Last update (hopefully) v.2.2


Updated the map and hopefully will be the last update. Later this week will update Riverbend too (there are more additions also, not just fixes) and after testing the new update for Riverbend and make certain that all is ok, will proceed in making the multifruit pack prefab and tutorial on how to add on a map. 

After all that, will focus on the real orchards and Zielonka multifruit, with these new orchards.

Don't forget to rename the map if you already have a savegame FS25_Montana_4X.

Get Judith Plains Multifruit Edit

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Can you tell me when the pet food update will be released? And thanks for the hard work and quick support.

pet food? you mean the next quick update for animal food? Hopefully soon (I still want to see if this paralell thing changes the productivity in my gameplay), plus kr3d0 noticed some unbalanced stuff I need to fix.

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Hello, for some jobs, it's the wrong harvester. The combine harvester can't harvest peanuts.

Even though I added on the crops that have special harvesters that AI to not request jobs, I can not control that. Would require a script to set myself the vehicles or to remove those jobs completely...

chicken and goat no eat from root crops cut,only eat wheat

consumption is serial... Should I make it parrallel like cows? Serial - will eat from top to bottom till finishing all. Parallel - will eat from each category, but you will need to bring all categories for 100% health (the idea for moisture at chickens was to add more feed for them like irl)

Would it be possible to switch chickens and goats to parallel feeding?

yes, but would complicate things. will need to make a tmr-like feed: chicken food and sheep/goat food for 100% and the rest to be proportional like at cows and pigs. Not sure what is wrong on your save, but my sheep have 99% health and chickens 100%. I fed them all categories though, but didn't checked to see which one is consumed most.

It's not about health, which is 100% for us too. But productivity is only 70%; they only eat grain. Both categories are included, though.

will look into that

in animalFood.xml inside multifruit folder (mapUs/multifruit), change the chickens and sheep to parallel. I changed it too, to see what happens. Indeed, the production was 70% on both. If all works ok (on my part an yours), well make another update next days.

the cows consumption type says serial..

base-game is serial, but it has tmr for 100% production.

Chickens and sheep were serial too, because they only had grains and grass/hay. Adding that moisture thing, I forgot that it should be changed to parallell like horses or pigs.

If you change cows to paralel would mean that you have to feed them either tmr, or two or more types of feed till they get to 100%.

Thank you for noticing. In my play savegame, I just bought animals because till now I struggled to buy my farm (started from scratch) and it would have been much longer till I would have seen that chickens and sheep don't work as it should.

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Chickens and sheep seem not to increase productivity to 100%, even after changing to parallel. how about in your gameplay?

this one is from original map and I think is not intended to be placed. My additions has Jinkou89 as brand


the same. those 2 buildings are already placed on the map.

Hello, can you check the animal feed? Goats and chickens only get 70%. They don't eat root or fruit, even though they're in the trigger.

problem 2:winery and dairy and spinnery have no buildings in buildingmenü,only triggers. plz check this

will check the feeding system again. I have both animals in my savegame. If nothings is wrong on my savegame, should be ok in this last update, if not, will fix it. Thanks for reporting. As for the buildings, as I commented before, they are from the original map. Both productions are pre-placed.

is the alfalfa and clover mowing fixed or the fact that its leaving straw when mowed, a game heights ( fill type amounts) issue? 

That is a mod conflict. Any mod with a dedicated desity_height.xml will mess with heightTypes. So the problem is not from my map edit.

Well, that sounds like a challenge to me.. :-)

To make it easy on search, think which mod adds some sort of bulk material that is not in the game, or in my map. To make a bulk fillType you have to register it to a densityHeights.xml and the base-game xml used is with 6 channels instead of 7 (Giants should have set as base-game 7 chanels for densityHeights, but they chose not to....)

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I have over 700 mods. These 3 caused the issue with the alfalfa and clover.. ( both of our map edits) 

Grain Dryer Production

https://www.farming-simulator.com/mod.php?mod_id=314888&title=fs2025

Small Corn Dryer

https://www.farming-simulator.com/mod.php?mod_id=311316&title=fs2025

Rice Harvest Mod

https://www.farming-simulator.com/mod.php?mod_id=312410&title=fs2025

Apple Tree

https://www.farming-simulator.com/mod.php?mod_id=318334&title=fs2025