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Showing content with the highest reputation on 12/31/2021 in all areas

  1. Version 25.06.23.01

    674 downloads

    25.06.23.01 Update Added the mks32 semi trailer (with hitch), added hitch to the mks8, added selectable material to all tanks (select material then color separate). Also changed some gui descriptions in the production menus to match the fermanure setup. 06.02.23.01 So sorry for just noticing this but original speed on this was horrible. I upped from 10k on fermenting per hour to 125K which is comparable to the FS19 version. I will look at the other buildings for adjustments as well. 14.01.23.01 Large update Videos below Since adding the fuel tank to the fermenter placeable it has had 3 loading triggers but 2 have been on top of one another and the 3rd is by the fuel tank for equipment refuel. However some time back viper was asking me about issues using autodrive and loading unloading. I think after spending some ingame time I may have figured it out. I have now moved one of the loading triggers off to the side, I think the 2 triggers being on top of one another was causing the issue. I added a service trailer it is simply the thunder creek from in game however it will load everything including liquid. Both the small additive tank and large tank that were previously included will now haul all liquids, fill and overload to other equipment as well as refuel equipment. The thunder creek trailer works the same as the two tanks however because it can be filled with anything it can fill seeders with seed, solid fertilizer, or liquid fertilizer. ALSO I did some xml work that will cause any trailer in game to now haul silage additive, I did this so you would not need a stand alone tank. If anyone has any issues with this new update please let me know asap. I have much faster response time on discord My discord invite. Update Version 04.11.22.01 Sped up bale deletion Update Version 03.11.22.01 Added bale trigger to input. Update Version 08.01.22.01 added a trigger next to the small fuel tank to refuel equipment Update Version 31.12.21.01 added mass update false to towable tank. Enlarged liquid trigger on output of silo. Update Version 30.12.21.01 Added silage additive to production line takes liquid fertilizer and digestate to make silage additive. Also edited the small sprayer tank to haul the silage additive (could not add to other tank because additive is not in category). The tank is found in the misc category. The small tank will overload to balers and loading wagons. I expanded the additive fill area of the magnon windrower wagon to fill directly from the production building easier. Fyi sialge additive adds about 5% yield to grass only. This fermenter uses the in game production lines. It will produce Silage from straw, chaff, grass, or woodchips. The silo will store the silage or you can start secondary productions with the made silage or silage dumped in to the silo. Silage will produce fertilizer, liquid fertilizer, or diesel. When producing these products it will also produce a small amount of digestate. The silo will also store all products involved with production. Included with the pack is a trailer found in the misc section. It is the MKS8 small trailer modified to accept all liquids in game. It will dump in to the silo, load from the silo, or fuel equipment. I havent tested all equipment however i was able to fill the aeon 5200 from the silo and tank. Per 30.12.21.01 update a small tank was added to haul silage additive as well. TO USE PRODUCTION To get to productions hit P and go down to the dashed lines thenselect construction, then production. If you have no other production mods it will be all the way to the right and named fermenter. Once you put material in the silo you will need to activate the production. To do this hit escape and click on the production icon, i believe its right under contracts. Then you simply select each line and hit activate on the bottom. 1 (17).mp4 1 (11).mp4 1 (12).mp4 1 (13).mp4 1 (14).mp4
    1 point
  2. Version 07.02.23.01

    390 downloads

    UPDATE 07.02.23.01 *****PLEASE READ***** MAJOR UPDATE Did a big update on this guy. Fixed some filltype and upped production speed. If you don’t sell the building you will just get a warning of non supported filltype. Seed oil, root crop, and grain will be lost. After a game save the warning will go away. I made my own filltype so there is actually seed oil, root crop, and grain. I think the canola oil, cut beets, and flour was causing price fluctuation. The new version is better anyway because now storage names match production line names. Update 04.11.22.01 Sped up bale deletion. Update 03.11.22.01 Added bale trigger to input. Update Version 09.01.22.01 Changed store image, decals on building to identify it better (per Deafgamer), changed production icon. It is important you look at notes below to understand how this building works. If you have a previous version of this building (look at modDesc version) Sell the building save then restart. Huge thanks to grabby for testing and suggestions This building will produce pig food and TMR for cows. 50% Corn, 25% Grain (wheat or barley), 20% oilseed (canola or sunflower or soybean), 5% Root (sugar beet or potato) The corn, grain, oilseed, and root will be shown in the production menu as corn, grain will be flour once converted, oilseed will be canola oil once converted, root will be sugar beet cut once converted. All those products in the pig food line will be combined as the formula I mentioned above. Then you choose the line with the Pig Food icon that mixes the corn, flour, canola oil, Sugra beet root together. You can use either crop to make each line I just havent found a way to mix filltypes like i was able to do in the past. The TMR is pretty straight forward it takes silage, grass, and straw. I did not add the mineral.
    1 point
  3. Version 25.10.23.01

    428 downloads

    Update 25.10.23.01 Registered cotton as bulk so tippers taking bulk will haul cotton, silo accepts cotton along with cotton bales. Update 16.01.23.01 PLEASE READ If you have Silage additive in this silo please move it to another location before update or you will lose it. I added silage additive to a category so that there wouldn't be a need for 4 triggers. I added a second unloading point like I did to the fermenter silo to help with auto drive issues and trailers that may load multiple products. Update version 04.11.22.01 added bale trigger for silage, hay, straw, grass, quick bale deletion too. Update version 09.01.22.01 added refuel trigger for equipment. Update version 31.12.21.01 enlarged liquid triggers, added silage additive to storage. This placeable silo will accept anything. Solid and Liquid. (I left grapes out for now, it was causing huge lag on my system when unloading/loading them, if requested I can do a private edit, its simply adding trainwagon in to the categories.) I suggest you have an even area to place it. If you are having issues finding a trailer that will hual and load with all liquids check out my FERMENTER PACK it has the in game MK8 edited to haul all liquids and it will transfer as well as fuel equipment. I have also added the small saddle tank and a service trailer to that pack.
    1 point
  4. Version 07.12.22.00

    666 downloads

    Live Updates 07.12.22.00 After converting the Nova Cat mowers I decided to add the option to remove windrowers on the baler. Just a heads up the first time you load you game save with an old baler on the map it will give you a warning about config settings (I added), however once you save the game and re open the warning will no longer be there. 1 (31).mp4 1 (32).mp4 02.11.22.01 Added a hitch to the baler and added a sped up wrapper. If you had the sb1290 bought it will by default now have the hitch, if you don't want the hitch you can upgrade it in the shop to remove it. Again in the shop default is with the draw bar, it is an option to remove it. The wrapper in the pack can either be found by hitting the combination under the baler or simply look for the modded Kuhn 4014. 31.12.21.01 Now live, added sounds for windrow arms. 29.12.21.01 Added siliage additive option (gives you a 5% boost in yield with grass only) 27.12.21.02 Removed light in i3d causing warning This is the SB 1290 (square) baler with some bd upgrades. Simply it has windrowers added to it to widen your work area to 20 meter. Also has the option for silage additive. Silage additive adds 5% yield to grass only. Again please give me feedback and I hope you enjoy.
    1 point
  5. Version 09.02.23.01

    415 downloads

    Update Version 09.02.23.01 Upped output speed and added some language translations. Update Version 17.01.23.01 Moved liquid loading trigger to the side, updated icons. Update Version 04.11.22.01 Sped up bale deletion. Update Version 03.11.22.01 Added bale trigger to input. I changed the leveling area but it is suggested to have a larger area or level an area out before placing. This building makes seed with barley, wheat, oat, soybean, corn and it will also need a small amount of fertilizer with each line. This building also makes lime from stone. This building also makes fertilizer and digestate from silage. TO USE PRODUCTION To get to productions hit P and go down to the dashed lines then select construction, then production. If you have no other production mods it will be all the way to the right and named fermenter. Once you put material in the silo you will need to activate the production. To do this hit escape and click on the production icon, i believe its right under contracts. Then you simply select each line and hit activate on the bottom.
    1 point