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K3rd0

78
Posts
A member registered 74 days ago

Recent community posts

Interesting... I updated the fr localization and you changed things, probably with AI ? But a "granulateur" is NOT a peletizer. French is a difficult because rich language and if I used, for the vegan factory  "production végétarienne" there is a reason, "végétarien" and "végétalien" are not the same thing, close but different. But maybe google nows more....

You asked me to balance your new prod, what I did, but if you break everything at the end I just wasted my fu...g time. Ex: lentilsbag. I gave you a recipe for a 30% profit (142/cycle to produce for 184 output. 100 lentils + 3 paper = 90 bags. You changed it for a  70 bags. Great ! cost 142 to produce 143 what a great production... 

I changed the stupid giants recipe of ricebags where we lose money to make it profitable and you changed it to made it a loss, one more time (119 input 109 output where I had 110 to 132). Congrats, you're a king.  That's you map so you can do what you want, no need help for that.

Here it is. No big change in slaughterhouse, only the fat for cows as we can't apply a ratio for animals. Some prices/liter changed in the filltypes (and the missing "0", also the typo for hud pics). Balance lavender factory and adding "vegetalsoap" recipe with olive oil (storage and trigger updated of course) animal recipe is a bit more profitable because we need cows + slaughterhouse . Adding the 3 missing recipes in the preserved food factory, re-balanced some recipes, yours AND giants ^^. Peletizer is close to the FS22 one with a ratio of 3/1 while the dlc is 4/1, cow food is aligned on TMR, pellets price are visible (changed the bolean as true in filltypes). Some changes in tobacco and in vegan prod hummus is more profitable (and I add some garlic in the recipe, tasty :p). fr translation updated with the few new products.

Normally all is there and is working , tell me if I forgot something.

https://www.transfernow.net/dl/20250921C1zlRrb4

I just saw you had a typo in the filltypes file about the hud pics for the xxxbags new recipe.  The path is"xxxBags" but the pic's name are without the final "S". 

Error: Can't load resource '../FarmingSimulator2025/mods/FS25_Riverbend_Springs_Multifruit/multifruit/huds/hud_fill_chickpeasBags.png'.

As I'm  already editing the filltypes do you want I remove these "S" ? Or you want to edit the Hud folder as other products in bag are named xxxBags and you want to keep this S ?

Once done I'll send the files.

My link was limited in the time (token). As Jinkou said browser add-on can help, or just use Brave as browser, no more trouble with it.

Weird, I didn't have any trouble with it. Try that it should be ok

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Nope, giants team is lazy, many more than players/modders. Just watch the ricebags recipe. 100 rice = 45 bags by cycle.  rice liter = 1.1 and ricebags = 1.47.  100*1.1=110 and 45*1.47=66  so we need a factory to transform 110€ of rice in 66€ of ricebags..... And never fixed that sh... since the release !

Luckyly, your map will have a true factory where to produce profitable ricebags (but without cartonroll )  :D

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Yeah I will, imagine you have 1kg of a product, you put it in bag/box and at the end you have less than the half of your product, who will accept that ? Having a loss is normal but 60% waste is crazy, more in a non transformed product as milk/cheese, crop/oil.

And no cartonroll for the boxes ? Usually you like to use it ;)

I tried with the "default-types" mod and there was no more warning/errors and the colors on the map were ok (at least redclover/peanuts and sesame) so that's very probably because of the giants fruit limitation. You didn't have trouble on the other US map ?

For the recipes, do you know what you want to do or I add something like 100 crop + 5 cartonroll = 90 packed and I change the price/liter to make it profitable ?

That's the last point, fr translation is updated, filltypes edited (just the xxpacked missing then) pelettizer, slaughterhouse, lavender, veganthing, tobacco and other new fruits are balanced so I should be able to send you the files if we finish these 3 recipes. 

That's where I tried to find them at first. Think about another liter price for them and something like 5% loss of the crop in your recipes.

I saw there were a big problem with "packed" product you probably just copy a "USrice" as exemple without thinking about changing the price/liter (a factoried product at 0.744/liter is painfull when the crop is at 1.27 or more). Luckyly nobody noticed it because.... no factory has the recipe :D I can spawn pallets of lentils/chickpeas  packed and a 3rd one but I didn't find a building with the recipe (did I miss it ?) so I can't balance all that.

Maybe that's only on my side, or you have the same problem ? Could be the last giants update which made this mess, I don't remember having all these warnings before. 

Did you see the bunch of warnings in the log about your fruits ? For each you have:

Warning(../FS25_Riverbend_Springs_Multifruit/multifruit/foliage/onion.xml): FruitTypeDesc.loadFromFoliageXMLFile: Missing fillType 'onion' for fruitType definition. Ignoring fruitType!

Warning (../FS25_Riverbend_Springs_Multifruit/multifruit/fruitTypes.xml): FruitTypeManager.loadFruitTypes: FruitType 'ONION' referenced in fruitTypeCategory 'PLANTER_SMALL' is not defined!

Error (../FS25_Riverbend_Springs_Multifruit/multifruit/densityMapHeightTypes.xml): 'map.densityMapHeightTypes.densityMapHeightType(32)' has invalid fill type 'ONION'!

Looks like a path trouble or something missing somewhere .

It was more to tell you that the filltypes file i'll send with the edited values of some productions will already have the "0", easier if you just have to replace the file than checking each product to see what is different and changing the price/liter of the ones from your own edited file.

I'll add "0" to alfalfa and clover lines on the new filltypes I'll send you, it should be easier for you I guess.

You know, most of the mods are unbalanced, sometimes I imagine modders using a random generator for their recipe ^^ That's why I made my own pack with modified mods, boring but at least that's balanced and I don't see dozens of mods needing "update" in the list.

I kept the idea of FS22 with a building more efficient than, the mobile machine from the DLC with a 3/1 ratio, but I increased the price of the building, too cheap comparing to the machine.

My problem actually is to find a fair way between slaughter house and soap in the lavender factory. I increased the fat produced by cow to 150 but with only 24 cows/month that's 3600 fat, soap need 12000. If I increase the cycles we'll have too much meat/money, even with decreasing the beef production to 600. And it's not really possible to reduce the fat in the soap recipe as I should increase it (less lavender than fat/oil in a soap). A solution could be reducing the global recipe (producing half pallets is ok I'd say) and adding another recipe but with olive oil (like genuines Marseille and Alep soaps) to have a solution for making soap without cows for lavender producer, but I know that the soap recipe is more there to use animal fat ;)

Any idea for a possible solution ?

About the peletizer, I wanted to know if that's volontary that pellets aren't shown in the price board. The other point is if players use the straw DLC then they have 2 similar products with different price/liter (don't know the one applied in such case). Are you sure to keep molasse in the recipe ? Because if I'm not wrong molasse come from your sugar factory and usually, farmers who produce pellet is for earning some more money with their "poor" product like straw or hay so if they need to produce "sugarfruits" and buying a factory that's insane. You must add molassse in the shop, like the DLC do.

I saw that "cowpellet" has the same "feedvalue" as TMR but need 3 times more products  so nobody should produce them. I can balance the recipe and then having a sort of "TMRpellet" but why buying a building when a simple mixer would do the same thing ? Other solution would be to change the ratio in the animals xml if that's possible to be upper than "1" as value, what do you prefer ?

About the pellets recipes we have 2 solutions I think, keeping the same rate than the DLC (4/1 hay.straw/pellet) or a bit better, like your FS22 building which was 3/1 if I remember (and I prefered this old id3D, bigger but more "peletizer looking" ;) )

When I tried to load/save the id3D it doesn't fix the problem and as it works with the mod which load the map crops before the game crops it's probably another giants problem, not from your map or the default-types mod wouldn't fix it.

The animals file that cause trouble isn't an xml but the one into "dataS.gar", not the same song then ;)

I'm still on it, was very busy these days, I just checked if the last giants update didn't break everything. About cows, I tried different things but finally only the "ratio" doesn't apply, probably a giants limitation in animals script. I left orchard on the side as you plan to have them as "olive" so I'd like to see how many "trees" we can have on 1 Ha. Actually I was able to have 35 orchards on a 1 Ha field but what will it be in vine ?

Did you find a solution for the map color without using all the mod default-types ? I imagine that using just a part of the script could work .

As I thought that's really a giants limitation, I tried

thundrfs.itch.io/fs25-default-types

and color was there, without editing the mod itself. So if you go deeper and customize it for your map you should optain a good result as you don't use so much vanilla crops ressources.

Just retry with a new test game and it works, probably my old test one a bit too messy now ^^

Anyway, I didn't find solution for sesame colormap. All looks like ok in files so it's out of my (poor) giants coding skill.

Did you try the hops production ? I can't harvest it whatever the machine used (from the 3 multifruits of course). hard to see how many liters/Ha we really can have without harvesting.

I thought you changed orchards for "olive style" but i's probably for the next map finally ?

About texture, is it me or the grass cut is a bit "flashy" ? The green is really intense compared to the grass itself

They made an update and removed the "numChannels="6"" which was the problem so it should work fine now.

Indeed, weird thing. I can see color changed after editing the value in the foliage xml but nothing on the map. Starting a new game isn't a solution. At first I thought that the problem was you had only 3 values in the mapcolors (supposed to be 4 no ?) but adding a 4th didn't fix it in my test.


Btw, I saw on the map xml you have twice "animals" and "additionalfiles" blocks, it's time to clean up a little ;)

dezipped, opened the map id3d, saved, rezipped and nothing change. No yellow on the pda for my sesame field.

Can't it be a giants limit ? they have for everything so they are able to limit the pda colors to 32 or smth like that.

What is the problem with sesame color?  Big I have a green plant and at ready a dry plant ready to harvest (close to "dead" status but yellow instead of grey).  Should it be more "colorful" ?

For cows that's funny, I certainly miss something because I removed the "cattle" input, change the recipe with holstein, add the conversion, I can unload Angus and other from the truck BUT..... the ratio isn't applied. There's no angus storage so i shouldn't be able to unload it if I  had a problem of configuration but I can so the conversion line is used but the ratio="2"  is uneffective.  I'll see that another day, it's probably obvious but not today.


Thank you for the moddesc, even if don't worry about it, and now I can change my nick to "Kr3d0" to become famous :D

Yes I tried, well not totally as I just change the cattle by the limousin, add the type in the storage and unloading part and I was able to build the slaughterhouse with "limousine" in the recipe so no reason that the conversion  break everything. I'll try with the new file.

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You have a solution with cows if you want it for your update without waiting for Revamp. Don't use "cattle" in your recipe but COW_HOLSTEIN and change the beef liters to 500 (and 75 fat). and in the sellingstation part use filltypeconversion  with 1 or 2 in ratio. Then angus and other "beef cattle" will give 1000 liters and milky only 500.

Of course if you play with mods which add more animals types it wont work.


Edit: oups, just a minute too late ^^

Many people are hungry of a Revamp come back but even Braeven doesn't know when and how it will be possible. Lastly he worked on Production Supply Trader which is now released, so the "buy" from productions is back. But for the recipes and numerous options it'll be long i'm afraid.

I gave a look at the slaughterhouse, prices aren't far to be perfect, just a bit too high  because in the filltype you used a "seasonal" variation as it was crop so at a point you can sale the meat 3 times the price of the animal. With 24 cows you can then earn 144000 € in a month (normal mode). Meat shouldn't  have seasonal factor (or not high, like wood ) and I just saw the same problem with products like mayonnaise with a too big gap in the year, after all we don't pay our mustard or ketchup more expensive in winter ;) Goats and sheeps don't have the same price (300vs500) but produce same amout of meat so balancing is impossible with only one prod line. All in all a cow milk should produce less than other cows as they cost 50% less.  It's possible to use the cows the month after buying them (maybe the same, didn't think to try), maybe a minimum of 2 months feeding would be better even if 20 months is a bit high ? ).

Ideally animals should produce less liters (but better price then to balance) because a pig of 150kg giving 500l of meat seems really weird, and don't hesitate to increase the fat for cows, 15% of the meat isn't  insane (4% actually ), it will help later for soap recipe which is actually impossible to follow.

Finally, the biggest problem I found is that we can't bring chickens as there is no trailer for that. You should say we need https://www.farming-simulator.com/mod.php?mod_id=320983&title=fs2025 for your map (or making you own with the vanilla in just adding chiçcken load/unload) if we want to produce chicken meat. 

Here it is

https://www.transfernow.net/dl/20250822D3hhgt2s

The "readme" explain if I made a significant change in something (not just change a recipe a little then). I tested each building without error so normally there is no mess in a XML, which can happen really fast as you probably know ^^

Not all prods are made, I wanted to wait for your orchards before changing greenhouses (except some filltypes I already changed the price/liter), and for metal prods, meat and other "end game" we have time to be happy with agricultural things before. Of course that's not perfect everywhere but at least there is (normally) no more prods where we lose money  or need the half of the map for a recipe and nobody will say that map is "cheated" or unbelievable (mhhh ok, maybe the "pumpkin puree" I let which is really insane ;p )

With your last changes it'll be possible to ajust few details and finishing the last prods normally.

Sesame color as crop in the field or the PDA ? The log says nothing about a "file not found" or similar ?

Slaughter isn't only a question of meat and price as you add different new products. If just meat to sale that's ok but I have in memory the fat used in the soap recipe which demand hundred(s) of cows each month. I didn't touch this recipe because I need more info about the "meat chain"  to understand all (lavender fields + lavender process + animals + food + slaughter + how many fat depending of animals) less easy than a greenhouse  ^^

Friday evening should be ok. juice factory and preserved food took some time with all these recipesand ingredients. And the call of the beach was strong these last days ;)

I didn't check the "meat production" as it's hard to define it without playing all the process from buying animals to load the pallet.

No problem with cider, even if it's not a distilled alcohol (for a distillery building, if you'd put it in the cellar building it wouldn't be a scandal ^^) the problem was the huge amount of water where there is no need, apples are enough to make cider. 

Next step, juice factory, another big work with field size.

You also have quince converted in plum. 

This building is really hard to balance, bourbon is supposed to give 1 million/year and need 180 Ha of fields, whiskey is worst (and all the possible grain are in the recipe instead of 1 or 2). Cider is 50/50 apple/water, same source as wine recipe ? :)

Yeah I know what you mean, we produce such "eau de vie" too. What the german call "schnaps" In FS22 you had a small "Rachiu" production (probably illegal, hidden behind the house ^^) which was a solution. Corn was strange in the recipe yes, as fruit give the taste and the sugar for alcohol, I'll remove it then. But what about the name ? Brandy (even if that's not) or Fruit Brandy as we already have a conversion of other fruits  in plum ? You could take the big glass bottles from Rachiu pallets for fruit brandy and keep barrel for brandy made with your wine from the cellar. 

I don't know what to do with your "ethanol". The actual ratio is 14 for 39 (€) so ethanol price is much too high but as it is an uncommon product maybe you have futur plan for it or we can divide its price by 2 without trouble ?

Other problematic recipe (IMO) Brandy. Made with dry corn + plum. Brandy is the english term for what we call "cognac" in France and wherever you are it's a wine distilled liquor. So do we keep this recipe but need to rename "fruit_brandy"  filltypes and  pallets or we make a recipe with wine from the wine cellar (at high value of course :D ) ? Or if you can have another barrel style both are possible. A simple "schnaps" with grain+fruit (or only fruit) and a true brandy with wine 

I'm not a good judge for peaches price as I live in an area where they product around 50.000 tons/year so probably not the more expensive place ;)

Before going further with the bakery, I saw many pizza recipes for only 1 output: pizza. I imagine that your plan is "the more difficult it is with ingredients, the more money we make." ?

Because actually it's "the less you get" :p The "basic" recipe: "Pizza QuatroFormagi" (with only one cheese ?) in one cycle cost 39.8 to get 80. The hard recipe (with beef) cost 46.6 to get 60. No real interest then.  

In my mind it would be greenhouse ingredients/cheese/meat as  difficulty order giving the less to the more of money. Are you ok with that ?

Oh, a last thing. I know you want to keep water in recipes, but be sure I wont keep it for.... the wine recipe. Making wine with water ? and you ask that to a french guy, you're a criminal :D I will change my mind if you can prove that the feteasca neagra or "ice wine" producers put water in their vat ^^

I don't know what you plan but ideally, to have an "orchard gameplay" it would be with something like the "umbrella" collectors. Weird for apples but credible for plums and cherries.

About price, make a test on the 1Ha field at the starting US farm to see how many trees you can plant, it will give you the base for max liters/ha and then what you can expect in a season if it's a 1 yield/year. There you'll be able to evaluate a possible €/liter price.

I understand I'll not touch to the present juice factory if fruits prices may change ;)

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Now you can play with textures, some more products to play with (pies and clothes/fabric pallets) if you can contact owners. Big string/rope rolls would be great.

https://www.transfernow.net/dl/202508075PW7hkrU