip side(s) if relevant, fruit types, etc., and can they start issuing advisories to modders that use silly pricing and maintenance/income fees (at both ends of the scale) because it puts some people off for using certain mods.
Also - please ask the mod testers to ensure placeables have full 360-degree placement rotation ... only having the four 90-degree steps is so FarmSim1999.
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ASOLANDRI
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Re: Mods In Testing - Fan Discussion

Post by ASOLANDRI »

TheGazbeard wrote: Tue Nov 30, 2021 8:54 pm Please pass on to the mod testers a request to start rejecting mods that do not include all the basic info in the description - price, speed, capacity, purpose, weight, attacher type, working width, working speed, tip side(s) if relevant, fruit types, etc., and can they start issuing advisories to modders that use silly pricing and maintenance/income fees (at both ends of the scale) because it puts some people off for using certain mods.
And map info like how many fields they are, or sellpoints. *thumbsup*
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Map/Playtime:
Griffin, Indiana 22: 103 Hours
Edgewater, SK: 79 Hours
Ohio Richlands: 78 Hours
Alma, Missouri: 50 Hours
Elmcreek: 32 Hours
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Re: Mods In Testing - Fan Discussion

Post by Dairydeere »

TheGazbeard wrote: Tue Nov 30, 2021 8:54 pm Also - please ask the mod testers to ensure placeables have full 360-degree placement rotation ... only having the four 90-degree steps is so FarmSim1999.
This is a good really good idea, but keep in mind that this isn't practical for some placeables like animal pens and silage bunkers because spawning fill types like spilt food/silage isn't fun for FS on any angle other than a cardinal direction, that's why most animals pens have 90-degree rotation snap.
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Dark_Davey
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Re: Mods In Testing - Fan Discussion

Post by Dark_Davey »

We really need some Maps, the base game maps are so half-assed...
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