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GlobalCompany in Farming Simulator 19: What It Does

If you have downloaded a factory, storage or dryer mod for Farming Simulator 19 and it refuses to load, GlobalCompany is almost always the reason. It is a script extension made by LS-Modcompany, described on ModHub as a large base framework that many other scripts build on top of. Without it installed and activated in your save, add-ons that depend on it simply will not work right, or will not show up at all.

Think of it as a toolbox rather than a building you place in your farm. GlobalCompany itself does not usually give you a shiny new factory to click on. Instead it hands other mods the tools they need: production chains, storage systems, feeding logic and market connections. The mods you actually place and use are the ones built with those tools.

What GlobalCompany Actually Adds

On its own, GlobalCompany brings a set of shared features that other mods can call on:

  • Production factories, so a mod author can set up a building that turns raw goods into processed ones without writing that logic from scratch
  • Dynamic storage, which lets buildings hold variable amounts of goods rather than fixed, hardcoded slots
  • Animal feeders that tie into the game’s animal system
  • A global market system that add-on buildings can sell into or buy from

None of this is something you interact with directly in a menu called “GlobalCompany”. You feel its presence through the mods that use it. A production building might let you drop in wheat and get flour out. A dryer might slowly reduce moisture on stored silage. Under the hood, GlobalCompany is handling the shared mechanics so each individual mod author does not have to reinvent them.

Mods That Need It

You will usually run into GlobalCompany through an add-on mod that carries its name in the title or description. Some common examples include:

  • GlobalCompany – Productions
  • Stationary Balers
  • Multi Dryer
  • Hay Dryer
  • Digital Display

Some of these are made by LS-Modcompany themselves, others by separate authors who built their mod on top of the GlobalCompany framework. That matters because each add-on has its own requirements and its own page on ModHub or wherever you downloaded it. Always read that page before assuming an issue is GlobalCompany’s fault. One mod might need a specific version of the base, another might need an extra prerequisite you have not installed yet.

Installing the Base Mod Correctly

Getting this right is straightforward once you know the pattern:

  1. Download the GlobalCompany base mod file and the add-on mod file you actually want to use
  2. Place both .zip files into your DocumentsMy GamesFarmingSimulator2019mods folder
  3. Do not unzip them, the game reads mods as zipped files
  4. Open your save in game, go to the mod selection screen, and tick both the base mod and the add-on
  5. Load the save and check that the add-on’s buildings or features appear as expected

The add-on will not work with just itself ticked. It is built on GlobalCompany, so both files need to be present in the mods folder and both need to be selected for that particular save. Missing either step is the most common reason people report a factory mod doing nothing.

Multiplayer Considerations

GlobalCompany’s change notes mention a synchronisation system for multiplayer, along with fixes aimed at dedicated servers. That tells you the mod is meant to function across a network, not just in single player. The catch is that every player and the server itself need the exact same files. If your copy of GlobalCompany is a different version or build than what the server is running, you can expect desyncs, missing buildings, or outright failures to join.

If you run or play on a dedicated server with GlobalCompany-based mods, confirm with whoever manages the server which exact files are loaded, and match yours to it exactly. Do not mix and match versions just because they share a name.

Troubleshooting Add-on Problems

When a GlobalCompany-based mod acts up, factories not producing, storage not updating, displays showing nothing, work through this order before assuming the mod is broken:

  • Check that GlobalCompany is actually ticked in the mod selection for that save, not just sitting in the mods folder
  • Confirm your copy of GlobalCompany is the version the add-on’s page says it expects, since add-ons are sometimes built against a specific base version
  • Read the add-on’s own description and changelog carefully, since requirements and known issues differ between authors even when they all mention GlobalCompany
  • Try removing and re-adding just the add-on first, since a corrupted download is more common than a base mod conflict

Because different authors build on GlobalCompany in different ways, a fix that works for one add-on will not necessarily apply to another. Treat each one on its own terms.

Removing GlobalCompany Safely

This is the part people get burned on. GlobalCompany is not something you can just untick one day without consequence. Every building and feature in your save that depends on it, every production factory, dynamic storage shed, feeder or dryer built with that framework, relies on GlobalCompany being present. Remove the base mod and those buildings can break, disappear, or cause errors when the save loads.

  1. Make a full copy of your savegame folder before touching anything
  2. Sell, remove or otherwise get rid of every building and placeable that depends on GlobalCompany-based mods first, while the base mod is still active
  3. Save the game again after removing those buildings
  4. Only then untick GlobalCompany and the add-ons from the mod selection, or delete the files from your mods folder

Skipping the cleanup step and going straight to removal is the fastest way to end up with a save that throws errors on load or simply refuses to open properly. The copy of your savegame is your safety net if something goes wrong partway through.

Questions people ask

Do I need GlobalCompany even if the add-on mod does not mention it by name?

If the add-on's description or file name references GlobalCompany, or if it is listed as a dependency, you need it. Check the mod's own page on ModHub to be sure, since not every production or storage mod uses this framework.

Can I run two different GlobalCompany-based add-ons at once?

Yes, that is the normal setup. You install the GlobalCompany base mod once, then add as many compatible add-ons as you like alongside it, each selected in the mod list for your save.

Why did my factory mod stop working after a GlobalCompany update?

Add-on mods are sometimes built against a specific version of the base framework. If GlobalCompany updates and the add-on has not been updated to match, features can break until the add-on's author releases a compatible version.

Is it safe to delete GlobalCompany from a save I am no longer using?

Yes, since you will not reload that save anyway, there is no risk. The caution about removing it only applies to saves you still want to keep playing.

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