Changes in v2.0.0.3:
- Added Beetroot, Carrot & Parsnip to PLANTER fruitTypeCategory for Multifruit versions of the map to allow these crops be sown with any planters
- Added straw harvest fill types to the sellpoints on the map with same price multiplier as straw harvest sellpoint
- Adjusted sellpoints price scale for the WINDROW category
- Added possibility for a great demand to occur for all the main fill types at each sellpoint
- Repositioned manure spawn point for the selfmade pigsty to the back of the shed for easier mucking out
- Extended animal loading trigger for selfmade pigsty to come out to the front of the shed
- Made Pigfood the default fill plane for the food trough in all pig husbandries in the map
- Added manure system support to custom versions of ingame Lizard MKS 8 & MKS 32 Liquid Tankers built into the map
- Added coupling to manure system connector on the slurry pit that comes with the map
- Made the mud system info layers activatable through an external mod. Now the players choice whether they want to play with the mud system info layers
- Increased height type limit for non multifruit versions of the map to improve compatibility with mods that add their own custom height types
- Reduced occurance of Garda car traffic vehicle
- Fixed error for CPU Mesh on D1000 240 sized bales. Was causing tension belts not to show on those bales
- Made carrot & parsnip harvestable up until February
Changes in v2.0.0.2:
- Removed custom wildlife spawner xml - suspected to be causing random crashes on console and performance issues on PC
- Added collisions to the feed troughs in the open pastures to allow the pastures be sold in construction menu
- Increased feed capacity of all husbandries to last 36hrs at max animal capacity
- Fixed pricing of bullocks and yearlings - value was shooting up every month
- Removed collisions from selfmade cowshed and selfmade pigsty gates when opened
- Increased the distance objects go under the ground when hidden
- Tweaked the look of the cut grass stubble - Added some variance to the width and height
- Made the animal dealer icon disappear when interactive zone markers turned off
- Updated NPC 30
- Added revision number to loading screen map name for easier troubleshooting. Multifruit/Relight description now only appears when creating your savegame
- Added JMZ's custom Manure ground textures
- Regenerated the navigation mesh for the cow pasture at dark blue farm - cows now roam all of the pasture
- Regenerated the navigation mesh for the sheep pasture at yellow farm - sheep now roam all of the pasture
- Made wool pallet area markers for sheep pasture at yellow farm disappear when interactive zone markers turned off
- Fixed tip collisions on the U shaped silage pits that come with the map
- Reduced wind speeds for each month
- Implemented Farmer_Andy's fix for beetroot log warnings
- Reduced straw and grass swath outputs slightly
- Added Beetroot, Carrot & Parsnip to PLANTER fruitTypeCategory to allow these crops be sown with any planters
Changes in v2.0.0.1::
- New save requirements detailed below
- Prevented grain silo's from automatically taking in manure and milk from husbandries (New save NOT required)
- Fixed alignment of fence between fields 176 & 177 (New save NOT required)
- Reduced height of cut grass stubble to make it easier see slurry texture (New save NOT required)
- Adjusted min and max temperatures and wind speeds during each month (New save NOT required)
- Smoothed some humps in the terrain in some fields (New save required)
- Fixed alignment of fence at the lake in Field 185 (New save required)
- Fixed animations on some of the stone walls - Now go under map instead of up in the sky (New save NOT required)
- Added FastFarming's custom cut grass texture (New save NOT required)
- Made it so Poplar grows faster - Now grows within 7 months of planting (New save NOT required)
- Updated preview image (New save NOT required)
- Added custom Stone texture (New save NOT required)
- Increased capacities of the custom basegame animal husbandries (New save NOT required)
- Added support for Goats to the custom basegame sheep husbandries (New save NOT required)
- Separated cattle crush and feed barriers from clutter out to animated objects in Red Farm & Dark Green Farm (New save NOT required)
- Added cattle crush and feed barrier to the shop as placeables (New save NOT required)
- Reduced storage radius on manure pits to improve probability of manure spawning in sheds instead of automatically going to the manure pit (New save NOT required)
- Adjusted manure and slurry output for cows and pigs to better align with food input as they get older (New save NOT required)
- Regenerated ground collision mask - Was preventing grass swath from dropping in animal pastures (New save NOT required)
- Added deco lights to the garda car & milk truck in ai traffic (New save NOT required)
- Adjusted capacities of each animal pasture to better suit the consumption of each animal type (New save NOT required)
- Added new NPC (New save NOT required)
- Prevented Alfalfa from appearing twice on the prices list (New save NOT required)
- Moved barrier back to edge of the road at garage / spuds sellpoint (New save NOT required)
- Fixed Oats not appearing in the field while growing (New save NOT required)
- Removed Milk Production from the Beef Cattle Breeds description (New save NOT required)
- Made the siren on Garda car the horn so it's not constantly playing (New save NOT required)
- Made it possible to plant canola & rye in Spring (New save NOT required)
- Added weeds after planting grass, alfalfa & clover (New save NOT required)
- Added option to purchase Cows (Yearlings) and Bulls (Bullocks) at 12 months old (New save NOT required)
- Adjusted buying and selling prices at each growth stage for the cows and bulls (New save NOT required)
- Replaced metal gate into field 17 with a rusty gate (New save required)
- Added JMZ's custom Lime textures
Changes in v2.0:
- Fixed issue with animals not appearing in modded husbandries
- Added copies of the basegame animal husbandries to the map folder to avoid issue with animals not appearing in basegame husbandries. You must use these instead of the basegame husbandries to avoid this issue.
- Map expanded to use the entire 2x canvas. 2 new farm yards for you to choose from
- BGA reworked. Contractor Yard added to BGA.
- Light Green Farm Yard Extended
- Orange Farm Yard reworked
- Added Grain Silo to Light Purple Farm & Light Blue Farm
- Added Multifruit
- Farmlands redone
- Field Numbers redone
- Seperated Sheep into different fill types for each colour to avoid the sheep randomly changing colour
- Corrected LUA error that occurred when trying to sell the slurry pit at the main farm
- Made the slurry pit available in the construction menu as a placeable
- Removed Refillable Tanks mod as a dependency
- Added Meadow Fence Pack mod as a dependency
- Added Sully's Slatted Cow Shed mod as a dependency
- Added Pig Tail Polytape Electric Fences mod as a dependency
- Added custom Potato textures
- Increased Height Type Limit to allow more fruit types be added to the map
- Added BenjiFS's custom Maize textures
- Added BulletBill's custom Wheat, Barley, Oat and Canola textures
- Added Vintage style Irish Number Plate Options
- Changed preview image
- Changed Overview image (aka PDA)
- Removed terrainDetail painted around the edges of the fields that doesnt get spawned in by the field definitions
- Made it so four versions of the map can be selected when creating your savegame. Relight or without Relight & Multifruit or without Multifruit
- Fixed rotation of the right wheels on the JD tractor that appears in the traffic
- Tweaked probability of the traffic to ensure all custom vehicles appear in the traffic
- Added bale triggers to all animal pens so bales can be fed directly for both food and straw in all pens now
- Made the Grain Silo's multifruit so you can store all crops if you desire
- Added animated fish to the lake and river for decoration
- Changed texture for the cows ear tags to Irish ear tag
- Added Straw and Manure to the chicken pastures on the map. Chickens will now give out manure if fed with straw. The open chicken pasture will spawn manure, the fenced pen requires a manure heap to be placed in order to produce manure
- Added Manure spawn points to the cow and pig sheds on the map so the sheds now need to be mucked out
- Added Cotton, Sugarcane, Grapes & Olives back into the growth calendar
- Added splines to all back roads and lanes to enable ai worker functionality
- Removed straw from sorghum
- Added object storage functionality to the Bale Storage Shed, Rusty Hay Shed, Large Open Bay Shed & Flat Concrete Silage Pad
- Made the parked cars removable
- Made the fuel tanks at each farm refillable rather than just a buy trigger
- Made the calf iglu's from the PC version available in the construction menu
- Removed display tractors and forklift from shop as these were using up slots in the slot count
- Removed default animals from all husbandries as these cause issues on console when farm is not owned by the player
- Removed numerous placeables across the map to reduce the slot count
Changes in v1.2:
- Initial ModHub release
- Zip name remaned to remove _pc
- Moved credits from description to contributors section
- Debranded multiple textures at request of GIANTS
- Icon image renamed
- Updated preview image
- Updated Overview image (aka PDA)
- Moved storeItems from modDesc.xml to storeItems.xml
- Made the feed troughs in the open pastures hideable by pressing O at them
- Removed Renault Master from Mobile Home as it has too many polys
- Changed icon for Tommy Shlug NPC
- Tidied up fillTypes xml
- Tidied up fruitTypes xml
- Removed grape and olive from the growth calender
- Corrected floating cottage between field 117 and 124
- Corrected rusty gate at the Dark Blue farm (Clipping into the shed)
- Added autoopen="false" tag to the animatedObjet code for the hedges, fences and walls to prevent these from automatically hiding/uniding when "AnimatedObject Extend" mod active
- Corrected slighty floating bridge entering open pasture at starter farm
- Made placeable mods required mods for the map instead of having them built into the map at request of GIANTS
- Made the hedge collisions toggleable (Trigger at the workbench in the shop)
- Removed duplicated pine trees
- Adjusted triggers on multiple fences to prevent them conflicting with hedges / walls below them
Changes in v1.1.0.3:
- Corrected floating log stacks at sawmill (New save required)
- Increased size of bale trigger at all the sell points to make it easier to sell bales (New save NOT required)
- Changed width of the pedestrian splines to help with pedestrians clipping through buildings etc. Still will happen but not as often (New save NOT required)
- Altered the mud mod info layers. Made the mud less severe (New save required)
- Corrected typo in animals xml to make use of the new feature added to Chissel's Enhanced Animal System mod - Custom animals now do not get overridden by the EAS mod (New save NOT required)
- Modified foliage areas for the sheep pasture at yellow farm and cow pasture at dark blue farm to use entire field for grazing mod (New save required)
- Added Swiss cows and additional Brown & White variation for the Holsteins. Holsteins and Swiss cows now using base game fully grown cow model instead of same model as the heifers. (New save NOT required)
BallySpring – is a fictional Irish map based in the West of Ireland with 172 fields, mainly grassland with some arable fields. There are 10 farm yards to choose from. Highly customisable map with all buildings, walls, hedges, fences and yard clutter etc. removable. All gates on the map are opened by default. This is to allow access to the fields etc. to complete contracts. You can only open/close the gates that are on land that you own. This is a compromise so the gates can be sold.
Features BallySpring: – Custom Animals: Bulls, Calves, Goats, Ducks and more – The Goats give you Goats Milk. To collect the Goats Milk from the pasture there is custom versions of the ingame Lizard MKS 8 & MKS 32 Liquid Tankers in the shop – Custom Cattle Breeds: Hereford, Jersey, Charolais & Simmental plus basegame Holstein, Angus & Limousin – Multi Terrain Angle – Maize Plus mod supported – Animal Grazing mod supported – Enhanced Animal System mod supported – Mud System mod supported – Custom Traffic – Irish Number Plates – Custom seasonal growth plan with Cotton and Sugarcane removed (Thanks to Disturbed Simulations) – Relight Installed – Custom Sounds – Custom NPC’s – Collectibles – Road Network built in Blender – All hedges have collisions – Removable Hedges, Walls, Fences etc. (Press O at the object to remove) – Productions and sellpoints – Precision farming ready with realistic soil map – Most things only work once the land has been bought. Animals, silos etc