Mod Production Revamp v1.2.0.9 for Farming Simulator 2022
Reconstruction of production - scenario
List of changes:
(Full changelog can be found in the documentation)
Version 1.2
* Added new translations: Spanish, Italian and French
* Built-in priority system
* Built-in purchase function
* Installed spawner production script
* Sale script installed
* Implemented a line break
* Colored recipes
* Maximum storage volumes and product sorting
* Support FillTypeCategories
* Added display and display of objects
* Installed warehouse spawn script
Version 1.2.0.9
Fix with Unloadingstation without FillType entry
Revamp overhauls the internal production system, expands it and adds various features. Revamp is a basic scripting mod on its own, but also extends production on its own with additional comfort features.
Function selection:
Automatically available for all productions:
* Automatic word wrap on recipe display for incoming and outgoing products (4 ingredients per line, 2 per line for boosters).
* Color display of recipes makes it easier to understand why the production is not working: white - available, red - out of stock but required, orange - out of stock and not required.
* Ability to buy items in the production menu for production at double the market price.
* Priority system: Incoming goods can now be prioritized through the production menu and will be allocated based on those priorities. The following applies: Priority 1 is the most important and items will be received first until the warehouse is full. Priority 2 only then, etc. The inputs can also be deactivated, in which case they will not receive any deliveries.
* Only active production lines can be supplied in distribution mode.
* A new output mode is available: sell directly, distribute, store (previously save) and create (new). If production is configured for storage, it does not automatically create pallets.
* Added manual pallet and bale generator - all productions with pallet generator can also create pallets and bales manually - via menu or trigger.
* Shipping costs are now shown separately (previously part of the cost of production).
* Production that is the target of a mission can accept an unlimited amount of goods from the mission until the mission is completed. Mission items no longer go into production during missions.
* Display of maximum memory sizes.
* Alphabetical sorting of products.
* In the case of productions, it is displayed whether they work in parallel (II) or distributed (Y).
It is necessary to actively add to the productions:
Recipes:
* Recipes can be created from several of the same ingredients in groups (maximum 5).
* Several production lines that previously had to be created separately can be combined into one production line.
* Possibility to add one or more optional boosters that increase the amount of outgoing production.
* Boosters can be disabled or reversed for individual items.
* Display real current production depending on the booster. The current value of the booster is indicated in orange brackets after the amount.
* Ability to create recipes through FillTypeCategories.
Description:
* Ability to add displays on factories that can show the current level in storage. Also possible with pure storages.
* Ability to display objects depending on the filling level, eg. pallets in a production warehouse. Also possible with pure storages.
* Storages can also be equipped with a spawn script that can be used to spawn bales and pallets.
Other features:
* New FillTypes can be introduced through Revamp at existing points of sale without actively modifying existing points of sale. A separate point of sale is no longer required.
* Hidden productions with autorun function.
* Various customization options for the above features.
* Everything is fully compatible with multiplayer.
A complete list of options, installation help and support is available in the documentation:
This is just a script, the script itself does not change any production recipes! They must be created separately. |