FS22 Production Revamp v188.8.131.52
FS22 Production Revamp v184.108.40.206
Revamp reworks the internal production system, expands it and adds various functions. Revamp itself is the basic script mod, but also independently extends productions with additional comfort functions.
A selection of features:
Automatically available for all productions:
Automatic line break in recipe display for input and output page (4 ingredients per line).
A colored display of the recipes makes it easier to see why a production is not producing. Where: white – available, red – not available but required, orange – not available and not required.
Possibility to buy goods in the production menu for production for double the market price.
Priority system: Incoming goods can now be set to different priorities via the production menu and will be distributed based on these priorities. The following applies: Priority 1 is most important and will get the goods first until the warehouse is full. Priority 2 only afterward, etc. Inputs can also be deactivated, in which case they will not receive any deliveries.
Only active production lines can be supplied via the distribute mode.
New output modes available: Sell Directly, Distribute, Outsource (Previously Keep), and Swap In (New). If a production is set to storage, it does not automatically spawn pallets.
Added manual pallet, bale, and wood spawner – All productions with pallet spawner can also manually spawn pallets and bales – via the menu or a trigger.
Production delivery costs are now reported separately (previously part of production costs).
Productions that have mission objectives can accept unlimited goods from missions until the mission is completed. Mission goods no longer end up in the production itself during missions.
Display of the maximum storage quantities and the corresponding units.
Sort productions alphabetically and filter by active/inactive.
In the case of productions, it is displayed whether they are running in parallel (II) or distributed (Y).
Own settings menu.
Must be actively installed in productions:
Recipes can be created with several equal ingredients in groups (maximum 5).
Multiple production lines that previously had to be created separately can be combined into one production line.
Ability to add one or more optional boosters that increase Outgoing Production.
Boosters can be disabled or reversed for individual goods.
Display of the real current production depending on the booster. The current booster value is shown in orange brackets after the amount.
Ability to create recipes via FillTypeCategories.
Possibility of weather-dependent productions.
Possibility of weather-dependent filling levels.
Possibility to install displays on productions that can show the current level in the warehouse. Also possible with pure bearings.
Possibility to display objects depending on the fill level, e.g. pallets in a production warehouse. Also possible with pure bearings.
Warehouses can also be provided with a spawn script that can be used to spawn bales and pallets.
New FillTypes can be entered via Revamp at existing sales points without actively changing the existing sales points. A separate point of sale is no longer required.
Hidden productions with autostart function.
Various setting options for the above functions.
All fully multiplayer capable.
Own in game help that explains the most important features of the mod.
And much more
A full list of options, installation help, and support is available from the Documentation:
This is just the script, the script alone does not change any production recipes! These must be created separately.
(Full changelog can be found in the documentation)
Version 1.4 Bugfixes:
Correction of the recipe and fill level indicators for extra wide monitors.
Purchase price adjustment works now also with fillable purchase silos
StoreItems via the revamp functions have mod titles again
Lumber trigger now adjusts its text without reloading, between selling and storing
Possibility to use animals in productions
Hidden production lines
Direct selling and distributing made deactivate
Silo- and ProductionSpawner can now store more than one item at a time
At the silo can now be selected the seedling type, when removing corresponding pallets
After removing a seedling pallet, the correct tree species is now displayed
When removing logs, lengths of 1-20m can now be selected (adjustable in the XML, default 6m)
Goods in production are sold when selling/demolishing them
MixMode and BoosterMode were added for the whole production/production lines
Production modes are displayed as a separate line in the overview
New and updated translations
Bugfix with boostMode
Write error in StoreItemScript considered
Bugfix with production cycles display
Bugfix ingame help of other mods should work correctly again
Fill level objects can now use multiple filltypes or filltype categories as a sum
Possibility to use any number of opening hours
Bugfix with opening hours
Bugfix distribution system with PnH
Bugfix with opening hours and manual spawns
Bugfix with Pump and Hoses Version 1.3
Bugfix with manual spawning and opening hours
Buttons in the production menu made translatable
Bug fixed when selling in the combination of silo with productions in a placeable
Fixed a Bug with manually spawning logs