A pack of several hand tools for self-use for small field work, from cultivation to harvesting.
It consists of:
- Cultivator/podposvokladchik and plow.
- A spreader of lime/solid fertilizers/manure.
- Spreader of liquid fertilizers/slurry/herbicide.
- A tank for liquids.
- A weeding pond.
- A multifruit planter. Alfalfa on supported maps.
- A planter for rice seedlings.
- Two skating rinks, one for fields and one for grass maintenance.
- Lawn mower, hay mower and mulcher.
- Forage harvester and stone collector.
- Combine harvester and a harvester for root crops.
- Picker of grapes and olives.
- Cotton picker/baler.
- A small baler.
- Pruning shears for grapes.
- Trolley for bulk cargo and bales/pallets.
- A forklift truck.
All the machines are partially inspired by real hand tools or completely invented to preserve a plausible function.
Most of the machines come with selectable colors.
All new types of vehicles, most have a prompt to launch, even if nothing does, a couple are always included for game requirements.
Most machines are "started" by unfolding (X), it is better to lower the harvesters using (V), because unfolding itself does not lower them completely.
As a rule, if there is a hint to "Lower the V gun", it is better to use it instead of unfolding with the help of X.
If you've ever wanted to start a 1 acre farm, this is the perfect package for you!
In this case, there is no AI support, given the machines and the estimated size of the fields, I didn't bother. Have fun!
In version 5.2.0.0:
"I'm sorry, but I give up. I removed the forage trailer because it cannot be made to work: it either loads but does not unload, or vice versa. And a car that suddenly stops working for no reason is not needed by anyone. I'm thinking of creating a small packaging device for small bales of grass, or a small production facility for turning unpacked bales into silage. For now, I suggest using one of the many fermentation silos available.
- Another small update for the vineyard/olive harvester collisions: it was slightly reduced and moved, now it can't get stuck in tight places, hopefully finally.
It has always annoyed me that if you plow the vine paths, the weeds remain in place, but the ground does not change. You weed, then you plow, and you see the plowed land. But naturally, when plowing, I expect the weeds to disappear!
- I added a mulching feature to the plows and cultivators, so that they process and weed in one pass.
By the way, I hadn't noticed this before, but when deep fertilization is active, they fertilize paths with vines by 100%, so you don't need to make an additional pass with a fertilizer spreader.
It doesn't work on regular fields, so no cheating, it's probably game mechanics, if you go through a regular vanilla plow, you'll get the same result.
- New images for the store, I hope it will protect my work a little better. |