Farming Simulator 22

Farming Simulator 22

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Other farms in Elmcreek.
I'm sick of playing in the normal starting area of Elm Creek and wanted to move to one of the other farm areas on the map. Is there any way to completely remove the buildings around one of the other farm areas including fields 22, 23, & 24? Ive tried the Hide It mod and that leaves a lot to be desired and the some items respawn when I reload a save game.
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Showing 1-6 of 6 comments
|FG| Grethor |IOA| Jun 25, 2023 @ 2:15am 
The Elmcreek map has a lot of things that cannot be sold or removed without mods, and all the mods I have found for it are super flaky. There is a "clean" version of it you can get from FSMods, but that one has everything removed except the production buildings, sell points and farm plots. You don't even start with a house. And all the trees are removed as well. There are a lot of holes in the ground you can get stuck in or flip your vehicle in too. Honestly, it is really bad. I just sell the structures I can, remove all the trees near the plots (the AI HATES trees and will mess up the simplest of tasks because of them) and plan my AI actions around the stuff I cannot change.

As for plots that aren't the starting plots, there is group of about 7 small to medium plots that are super affordable in the north east edge of the map (I know plots 18 and 19 are there because I am constantly mowing grass and selling silage as a contract there). One you buy them you could easily merge them into a single larger pot to mess with. If you have a bit of expendable pocket money plots 70 and 71 are fairly large and close to your starting point making them very attractive plots, not to mention they are fairly close to the Southern grain sell point. Corn or Soybeans would be very lucrative there.

Personally I buy the plot on the other side of the AI house near the starting point and wipe the field (it is shaped really weird to begin with) to build my vehicle storage area. I keep the truck you start with and park it next to the house. I sell the barn and sheds, and build a mechanics shop right next to the house (you'll also have to landscape the holes it leaves when you sell those) and build a Farmer's Market pretty much where the barn was to make selling easier. I then start buying all the plots south of the starting area, and the ones directly north (I think those are 30 and 31) and use those as my primary means of making income. As soon as I can afford all the equipment I merge those plots and start growing grass for silage. I sell that to the bio plant (near the store) until I have enough to buy the third plot there and a couple of large pig farms and the associated equipment. After I get pigs going strong I have no money issues and eventually work my way up to owning the whole map.

EDIT: I just went and looked. The plots in the NE corner are 12-17. 12, 13 and 14 can be easily merged into a single plot. 15, 16 17 could be merged into a single plot as well. I would leave 18 and 19 alone, and buy them much later as they are very lucrative contract plots.
Last edited by |FG| Grethor |IOA|; Jun 25, 2023 @ 2:35am
lclark Jun 25, 2023 @ 8:22am 
When I play Elm Creek, I start by buying field 73 which comes with a big empty area of meadow grass across the road west that has plenty of room for a house, and buildings. I put any silos or fermenting silos at the south end by the wall, on the lower part. Plenty of nearby fields to expand the farm and not have to drive too far to work them.
Just a quick FYI: Th reason I go for silage is grass grows pretty much year round, and as long as you use a roller on the fields after mowing and stacking the wrapped bales somewhere out of the way, you pretty much never have to seed or fertilize after that. It takes 2 months for grass to grow and 2 months for silage to ferment. meaning you mow, bale/wrap, and move the bales and then roll the fields... and then 2 months later you sell the bales you have, and mow, bale/wrap, move and roll again. The average for each bale is about $4.7K at the bioplant, and fields 30, 31 (merged), as well as the starting fields and the three fields immediately south and south west of your starting area (merged) makes about 80 150cm silage bales. That means an average $375K every two months, or $1.94M a year (before costs). After costs, it takes about 2 years to buy field 32, wipe it, level it, build a pig farm, and buy all the equipment to essentially automate it (just buy the stuff it takes to make total rations).

To get the funds to buy the fields you can either work your way up and buy them 1 at a time, or use a tutorial to find all 100 hidden objects on the map to get a whopping $1.1M to buy all but field 31...
Last edited by |FG| Grethor |IOA|; Jun 27, 2023 @ 9:36pm
|FG| Grethor |IOA| Jun 27, 2023 @ 10:03pm 
My Vehicle storage area. The large shed on the right has a solar panel roof which offsets all my upkeep costs.
https://steamcommunity.com/id/akakscase/screenshot/2044120005012062511/

Fields 30 and 31. I used a plow to merge the fields (and eliminate the road between the two fields) into a single large one. As you can see I'm in the middle of baling/wrapping the cut grass. The bale tipper on the back of the baler is super useful for keeping bales from rolling away.
https://steamcommunity.com/id/akakscase/screenshot/2044120005012061746/

Fields 47, 48 and 49. I merged fields 48 and 49 to stop a LOT of AI confusion and cut down all the trees to eliminate the issue with the AI leaving untouched patches. There is one area on field 47 where there is a power pole I cannot do anything about, so I just watch the AI until it comes close to that spot and then manually take over, harvest it, line up with the next harvesting row and restart the AI. You will also notice the old shop and barn are gone (I'm standing where the barn used to be).
https://steamcommunity.com/id/akakscase/screenshot/2044120005012061289/

House and vehicle shop. I sold the old shed (and leveled the ground) then built the shop. You might also notice the rock selling point next to the grain bins. That is a mod that sells rock at the same price as the rock crusher (ground loading point) that can be placed for $750. This saves me a lot of time when rock picking my fields after plowing. It is small enough not to interfere with most areas so I put one down about every 3rd or 4th field away from the starting point (next one will be on the intersection between fields 32, 33 and 34).
https://steamcommunity.com/id/akakscase/screenshot/2044120005012060509/

One thing you might notice is that I haven't removed every single tree, just hose that interfere with the AI. Mostly because elms are just a royal pain in the rear to fully remove due to their branches. I think there are still a few hiding around the area that got flung out of the chipper at high speed when I was removing the trees.
Last edited by |FG| Grethor |IOA|; Jun 27, 2023 @ 10:03pm
Originally posted by |FG| Grethor |IOA|:
My Vehicle storage area. The large shed on the right has a solar panel roof which offsets all my upkeep costs.
https://steamcommunity.com/id/akakscase/screenshot/2044120005012062511/

Fields 30 and 31. I used a plow to merge the fields (and eliminate the road between the two fields) into a single large one. As you can see I'm in the middle of baling/wrapping the cut grass. The bale tipper on the back of the baler is super useful for keeping bales from rolling away.
https://steamcommunity.com/id/akakscase/screenshot/2044120005012061746/

Fields 47, 48 and 49. I merged fields 48 and 49 to stop a LOT of AI confusion and cut down all the trees to eliminate the issue with the AI leaving untouched patches. There is one area on field 47 where there is a power pole I cannot do anything about, so I just watch the AI until it comes close to that spot and then manually take over, harvest it, line up with the next harvesting row and restart the AI. You will also notice the old shop and barn are gone (I'm standing where the barn used to be).
https://steamcommunity.com/id/akakscase/screenshot/2044120005012061289/

House and vehicle shop. I sold the old shed (and leveled the ground) then built the shop. You might also notice the rock selling point next to the grain bins. That is a mod that sells rock at the same price as the rock crusher (ground loading point) that can be placed for $750. This saves me a lot of time when rock picking my fields after plowing. It is small enough not to interfere with most areas so I put one down about every 3rd or 4th field away from the starting point (next one will be on the intersection between fields 32, 33 and 34).
https://steamcommunity.com/id/akakscase/screenshot/2044120005012060509/

One thing you might notice is that I haven't removed every single tree, just hose that interfere with the AI. Mostly because elms are just a royal pain in the rear to fully remove due to their branches. I think there are still a few hiding around the area that got flung out of the chipper at high speed when I was removing the trees.
Not once did I ask or even encourage you to describe how you play the game. Please stop.
Merck Jun 28, 2023 @ 10:45pm 
You can use a mod call Map Object Hidder, to remove buildings & other items on a map. All you have to do is to place the view center mark on the item, & press H. This will remove most all items. And if you ever make a mistake, you can use Shift + H to bring up a list of hidden items, & choose among those to "un-hide" any you desire.

Some notes:
Some map creators, add multiple items onto things such as building which you will sometimes not be able to remove them. Such as; sign boards, lights, etc.

I have also found that "invisible" (clipping-wise) items, often cannot be hidden. Usually these are utility poles or signage near roads.
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Date Posted: Jun 24, 2023 @ 9:53pm
Posts: 6