This does bring a huge sense of realism. Like doing pre or post combine inspection and maintenance. Old adage: “Take care of your machines and they will take care of you!” A great addition to this mod is a mobile trailer, that can be towed to the field and left (Your combine breakdown on Court Farms) Like it a lot.
@@GodAtum I have to disagree, I've seen field maintenace teams do huge repairs without ever going to a service centre. When your Combine breaks down i a field you don't drive it 20 miles to the nearest service centre
This is brilliant! I could swear I saw it briefly in the ModHub though? Either way, I'll definitely be adding this to my Edgewater series and I hope to see it in the FSG Court Farms series some time soon too!
Didn't expect this! Very cool mod, looking forward to implement this in my save. Also appreciate the broad compatibility, as I have literally every single one of the mods you mentioned installed!
I remember a time in FS13 when we installed the damage mod which included a truck. Every time we hit a gate, fence post or tree, we would fall into a ditch and accumulate a lot of damage on the damage bar. When the damage bar reached the bottom, we could no longer start the engine or it would start but cut out soon after. The only problem was that speeding cars would hit us and we would be knocked flying and accumulate too much damage. It was a good idea, but it needed some work.
This sounds like a really great mod. If I implement it, I would probably want to change the word Damages with Faults. And the message for completing the service to say number of faults repaired = XX The vehicle now has 0 faults. Also I would probably want to adjust the prices, as a large tractor totally stuffed would likely cost more than that to repair. But then if you run that CVT mod as well, then that would make it better.
Hello @MrGeneralScar, here is the creator of the mod. As for the translation: I'm from Germany and wasn't quite sure which phrasing would fit best. Damages seemed more appropriate but does faults fit better? And you can use the mod "Repair And Paint Settings" to make the prices a bit more pricey. Otherwise, I wanted to keep the prices low so that even small farms have a chance to pay the running costs Kind regards Gerrit / frvetz
Thanks for the review, FSG! I really enjoy playing the game "realistically". I spent 4 actual hours harvesting 1 field of carrots! Manual shift, manual attach, crop calendar, etc. This will definitely fit my style. 😎😃👍
This is a great mod, I would definitely try this out. I feel it would be best used in a multiplayer server for those that appreciate realism when playing.
Thanks for the vid already commenting about a minute in lol Isn't there something like this already in the modhub? Not as detailed as this sounds much better but I thought we had something similar? These are the kind of mods I love and wish we had more of...in real life you don't get perfect yields from every field every year if you just follow steps a, b, c and random events happen that effect you, the farm, the vehicles, equipment, animals etc so anything like this that gets a closer to not playing in a "perfect world" experience is much needed. Thanks as always for bringing us great content as usual!
When you said near the end of the video "it adds another level of randomness"...you basically summed up my long post in a couple words haha anything that adds randomness to the game is welcome!!
@@davidvanmol5199 thanks yea I was thinking I already used something like this but like you said not as in depth. This looks awesome for sure! Thanks for the response bud!
Great mod review FSG this is really good for you content creators and just like in real life you send a machine in for repair and they find out a load more problems and keep up with the great content 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
Looks a great mod for ‘the oaks server’ Dont forget people become a farm worker/manager to fsg and join the discord. Theres lots to do and some great servers running
I've always though FS could use something like this! I would like to see like a random damage too for like broken sickles, discs, etc. Then it would be beneficial to do an "Inspection" each day or before each field to make sure all parts look right. Then the appropriate time to fix sickles, feader house issues, etc.
That would be cool, I can see some good development opportunities for this mod, be sure to send him a note on his GitHub with suggestions for development
I kind of wish the HUD menus would tell you which vehicle it was in regards to. If you end up inspecting and repairing multiple vehicles at the same time it will be very tricky to know which ones are completed. Overall love the realism this adds and will be putting it on my server for sure!
Reminds me of the FS19 version except this is far better and improved! I’d hate to see how much damage my own tractors would have with that mod tho, considering some of them have been ported across multiple saves! I’m wishing it’d do the same with equipment too such as seeders ploughs and header fronts specifically, because those break the most. Be very realistic for a roleplay setting where your running an air drill and all of a sudden the fan breaks on it or you need to fix the bar because “a rock snapped off a point” Trouble with the damage system being implemented in future FS versions is that the agricultural brands wouldn’t like it very much because it’d paint their gear in a bad light! *ahem* AGCO *ahemhem* John Deere *ahem* Case *ahem* Not to mention that certain players would claim it’s “too unrealistic” because “x tractor doesn’t break down!” 😂 No but in all seriousness this is a top quality review and I’ll be having a play with it myself soon.
Awesome mod, but I would recommend to use it when playing with at least 3 days per month. Otherwise, like in your great demo video, the repair could take some month instead of hours.
Given it affects the vehicle/implement in mechanical ways, ie stalling engine and such, it would be nice for the mod to say what is damaged instead of just generic unknown damages. Also, they could have linked this to the in-game shop sell/repair marked off area so you have to take it there to get the full capability of the inspection and repair work done. This would mean the palletised version would only allow you to repair any known damages at location. Does it affect the function of the brakes? You mentioned about power to tools so... I think getting a ramp/lift at the in-game shop repair point would be cool. Shame Giants haven't really provided for that side of things.
Hello @pegasusted2504, here is the creator of the mod. Naming specific damages is indeed planned for the future! However, this will take some time as it means I'll have to redo most of the script. First I want to fix all the bugs and then I'll look into it further. Your idea of integrating the default workshop is great! I'll make a note of it and might add it in the near future :) Thank you! Best regards Gerrit / frvetz
@@frvetz I would like to see it integrated into a van and/or a trailer as well. Something else that would be fun to see would be pallets to purchase of say new gearbox, engine, hydraulic pump, batteries, coolant, etc. Options to buy new or used parts too. I also think brand new tractors should break too, maybe a warranty feature in the future?
Does this adjust maintenance time for each repair depending on how many days/mo you're playing. Seems kind of crazy that the repair time might be like 3 days if playing 31 days/mo but 3 months when you're in a tighter time crunch by doing 1 day/mo
Hello @@IkLms11, here is the creator of the mod. This is an awesome idea! Never really thought of this. I'll make a note of it and possibly add it in the future! Thank you! Best regards Gerrit / frvetz
Very cool mod and one again a great tutorial. I like that it takes time to complete inspections and repairs. Just like in real life. Thanks for sharing this new mod.
Hi there FSG! Stu from the east coast of Canada here! Is this mod gonna work on all implements and other equipment as well? Or is it only for vehicles?
Hello @stuartwebb3533, here is the creator of the mod. At the moment, this only affects motorised vehicles. Implements still need to be repaired as normal. However, I am planning on adding implements to the script as well! But not sure when though Best regards Gerrit / frvetz
Thank you for the reply! This will add alot of realism to gameplay! I wonder (if open to suggestions), to consider the idea of having separate pallets of parts required such as oil for oil changes, fan belts? Tires, etc could be added for purchase at the store? Just a thought.
This sounds like a very cool mod, I mean farm equipment breaks Irl so why not in a game, Just like GTA5 the game is based on cars but you never have to put gas in them unless you play GTA FiveM they have gas scripts.
The only thing I don’t like about it is that it doesn’t account for the changes in days per season so that repair you did on the broken tractor for all intent and purposes took 6 months to fix “2 days in game time but 2 whole seasons” it could severely impact an operation with 1 day seasons if a tractor is deadlocked for an entire planting or harvest season.. that make any sense? Would it still only take 2 days to fix 12 damage if you have 30 day seasons?
Hello @dputtEnigma, here is the creator of the mod. This is an awesome idea! Never really thought of this. I'll make a note of it and possibly add it in the future! Thank you! Best regards Gerrit / frvetz
@@frvetz I definitely wasn’t expecting a comment from you. I absolutely love the idea of this mod I hope my suggestion gives you something to think about. Great work sir!
Hello @dangoodhead1587, here is the creator of this mod. At the moment, this only affects motorised vehicles (so also combines yes). Implements still need to be repaired as normal. However, I am planning on adding implements to the script as well! Best regards ❤ Gerrit / frvetz
I kinda sorta had a prediction about this not so long ago as part of one of my usual leg pulling comments. It lends an element of realism akin to what I'm used to in transport with regular inspections and a spare vehicle (usually on older ex frontline motor), in the fleet to cover unexpected downtime/breakdowns. It would go well with a workshop building, a shed (or versions of different shed options), in the style of the straw harvest buildings would be really good. I hate to think how much damage a bale grab and loader could have but it's really down to how rough the contractor...............I mean the driver is.
Did anyone else notice how after he did the NEW tractor just before he got out after the inspection it said 1 damage... Just after he went forward to the next day. Interesting for a tractor that has never been used. Means they get damage even when not used... Is this normal or a bug? Of course, could be a rat got in the wiring since it wasn't used. :) Greg
Hello @TheFlyingMasterChef, here is the creator of this mod. This is indeed a feature :) Maybe it was a bug that a new damage occured already after 1 month but this is already fixed with the new update from today. Best regards Gerrit / frvetz
@@TheFarmSimGuy what erea and time zone are you in? I guess you are behind or ahead of us here in Norway. I have seen it is out now, so I'm going to watch it today
I downloaded this and I 'still' don't take damage if I run into something, repeatedly. Should I be? Google says yes, this mod will do that, but it doesn't for me. Any help?
@@TheFarmSimGuy Thanks for replying. Yeah 0 mods, clean map, and I can run a tractor into a building at full speed 10 times, flipping it and all. Still 0 faults, and using rdsFindDamages reveals nothing as well. Disappointing!
I do like the mod but I’m not particularly fond of the 12 month requirement for inspection. I don’t mind having to inspect and fix just not a fan of the forcing every 12 months. Otherwise awesome mod.
This is a nice idea that no one will end up using long term, because the mechanics of implementing it via script/mod are so clunky. A type of maintenance that is more than "pay a tiny amount of money once in a while" should be part of the main game in a farming simulator. If this game cared about simulation they would have a system way better than this already. I appreciate the direction of this mod but I wouldn't use it just because of more HUD clutter, more random bugs and script collisions, etc. The direction is right but it's hamstrung by this dumb game we all keep buying that isn't really trying to make a simulator at all.
This does bring a huge sense of realism. Like doing pre or post combine inspection and maintenance. Old adage: “Take care of your machines and they will take care of you!” A great addition to this mod is a mobile trailer, that can be towed to the field and left (Your combine breakdown on Court Farms) Like it a lot.
Stay tuned for Sundays contractor episode, I’ve had a plan 😉👍
Should be default
not really, IMO it's more realistic to take it to a service centre
@@GodAtum I have to disagree, I've seen field maintenace teams do huge repairs without ever going to a service centre. When your Combine breaks down i a field you don't drive it 20 miles to the nearest service centre
Farmers do most work themselves@@GodAtum
This is brilliant!
I could swear I saw it briefly in the ModHub though?
Either way, I'll definitely be adding this to my Edgewater series and I hope to see it in the FSG Court Farms series some time soon too!
I definitely think it's in testing in the modhub, so will be out officially soon
Didn't expect this! Very cool mod, looking forward to implement this in my save. Also appreciate the broad compatibility, as I have literally every single one of the mods you mentioned installed!
I remember a time in FS13 when we installed the damage mod which included a truck. Every time we hit a gate, fence post or tree, we would fall into a ditch and accumulate a lot of damage on the damage bar. When the damage bar reached the bottom, we could no longer start the engine or it would start but cut out soon after. The only problem was that speeding cars would hit us and we would be knocked flying and accumulate too much damage. It was a good idea, but it needed some work.
This sounds like a really great mod. If I implement it, I would probably want to change the word Damages with Faults. And the message for completing the service to say number of faults repaired = XX The vehicle now has 0 faults.
Also I would probably want to adjust the prices, as a large tractor totally stuffed would likely cost more than that to repair. But then if you run that CVT mod as well, then that would make it better.
I reckon that's a super easy XML tweak
Hello @MrGeneralScar,
here is the creator of the mod. As for the translation: I'm from Germany and wasn't quite sure which phrasing would fit best. Damages seemed more appropriate but does faults fit better?
And you can use the mod "Repair And Paint Settings" to make the prices a bit more pricey. Otherwise, I wanted to keep the prices low so that even small farms have a chance to pay the running costs
Kind regards
Gerrit / frvetz
Thanks for the review, FSG! I really enjoy playing the game "realistically". I spent 4 actual hours harvesting 1 field of carrots! Manual shift, manual attach, crop calendar, etc. This will definitely fit my style. 😎😃👍
I've been using this mod and absolutely love it. It brings another level of immersion and realism to the game.
This is great, more realism is always a bonus. Need random breakdowns now, like you have in Court Farms
This is just so cool and awesome, put so much more realistic games futures into the game. Thank you so much for the video
Glad you like it!
This is awesome. I have been looking this as a option for realism
This is a great mod, I would definitely try this out. I feel it would be best used in a multiplayer server for those that appreciate realism when playing.
What an interesting mod. Excellent review, FSG. 😃👍
Thank you my friend, I hope you are well
I think this would be a good addition to the Survival series
Oh hell yes!! Especially if you start out with vintage/high-hour equipment. That would be awesome!
Thanks FSG!! I would have missed this one if you hadn't covered it. Really excited to get this installed. Another great tutorial. You are THE best!
Glad to help! 😊👍
Great mod! Love all the realistic mods and this one is realy god.
Thanks for showing it 💪
Thanks for the vid already commenting about a minute in lol
Isn't there something like this already in the modhub? Not as detailed as this sounds much better but I thought we had something similar?
These are the kind of mods I love and wish we had more of...in real life you don't get perfect yields from every field every year if you just follow steps a, b, c and random events happen that effect you, the farm, the vehicles, equipment, animals etc so anything like this that gets a closer to not playing in a "perfect world" experience is much needed.
Thanks as always for bringing us great content as usual!
When you said near the end of the video "it adds another level of randomness"...you basically summed up my long post in a couple words haha anything that adds randomness to the game is welcome!!
There’s something similar and I’m using it atm but it’s a lot simpeler. This one I like a lot more. 👍
@@davidvanmol5199 thanks yea I was thinking I already used something like this but like you said not as in depth. This looks awesome for sure! Thanks for the response bud!
Great mod review FSG this is really good for you content creators and just like in real life you send a machine in for repair and they find out a load more problems and keep up with the great content 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
Thanks Peter! 👍
Wonderful mod and another great tutorial as well . I like the fact you must wait for the inspection and repairs to be completed.
Thanks for sharing this, I've been wanting to try this mod out myself, I like this kind of mod
As long as you don't see how your own
wheels overtake you... 😉
Thanks a lot for showing! 😊👍🏻
Thank you FSG, cracking mod,
One word "Brilliant"
Such an awesome mod
Looks a great mod for ‘the oaks server’
Dont forget people become a farm worker/manager to fsg and join the discord. Theres lots to do and some great servers running
Thanks mate!
You’d think at this point I’d stop being blown away with what people make in this game. But nope. 🤯
It’s great isn’t it, some damn clever people out there!
I've always though FS could use something like this! I would like to see like a random damage too for like broken sickles, discs, etc. Then it would be beneficial to do an "Inspection" each day or before each field to make sure all parts look right. Then the appropriate time to fix sickles, feader house issues, etc.
That would be cool, I can see some good development opportunities for this mod, be sure to send him a note on his GitHub with suggestions for development
Hey @LacyDM,
here is the creator of the mod.
That's a good idea! I'll see how I implement this in the future.
Thank you!
Best regards
Gerrit / frvetz
I kind of wish the HUD menus would tell you which vehicle it was in regards to. If you end up inspecting and repairing multiple vehicles at the same time it will be very tricky to know which ones are completed.
Overall love the realism this adds and will be putting it on my server for sure!
The repairs are related to the vehicle you are in. when you are not in the vehicle nothing shows up
@@TheFarmSimGuy oh right - so you don’t get the complete notifications when you aren’t in that vehicle?
@@OmNom110 That's correct mate, only triggers it when you get in.
Reminds me of the FS19 version except this is far better and improved! I’d hate to see how much damage my own tractors would have with that mod tho, considering some of them have been ported across multiple saves!
I’m wishing it’d do the same with equipment too such as seeders ploughs and header fronts specifically, because those break the most. Be very realistic for a roleplay setting where your running an air drill and all of a sudden the fan breaks on it or you need to fix the bar because “a rock snapped off a point”
Trouble with the damage system being implemented in future FS versions is that the agricultural brands wouldn’t like it very much because it’d paint their gear in a bad light! *ahem* AGCO *ahemhem* John Deere *ahem* Case *ahem*
Not to mention that certain players would claim it’s “too unrealistic” because “x tractor doesn’t break down!” 😂
No but in all seriousness this is a top quality review and I’ll be having a play with it myself soon.
I think the modder is currently looking into adding damage for implements too
Awesome mod, but I would recommend to use it when playing with at least 3 days per month. Otherwise, like in your great demo video, the repair could take some month instead of hours.
Yes a few people have mentioned a sliding scale for repairs based on the number of days a month you are playing
awesome
I would modify the MOD so that the cost of repairing the vehicle is in relation to its value. Cheap vehicle = lower repair cost
Wow, I love that consept
Concept
@@Fired8914 AI correction trying to be smart
Given it affects the vehicle/implement in mechanical ways, ie stalling engine and such, it would be nice for the mod to say what is damaged instead of just generic unknown damages. Also, they could have linked this to the in-game shop sell/repair marked off area so you have to take it there to get the full capability of the inspection and repair work done. This would mean the palletised version would only allow you to repair any known damages at location. Does it affect the function of the brakes? You mentioned about power to tools so... I think getting a ramp/lift at the in-game shop repair point would be cool. Shame Giants haven't really provided for that side of things.
Get posting these suggestions on the modders GitHub, I'm sure he'd like to hear of ways to develop the mod
Hello @pegasusted2504,
here is the creator of the mod.
Naming specific damages is indeed planned for the future! However, this will take some time as it means I'll have to redo most of the script. First I want to fix all the bugs and then I'll look into it further.
Your idea of integrating the default workshop is great! I'll make a note of it and might add it in the near future :)
Thank you!
Best regards
Gerrit / frvetz
@@frvetz Thanks for the response, and the awesome mod, very cool!!
@@frvetz Glad to help :~) thanks btw, :~)
@@frvetz I would like to see it integrated into a van and/or a trailer as well. Something else that would be fun to see would be pallets to purchase of say new gearbox, engine, hydraulic pump, batteries, coolant, etc. Options to buy new or used parts too. I also think brand new tractors should break too, maybe a warranty feature in the future?
Does this adjust maintenance time for each repair depending on how many days/mo you're playing. Seems kind of crazy that the repair time might be like 3 days if playing 31 days/mo but 3 months when you're in a tighter time crunch by doing 1 day/mo
No I don’t believe so, but you could suggest that to the modder 👍
@@TheFarmSimGuy I might have to do that. I just started a new playthrough inspired by your contractor series and it would be a really fun addition.
Hello @@IkLms11,
here is the creator of the mod. This is an awesome idea! Never really thought of this. I'll make a note of it and possibly add it in the future!
Thank you!
Best regards
Gerrit / frvetz
Really cool idea
id love to see sandy bay again
My type of mod 👍
I knew you'd be a fan 😉
Interesting mod but I wish Giants would fix the amount of paint loss. On a chisel plow after one hour the paint looks like its 20 years old!
If you use a plow for an hour it'll strip all the paint off, also modders add in different wear rates so it's not always consistent
Interesting Mod, does it link into the ingame damage bar? I didn't see it moving on any of the tractors.
Yes if you look at the end once I've done all the repairs on the fendt it's full again, and before that it's empty
Very cool mod and one again a great tutorial. I like that it takes time to complete inspections and repairs. Just like in real life. Thanks for sharing this new mod.
It does not need a pressure wash!
Does it add damage if I run into a tree? 🤔😃
Hi there FSG! Stu from the east coast of Canada here! Is this mod gonna work on all implements and other equipment as well? Or is it only for vehicles?
I did run a check when I had a trailer attached and it said it checked the implement too
Hello @stuartwebb3533,
here is the creator of the mod.
At the moment, this only affects motorised vehicles. Implements still need to be repaired as normal. However, I am planning on adding implements to the script as well! But not sure when though
Best regards
Gerrit / frvetz
Thank you for the reply! This will add alot of realism to gameplay! I wonder (if open to suggestions), to consider the idea of having separate pallets of parts required such as oil for oil changes, fan belts? Tires, etc could be added for purchase at the store? Just a thought.
@@stuartwebb3533 This is also planned for the future! :) But this will take some more time since this means I will have to rewrite most of the script
@@frvetz fantastic! You're well on your way to adding a game changing mod! This will add a huge level of realism! Thanks for all of your work!
This sounds like a very cool mod, I mean farm equipment breaks Irl so why not in a game, Just like GTA5 the game is based on cars but you never have to put gas in them unless you play GTA FiveM they have gas scripts.
That mod looks amazing, sadly I have a Xbox. Which map are you using in this video?
Court Farms 👍
Keep it up man
Thanks, will do!
The only thing I don’t like about it is that it doesn’t account for the changes in days per season so that repair you did on the broken tractor for all intent and purposes took 6 months to fix “2 days in game time but 2 whole seasons” it could severely impact an operation with 1 day seasons if a tractor is deadlocked for an entire planting or harvest season.. that make any sense? Would it still only take 2 days to fix 12 damage if you have 30 day seasons?
Yeah a few people have mentioned that now, worth putting a suggestion on the modders GitHub for a future update 👍
Hello @dputtEnigma,
here is the creator of the mod. This is an awesome idea! Never really thought of this. I'll make a note of it and possibly add it in the future!
Thank you!
Best regards
Gerrit / frvetz
@@frvetz I definitely wasn’t expecting a comment from you. I absolutely love the idea of this mod I hope my suggestion gives you something to think about. Great work sir!
my kinda mod mate. Great review. pitty it couldnt be incooperated into a service vehicle or trailor
Wait until Sundays contractor episode 👍
Hmmm, ok 😁@@TheFarmSimGuy
Something giants should have as standard game feature along with GPS and IC and manual attach
older gen consoles...
Holding the game back do away with them
@@summerfarmestates next game 👍
5400 seemed really cheap for a tractor that's at 0 maintenance. but loosing it for 2-3 months, that sucks.
Depends on how many day months you play I suppose
I also had maintenance and paint settings mod running so had the prices reduced to 25% (becuase the base game ones are stupidly high)
Basically have to keep up on repairs if you're playing one day months. Only losing the machine for a couple hours here and there that way.
Hey FSG, are you gonna run this mod on the contractor series as well?
Already recorded an episode with it 👍
good mod. Does it work for combines and implements as well?
Yes definitely for combines, and if you have an implement attached to a tractor it'll check that for faults too
Hello @dangoodhead1587,
here is the creator of this mod.
At the moment, this only affects motorised vehicles (so also combines yes). Implements still need to be repaired as normal. However, I am planning on adding implements to the script as well!
Best regards ❤
Gerrit / frvetz
I kinda sorta had a prediction about this not so long ago as part of one of my usual leg pulling comments.
It lends an element of realism akin to what I'm used to in transport with regular inspections and a spare vehicle (usually on older ex frontline motor), in the fleet to cover unexpected downtime/breakdowns. It would go well with a workshop building, a shed (or versions of different shed options), in the style of the straw harvest buildings would be really good.
I hate to think how much damage a bale grab and loader could have but it's really down to how rough the contractor...............I mean the driver is.
😂😂
I wonder if he plans to add implements to things that need maintenance.
Hello @digbydark9313,
here is the creator of the mod. I am indeed planning on adding implements in the future, yes!
Best regards
Gerrit / frvetz
Did anyone else notice how after he did the NEW tractor just before he got out after the inspection it said 1 damage... Just after he went forward to the next day. Interesting for a tractor that has never been used. Means they get damage even when not used... Is this normal or a bug? Of course, could be a rat got in the wiring since it wasn't used. :)
Greg
Hello @TheFlyingMasterChef,
here is the creator of this mod. This is indeed a feature :) Maybe it was a bug that a new damage occured already after 1 month but this is already fixed with the new update from today.
Best regards
Gerrit / frvetz
This a nice mod but it will be nice if is come to console mod hub but I hope it’s come to the next farming simulator
It’s a script mod so unless Sony change their policy on 3rd party mods it won’t come to console
Thank god ... because Giants system is NOT MAINTENANCE ... its just fuel #2 you refuel at THAT trigger .. instead of THIS (fuel pump)
I'm sold 😍 Is it possible to put this maintenance pallet in front of the shop/repair erea on a map?
Yes, keep an eye on Sunday's Contractor episode too! 🙂
@@TheFarmSimGuy OMG, thanks😍 I will most definitely be ready on Sunday 😁
@@TheFarmSimGuy where is the episode? 😉
@@maria-dt5ux coming out today when they always come out
@@TheFarmSimGuy what erea and time zone are you in? I guess you are behind or ahead of us here in Norway. I have seen it is out now, so I'm going to watch it today
I downloaded this and I 'still' don't take damage if I run into something, repeatedly. Should I be? Google says yes, this mod will do that, but it doesn't for me. Any help?
It's possible it's clashing with another mod, have you tried using it on it's own with no other mods running?
@@TheFarmSimGuy Thanks for replying. Yeah 0 mods, clean map, and I can run a tractor into a building at full speed 10 times, flipping it and all. Still 0 faults, and using rdsFindDamages reveals nothing as well. Disappointing!
@@TheFarmSimGuy I received a reply from the owner of the mod I believe, he said that the mod isn't designed to do what I am asking. ahhhh :(
I wish tha console had these mods
You need to lobby Playstation, they are the issue
Guess Dec and Jan is now fix the tractors lol
Haha, exactly
Should i wait for it to be available on modhub before using?
Up to you? The GitHub is the own modders development site, defo don't download it from any of the mod sharing sites
does the mod work for implements as well FSG?
Not yet Scott but the modder has said it could be a future development
I do like the mod but I’m not particularly fond of the 12 month requirement for inspection. I don’t mind having to inspect and fix just not a fan of the forcing every 12 months. Otherwise awesome mod.
That small of a number gives me anxiety and I don’t even make it 8 months before I must inspect it lol good lord am I neurotic
Haha! You can let it run over the 12 months, it doesn't force you to inspect after 12 months, it'll just show as "inspection overdue"
what map is that? Thank you in advance
Court Farms
ila pra mim nao esta aparecendo na pasta mod alguem para ajudar
This is a nice idea that no one will end up using long term, because the mechanics of implementing it via script/mod are so clunky. A type of maintenance that is more than "pay a tiny amount of money once in a while" should be part of the main game in a farming simulator. If this game cared about simulation they would have a system way better than this already.
I appreciate the direction of this mod but I wouldn't use it just because of more HUD clutter, more random bugs and script collisions, etc. The direction is right but it's hamstrung by this dumb game we all keep buying that isn't really trying to make a simulator at all.
i dont know why but its not working for me i ues a ton of mods tho how many? well 600~ well i dont know how many is to many lol
Probably a mod clash with one of your other mods 👍
@@TheFarmSimGuy probably
Why can’t I see the menu nor the ctrl + j
Probably a mod clash
shame you cant use the default repair shop
You can, just put the service crate in the repair shop
Would be nice if Giants put this in the base game!
havent played it for months ... hearing that desolate wind howling .. and crows ... nope .. that doesnt invite me back at all
Not a person that goes outside a lot then? 😂
How is better at farming sim VF OR FSG
Haha! Of couse it's me, even VF agrees 😉
Kind of check out his live stream FSG
And go back to the start
VF sucks
You say you use the tractor in the last years at plowing and everything but has 0.00 hours of use 😂😂😂😂😂
Yet it had all those damages... what could possibly have happened! 😂
So basically another popup menu for repairs. Not very interesting tbh.
That’s the limit of the game, modders can only work within the boundaries of what’s possible