Typical North German landscape in North Friesland. We have dykes here, ditches around the fields, and the fields are mostly square. The land was reclaimed from the North Sea by dikes over the past few centuries

There are no ready-made courtyards, everyone can creatively design their own courtyard according to their personal preferences. There are a few large spaces available for this. A few halls and a workshop are attached to the map

Fields then forest
On the NF march there are 79 fields with , from 0.8 ha to 95 ha everything is there, average field about 12.8 ha and the total area of ​​all fields is just over 1000ha of which about 140ha are grassland

Forest area
There are more than 150 hectares of forest with countless trees, most of which are also suitable for the wood harvester.

In addition to the standard fruits, rye, spelt, triticale and millet have been added to the map, and other filling types on the map are earth, sand and gravel

Earth in the ditch
In the ditches you can find earth in many places on the map which you can dredge and sell with an excavator, then there is the sand, gravel, earth area where there is a lot of material for excavating and loading

Points of sale
If you harvest a lot, you also have to sell a lot. There are a total of 16 different points of sale at the NF March 4-fold, including Raiffeisen, the port, the train station but without a train, the depot, grain trade and grain AG
You can also buy seeds, fertilizer, lime, mineral feed, herbicides and liquid fertilizer at the train station and at Raiffeisen
For pallet goods there are the sales possibilities Lidl, Aldi, Edeka, the stadium, the hardware store and the spinning mill
You can sell bales at the nursery and straw at the thermal power station, there is also a sales station for wood at the sawmill, milk goes to the dairy (no production)
You can buy vehicles from the vehicle dealer and animals from the local pet shop
There are 3 gas stations, 2 of which are also equipped with charging stations, so that you don’t have to leave your vehicle on the field without diesel, electricity or methane

The map also has 2 large biogas plants which can be bought and operated

Extensive road network
In order to be able to reach all sales points easily, there is a comprehensive road network where mostly AI vehicles are on the road
There is a ready-made Autodrive network from Holger for download where all fields and all sales stations have already been driven in.

On the NF Marsch Mod Map there are 3 different collectibles to search for. This includes 10 pairs of Shelly shoes, 30 FA gold coins and 78 NF march pallets
For all collector’s items, there are shelves at the vehicle dealer that fill up when the objects are found. There is also a bonus when you find all objects in a category
If someone cannot find all the objects themselves, there are suitable help videos on my YouTube channel in which I show all the hiding places for the shoes, coins and pallets.

Support area
The shop area also serves as a big thank you to the numerous supporters of the NF Marsch. Here we have the active YouTube channel members and the self-made Twitch Subs

Content list:
MAP: NF MARSCH 4FACH without trenches V4.1 NEW UPDATE
Fed mods pack V3.4.1
Fed production pack V3.7 NEW UPDATE
Autodrive V1.9


Map 4.1.1
– Apartment building in the city turned right again

Map 4.1
– Easter baskets distributed as new collectibles among currently active Fed landlords, farmers and Twitch sublevel 3
– 3 new products installed
– Version number set correctly
– Spanish translation has been updated
– Italian translation has been revised (thanks to Mauri)
– Clover grass and clover hay bale textures changed
– Enlarged the foundation of the decorative windmills

Map version 4.0
– Shopping opportunity at the harbor for grain (save game change required)
– Field 51 has been slightly smoothed at the top corner
– Space prepared for the new recycling station at the supermarkets
– Map expanded with 5 new fill types

Map 3.9.2 (nur oG Version)
– The water is back

Map 3.9.1
– Vinegar incorrect symbol linking fixed
– Honig Palette now also unloads at 500L/S
– Car parked at the gas station
– Bee bonus added for clover

Map 3.9
– Power line collision removed
– 11 new products added
– Sheep now give milk
– Smoke Particles bug fixed in connection with the Emergency Pack
– Grave decoration at field 80 / 81 scaled smaller
– Rapeseed yield slightly increased

Map 3.8
– Fixed error “’ (BC7) has undefined channel count”
– Added missing fruit data for PrecisionFaming (thanks to Thorsten)
– Large ship at the harbor was too close to the harbor wall
– Flax straw produces less yield
– Crusted Ice added as a new product
– Points of sale bank (for cash boxes) for new game states

Map 3.7.1
– Manure spreader with lime function is back

Map 3.7
– Grapes produce slightly more yield
– Flax straw selling price reduced
– 5 new products added
– Horse sales prices increased slightly

Map 3.6
– OXBO Pack rake error fixed
– Mini steel beams deleted at the hardware store
– Water tarpaulin under field 74 reduced in size
– Manure spreaders can now also be used with lime
– Suitable manure spreader for manure and lime
– Lime weighs slightly less

Map 3.5.1
– Fixed texture errors with some multifruits

Map 3.5
– Increased sales area at the riding arena
– Horses now increase in value best price at 5 years and then decrease again according to age
– Improved mission system with suitable vehicles for e.g. Cabbage, carrots, onions
– Cotton should now grow back
– Slightly enlarged the fire station at the port
– Moved the floating parking marker at the fire station in the village to ground level
– Expanded field 60 and 61 to the east by the row of trees
– Trench decoration between fields 67 and 68 reduced
– Some optimizations according to Giants Testrunner

Map 3.4
– 5 new products
– Variable seed rates with precision farming is now also supported for the multifruits.
– Lamp/light fixed at BGA south lantern
– Egg and Wool pallets now have 5000 L capacity
– Reworked map collision boundary in the north and east
– Moved the floating trees at the ketchup factory build site
– Lime and carrots entered in grain truck category
– Slightly improved the texture of the lavender bunches

Map 3.3
– 7 new products built into the map
– Fixed motion path error when chopping propagation grass in forage growth stage

Map 3.2.1
– Added missing map symbols for the new products – On
Car at house 31 moved Production 2.8.1 – Deleted the double vinegar entry in the ketchup recipe – The pallet fill level indicators in the hall of the ketchup factory moved appropriately
– Silos are now on the ground – Collision added to the grain unloader – Collision of the power box fixed to small wind turbines – Vinegar palette is now emptied in the correct order Mods
Pack 2.6.0 – 2 manure / digestate storage with 1.4 million and 2.2 million liters capacity – Large sheep pen now has Collison

Map 3.2
– Wheat, barley and rye can now also be planted in March (summer grain)
– The “Lokschuppen” can now be completely removed with the Hide Mod
– rrXL9_onion and rrXL9_carrot attachment now suitable for the Ropa Tiger 6s (thanks to David)
– Map prepared for 6 new products (Fed Production Pack 2.8 ready) Ketchup, Mayo, Mustard, Tomato Sauce, Vinegar and Buckwheat Flour
– Bee bonus added to buckwheat

Map 3.1
– Feed mixer wagon now also accepts clover hay and alfalfa hay with matching particle animation
– The FedMods chopper pickup reapers now also take on hemp swaths, linseed swaths and clover grass.
– Trench decoration reduced by field 50
– Added 4 new products (flaxseed oil, hemp oil, corn oil and poppy seed oil)

Map version 3.0
– New Multifruit extension with large installation help from Recognice
– Savegame move necessary, see YouTube LS22 #1076 move to the new #NFMarsch4fach Multifruit version

– New fruits are Linseed with Linseed and Flax, Poppies, Beans, Peas, Chickpeas, Lentils, Mustard Seeds, Buckwheat, Tobacco, Propagation Grass, Hemp with Hemp Seeds and Hemp Swath, Clover Grass,
clover hay and legume straw
– 5 new types of bales (flax, clover grass, clover hay, hemp swath and legume straw)
– New lavender, alfalfa, carrot and onion fruit textures
– Tire marks Improved fruit destruction and post-harvest stubble on almost all fruits
– Changed olive and grape palettes
– Added missing storeItem xmlFilename=”maps/vehicles/rrXL9_carrot.xml
– Lumber price is now displayed in price overview (in map and production pack)
– Adjusted the weight of bulk materials such as sand, earth, gravel and lime
– Fixed floating tree on BGA north and next to field 35
– Silage heaps can now be piled up to 5 meters (previously 4)
– Garden decoration scaled smaller between field 63 and 66
– Fence at the BGA south towards the south in the curve slightly shifted
– Extension of animal feed if animal stables/map are prepared appropriately
– Cows in the grass area now also works with clover
– Cows in the hay area now also works in clover hay
– Cows in the compound feed area now also accept clover hay
– Sheep now accept clover and clover hay
– Pigs now also accept beans, peas and chickpeas in feed group 1
– Horses now also accept clover and clover hay
– Chickens can also be fed with propagation grass, lentils and flaxseed
– Alternating display boards in front of the vehicle dealer
– Supporter and NF march residents up to date again

Map 2.7.2
Ground angle texture is correct again

Map 2.7.1
– Map Shader is now LS22 Patch 1.9.1 ready
– Corrected English and Hungarian translation file
– Added tiltable piles for onions, carrots and cabbage (For rent in the field
thanks to Rolf)

Map 2.7
– Prepared a suitable building site under field 30 for the oil rig
– New Filltype Crude Oil, Bottles, Mason Jar, Apple Juice, Cherry Juice, Pear Juice, Plum Juice, Tomato Juice, Carrot Juice, Bottled Beer Barley and Wheat Bottled Beer, Obstler, Korn, Whiskey,
Vodka, Eggnog, Wine, Strawberry Lime, Raspberry Lime
– BGA’s produce slightly more methane
– The exit boundary towards the gravel area now has a collision
– Selling prices for lamb, veal and sausage slightly increased
– The nursery accepts the new seedlings on pallets from the greenhouse
– Car moved out of the forest on the island
– Channel members and Twitch Subs up to date again, also in the houses, new arrival 67

Map 2.6.2
– Map is Göweil Pack DLC ready
– The BGA’s of the MAp now also accept sugar beet pulp bales

Map 2.6.1 fach_oG
– Removed the bridges again for the above version only

Map 2.6
– Pigs bring a little more manure and manure
– 2 new products lamb and veal
– Courtyard area increased (closer to the houses)
– Field 38 of the ditch now belongs to the field
– Slightly increased the trigger on the stadium
– Blocked piece of land for next update

Map version 2.5
– Chickens and sheep can now also produce manure
– Huge performance improvement across the map
– Moved the high seat next to the flour factory building site
– Removed grass from the hall at the port
– French and Czech translation added
– Removed fence around field 38 after voting
– Fixed typo in landscaping gravel with moss
– Supporter lists again up to date new residents on the map with house no. 12

NF March Map 2.4
– Optimized bale trigger on the BGA for Autodrive again
– Fields can now be painted via Landscaping menu
– Appropriate meadow can now be painted via Landscaping menu
– Vollmilch English translation fixed
– Achimobil has repaired the boat and ship routes are now correct
– Hide and hut at field 22 moved
– BGA Süd car display numbers moved appropriately
– Added fence between lots 45 and 46
– Deleted small floating texture above the Lumber Mill sell point
– Moved small floating texture above gas station

Map 2.3
– DANGER !!! Before starting the game, it is important to convert the savegame folder (e.g.: savegame1) with the FS22_FillTypeChanger. Already explained in video 633 and in 646 it will be explained again
extra shown.

– Changed rye texture and reduced plant density on alfalfa lavender and cabbage
– Fixed alfalfa hay round bales
– Price adjusted for tomatoes, strawberries and lettuce
– New palettes for Tomato, Strawberry and Lettuce
– Diesel price adjusted again
– Added 7 new fill types, raspberries, peaches, plums, cauliflower, pumpkin, mushrooms and red cabbage
– Moved the water hydrant at the train station
– Moved floating tree at slot 29
– Collision on ship at port moved appropriately
– Stadium now also accepts wheat and barley beer
– Water plants in field 42/51 slightly reduced
– The BGA’s installed on the map can now be renamed

Map V2.2.1
– Neue feine Precision Farming Bodenarten Map eingefügt (Savegamebezogen, und danke an
Franz für die Vorlage)
– Fliegende Schrift auf BGA Süd Gelände gefixt
– Mülltonnen auf BGA Süd Gelände verschoben
– Diverse BGA Süd Deko Gegenstände der BGA selbst zugeordnet
– Beim Käsereigelände etwas größere Ausfahrten
– Folgende Server Meldungen gefixt
Unknown file type ‘maps/foliage/hops/desktop.ini’
Unknown file type ‘maps/foliage/hops/thumb.ico’
Unknown file type ‘maps/foliage/redCabbage/desktop.ini’
Unknown file type ‘maps/foliage/redCabbage/thumb.ico’
Unknown file type ‘maps/mapNF/data/desktop.ini’
Unknown file type ‘maps/mapNF/data/thumb.ico’

Map V2.2
– Cows consume 25% more straw, produce 20% more manure and 10% more manure
– Hop growth stages set correctly so the hops don’t rot too early (thanks to Achim)
– Various fruits no longer have to be rolled, for example: corn, sunflower, soybean, potato, sugar beet, sugar cane, cotton, sorghum, carrots, onions, hops, lavender, cabbage
(Thanks to Achim)
– There are now a few decorative machines and devices in the shop (save game change and unfortunately only suitable for single players at the moment)
– Garbage can pulled out of the building at the port
– Fixed hover lamp at port
– Bank at the bus stop at the port moved
– Adjusted the purchase area at windmill between field 20 and 21
– Bridge to field 7 adjusted
– Eliminated the collision at the pillars on the big bridges
– Water plans in the south redone again
– Adjusted water plans in the yard to the width of the ditch
– Road salt included in the price list
– Place prepared for butchers
– Multiplay StoreItem bug fixed
– Map prepared for 9 new products (Beef, Pork, Chicken, Sheep, Sausages, By-products, Leather, Shoes and Logs)
– Cake palette error fixed if you shouldn’t have the productions in the mod folder
– Updated channel members and active Twitch Subs in the shop

Map 2.1.3
Increased purchase area at field 25 (across the dike)
Increased purchase area at field 79 (across the dike)

Map 2.1.2
– Moved the lamps by the bridge to the island appropriately

Map 2.1.1 only version without ditches
– Bridges deleted again

Map 2.1.
– NF march logo on PDA map and map preview loading screen
– Map is now better compatible with the dynamic field prices mod (thanks to Marko for the tip)
– Changed cake weight and oil pallets
– Sorghum reinstated as chicken feed
– Cows and sheep can now also be fed with alfalfa and alfalfa ha
– Pig feed can now also use rye, spelled and carrots
– The Holstein cows give about 30% more milk
– Collision on port building moved
– Bridge to island (field 78) widened by about 25%
– Replaced old building next to office building in village
– Moved containers on the cheese factory premises
– Fixed missing wheat malt in l10n_en.xml
– Alfalfa should have slightly better performance again
– Rye now grows a little taller
– Ramps at Raiffeisen so that vehicles get stuck less
– Added small missing field corner at Fed 31
– Field 53 on the dyke smoothed out a bit
– Lavender can now be harvested with Thresher and Corn Head again
– Removed superfluous traffic sign next to the campsite
– Earth can also be sold again at the nursery
– Diesel prices slightly reduced again
– Fixed floating car at gas station
– Fixed water plane at field 57 and 80
– Water plane moved to the south so that it can also be placed better on field 81

Map version 2.0
– Reduced the water plane in the east courtyard area
– Red cabbage harvester taken out
– Mineral feed now in price list
– Moved lamps and a sign at the Lumber Mill sell point
– Green buoy placed a little lower at the port
– Deleted double high seat in the forest under the sawmill point of sale
– Hole smoothed out on field 74 (savegame height map related)
– New roller texture after seeding (texture by Perma’s Modding)
– OG version field 23 and at field 8
– Added 7 new products (Beehive, Empty Wooden Boxes, Wooden Barrels, Cream Cheese, Mozzarella, Buns and Baked Goods
– Honey, bread, cake, furniture and cheese palettes changed

Map 1.9.2
– Fed Mission’s field assignments now have my picture in them again

additionally in version 1.9.2 without trenches

– Can’t load resource ‘..
mods/FS22_NF_Marsch_4fach_oG/huds/store/ error fixed

Map 1.9.1
– Fixed hop crop bug – Pedestrian spline no longer visible in park – Da
Lavender in the Multifruit Pack is normally not suitable for threshers, lavender can only be harvested with the lavender harvester – A few carrots on the side of the road next to field 31 deleted –
Deco cranes at the port placed a little more appropriately on the rails – Superfluous BAK file also deleted in the version without trenches – Changed height model, Shelly had significantly more
I’ve filled that up now too… The height model is related to the savegame (terrain.heightmap) when exchanging it can have an effect on what has already been placed in terms of height.

Map 1.9
– Relocation new savegame necessary (see video episode 300 / stream)
– New better ground textures
– More ground angles for finer tillage
– Silage can now be picked up from the ground with feed wagons
– Onions can now be worked/ploughed normally
– A multifruit millet had to go.
– Marker posts at TankoFix moved out of the flower box
– New icon for mineral feed and wood/wood saplings
– New point of sale pet supply trade at the pet dealer
– 2 new fields (80 and 81 in the south of the map)
– Fields 56,57, 61, 62, 63, 66, 74, 78 enlarged
– A total of approx. 42ha more cultivation area
– Straw swaths can now be picked up with the chopper and you get 5% more straw out
– Added 4 straw collector pickups for chopper, 5% straw bonus when using the chopper
– 4 new products installed in the map (apple, pear, plum and cherry)
– Small pond at house 46
– Moved 3 plant boxes with the trees out of the fence at the brewery site
– Moved the floor decoration at the sewage treatment plant site
– Channel members and Twitch Subs as of 01.06.

Map version 1.8
– Freed up space at the port for new production Fischer
– Added collision at the hardware store for the potting soil bags and concrete pipes
– Double fence element between brewery and refinery building site deleted
– Deleted underground trampoline at house #30
– 70s sign near depot moved a bit
– Lamp collision between Raiffeisen and field 13 moved
– Collision boxes at the station purchase moved
– Field 77 and 78 slightly smoothed
– YouTube and Twitch channel and march supporters up to date again

Map 1.7.1 ohne Gräben Version Brücken und Leitplanken gefixt

Map 1.7
– Neue Luzerne Textur für bessere Performance
– 3 parkende Autos bei Bauplatz für Brauerei gelöscht
– Etwas mehr Platz bei der Einkaufsstation am Bahnhof geschaffen
– 5 kleine kaufbare Flächen für Abwasser Station eingebaut (Siehe Mapfoto bei dem Klärwerk)
– Grabendeko bei Feld 14 etwas tiefer gesetzt
– Düngebedarf für die Multifruits für Precision Farming eingefügt
– Kleine Lücke in der Wasserplane bei Feld 27 gestopft
– Map für 8 neue Produkte vorbereitet
– Alte Elektrobox in der nähe vom Hafen verschoben
(Bekannter Fehler der noch nicht gefixt werden konnte: Multifruit Erdfrüchte lassen sich teilweise nicht vollständig pflügen oder grubbern, hilft aktuell nur pflügen mit aktiver

Map Version 1.6
– Precision Farming ready Bodentypen Map
– 8 Neue Produkte in die Karte eingebaut
– Kaufläche vom Komposter bei der Gärtnerei etwas vergrößert
– Lavendel kann wieder mit Drescher Maisschneidwerk geerntet werden (Danke an Modmicha)
– Kollision von Lampen bei Feld 32 gefixt
– Werkstatt bei den Höfen nun auch Lackierung möglich
– Kompost nun mit K
– Regenrinne bei Gärtnerei etwas tiefer am Boden
– Neues Symbol für Siliermittel
– FillTypeConverter “STONE_CRUSHER” für Terra Farm Script Nutzer eingefügt
– Error: Failed to load distance texture “CompostDistance_diffuse” gefixt
– Haus-Nr 24 Doppelte Markise gelöscht
– Haus-Nr 71 Fass hat nun Kollision
– Haus-Nr 75 Fassade hat nun Kollision
– Ready für mehr Multifruits (danke an Tim)
– Gehweg Verlauf Parkbesucher geändert
– Ein paar alte Büsche neben Feld 58 gelösch
– Felddefinition bei Feld 9 angepasst (Kreisverkehr und Bahnhofhalle)
– Log Error Fehler mit Pickup beim Häcksler behoben

Map 1.5
Fence at BGA South slightly shifted (part of the BGA was in the fence)
Moved 4 bushes in the forest above field 57
Cleared space for pulp mill at port
BGA bale trigger enlarged for better dumping and autodrive detection
New symbol for water
Deleted last erroneous collision from field 10
Poplars can now be planted with precision planters
Lavender first removed from the corn header (because of motionPathEffects error)
Removed alfalfa in the curve at the harbor (savegame related)
Moved the vehicle spawn place at the shop a little further away from the hall
Trench at field 8 towards BGA is now part of the field
The avenue of trees at the “Rinderhof” now belongs to the farm
Missing delineator at field 29/30 pushed back to the street
Channel members and Twitch Subs up to date again
The 4 new products installed in the points of sale
Error Fix: Unknown file type ‘effects/belt/beltonionClean_materialHolder.i3d.bak’
Error Fix: Unknown file type ‘effects/belt/beltOnionDirt_materialHolder.i3d.bak’
Error Fix: Unknown file type ‘effects/windrower/windrowerEffects.xml.bak’
Error Fix: Unknown file type ‘maps/NF_Marsch/desktop.ini’
Error Fix: Unknown file type ‘maps/placeables/windrad/Textures/Thumbs.db

NF Marsch Version
– Ballen in der Map geändert so dass sie wieder Autoloader Script tauglich sind
– Überflüssige .bak Dateien gelöscht
– Twitch Sub Tafeln im Shop nun auf dem aktuellen Stand
– Schreibfehler Luzerne frisch behoben

NF march version 1.4
– New Multifruits Carrot, Onion, Cabbage, Lavender, Alfalfa and Hops
– BGA electricity and gas is no longer sold automatically (keep, distribute or sell production system)
– Adjusted BGA’s capacity and consumption for liquid manure, manure and sugar beet pulp
– Prices for diesel increased
– Prices for fertilizer sale and purchase adjusted
– Reduced prices for OSB, chipboard, and pallet boards
– Sales prices for pig feed significantly reduced
– Tree that is too close to field 55 moved
– Added collision at FED family house 78
– Smoothed out small bump on field 35 opposite the gas station
– Changed 2 bushes between field 71 and 72
– Entrance to the small forest at field 22 moved
– Field 17 on the dyke smoothed out a bit
– Added collision at shop counter
– Set up house 46 more beer and lamps
– 2 flagpoles at the shop were slightly in the air
– Added some new green connections
– Smoothed out bumps at field 66
– Fixed faulty lamp at the port area
– NF march pinwheels now have night light (thanks to Arthur 469)
– Shredded goods now also in the price list
– Grass after grass missions will now grow back
– Moved double tree at Nursery
– Added potatoes to the Fruittype category Planter
– Silage additives can now be bought at the Raiffeisen and train station shopping situations
– Small warning cones fixed in the shop
– Fixed lamp next to left hardware store entrance
– 2 new residents have moved in 37 and 42

Version 1.3.1 The first pallet productions
– The first 5 new types of pallets: empty pallets, board pallets, OSB and chipboard pallets, log pallets
– Closed a small gap at Wasserplan Graben Feld 45/46
– Tire pile at BGA North moved
– Deleted floating piece of steel beam at hardware store
– Collision added at kennel hardware store
– Collision added to some garbage cans and barrels
– Fixed a water plane next to field 63 that was too short
– Various remodeling work at house no.: 29
– Fixed gap in water between field 14 and 15
– 2 garbage containers placed a little higher at Raiffeisen
– Completed fence at field 18 by the hall
– Moved a few trees next to field 16 a bit further away from the field
– Parking lot under field 28 deleted
– Hole in the fence at house – No.: 35 closed
– Some old sunflowers at field 29 deleted
– Scale trigger slightly enlarged

March version 1.2
Bug fix + improvements
– AI road network now also in the north and south-east
– Improved AI road network in various places (rest is game problem with collision of helpers and stationary cars)
– New values ​​for seed consumption and yield values ​​for almost all fruits (thanks to Freelancer Trent)
– Wind turbines are now turning clockwise (thanks to Andy101285)
– Various superfluous textures deleted from the map (map about 260 MB smaller)
– Various technical optimizations
– Slightly increased spawn places at the shop for the vehicles
– Changed the depot collision and raised the building a bit so that you can dump trailers better
– Moved a lamp on the road by the port further away from the road
– Improved the transition from the stadium grandstand to the hut
– Added missing water in the ditch at field 38
– Added missing water at field 78
– Added missing water at house 48
– Added missing water at the port
– Dry lake next to the sawmill sales point refilled with water
– Fixed water edge at field 27
– Floating tree behind depot moved to ground level
– Pig feed and compound feed is now displayed in the price list
– Selling prices of feed and compound feed increased
– Selling prices of sand, dirt and gravel reduced
– Moved 2 empty pallets from space for diesel production
– Adjusted the height of the lamps in the carport 45
– Fixed various floating objects above the riding arena next to house 34
– Fixed covered tables at the hardware store
– Shelf/pallets In the hall next to house 39 it is no longer written in the wall
– Car moved at house #39
– Bus stop at field 45 moved back a little
– Fixed floating tree between shop and farmstead
– Collision added at the liquid sales point at the train station
– Field definition at field 46 on the power pole slightly adjusted
– A piece of remaining road under field 21 removed
– Brand flags at the shop are back
– Fixed cars standing in each other next to field 50 (old horse farm).
– Moved tree from Sawmill sell point
– BGA volume significantly increased again so that grass silage missions are not completed so quickly
– Turned the lamp in the curve at the former sugar factory
– Double hide in the forest at field 68 deleted
– Field 35 on the dike leveled again a bit
– Collision with the lamps at the bridge to the island on the top right deleted
– Fixed invisible collision at position 1612 1543
– Manhole cover a little embellished at the shop
– Tree in the garage at no. 70 postponed
– Deleted fence below ground next to train station
– The heaps of 83 have moved and we welcome newcomers to 26 Christian to 61 Myndworm and 75 BigBauerAndy
– Scattered sunflower next to field 46 deleted
– Deleted a few deco bushes on field 57
– Removed dead sunflower at the lake below
– Deleted a few wild poplars

Bug fix + improvements
– Fences can now be placed without problems
– Animal enclosures/stalls can now also be built without problems
– New water sheet now mostly in the ditches and not everywhere
– Claas Axion tractor with new farmer mode is now part of the fleet and can be sold (search savegame for axion800.xml and then make propertyState=”0″ propertyState=”1″)
– New farmer mode, the road network is no longer part of the start.
– BGA farmlands are now not that expensive
– Turned some place-name signs the right way round
– Fixed floating trees in the wooden boxes old brewery area (under field 25)
– BGA active production costs are now the same for both
– BGA slightly higher silage capacity
– Deleted invisible collision of old barrels in the shop area
– Fixed floating delineators between fields 19 and 21
– Deleted floating hut above tile 73
– Moved the power box and broken stone heaps to the halls in the courtyard
– Collision scaling carport at house no.: 45 fixed
– Fixed floating lamp at house 69
– Fixed ground collision on field 10 and 35 (problems with swath, new score/move may be required)
– Fixed BGA north collision at the building
– Moved a lamp at the nursery
– Purchase price of gravel, sand and earth pits increased tenfold
– Trees at field 49 moved slightly away from the field
– Cable drum moved behind Spinnerei/Depot
– Lamp on former place for flour factory deleted
– Sunflower on the road next to field 27 deleted (only gone with a new save/if you reset fruit)
– New textures for the town sign ( User gronimusic.official Insta)
– Added collision at garage of house no. 69
– Server error message Ad_best of error fixed
– Fixed flying camera over gas station
– A few crash barriers moved a bit
– Fixed treeBranchShader.xml and treeTrunkShader.xml errors
– Prices of some filling types like egg, wool, flour and bread adjusted to the last LS22 patch

Changelog: FED MODS PACK

Mod Pack 3.4.1
– The feedlot sheep now also accept straw
– Corrected the texture of the floor of the pigsty
– Correction of texture path for feedlot sheep, pigs and cows
– The loading symbol for the well, hydrant and field shaft changed

Mod Pack 3.4
– New sheep enclosure suitable for feedlot construction plan with space for 700 animals
– New enclosure pigs suitable for feedlot construction plan with space for 800 animals
– New pigsty with space for 1500 animals
– Feedlot cow pasture fixed (walking height of animals and display/processing)
– New symbols for the dung heaps

Mod Pack 3.3
– New feedlot construction plan
– New feedlot cow pasture suitable for the feedlot construction plan
– Horse box collision changed again
– McDonald’s flying parking lot marker deleted
– Construction site sales point expanded to include the new products insulation, glass panes and windows

Mod Pack 3.2
– New symbols for the animal stables (cows, pigs, horses, sheep, chickens)
– Feedlot is now easier to navigate with large teams
– Feedlot slurry tarpaulin rotated correctly and triggers of milk, straw and slurry moved appropriately
– Liquid storage expansion now really expands the capacity
– Fixed opening angle for some gates of the boxes in the horse stables
– Added collision to the large horse box

Mod Pack 3.1
– New “cow barn” feedlot with space for 3000 cows
– New chicken coop with space for 5000 chickens
– Milk trigger in the sheep pens slightly enlarged and moved
– New tank as a liquid storage expansion
– The fillTypeCategories=”shovel” is set for the XL expansion silo

Mod Pack 3.0.1
– Color selection for the sheepfold available again
– Liquid storage can now also store sheep’s milk again
– Added collision at the liquid storage tanks

Mod Pack 3.0
– Sheepfolds in connection with the NF Marsch now also produce sheep’s milk
– New Mcdonald’s outlet (5% better selling prices on average)
– New construction site sales point (on average 5% better sales prices for e.g. rolled turf, cement, stones, boards, furniture, OSB, chipboard, earth, sand, gravel)
– Collision at the cow stalls increased for placeable PV systems
– Ladder at the slurry tanks in the pig stalls enlarged
– Bale halls no longer have collisions in the unloading pipe
– Feed capacity of cowsheds increased

Mod Pack 2.9
– 2 new horse stables also in both color variants without the meadow
– Optimizations according to Giant’s test runner
– Increased feed capacity of the cowshed feeding robot

Mod Pack 2.8
– Neuer Pferdestall mit Platz für 16 Pferde in 2 Farbvarianten
– Infotrigger beim Kuhstall etwas vergrößert
– Neues großes Getreidesilo
– Einige Optimierungen gemäß Giants Testrunner

Mods Pack 2.7
– Neues großes Erweiterungssilo
– Neuer Kuhstall mit XXL Wiese und Platz für 1600 Tiere in 4 Varianten (Farbe und mit/ohne Fütterungsroboter)
– Kalkstation geändert
– Neue Saatgut und Dünger Station
– Die Schafställe nehmen nun auch Kleeheu an
– Abwasser lässt sich nun aus dem Flüssigkeitslager auch wieder auslagern
– Neues Ballenlager für Baumwolle und Lavendel Ballen

Mod Pack 2.6.1
– Crude oil and methane can now be removed from the liquid store again
– New liquid manure / digestate storage

Mods Pack 2.5.0 is Map 3.0 ready
– BGA silo and wedge silo also accept grass clover
– Feeding robot now also accepts clover hay
– Ball halls technically accept the new balls (unfortunately there is not enough space in the hall for optical purposes….)

Mod Pack 2.4
– New, slightly larger sheep pen with space for 800 sheep
– New larger chicken coop with space for 2000 chickens
– Ball storage (Ls22 hall) can now also be colored
– Both cowshed variants, the new ball hall, the chicken coops, the sheep stalls and the pigsty are now also available in Sönke Nissen Koog (North Friesland) colors

Mod Pack 2.3
– Two new wood stores for logs and issuance of log pallet
– BGA Fahrsilo and Keilsilo can now be renamed

Mod Pack 2.2
– Pigsty now has room for 1000 pigs
– Deichschafe now has room for 600 sheep
– Well name fixed

Mods Pack 2.1
– Hühnerställe nehmen nun auch Stroh an und produzieren dann Mist
– Schafställe nehmen nun auch Stroh an und produzieren dann Mist
– Neuer kleiner platzierbarer Misthaufen
– Fußmatte zum platzieren mit
– Französische Übersetzung eingefügt
– Performanceverbesserung Ballenlager

Mods Pack 1.9.3
– Güllekapazität beim Schweinestall und Kuhstall erhöht
– Gesamtvolumen von dem Ballenlager berichtigt
– Misthaufen Erweiterung Boden Fix danke an Achimobil

FED Mods Pack 1.9.1
– The one Fed logo on the chicken coop no longer hangs on the door and flies when opened
no longer over the whole map
– Pigsty warning message slurryPit_fillPlane fixed
– Increased water and feed triggers at the sheepfolds

Mod Pack 1.9
– Moved the water level indicator in the cowshed
– Increased milk and straw volume in the cowshed
– Placement level and meadow texture cowshed slightly adjusted
– Another version Fed chicken coop with slightly elongated animal enclosure
– Another sheep pen version with larger pasture
– Pigsty enlarged with space for 800 pigs + more decoration + liquid manure tank

Mod Pack 1.8.1
Cowshed produces manure again, which also ends up in the manure heap
Conversion to REVAMP script
Increased all door triggers at the cowshed
Collision added to the cowshed water tank
Milk trigger enlarged
Moved the cupboard in the cowshed to match
Chicken coop trigger for chickens increased
Downpipes and pillars at the chicken coop no longer float
Sheepfold animal trigger slightly enlarged

Mod Pack 1.8
LS22 cowshed enlarged with or without feeding robot with space for 1000 cows
LS22 Sheepfold ideal for placement on the dyke at field 25 and 79, space for 500 sheep
LS22 chicken coop enlarged, space for 1200 chickens

Mod Pack 1.7
– Increased transfer speed from liquid storage
– Fixed ball bearing wood chip display flickering

Mod Pack 1.6
– Umfangreiche Englisch Übersetzung alle Gebäude, Ballenlager und Tools
– Luzerne Heuballen nun in Ballen Lagerhallen technisch lagerbar (keine optische Ballendarstellung)

Mod Pack 1.5
– Shaft, well and hydrant to load water for free
– New bale storage for grass, straw, silage, hay, lucerne and wood chips with statement of bales of your choice or loose
– Existing bale hall somewhat embellished in terms of the bale stack

Mod Pack 1.4
– Fehler Werkstatt Trigger Indoor Area gefixt
– Hackschnitzelnballen lassen sich nun nicht mehr in der Ballenlager Halle bewegen
– Ballenlager mit Script von Achimobil umgebaut. Ballen werden nun nach Füllstandsanzeige angezeigt

Mods Pack 1.3.1
– Gesamtlagerkapazität Ballenlagerhalle berichtigt und Log Fehler “Warning: UnloadTrigger
has invalid fillType” gefixt (danke an Achimobil)

Mods Pack 1.3
– Neuer Fahrzeug Werkstatt Trigger auch als Erweiterung für Produktion Werkstatt geeignet
– Flüssigkeitslager Diesel tanken jetzt für alle Fahrzeuge
– Ballenlager erkennt jetzt auch Hackschnitzel Ballen

Mod Pack 1.2
New liquid store for storing water, diesel, Adblue, liquid fertilizer, herbicides, milk, silage additives, liquid manure and fermentation residues
Ball storage hall for storing bales or loose straw, grass, silage, hay and alfalfa. Output in bales of any kind (thanks to the script from Achimobil) or loose
New XL BGA drive-through silo
Walls of the BGA wedge silo increased and improved
The 3 smaller silos are no longer recognized as silo extensions
Various recommended texture improvements

Changelog: Production Pack

Production Pack 3.7
– Futter XL now produces cat, dog and bird food
– Feed XL molasses installed as a booster for mineral feed
– Futter XL now has 3 separate cow feed production lines (grass, alfalfa, clover)
– New Crepes sales stand to earn cash boxes
– Sewage treatment plant production branch EasyWater is now groundwater with 10k production, when it rains there is 100k water per hour
– Stones installed as 5% boosters in the sugar factory for sugar beet processing
– Brewery now also produces wastewater
– Italian translation was created (thanks to Mauri)
– Jam factory cardboard decoration deleted
– Moved some plant positions in the greenhouse
– Snack stand can now be rotated at a 5 degree angle
– Snack opening times now match the sign
– Textile factory can now process more wool
– Flour factory now processes 100 liters more per rail
– Dairy info trigger enlarged
– Central warehouse in Halle materials/products expanded.
– Glass factory trigger moved to suit acceptance of used glass

Production Pack 3.6
– Fertilizer production can outsource fertilizer and liquid fertilizer as pallets
– Seed production can also store seeds on pallets
– XL fermenter the side silos now have collision
– Recycling station produces slightly more used glass
– Most productions support the variable opening hours mod (thanks to Akita83)
– Pulp mill now produces slightly more paper

Production 3.5
– New production line insulation from hemp swath in the pulp factory
– New production line insulation from flax swath in the pulp mill
– New production branch for glass panes in the glass factory
– New window production branch in the carpentry workshop
– Recycling station with production of waste paper and glass
– Insulation, glass panes, windows, waste paper and waste glass installed in the central warehouse
– Waste paper can be used as a booster in the pulp mill
– Waste glass can be used as a booster in the glass factory
– Snack bar for the sale of fries, sausage, ketchup, mayo, mustard, beer and juice (payment in cash boxes)
– Slaughter animals capacity increased to 100,000kg each
– Dairy capacity for empty pallets increased
– New fermenter, slightly larger with more capacity and more production speed
– Fixed the fill level display for the new fruits at the vegetable factory
– Gravel plant produces slightly more sand
– Sawmill produces slightly more boards

Production 3.4
– Vegetable factory expanded to include peas, lentils, beans and cabbage soup
– The new soups can be stored in the central warehouse
– Fixed view of the pallets at the oil mill
– Capacity for silage, manure, liquid manure and sugar beet pulp increased at the XL BGA
– Molasses pallets can now be used by the Premos press from the straw salvage addon

Production 3.3.1
– Muesli pallets at the grain factory can now be moved out without any problems
– Farm shop Trigger no longer reports that items are not accepted there when they are removed
– Cash boxes can now be carried without an extra mod
– Cash box focus improved
– Entrances at the food factory changed
– Collision discharge pipe at the ketchup factory removed
– Butcher now processes more pigs
– CPU mesh’ flag bug fixed in the molasses palette

Production 3.3
– New production grain factory with production of oat flakes, oat milk, soy milk, soy schnitzel, millet porridge, popcorn, vegetable corn, raisins and muesli
– New production food factory hit producing pizza, ready meal and fish with chips
– New production of Christmas trees, sales in November and December for cash (cash boxes)
– Food warehouse expanded with new display and more storage space
– All new products can be stored in the central warehouse
– Dynamic red barrels in the composter and beet pulp changed to static
– Dairy now produces more cream
– Dairy upgrade to include fruit yoghurt and whole sheep’s milk
– Honey can now also be sold in the farm shop
– Glass factory produces slightly more glass
– Trigger farm shop minimally enlarged
– Sawmill trigger changed (wood is not accepted here message)

Production 3.2.1
– Wrong apple pallet deleted from lumberjack

Production 3.2
– Farm shop to sell fruit, vegetables and eggs, there are cash boxes (cash) again
– Placeable points of sale for cash boxes (cash)
– Lumberjack can be boosted with cash boxes (cash).
– Workshop can be boosted with cash boxes (cash).
– For approx. 110 pallets, the unloading speed and the mass/basic weight are adjusted
– The ice factory now also produces crushed ice
– Added crushed ice as a booster to the fisherman
– Added crushed ice as a booster for sausage at the butcher
– Small garage without gates with electricity production
– New hall with electricity production
– Ketchup factory slightly more capacity for mustard seeds
– Double pumpkin seed oil display deleted in the central warehouse
– Floating lamp behind the jam factory moved to fit
– Crushed ice installed in the central warehouse

Production Pack 3.1.1
– Ice factory dump symbols and piece of fence wall fixed

Production Pack 3.1
– In the vegetable factory, pumpkin seeds are now also produced during pumpkin processing
– New pumpkin seed oil production line installed at the oil mill
– New production ice cream factory with production of waffle ice cream and popsicles
– New production charcoal factory
– Collision near the roof of the flour factory and food XL removed
– Optimizations according to Giant’s test runner
– Water at the cement factory now fills when it rains
– Double snow tarpaulin at the photovoltaic drive-through hall deleted
– More space for chickens at the butcher
– Ketchup factory now consumes cooking oils evenly
– All new products installed in the central warehouse

Production Pack 3.0.2
– Door trigger of the cider factory increased
– Feed XL capacity increased for hops, sorghum, peas and lentils
– Feed XL now uses slightly less bran for a little more lime with mineral feed
– Error: TransformGroup has a zero scale fixed at Halle_klein_mitPV and Ketchupfabrik
– Some optimizations according to Giants Testrunner

HotFix Production Pack 3.0.1
– Fischer moved correctly again
– Manhole cover of forage XL away from the field

Production Pack 3.0
– New production fish factory with production of crab salad, herring and tomato sauce and plaice fillet
– Collision fixed at a slurry tank of the XXL BGA
– Adjusted the total capacity of the fruit and veg warehouse
– Pellet production can now also produce hay pellets from clover hay
– New large compound feed plant for compound feed, pig feed and mineral feed
– New production turf field
– New beet pulp production
– Fixed molasses pallets at the pellet factory
– Widened the pallet output at the jam factory
– Slightly increased capacity at the Textile Factory
– Textile factory can now also produce straw hats

Production 2.9
– New production jam factory with production of applesauce, plum jam, cherry jam, strawberry jam, raspberry jam, peach jam and plum jam
– Garbage cans at the ketchup factory are now at ground level
– Composter can now also process Clover Grass and Legume Straw into compost
– Hay Dryer now also accepts Clover Grass to produce Clover Hay

Production 2.8
– New production of ketchup, tomato sauce, mayo and mustard
– New product Vinegar (is now created as a by-product in some production branches in the Distillery and Mosterrei)
– Gravel plant another production line that produces sand installed
– Glass factory installed another production line that produces bottles
– Added new product buckwheat flour in the flour factory
– All new products can be stored in the central warehouse
– Fixed typo in crop protection products stream
– Changed display of honey boxes in grape production

Production 2.7.1
– Gravel plant now produces enough sand
– Increased ensiling agent capacity in the fermenter

Production 2.7
– Seed production is now also possible with beans, peas and chickpeas
– Propagation of grass as a booster in seed production
– Increased unloading speed for olive and grape pallets
– Glass factory produces a little more glass bottles
– Oil Mill can now additionally produce Linseed Oil, Hemp Oil, Corn Oil and Poppy Oil
– Installed the new types of oil in the central warehouse
– Textile production can also produce fabric from hemp swath and linseed swath (flax), additional overtime production line possible for clothes
– Increased purchase price for Fermenter, Oil Mill and Textile Factory
– Trigger empty pallet malt factory enlarged
– Fermenter now also accepts Clover Grass
– Poppy as a 15% booster deposited at the bakery for rolls
– New production herbicides from tobacco

Production 2.6
– 2 new large halls with electricity production
– Garage hall with electricity production
– Photovoltaic modules replaced in the electricity-producing halls
– Butcher now consumes animals according to the maximum amount in the respective animal species
– Seed Manufacture, Refinery, Separator, Distillery, Bakery, Noodle Factory, Fodder Factory, Potato Factory now consume resources at maximum amount
– Fixed cider factory tarpaulin from pig feed
– Water trigger vegetable factory increased

Production 2.5
– New production oil rig with production of methane gas and crude oil
– Refinery added to process crude oil into diesel
– Cogeneration plant can also produce electricity from methane gas
– New production glass factory for production of bottles and jars
– New production cider plant with production of apple juice, cherry juice, pear juice, plum juice, grape juice, tomato juice and carrot juice
– Greenhouse can now also produce tree seedling pallets
– The tree seedlings pallets from the greenhouse can be used as a booster at the lumberjack
– Added production of beer crates to wheat and barley to the brewery
– New production strawberry field with monthly production of strawberries
– New production raspberry field with monthly production of raspberries
– New production grape field with monthly production of grapes
– New production olive field with monthly production of olives
– New production pumpkin patch with month-dependent production of pumpkins
– The electricity-producing solar halls and solar fields only produce electricity when there is sunshine / daylight, depending on the weather
– The windmills that produce electricity now produce electricity depending on the wind
– The electricity producing halls can now be found in the construction menu under Factories / Generators
– Refinery requires significantly less rapeseed/sunflowers
– Concrete texture changed again at the composter
– Textures of the warehouses from the central warehouse no longer flicker
– BGA’s can now also accept sugar beet pulp bales
– BGA’s produce slightly more methane
– Fixed collision at the silos at the cement factory
– Added pulp mill marker to pallet spawn locations
– Increased trigger empty pallets at the flour factory
– Increased trigger maintenance on the wind turbines
– Capacity for empty pallets doubled at the sugar factory
– Butcher lamb and chicken weights and product quantities changed,
– Butcher purchase animals no longer possible
– Fruit trees no longer have extra honey bee production line is now in main line booster resource
– Fruit trees now produce seasonal (monthly) fruit
– Floodlights at the refinery and thermal power station extinguished
– New production distillery with production of Obstler, Korn, Whiskey, Vodka, Eggnog, Wine, Strawberry Limes, Raspberry Limes
– Sawmill freed up space for a small extra wood storage
– Sugar factory produces a little less compost but also lime in the future
– Flutlichter bei der Raffinerie und Heizkraftwerk gelöscht
– Neue Produktion Brennerei mit Herstellung von Obstler, Korn, Whiskey, Wodka, Eierlikör, Wein, Erdbeerlimes, Himbeerlimes
– Sägewerk ein Platz für kleines extra Holzlager frei gemacht
– Zuckerfabrik produziert etwas weniger Kompost dafür aber künftig auch Kalk

Production Pack 2.4.1
– Butcher production cycles set to 24 per day and running costs a bit
reduced – pallet spawner at the potato factory moved appropriately – game crash error with the sheepmeat pallet fixed – central warehouse blueprint collsion at the car and the barrels in front
Building moved appropriately – Display of the drinks hall moved slightly further forward – Info that the TH Animal Mod is needed is deleted

Production Pack 2.4
– The central warehouse is back with blueprint, 5 placeable pallet warehouses and central output area, complete assembly YouTube video episode 87

– Butcher rewritten to revamp with two new meats lamb and veal (depending on animal age and health)
FS22_TH_AnimalProduction is then no longer required, if necessary start the game and save it, then reload the save
– Fixed ground collision at the oil mill
– Cardboard pallet again slightly revised
– Palettes and beehive display at the orchards revised
– Raw materials from sacks (e.g. pellets), canisters (e.g. molasses) and the cardboard pallets produce some empty pallets (recycling)
– Changed floor panels pallets spawn area potato factory, sugar factory, laboratory, brewery, and pellet factory
– Maintenance consumption of the electricity wind turbines and photovoltaic systems reduced somewhat

Production 2.3
– Swapped pasta production level indicator of rye and spelled flour pallets
– Refinery parking lot lines taken away
– Brewery moved erroneous collision
– Fixed CPU mesh flag error with wooden barrel pallet
– Changed silage additive palette and silage additive is now slightly lighter
– Added beer as a 10% booster for the lumberjack
– Performance improvement for various productions
– Refinery trigger liquids increased
– Cardboard pallet changed
– Beer keg palette changed
– Separator capacities for liquid manure, manure and digestate slightly increased
– Lime works overtime for gravel processing
– Gravel plant new line for soil and gravel
– Added better French and Czech translations
– For a better overview, the fruit plantations (apple, cherry, plum, pear, mirabelle plum and peach) can now be found in the construction menu under plantations
– Increased the trigger on the orchards a bit
– Laboratory silage additive can now also be picked up in liquid form
– Corrected collision in the PV systems

production 2.2.2
– Performance improvement for the power producing halls, 2 MW BGA, bakery, brewery, fertilizer production, fisherman, lumberjack and cheese factory
– Potato factory fixed erroneous collision at the silos
– Potato factory Pallet delivery trigger and waste water marking shifted appropriately
– Potato Factory Brickwork texture improved
– Increased vegetable factory trigger for potato, onion and carrot
– Added French translation (translator XTENNESIEX)
– Adjusted Moddesk to Giant’s version number
– Deleted some superfluous textures
– Moved vegetable factory loading and unloading icons

Produktion 2.2.1
– Raffinerie Gebäude die an der 2 MW BGA dran hing gelöscht
– Sahne Palette ist wieder zurück 
– Wasserfüllstandsanzeige Nudelfabrik gefixt
– Pelletfabrik Höhe bei vollem Heulager nochmal richtig angepasst

Produktion 2.2
– Neue Produktion Nudelfabrik mit Herstellung von Nudeln, Spaghetti und Torteloni
– Neue Produktion Gemüsefabrik mit Herstellung von Kartoffelsack, Zwiebelsack, Karottensack, Pilzsuppe, Tomatensuppe, Kürbissuppe, Hühnersuppe und Gemüsesuppe
– Neue Produktion Kartoffelfabrik mit Herstellung von Pommes, Chips, Kroketten und Reibekuchen
– Abwasserstation Trigger für Wartung Servicewagen angepaßt
– Collision beim der einen Gewächhausseite eingefügt
– Vollmilch Englisch Übersetzung gefixt
– Komposter Wartung wird nun auch bei der Abladestelle für Diesel angenommen
– Pelletfabrik Höhe bei vollem Heulager angepaßt
– Wasserkapazität beim Klärwerk erhöht
– Separator hat jetzt funktionierendes Licht
– Kapazitäten von der großen 2 MW BGA erhöht
– Collison bei der 2 MW BGA gefixt
– Düngerproduktion Trigger etwas erhöht
– Gewächshäuser Türen öffnen nicht mehr automatisch beim vorbeifahren
– Schreibfehler Holzklotzen in Textilfabrik berichtigt
– Abladebereich Schüttgut bei Ölmühle etwas tiefer gesetzt
– Neue Schicht Leerpaletten beim Sägewerk möglich
– Neue Schicht Karton bei der Zellstoffproduktion möglich

Production 2.1
– New large greenhouse for tomatoes, strawberries, lettuce, cauliflower, red cabbage, mushrooms, pumpkin and raspberries
– New fruit tree plantation for peach and Mirabelle plums
– Orchards, Sugar Mill and Pulp Mill Water level increases when it rains
– Added sugar factory shift operation for sugar cane
– Sugar factory capacity for sugar cane increased
– Dairy side gates no longer open automatically when using an additional script
– Workshop Added extra trigger for maintenance in the parking lot
– XXL BGA collision with digestate removal appropriately shifted
– Fixed colli box at the separator

Production Pack 2.0.1
– Optimized cheese pallet visibility from the cheese
– Animals can no longer be bought directly from the butcher via the production menu
– Take out a piece of wall at the bakery and collision at a building
– Moved some containers at the sawmill
– Slightly reduced consumption of fertilizer and herbicides in the orchards
– Laboratory carton pallet filling level is now additionally by pallets
– Ensiling agent pallets from the laboratory can now be loaded directly from the chopper
– Fixed dung heap at the separator

Production 2.0
– New production butcher with processing of beef, pork, chicken and sheep, (Mod FS22_TH_AnimalProduction is required see mod list on
– Products from the butcher are beef, pork, chicken, lamb, cured meats, by-products and leather
– New production textile factory with production of cloth, clothes, shoes and logs
– New production Separator to separate fermentation residues or liquid manure into manure, liquid fertilizer and waste water
– Fixed typo Cobblestones Red
– Collision at the pulp mill moved appropriately
– Dairy the milk stirrers turn properly again
– Superfluous trigger at the thermal power station deleted, pallets are now accepted better (thanks to Achim)
– Added shift operation for refinery, slightly reduced production costs
– 3 different placeable BGA’s for power production
– Kalkwerk water tanks now have collision
– Lumberjack Booster through apple, meat, clothes and shoes
– Workshop Booster through clothes and shoes
– Pulp factory chimney smoke installed

Production 1.9.2
– Fixed invisible collision next to the lime plant

Production 1.9.1
– Fixed oil mill trigger for pallet delivery
– Shell unloading trigger set slightly higher for Fischer

Production 1.9
– Carpentry Improved pallet spawn area so that both rows work
– Pulp Mill now works in shifts for more carton production
– Level indicators of the pallets installed in the productions (thanks to Achimobil)
– Kieswerk earth tarpaulin turned the right way around so that it no longer comes through the wall
– Fischer added new product shells (if necessary, start the server savegame in the self-hosted game and then load it back onto the server)
– Pellet production expanded by booster molasses, then 10% more production (if necessary, start the server savegame in the self-hosted game and then load it back onto the server)
– New production lime works with the production of lime from water, stones, gravel or shells
– New production cement factory with production of cement, stones and red stone pallets
– New production oil mill with production of rapeseed oil, soybean oil, sunflower oil, olive oil and lavender oil
– Changed hay, straw and wood pellet pallets due to performance issues
– Bread pallet straps fixed
– Could not add shape ‘cheese’ (cheeseShape) to tension belts due to the missing CPU mesh flag Fixed error with cheese palle
– New extra high pent roof hall with electricity production

Production 1.8
– New production carpenter with production of beehive, empty wooden boxes, wooden barrels, empty pallets and furniture
– New production cheese factory with production of cheese, cream cheese and mozzarella
– New production bakery with production of bread, rolls, pastries and cakes
– New production gravel plant with production of gravel, sand, earth and stones
– Apple, cherry, plum and pear orchards further production line with beehive and production of honey
– Planned error message at the malt factory fixed
– Extensive English translation of all productions
– Lamp posts at the flour factory moved a bit
– Sawmill shift operation now also added for boards pallets
– Slightly increased the capacity of products from the sawmill
– Pellets pallets the loading error fixed
– Fodder factory Ballentrigger now also takes lucerne bales
– Orchards added missing collision at the small building

Production 1.7.2
– Fixes bugs in seed and forage factory

Production 1.7.1
– Fixed ground texture when placing the flour factory
Production 1.7
– REVAMP production improvement mod is required (See modlsite on my homepage)
– Seed production optimization according to REVAMP Production improvement Seeds can be produced with significantly more raw materials
– Feed production optimization according to REVAMP Production improvement feed and pig feed can be produced with significantly more raw materials
– New production apple orchard, pear orchard, cherry orchard and plum orchard
– New narrow pent roof vehicle hall with electricity production
– Adjusted the range of ensiling agents in visibility
– Changed hay pellets pallet should now be accepted better in the invisible pallet storage
– Fixed pulp water level indicator
– Malt factory now converted from millet to sorghum millet
– Ball trigger installed in the pellet factory
– Brewery beer recipe refined a bit
– Sawmill can now unload wood chips a little faster
– Sawmill pallet spawners divided into 2 rows
– Hay drying a little quieter
– Adjusted pellet production floor
– Fixed pellet pallets
– Slightly increased the pallet spawner at the fisherman

Production 1.6
– New production fisherman with production of plaice, herring, crab and lobster
– New production pellet factory with wood pellets, straw pellets and hay pellets from hay or lucerne hay
– More empty pallets at the sawmill thanks to two-shift operation
– Added wood and straw pellets to the thermal power station
– Sugar factory new production line molasses from sorghum
– Malt factory expanded to include a new type of malt, millet
– Malzfabrik now also has waste water
– Brewery expanded to include a new type of beer, Millet Fassbier
– Flour factory increased the roof at the grain delivery area
– Pipes at the water tanks of the pulp mill set a little lower
– Added 5 position for the water stations on the map at the sewage treatment plant
– Slightly increased the unloading trigger at the refinery
– Warning strips that appear when placed far away, for example on field 3, have been deleted
– Sugar factory error sewage treatment station fixed in the sugar factory and moved some containers
– Pulp mill empty pallet capacity slightly increased
– Moved the hay unloading trigger in the hay dryer a little further towards the middle
– Brewery, Pulp Mill, and Flour Mill level placement improved
– Reduced the height of the pallets at the flour factory
– Malzfabrik outlet pipe slightly increased

Produktionen 1.5
– Neue Produktion Mehlfabrik mit Produktion von Weizenmehl, Roggenmehl, Dinkelmehl und als Nebenprodukt Kleie
– Neue Produktion Klärwerk wo aus Abwasser, Gülle und Gärresten Kompost und Wasser entsteht
– Neue mini Produktion Abwasser Klärwerk, kleine Station wo mit Wartung Abwasser entsteht
– Neue Produktion Molkerei mit Herstellung von Butter, Vollmilch, Sahne, Quark und Joghurt, + Abwasser
– Holzfäller Verbrauch Leerpalette auf größe der Holzstamm Palette abgestimmt
– Brauerei Schüttgut Schilder berichtigt
– Diverse Map Hotspot Symbole auf Produktions Symbol geändert
– Futterfabrik kann nun Mineralfutter aus Kleie, Kalk und Hefe herstellen
– Futterfabrik Kaufpreis erhöht und Silo Kapazitäten angepasst
– Düngerfabrik Herstellung von Dünger durch Kompost möglich, Silo Kapazitäten angepasst
– Düngerfabrik Herstellung von Flüssigdünger aus Wasser und Dünger möglich
– Beim Holzfäller und Saatgutherstellung Silo Kapazitäten angepasst
– Schwebende Tonnen beim Heizkraftwerk gefixt
– Zellstofffabrik und Zuckerfabrik produziert jetzt auch Abwasser

Produktions Pack 1.4.1
– Kollision einer Lampe bei der Zuckerfabrik gefixt

Produktions Pack 1.4
– Neue Produktion Zuckerfabrik mit Herstellung von Zucker, Melasse, Rübenschnitzel und Kompost,
Auf dem Gelände der Zuckerfabrik ist Platz für 2 weitere Produktionen
– Neue Produktion Malzfabrik mit Herstellung von Gersten-, Weizenmalz und Schweinefutte
Auf dem Geländer der Zuckerfabrik ist genau Platz für die Malzfabrik
– Neue Produktion Labor zur Herstellung von Hefe aus Melasse, Karton und Herstellung von Siliermittel aus Melasse und/oder Milch
Auf dem Geländer der Zuckerfabrik ist genau Platz für das Labor
– Neue Produktion Brauerei zur Herstellung von Weizen Fassbier und Gerstenfassbiert
– Kollision bei einem Tank der Raffinerie eingefügt
– Kollision bei dem Generator und einer Wand beim Heutrockner eingefügt
– Kollision beim Abladebereich und Gebäude der Zellstofffabrik eingefügt
– Ablagegitter bei Futterfabrik eingefügt
– Produktion Werkstatt Diesel tanken möglich
– Zellstofffabrik Ballen Trigger an die richtige Stelle verschoben
– Abladegeschwindigkeit beim Sägewerk für Hackschnitzel erhöht
– Komposter dient nicht mehr als Lager, Rohstoffe wie z.B. Gras kann nicht mehr entnommen werden.
– Komposter Kollision in Dieseltank und Dach eingefügt und Strohbedarf leicht erhöht
– Holzfäller Leerpaletten Verbrauch angepasst und Dieselverbrauch Stufe 2 etwas reduziert
– Zellstofffabrik Leerpaletten Verbrauch angepasst und Hackschnitzelverbrauch etwas reduziert
– Sägewerk Hackschnitzel und Leerpalette wird nun mehr produziert
– Überflüssige Halle bei der Zellstofffabrik gelöscht

Production Pack 1.3
New production hay drying
New production pulp mill with production of paper, cardboard and toilet paper
New production composter for making compost
Lumberjack, sawmill, workshop, all electricity producers can now be renamed
Fixed chipboard, OSB board, log and empty pallet straps
Fixed sawmill floating lamp
Thermal power station made some space next to the trigger for better AD bale unloading
The productions are no longer listed in the price overview
Collision added to the containers at the sawmill and lumberjack






4.4/5 - (165 votes)

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5 days ago

I think your map is absolutely stunning, we used it as a dedicated server map and its one of the few maps we’ve played that does not have FPS or rendering issues far into the gameplay. Thank you for the hard work you’ve put into this map except for a few I’m pretty sure everyone who’s played this map feels the same way I do. Keep up the good work.

9 days ago

I cannot make the map working every 20 % download and every thing gets stuck it only works when i remove all the mods what’s is wrong or i am doing something wrong pls advisee or send me by email

Reply to  janpieter
5 days ago

Pieter in order to eliminate the mod conflict I’d suggest you remove all the mods and only put in 5 at a time, you will quickly find the mod that’s causing the issue and then it will be back to happy gaming again. Have fun and good luck

Jiri Matatko
Jiri Matatko
1 month ago

I have a sheepshed from the Feds Mod. I have sheeps for 2 months now, but the don’t produce milk. I have a part of the mod what is saying Missing Filltype sheepmilk L1….
Can some one tell me what I should do to get milk besides of wool.

Thanks and kind regards,


Emrah Gökçen
Emrah Gökçen
1 month ago

The map is amazing, I enjoy playing it very much. But every time I do a baling task, the harvest ends up being incomplete and I have to buy bales from the market. This is very annoying. The map probably sees the grass next to the field and at the base of the trees as a field. Because when you open the grass tab on the map, those areas are included as well. and finally, fields close to each other appear united in courseplay. for example fields 4 and 5

Last edited 1 month ago by Emrah Gökçen
3 months ago

Like the map – play it with my family. We use the map without ditches – easier for my son.

We do have a problem. We cannot dig sand, gravel and earth in the designed area. We have tried different wehicles but no one will do the job.
Looking at the ground it’s gray and looks like concreate.

Do I miss a mod or a setting??

3 months ago

Why not label the downloads to match your updates? Dont be lazy.

4 months ago

Olive Orchard needs Olive saplings. Can’t find em anywhere in game. Can’t buy them on production tab.

Any ideas?

4 months ago

How do you harvest hops? Doesn’t even show the field info on the starter farm. Map shows I own hops but can’t harvest even though map says its ready to harvest.

4 months ago

I love this map. I have installed the map and the other mods , They work fine but i have a problem with the Iron mine, i cant collect the iron, it dissapears so i cant pick it up with the wheel loader, any help with this????
How do i use the save game provided with this map???


7 months ago

Great map thankyou

7 months ago

Пропали точки продаж!! Что делать??

ne sana
ne sana
Reply to  Саня
6 months ago

no pizdec

8 months ago

The Fed_ Produktons_ Pack I downloaded mod cannot be used,can anyone provide an answer

9 months ago

No where to sleep when you start the game

Reply to  Credence
8 months ago

Du must dir ein Haus kaufen

9 months ago

Почему-то не отображаются пункты продаж?!! Вообще ничего продать нельзя!

9 months ago

i love this map.its beautiful.
i need the translate.xml include every placepoint,i cant recognize place names in German
the Icons are difficult to distinguish,can i replace them with mine.

9 months ago

is there an English translation for this map anywhere ?

robert jermany
robert jermany
10 months ago

I have downloaded both og and normal map it says they are installed but nothing shows I have deleted all my mods except key map mod for this map but nothing works any ideas

10 months ago

Love the map, really nicely done..
I have a problem making hay though.. After moving the grass, I am trying to use a tedder to make it into hay, but nothing happens, it’s like the tedder doesn’t register the cut grass.

kostas greece
kostas greece
10 months ago


10 months ago

TR: En büyük hayvan eklerini gömülü olarak eklerseniz. Süper olur. Ama tavuk evi ve koyun evleri ikişerli olsun.

EN: It would be great if you add the biggest animal houses. But let the chicken house and the sheep house be in pairs.

11 months ago

Hello, please can you someone tell me what need to download for map. I download all files here, but when load game ,map not loaded and visible. Please help, I’m new in this

Reply to  marem90
11 months ago

FS22_NF_Marsch_4fach_oG isimli dosyayı indir. Yeterlidir.

11 months ago

Loading the map gets stuck at 85% for version

Last edited 11 months ago by Pelie
1 year ago

Download the latest version of the game. broken ground texture will be fixed.

1 year ago

the floor still looks weird. (NF MARSCH 4FACH V2.7.2) Please update

Reply to  Mardinli
1 year ago

Try clearing the shader cache folder: C:\Users\username\Documents\My Games\FarmingSimulator2022\shader_cache
The contents will be regenerated by the game and should solve any graphic issues you are having right now.

1 year ago

plz help
when I load the map all the ground texture in fields and many other places not loading and is white.
I disabled all my mods and problem not solved.
I downloaded version 2.7.2

Reply to  mohes
1 year ago

Download the latest version of the game. (fs 22 v1.9.1) broken ground texture will be fixed.

1 year ago

All packaged silage cannot submit tasks at BGA

Last edited 1 year ago by nick
1 year ago

I love this map, it is so great to play on. The landscape is for me recognizable and the level of detail keeps surprising me. The growth potential of your farm and diverse activities that can be taken. Thanks to the great auto drive network it is scalable and remains fun.
From a technical point of view the performance of this large map is superb and like said by others, the updates and continuous perfections are highly appreciated.

Last edited 1 year ago by Floris
1 year ago

Great. Your constant updating, hard work and improvement of the map is admirable. Thank you for your hard work. I have a request. When I start the game with the hard mode, we want the animal houses to be embedded in the appropriate areas of the map. It would be great if you release a new update for this. I wish conveniences.

1 year ago

you best maann!!!!!

1 year ago

To use the AutoDrive_config.xml file, is it necessary to use the AutoDrive mod file? I would appreciate it if anyone with knowledge on this could reply. I wish conveniences. Thank you for the map.

1 year ago

I tried to download v2.3 but what steps do I need to complete before I can play? I tried unzip but the map doesn’t show up

Reply to  Wilco
1 year ago

I have the same thing, what do I not know?

1 year ago

hi I would like the map but with in English its a bit confusing

1 year ago

I’m not being funny guys but the ammount of compaints on this map is unreal. There are other mods to combat your “problems”
E.g. can’t plant enough trees? Get the more trees mod!
Keep crashing into barrier, slow the f*** down on the corners then!
Too bumpy? Use the terraform tool!

There are enough mods out there to adjust/change a map to your liking to do yourself

1 year ago

Advice: Both the trench and non-ditch version of the map are not pretty. I think it would be better if there was only one map. Also, the bumps between the fields are not pleasant. remove them too. Combine very small fields close to each other. Thus, the number of fields is reduced. Improve the contract fee.

1 year ago

I just downloaded the OG version. Right away, I noticed that the “helper” function did not work on Field 5. When I try to engage the worker, it tells me I do not own the field. Looks like a bit of clean up is needed to sort this out.
Hope you can test this.

1 year ago

How do you remove fences? Like the fence in field 31 that blocks too much?

1 year ago

any plans to add precision farming support?

1 year ago

best map out there. its the only map i play when i play fs22 or even fs19 Can you work to add garlic, hemp, tabacco etc? Thanks

1 year ago

It would be perfect if you could slightly increase the amount of the remuneration for the assignments we received in return for the contract. I wish you success in your work.

2 years ago

It would be better if you remove all the iron barriers at the road junctions. every time I crash into it with the car and the car rolls over. This makes the game difficult. I wish conveniences.

I also want you to update the AutoDrive file. Because it doesn’t work on all vehicles.

2 years ago

Started playing in 1.6 same day as 1.7.1 came out.
Do I need a new save game to switch to 1.7.1 ?

2 years ago

Nice map! But I just closed the last door of my Hormann Cowbarn for now. I cannot sell anything (e.g. Tomatos, Honey, Milk). Not at Aldi, Edeka. Cannot put them -as 2nd solution- in underground storage / Mod. Now this morning, my carefully piled up bales of strow are completely mixed up and laying everywhere in the shed (GIANTS, build in)..
sad moment… I really loved this map…
1 other thing; I assume this map’s ‘South’ is, when you play, North b’couse the sea is @ North… in that case, the direction of the Sun isn’t good.. Now it’s going from West to East….

Reply to  Fred
1 year ago

Sooo did do the update to your latest mapversion. I don’t know what is wrong with the settings but now my complete farm (part where i ‘painted’ concrete and so on) now has meadow… I have the big concrete land (in the original 1st map, at the bottom side)…

I don’t wanna find out what is also changed… very sad b’couse this is a nice map for sure…

2 years ago

1000ha, that’s how big my grandparents farm is in Nebraska. 🙂

2 years ago

I thought, I couldn’t find a better map. That’s why I decided to play. 🙂 I take a task and give it to the worker. The pay for the jobs is very low. Could you reconsider the fee adjustment?

Reply to  Zeyneddin
1 year ago

ya, the pay is lower than some other maps but it is my favorite map so far

2 years ago

Our requests are not taken into account in updates. The map creator always updates the map according to his own wishes. He ignores our requests. Therefore, I will not be using this map from today on.

Юрий Николаевич
Юрий Николаевич
Reply to  Zeyneddin
2 years ago

And why the author SHOULD listen to you, are you buying this card or have you signed a contract with the author? A person does it for the soul, for free in his personal time. If you don’t like the map, don’t play.

Last edited 2 years ago by Юрий Николаевич
2 years ago

where can i find the pallet productions? doesnt show up in the productions list, i downloaded the productions pack but i cant find it

Donald Bieler
Donald Bieler
2 years ago

Birch tree aren’t registering any liters of wood chips when I use the Trex 600 to cut them down to remove them from map.

Donald Bieler
Donald Bieler
Reply to  Donald Bieler
2 years ago

on both versions of the map

2 years ago

There is concrete on the ground between fields 4, 5 and 6 that I bought. I want to combine these fields, but the concrete does not allow this and the fields do not merge. There are many, really, many fields on the map. And most of these fields are small. The number of fields should be reduced. There are iron barriers on all roads, especially at intersections. I crash into barriers every time. For this reason, people get bored of the map in a short time. For this reason, an update is required.

2 years ago

The fences around Field 38 weren’t pretty. It would be better if you remove them. Because these fences make it difficult to plant, fertilize and harvest.

2 years ago

Why can’t I remove on of the wind turbines that I have placed??????

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