Mining And Construction Economy V 1.2 [MP]
If you are farming simulator purist then this map is not for you, because this map has many tasks to do instead of cultivating, harvesting, feeding animals etc.
This map is a modification of Goldcrest Valley.
What is new in this map:
This map has a open sky mine where you can extract stone, limestone, soil, coal and mineral water.
You use the stone crusher for the production of gravel, sand and tailings. You use a limestone crusher for the production of cement. Use tout-venant facilities for production of tout-venant and use asphalt facilities for the production of asphalt.
With the soil you can extract gold at goldmaster, and when you extract gold your bank account rise.
With the gravel, sand, cement, and tailings you can produce concrete at the concrete factory, and sell the concrete in the village construction area, also you can sell sand, gravel, and boardwoods.
In the sawmill exist a new facilitie for production boardwood.
All animal facilities (cows, sheeps, chickens and pigs) are in main farm.
Exist a third train in the mine to load sand, gravel and tailings and sell in the end of the railroad. Be careful it’s a dead line.
Please read this tutorial with calm and attention to avoid unnecessary questions. This map is easy to play if you understand how works all production facilities. You can therefore watch the videos tutorials.
You can find the tutorial in pdf here:
This time I don´t release a modpack for this version of the map like I do for fs15 version. Some modders don´t like other modders change their mods, so you have wait until the modders release mods for mining (excavators, dumpers, trucks etc). The vehicles in game are compatible with the map, you can play and use all features with the default vehicles.
The map need this mod in the mod folder
Other mods I recommend:
Fix coal and riversand extraction site.
– Plantig trees fixed
– Can selling iron at the harbor only using the train
– More product information on production facility
Add new transportation system to carry Limestone and coal by boat from main mine to the iron mine.
Version 0.9 Platinum
– New storage silo at the iron mine (sand, gravel, tailings and iron).
– New loading point for trucks/trailers on storage silo at the principal mine.
– Silo capacity for cement increase to 350000 liters
– New sighs on the ground to indicate where you can sell iron and goods from winehouse.
– The materials heaps, view distance increase to 1000 meters.
Version 0.8 Platinum
– Wood cranes fix
– gold nugget at the train bridge fix
– new excavation point at the village
– all heaps full on start
Version 0.7 Platinum
– seasons mod ready
– Platinum ready (have sugarcane)
– change the 3ª railroad (now is more real, the climb to the mine is more soft).
– Add a new Mine to extract Iron, and a new facility to produce Steel, and can sell the Steel at the harbor.
– Compatible with giants update 126.96.36.199
– Compatible with mutiplayer and dediserver (the problem only the host see the displays is fixed, and the invited gamers can fillup the train.
– Change to mCompanyScript.
– The filltype heaps now is dynamics, more real.
– New sawmill base on mCompanyscript.
– From v0.5 don´t use anymore the UPK (universal process kit) for triggers.
– Add light towers in the mine for work in the night.
– Fix trigger to load cement on trailers (cement crusher).
– Add washer spot in the mine to wash your mining machines.
– New road to the harbor with new signs.
– New PDA map with some local descryption.
– Add animated horses on farm. This don´t have any function is only decorative (I like horses).
New materials (riversand, riversand2, tires, rubber, stonepowder, gardenstones, grapes, redwine, portwine and grapejuice).
New facility – winehouse
Harbor for sell all products
Revised train system, now you can load: fuel, tar, cement, rubber, wood, woodchips, stonepowder, touvenant, riversand2 sand, and tailings.
Add dirt soil.
And other small things.
– Fix the triggers for toutvenant and asphalt (no more concrete).
– Fix discharge speed for toutvenant, asphalt and toutvenant
– Add two more wagons to the third train
– free water on farm
– water in the mine is no more mineral water (normal water).
– the gold now is represented by a box and we pickup the box and sell the gold.
– more signals with information what product need in the place or extract in the place.
– information fillvolume in a display
– fabrickscript compatible with 1.4.4 game version
– the third railroad is complete
– add some animations (overloading pipe, water on goldmaster).
– concrete factory, goldmaster, asphalt factory, toutvenant factory now use fabrickscript instead UPK.
The problem in mutiplayer continue because the problem is on Universal process kit (UPK). I´m searching for a solution to create autofilltrigger.
Script: Giants / marhu / Blacksheep
Idea / Concept: Nonnus
Alex / fin050808
And me: Nonnus