Version Handbook for the Saxonia V3.1
Please unpack the manual.

Version 3.1 final
As already announced, I was forced to re-work this map and remove the objects concerned due to discrepancies due to some obstructed objects.

This concerns:
• Fish farming
• Caviar production
• FishForelle cold storage
• Weaving

New were installed:
• Pallet factory
• Pallet bearing for the empty pallets
• Brewery
• Hops farm
• Weaving

In order to make pallet production meaningful, empty pallets must now be delivered for all productions. The mill, the bakery, the saltworks and the weaving mill are the exception. Weaving still requires the racks for weaving.
In order to supply the whole productions with empty pallets, I have installed a second sawmill. This is located next to the pallet factories. The pallets warehouse was set up on the square of caviar production.
The brewery needs the production of beer, water, empty pallets, barley and hops.
The hops can be produced not far from the sugar factory. The production runs through the factory script and therefore no growth can be seen. In order to produce the hops, fertilizers and compost are needed.
For the weaving a different weaving was installed. It requires wool, racks and diesel for production.
Furthermore, some optical errors were corrected. All display boards on the outer bearings were adjusted again.
And now I wish you a lot of fun on the final final version of Saxonia.

So now it is time. After several weeks of indefatigable tinkering, despair, but also a time when became almost my second family and Google my second boyfriend, I finally managed to present my first public map to everyone.
The map was created on the basis of the empty 4-fold map provided by Kastor. A few highlights have been used to breathe life into the map. There are 4 outer bearings, all of which can be seen as separate and independent bearings. Each tank has a tank. There is also a car farm and a tank on the farm.
Directly in the yard are the stables for cows and pigs, the sheep can be found in the northern direction in the immediate vicinity of the farm.
Water is available at the cow and sheep farm and can be obtained free of charge at these locations. Further water connections exist in the industrial area at the sugar plant, as well as on the site of plant and seed production. In both of the last mentioned objects the water is payable.
For all friends of placable mods, I have created several blank industrial surfaces. So one is not forced to turn off its mods in the field.
There are 5 active and 4 usable train tracks installed. On two routes there is in each case a transfer station, where for technical reasons you can not immediately transfer to the train, but at least unload and immediately load with the train. You only have to change to the train.
The 5th route was planned for transporting animals from the cattle trader to the stables, but the project still failed due to a lack of livestock.
There are 57 fields, the smallest is about 2 hectares, the largest is 161 hectares. So all sizes are available and offer something for every taste. In the large field, I have switched off the missions, as the first fruit is always potatoes planted in the field. With the original potato harvester from Giants you need weeks until the field is empty. At field 37, possibly also 35 and 36 must be partly harvested or sown, since underneath the field (s) the Colli of the field mass is still and therefore the helper stops working.
According to the latest information, the card is MP-compatible. Minor errors are still fixed, but they do not affect the game experience.
A big thank you goes to sushidelic and Spieler11 for the grandiose support and advice with the Mapbau. Also a big thanks to my two test players, Mik and wegerenz. Without these 4 people I would never have come so far with the map.
For questions or support, I am available exclusively at I ask everyone to take any problems from PN’s distance.

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