
Lone Hills v1.0.9.0

Mod-Network is recieving some updates. Thank you for your patiences ;)
Tamara_von_Graf
695.87 MB
Here I present my map mod, Feliz. It may still have some rough edges, but overall it's a nice map. Changelog 1.2.0.0 - Completely new road system installed - All field paths rebuilt - Rice fields added on Arable Land 80 - Compost registered and enhanced in greenhouses - Composter at the allotment garden - All cow pastures have a milk trigger - All cow & sheep pastures have ball triggers in the pastures - Free-range chickens at Grafenhof - Farmlands revised, farmland errors corrected - Farm 3 farmland separated from the forest - Several sheep pastures added - Several cow pastures added - Wholesale has opening hours - New fence at the grain sales point - AD courses completely revised - Cowstal Farm 2 rebuilt and milk trigger installed - Sheep pasture at the sawmill rebuilt - Guru's fish pond fish production installed - Grill at Farm 2 Grafenhof processes raw fish - New preview image added Here comes Feliz for LS25 It was completely redesigned and placed next to it. Using an elevation model, which is quite impressive in some areas, it offers all Giants standards. - 54 fields - Numerous areas for building or grazing There are also three farms, including Dya farm and Hansen farm, which can be expanded generously with some work. The middle farm, however, is not expandable. Each farm has a field production for goods needed for field maintenance, and each is equipped with various small productions for a perfect start. There is also a Winnie the Pooh farm and a small allotment garden. I recommend avoiding large machinery, as some parts of the map, especially the long and large machines, have difficulty navigating. I will not change anything just because some people think it's a good idea to use monster machines for a map. It is designed for small to medium-sized machinery, and it will stay that way. The map features three additional crops: rye, spelt, and triticale. I expanded the stone, deadwood removal, and timber transport jobs because they annoyed me, and since it's my map, there’s no discussion. Fifty collectibles have been hidden, but I don’t even know where—they are a surprise to find. Merging fields on this map won't work; all farmlands are positioned so they influence the fields or buildable areas. Questions about expanding the farmlands: NO. Some buildings and fences cannot be demolished and will remain as they are. For Autodrive players: AD courses are integrated into the map. Follow these instructions; otherwise, the courses will be lost when starting a new game—regardless of difficulty or whether AD is in your mod folder. When starting a new save game for the first time, Autodrive will ask if it should create courses—you must press NO! If you press YES, my courses will be deleted, and you'll need to start a new save or create your own. Why not create individual AD courses? Because the map has some, and I prefer it that way.
Comments:
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lukey
21 Apr 2025
Great work on the mapping! I’m curious about the feature set of the farms; will any additional functionalities be available in the future updates?
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birdguy143
21 Apr 2025
Thanks for your hard work on this map. The detailing, especially the road system and farms, truly stand out. Constructive suggestions would be adjustments for field sizes to accommodate bigger equipment feasible across - your map looks great as is.???
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FilmFanPDH
20 Apr 2025
I just downloaded this map and I have to say it’s the best mod I’ve grabbed this week! The starting farmer experience is truly enjoyable, and the attention to detail in the environment is commendable. I appreciate the access to new crops and the nicely structured pastures, which add realistic dimensions to animal husbandry. However, I did encounter some narrow paths that may frustrate users with larger equipment, so keep the smaller machines in mind. Otherwise, really great job overall!
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