Search results for the phrase «Click To Switch»: 58 matches

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UPDATE
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12 Apr 2022 at 17:49

Click To Switch version 1.0.0.2 for Farming Simulator 2022

- Improved mouse handling with Courseplay and AutoDrive;
- Fixed bug to enable switching to a vehicle, while a helper is active.
Simply click on the target vehicle with the mouse and enter it, instead of cycling through each vehicle.

- RMB: enable/disable the mouse cursor;
- Pressing the LMB on the vehicle: enter the vehicle;
- Alternative keyboard shortcut for the cursor: right Ctrl+C;
- Alternative mouse cursor on/off: left Ctrl + C.

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16 Dec 2022 at 21:42

Park Vehicle version 1.1.1.0 for Farming Simulator 2022 (v1.8x)

- Removed message in onDelete function.
A small but very useful script allows you to use the Ctrl + T keys to activate or deactivate the ability to switch to a specific vehicle. That is, if you deactivated this feature for a specific vehicle, then when you press the TAB key, you will no longer switch specifically to this technique, but you can return the tab back at any time.

There is a special icon at the bottom, so you will always know whether the script works for the current vehicle or not (see screenshots).

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2 Jul 2022 at 12:50

Tractor Processor version 1.0.0.0 for Farming Simulator 2022 (v1.4.1)

This is a 3-point hitch harvester. It is used to process trees into logs of various sizes, just like play lumberjacks.

- You need to switch between crane control or processing head (G key);
- Working chamber;
- Working lights.

Price: $70,000
Required power: 190 hp
Crane length: 8m

If you find any bugs or problems, let me know in the comments or at [email protected] and I will fix it in the next version.

MOD
UPDATE
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23 Apr 2023 at 11:15

MaizePlus version 1.1.2.0 for Farming Simulator 2022 (v1.9x)

- Fixed bug with mower;
- Added support for silage additives;
- Optional foil colors.
MaizePlus is a global Mod with various changes and additions. The main focus is on the making of silage and feeding.

Amongst other things this Mod adds the differentiation between grass-silage and maize-silage as well as other silage-types:
- grass-silage
- maize-silage
- ccm and ccm-silage
- brewers grain and brewers grain silage
- beetcut and beetcut silage
- wholecrop silage

You can also add potatocut to grass-silage and beetcut to maize-silage. Luprosil can be added to CCM-silage.

In addition to that you can make grass-silage in bales of course, but also maize-silage and whole crop silage can also be made.
For that the chopped maize or fresh whole crop needs to be baled and wrapped, this works globally on all balers and wrappers that use default bale sizes.

Bunkersilos have also been extended with a little feature, you can store and cover potatos and sugarbeet in them, of course without compacting and fermenting them.


Another addition that comes with this Mod are changes to the drying steps/stages for grass. There are now 4 different stages of grass:
- wet grass (mowed without conditioner)
- conditioned grass (mowed with conditioner or wet grass tedded 1x)
- semidry grass (+1 tedding)
- hay (+1 tedding)
The stage of which the tedder tedds to can be set with a key-binding, thus you can select which stage the tedder should output no matter the input. Therefor people who don't want to tedd multiple times can simply set it to the final or desired step.
This system is also implemented into mowers where you can select whether the mower has a conditioner or not. If you want to play realistically you can select the "conditioner" feature only for mowers that have a conditioner.
But if you don't want those extra steps in hay/silage production you can simply skip the wet step this way also.
That means that you decide if you want to play like vanilla/basegame or the more detailed version, and how detailed/many steps you want.
Of course that is globally present in all mowers and tedders.

A little additional feature for mowers is the ability to mow grains into whole crop windrows, those can then be baled or collected with a forage wagon and driven to a bunker silo.


Another part of this mod is the extension and adjustment of the feeding system.

Not only the new silage types and related bale-types are added to the feeding, this mod also adds a bunch of branded new feeds into the store:
- roughage by Hartog, NATUREgreen and Eifel-Heu
- power-feed, mineral-feed and feed-suppliments by deuka (single sacks, pallets, bigBags and placeable buying stations)
- molasses (IBC container)
- CCM-silage in bales
- filtered water (IBC container)
- water (IBC container)
- clover-hay and clover-silage in bales
- alfalfa-hay and alfalfa-silage in bales
- carrots (in pallet-boxes)
- potatos (in pallet-boxes)
- beetcut and potatocut (placeable buying station)


Additionally MaizePlus adds the ability to switch between multiple recipes for the mixed rations in the mixer wagons. Of course this works via key-binding and is globally added to all mixer-wagons.
Aside the vanilla recipe this mod adds 4 new recipes for cows and 1 recipe for vanilla pig food.
Not only the components for feeding but also the amount animals eat is adjusted with this mod.
Both the recipes and the amount animals eat can be adjusted individually in an XML file within the MaizePlus_animalFoodAdditions.zip. For more info about that please refer to the PDF file.

Another little feature that comes with MaizePlus is the ability for Straw-blowers to not only dissolve straw-bales but also hay, silage and other bales, of course again globally for all strawblowers.


Now to the vehicles that come with MaizePlus:
- Stade ZW4010 CCM Mill:
This Mill is used to mill maize to CCM, it can also mill grain to graingrist

- MAN TGS18.500 4x4 in Stade livery:
For example to pull or power the Stade Mill

- MAN TGS18.500 4x4 with MK-Silo Trailer in deuka livery: (thanks to Kastor)
Ideal for transporting deuka feeds in bulk

- Grassland-subsoiler:
This can be used to subsoil grassland. It removes the need to plough and adds a fertilizer stage. The grassland does not get plowed/damaged.

- Small cutter-roll 3m:
Cutter-roll functions from basegame


And lastly the placeables added by this mod:
+ deuka buying station (small and big buying station)
+ Small and big deuka storage silo
+ Brewers grain buying station
+ Beetcut buying station
+ 3 smaller bunker silos


You can find a detailed explanation for everything here: README



Permissions for Textures or other Content of MaizePlus can only be optained through Farming Agency.

MOD
UPDATE
175
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26 Apr 2023 at 16:25

Construction Light version 1.0.0.1 for Farming Simulator 2022

- Fixed bugs.
The modification allows you to switch the time of day (day / night) in the construction menu.

MOD
UPDATE
215
36
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7 Apr 2022 at 19:59

Measure version 1.0.0.2 for Farming Simulator 2022

- Added the ability to measure in meters or feet (switching values). To switch, use the central mouse button.
Mod adds a new feature that allows you to measure the distance between the set point (set using ALT + RMB) and your current location.

MOD
300
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15 Jun 2022 at 20:44

Amkodor TO-18B version 1.0.0.0 for Farming Simulator 2022 (v1.5.0.0)

- Power: 99 kW / 123hp;
- Engine: D260-2
- Engine sounds D260-2:
- Speed: 40 km/h;
- Capacity of a fuel tank: 170 l.;
- Price: 23,500 €;
- Choice of primary color;
- Choice of design color;
- Choice of rim color;
- Choice of wheels;
- Choice of decals;
- Animated devices, pedals;
- Working lighting equipment;
- Working mirrors;
- Leaves traces;
- Dirty and washable;
- Included bucket capacity: 3400
- Manual transmission:
- Conversion to FS22: Kirill 716

MOD
367
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17 Jan 2023 at 19:05

Vehicle Explorer version 0.2.0.3 for Farming Simulator 2022 (v1.4.1.0)

VehicleExplorer will help you organize your vehicles by displaying a list that can be sorted. In addition, it has several additional features:

- List of all steerable vehicles (Specialization: Enterable)
- Set a customer order for your vehicles
- Your order is saved in the default vehicles.xml, so no additional clutter
- Enter your vehicles directly with a click of a (mouse) button
- This is meant literally, see known issues ;)
- EasyTab: Switch between the last two selected vehicles
- Park your vehicles, so that a switch of vehicles via Tab ignores them
- Repair vehicles and its implements
- Let your vehicle and implements get cleaned on a repair from your friendly VeEx staff ;)
- If Seasons is enabled, you can also let the vehicle and implements get repainted
- Displaying a store image next to the list
- Info box with additional informations
- Motor on/off, turned on/off (for e.g. harvester) and light status is saved and restored
- Different colors in the list if a vehicle is selected, or currently used by a helper/Courseplay
- Config Menu

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22 Jun 2022 at 21:17

Three Point Adapter To Wheel Loader version 1.0.0.0 for Farming Simulator 2022

Three-point adapter for tractors to use tools designed for wheel loaders.

- Price: 2500 euros.

MOD
UPDATE
608
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14 May 2023 at 20:49

Interactive Control version 1.1.1.0 for Farming Simulator 2022 (v1.9x)

- Updated Russian translation;
- Fixed interactive buttons not working.
'Interactive Control' is a global script mod for Farming Simulator 22. While this mod is active, you are able to use many other mods that support Interactive Control. With IC you get the possibility to control many parts of several (prepared) vehicles interacitvly.

'IC' provides different possibilities to interact with your vehicles. You can use click icons that appear when you turn on IC or when you are nearby. Another way for interactive handling is a key binding event. The controls are able to be used as switch or to force a state. All interactions are generally possible to use from the inside and the outside of a vehicle.

Using the controls you can steer different things:

- Play animations (e.g. to open/close windows, fold/unfold warning signs, ...)
- Call specific functions (e.g. Start/Stop Motor, TurnOn/Off tool, Lift/Lower attacher joints, ...)
- ObjectChanges (to change translation/rotation/visibility/...)

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