Ferme Beyleron v1.9 FS22
Ferme Beyleron v1.9 FS22
Ferme-Beyleron / Multi-Silo / Vineyard etc.
Version 1.9
* Hof-BGA with 250 kW built on the extended farm.
* Fermenter installed on the extended farm.
* Added bale acceptance to underground pallet storage.
* Fertilizer production shifted on the extended farm.
* Moved seedMaker to Advanced Farm.
* Court BGA and also the main BGA now have an animated flare.
* Animated campfires have been installed at various points on the map.
* PDA map updated.
Changelog of Ferme-Beyleron v1.0 (The map was tested extensively in the SP and on the Dedi and the log is error-free – except GIANTS bugs)
Bonjour dear friends of LS 22,
here now from me a rebuild of the Haut-Beyleron incl. numerous extensions.
And here now some data, what was changed or rebuilt.
* Extended farm with large cowshed incl. automatic feeder and manure heap superstructure, large pigsty, large sheep pen, large chicken coop, large horse stable, three large greenhouses incl. additional tanks, large mule silo NL16-22-16000 Multifrucht, large truck scale, large fuel tank, large driving silo, workshop, two shelters with back wall, large hall, shelter with solar roof, bulk material hall, Kärcher.
* Vineyard at the abandoned winery incl. finished grape vines and purchased plot.
* Tailor’s shop as additional production building directly next to the spinning mill.
* Sugar factory as an additional production building.
* Oil mill as an additional production building.
* Muesli factory as additional production building.
* Restaurant as additional sales point for harvest and production goods at the nearby lake.
* Pizzeria as additional sales point for harvest and production goods at the nearby lake.
* Fast food restaurant as an additional point of sale for crops and produce.
* Farm silo converted to multi-fruit incl. bale trigger.
* Small plough.
* Ball trigger for the three storage bunkers of the feeding robot (cow shed).
* And anything else I forgot to mention
Explanation of the two multi-fruit silos:
Practically everything can be stored here that can also be loaded by trailer and in detail would be the following:
Wheat, barley, oats, rape, millet, sunflowers, soybeans, maize, potatoes, sugar beet, sugar beet pulp, sugar cane, olives, grapes, mixed feed, fodder, mineral feed, chaff, wood chips, silage, poplars, grass, hay, straw, manure, pig feed, seed, fertiliser, lime, road salt, snow, stones.
Both multi-fruit silos have a bale trigger for silage, hay, grass and straw.
And now I wish you as much fun and joy on the new Ferme-Beyleron as I have.
Salute, Pandahma
GIANTS / Pandahma / kevin98 (3D-Modell seedMaker) / Achimobil (Script Palettenlager).
Hello,
Maybe I have problem.
If I have Muesli production I accepted mission with harvest oak, during unloading is impossible to finish mission because oak silo in muesli factory is full.
How can I switch production building from production silo (for my harvested material) , to sell point for mission finish or sell my material?
I have same experience with rocks and lime production – Lime factory have loading point and unloading ( for rocks) but when I try to sell lime into sell point (same as unloading point) lime is increas my silo, not sell it.
Is any chance to set it or change?
If you need my log, please answer me.
Good work on this map, thank you for your great job!
Ales