									Newbie Farm V3 Make Your Own Fields
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////////Log Changes:
* Fields 3, 4, 15, 16 and 20 changed so they are ready to seed.
* Darker nights mod removed, but can easily be re-added by entering the following code without the star "*" marks *<sourceFile filename="FruitMaps/scripts/DarkerNight.lua" />* into ModDesc for Newbie Farm V3 where all the other LUA scripts files are located.
* Barns that was placed around the map have been removed because they was not needed.
* Clip distances of tree's reduced to 200.
* Clip distance for fences reduced to 200.
* Hedge placed around the Brewery.
* BGA enterance changed to make it feel like the BGA has been built to fit the land to keep its natural look.
* Chrome milk tank at the farm replaced with the default milk tank to improve frame rates and reduce any lag people might have experienced in Newbie Farm V2.
* All buildings clip distances reduced to 400.
* UFO makes its appearnce to NFV3 after been removed in NFV2 due to static actor moved errors, this has now been fixed and tested.
* Dynamic fog added to the map scripts, now you might or you might not see fog on a morning.
* Factory removed and a new one added in its place.
* Default mill removed and a new one added in its place.
* Dairy building removed due to not been needed.
* Saw mill and all buildings near it have been removed and a new field added in its place.
* All crop view distances reduced to 100 from 150 to help improve frame rates on low end rigs.
* Gravel road added near field 22. Originally the gravel road was left unfinished due to the need to remove one of the texture layers there, this has been done by removing rock and replacing it with short grass.
* Factory appearence changed a little, now a fence has been placed around the factory and the grain station has been moved to the rear of the factory.
* UFO with sound that follows the saucer added (thanks to Kevin.P for getting the sound to follow the saucer).
* Multi silo removed and replaced with other silo's.
* Some mountain carved away to make room for the new silo's.
* Mountain near BGA smoothed out and grass texture added aswell as a grass folaige layer and some tree's to give a little more life to the area.
* Field 25 now has Potato planted on it and is ready to harvest.
* Maize in rows added.
* Real life corn textures added.
* New sunflower textures added.
* Audio removed for the UFO.
* All tree's removed and replaced with low poly tree's.
* Field 5 changed from Cotton to Corn.
* New field added near the factory.
* Field 15 split in half (now is 2 fields)
* Rock texture on mountains changed to short grass.
* Fuel costs mod added.
* Collectable bottles mission added.
* Glass container added at the mall.
* Starting vehicles changed, now you start with everything you need to get the job done (all be it not the best of things).
* All mods required to play this map now included in the map zip its self, so no need to put any  mods into your mods folder apart from the milk trailor (if you wish to use it).
* Map PDA updated, all fields numbered and important places like the farm shop and sell points named.
* All but 3 fileds removed.
* Wheat texture for fields removed (now you can't hire AI to do the fields for you).
* Fields planted = 1 grass field (ready to mow), 1 sunflower field = stage 2 and 1 barley field = stage 2.
* View distances again checked and tree's view distance increased to 400 (the same as all buildings, so they appear at the same time and not the buildings appearing then the tree's because it looked weird).
* Fruit view distances increased to 150 to see how FPS is effected.
* Starting vehicles and equipement changed to help get you started.
* Silage price changed at the BGA from $150 to $450 (this is on hard difficulty, price will be higheer on easy or medium) making it worth while to do.
* Silage added to feeding trough so you can either sell it at the BGA or feed it to your cows.
* Alfalfa added to feeding trough.
* Grass can now be sold at the BGA.

////////Fields And Whats On Them + Growth Stage:
Field 1 = Barley (stage 2)
Field 2 = Aubergine (stage 1)
Field 5 = Corn (ready to harvest)
Field 6 = Grass (ready to mow)
Field 7 = Carrots (ready to harvest)
Field 8 = Beetroot (ready to harvest)
Field 9 = Alfalfa (ready to harvest)
Field 13 = Rye (stage 1)
Field 14 = Sunflower (stage 2)
Field 17 = Canola (stage 2)
Field 19 = Pineapples (ready to harvest)
Field 25 = Potato's (ready to harvest)
Field 27 = Corn (ready to harvest)
Field 29 = Wheat (ready to harvest)


////////Fruit Growth Times Based On Easy Difficulty (if playing on hard these timesd are increased by 3X, so Sunflower will take 6 hours per stage not 2 and so on for the other fruits).
Sunflower-----------------------------------------------2h
Canola--------------------------------------------------1h 30m
Rye-----------------------------------------------------1h 25m
Soybean-------------------------------------------------1h 20n
Pea-----------------------------------------------------1h 10m
Tomato--------------------------------------------------1h 5m
Aubergin------------------------------------------------1h
Barley--------------------------------------------------57m
Tea-----------------------------------------------------53m
Wheat---------------------------------------------------49m
Corn----------------------------------------------------45m
Pumpkin-------------------------------------------------41m
Potato--------------------------------------------------38m
Artichok------------------------------------------------35m
Grass---------------------------------------------------35m
Cabbage-------------------------------------------------32m
Alfalfa-------------------------------------------------29m
Carrot--------------------------------------------------26m
Cauliflower---------------------------------------------23m
Beetroot------------------------------------------------20m
Pineapple-----------------------------------------------18m
Melon---------------------------------------------------16m
Strawberry----------------------------------------------14m
Radish--------------------------------------------------12m
Cotton--------------------------------------------------10m


////////Bugs Fixed:
* Oats, Rice, Sugarbeet, Greenwheat and Mohn removed due to multiplayer issues.
* Textures fixed for many fields because crops would grow across the roads.
* BGA issues fixed and tested (does require DLC2 to be installed).
* Gaurd barriers removed from the Mill because of physics errors.
* The convayor belt trigger for the bale schredder has been removed due to causing physics errors.
* A few bumps smoothed out here and there.
* A few more field texture fixes.
* Road entering bakery smoothed out a little more.
* Road entering mill smoothed out.



////////Special Thanks:
CJIoHuK
Kevin.P
masam/wopito
model-farmer54
Andrew Stanford
jdpowerfarmer
Christian Nauer
Dad0
willjsavage 
Langedraak 
Tim harder 
Axel_of_Sweden
Vanilleeis & Casi 
wase9 & dodo27
Janhenrik
KillaBot
Headshot XXL
Decker
Nubsi
Mike
Sim3.09S
devil revenge



////////Special Thanks To Testers:
Kevin 
Cheryl 
Karla

	
								Newbie Farm V2
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////////Log Changes:
* UFO removed due to static actor moved errors.
* British sheds added to replace some old sheds.
* Grass texture added for the cow medow.
* Green wheat stage 1 planted on filed 12.
* Tea stage 1 planted on field 2.
* Some tree's planted around the map.
* Silage bay replaced with default one. 
* Bale shed added
* Bale shredder replaced with new one.
* Straw added inside bale barn and on ramp to bale shredder.
* Old machine shed replaced with Ye Olde English Bale Shed near cowzone.
* New road texture added.


////////Bugs Fixed:
* Static actor move errors fixed.
* Road near bakery smoothed out.
* Some texture fixes.


////////Special Thanks:
masam/wopito
model-farmer54
Andrew Stanford
jdpowerfarmer
Christian Nauer

If your name is not included in the above credits contact me and i'll update it asap.

 

									Newbie Farm V1
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////////New Features:
* factory added (you can sell cotton, sugarbeet, soybean, mohn and here)..
* Multi silo added due to so many fruit types (works in single player)
* All fields numbered.
* PDA Map updated.
* Bakery added near the mountain pass by the castle.
* Supermarket changed to mall and given a sell point.
* Fuel station added.
* Fruit script added.
* Following scripts added to map to reduce mods required to add, clock, DarkerNight, weed, FruitHudText, HiredConsumesResources, MultiplePricesSilosInPDA, RunningCosts, ShowWorkersOnPDA and newpda (newpda works in conjunction with shows workers on map)
* Weeds mod added so after ploughing, cultivating or harvesting weeds will start to grow in fields and will effect crop profits if not firtilised.
* Darker nights added to make night time feel more realistic.
* Clock added so that you can see true time due to loosing track of time when playing.
* Registered fruit now have more realistic hud imagies.
* Scripts for PDA,  Fruit hud imagies, Workers on map, running costs added.
* Sellable milk added.
* Following fruits added, cotton, potato, oat, sugarbeet, sunflower, greenwheat, soybean, pea, carrot, mohn, rice, cauliflower, tea, rye, radish, melon, pumpkin, cabbage, egg plant, strawberries, beetroot,  tomato, pineapple, alfalfa, artichoke, banana and coffee



////////Log Changes:
* Mill moved to near the waterfall to make room for the 2 new buildings but more importantly make the area near the waterfall a place of interest since it wasn't before.
* All fields extended, small fields joined together (total of 29 fields).
* Grain ramp added at the mill to replace the old grain station (the ramp works in the same way as the grain station did).
* Tree's added around the map.
* Pole barns added around the map.
* New cow feeder barn added.
* New milk tank added to replace the old dull looking milk tanks at the cow zone and dairy plant.
* Grass added around the map.
* New grass texture added.
* Windmill added on hill near the farm.
* Brewery building changed to nicer looking one.
* XL garage added at the farm to store your farming equipement in.
* Cultivator textures changed.
* Plow textures changed.
* Seeding textures changed.
* Farm moved to the cow zone.
* Some mountains carved away to open space for futures changes.
* Default farm equipement moved to new farm location.
* Yellow combine removed from starting vehicules to make start of game harder.
* Wooden Fence added around the river to stop hired drivers ending up in the river.
* New streets texture added.
* Fruit growth times altered again to take into account the value of each crop so that the lower profit crops grow the quickest making them more appealing to grow so that the daily running costs of the farm are covered.
* Milk truck triggers removed.
* Gravel area added near farm for placement of bee hives and green houses.


////////Bugs Fixed:
* Fixed a few problems with tree crash detectors left behind from tree's that had been removed.
* Typo fixed for fruit type.
* Trigger for grain station fixed.
* Old windmill removed due to error problems.



////////Following Mods Required To Use This Map: (Please note the following mods have been edited to work with this map).
* FruitHudText
* MP_PDA_by_Nubsi --------------- This is not required to get the map to work but does help view prices for all fruits.
* PDAmod_WorkersAndMultiFruit --- This is not required to get the map to work but does help to know where the hired drivers are working.
* superSiloTrigger
* Milk mod
* Avoid auto sell milk at midnight




////////Special Thanks:
Dad0 --------------------------- Original streets with new textures
willjsavage -------------------- Fuel tank 
Langedraak --------------------- Westfalia surge milking robot 
Tim harder --------------------- BarnXXL 
Axel_of_Sweden ----------------- manure and liquidManurepipe
Vanilleeis & Casi -------------- new low poly trees 
wase9 & dodo27 ----------------- farmShop 
Janhenrik ---------------------- Windmhle
KillaBot ----------------------- Clock
Weed mod ----------------------- Headshot XXL
PDAmod_WorkersAndMultiFruit ---- Decker
MP_PDA_by_Nubsi ---------------- Nubsi
FruitHudText ------------------- Decker
BGA ---------------------------- Mike

Please note that when this map was started it was a personal project that wasn't going to be released, if any of your buildings, textures etc has been used in
this map and you have not been credited let me know and i will update it for the next version.



////////Special Thanks To Testers:
Kevin 
Cheryl 
Karla
