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K3rd0

60
Posts
A member registered 38 days ago

Recent community posts

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.

(1 edit)

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

In fact if I don't like water in recipes it's because it's mainly useless and heavy. I consider it as free, so no direct economic impact, and we need huge (comparing to other product) volume all the time. Lets just take apple juice in exemple. 19200 l/month so more than twice the "common" used water trailer ingame (8000l). Of course there is a 30000l but I try to not think "extreme".  And with 500.000l storage capacity, who will want to fill it ? So we can bet that the most of players will use a modded water prod in distribution mode, which will make water useless finally as nobody take care about it. 

Don't worry with the filetypes prices, I'll change them each time it'll be necessary acording to other recipes when I'll change them. It'll be easier if I give you all the productions xml + the filltypes edited.

Great news if you can "see what you do" with GE. Maybe you'll be able to find a solution which made me mad when I edited your FS22 pallets for FS25. I didn't have any trouble for "classic" pallets but a pain with "bags" pallets as yealt, cocoapowder. Impossible to find a solution about collision to avoid stacked pallets to go through the bags. And I saw your pallets have the same problem, same pallet types go through the 1st level of bags and if we stack a classic pallet up to a bag one, it goes totally through it until the wood part.  

Here is the dairy with modifications. As it is an exemple, I wrote some comments to know  if you agree with or not, dairy isn't the simpliest building as Giants make it unbalanced from the begining.

https://www.transfernow.net/dl/20250805wa2ILvHU

I saw you asked to a modder the rollercoaster building. why not using the vanilla id3D ? Or the "agroforests" edition where there are already cement using (but the global recipe is unbalanced in time, need 12 years to build).

Did it work with Fusion ?

(3 edits)

I have this message when I try to post it: 

Thank you for your post. It must be approved by a moderator before it will be shown due to this community's settings or due to your recent account activity.

Maybe it's because I had a itch link pointing to someone else so I try without this link.


In short, I said that the pies are from celobuki in this map . He released a FS25 one but only apple pie is still there, "pumpkin" pie  disapeared. I have both for FS25 anyway.

Very nice idea to use the fabric pallet for rope/twine. both textile pallets are from squigglze. clothes from fs22-hemp-dlc-pack and fabric from fs22cannabis-dlc-pack. From this one I also transformed the big tunnel musical greenhouse. The idea of "musical growth" made me laugh :D O I kept a hemp one but made another one with classical plants/root, without the hemp leaf as decoration. Each greenhouse has its own peacefull music (free or right of course), the plants are happy.

Ah ah, that was the itch link.... If need you can ask to him for pallets + greenhouse. Daylight


I replied but message is blocked for "moderation". Do you have an access on it ?

Did you try VMware Fusion ?   And when GE ask for the game path i'm not sure we need to have the game really installed/running , maybe just the folders and the .exe is enough for it so no need many ressources in the VM.

This map really worth it, just rent a vehicle, go to south and enjoy the trip.

I was finishing to transform a building when I realized I have some more FS22 pallets you could use as they are great to see (not just box then) and I know you like it. There are 2 pallets for textile prod with flax/hemp clothes and fabric, 2 others for bakery with apple pie and melon (or whatever you want) pie. I added the melon pallet which comes with the pie and is different from your.

I think I could find the names of the modders if you need. For fabric it's easy to have 2 pallets differents in just removing the hemp leaf tag to have a "lin fabric", I just put one pallet for the pic. So If you want to use I can send you files.

If you ask, the building behind is this one I transformed in bunkersilo + object storage + shelter in one with the bunker underground level (inverse from the vanilla mod). That's not a production point but if you want to try for your personal game i'll zip it with other files..

As it's now finished I should have time to start to work on your dairy and giving you an exemple of rebalance file to see if you're ok with that.

Yes I was surprised too when I started to  rebalance prods mods in FS22 (Imagine how it was with production revamp) and I know how hard it can be to find a fair solution when we want to add new fruits/products.  For building I don't hesitate to make them paid between 14 and 24 months. Not instant money but give more fun than the fu... 2 or 3 pallets/month (less for fabric) from some vanilla prods. I try to always have something to do, not spending my time pressing "R" to sleep for months and neither playing "fenwick simulator" with pallets everywhere.

That's why I told you to have a look to the txt file with the price per liter and liters per Ha of your fruits. In example you lentils cost 10 times you onions BUT you harvest 25 times more onions than lentils. Finally in 1 HA field you can make 8600€ with onions and only 2540 with lentils (in direct sale). Of course it possible to re-balance that with production but do you really want to have only 2000 liters/Ha of lentils ? Drypeas and millet seems a bit weak too. Look at it, tell me if you want to keep as it is or make changes and it will give the base to rebalance the prods.

I saw you're planning to edit the european map, did you try this one ? Not european at  all but gorgeous, totally alive (sounds of birds, wild animals, water when we drive/work) only sawmill present so let you free to create production sites.

En principe y'a pas d'erreur de trad pour les usines, tu en a ? A part le séchoir à grain bien sur mais j'y peux rien c'est un décalage entre le xml du batiment et le fichier de trad où j'avais "shopItem" alors que le fichier de prod a un "storeItem". si tu sais ouvrir et bidouiller les xml de mod tu peux remplacer en haut du fichier du grainDryer dans "placeables/productionpoints" le:

<name>$l10n_storeItem_grainDryer</name> par

<name>$l10n_shopItem_grainDryer</name> et là tu auras la bonne trad dans l'onglet usines. 

Et pour le "four à fer" au lieu de fonderie, on voit les limites des IA gratuites :D donc j'y suis pour rien. Perso j'aurais même surement mis "hauts fourneaux" pour faire encore plus vrai.

The thing to know is what YOU want for YOUR production mod. Profitable, that's the base, but credible depends of your vision of course. Most of the prods mod we can see are usually broken/cheated as hell. Not enough expensive building, gigantic values in recipes, stupid price/pallet etc... Giants is clearly not known for it's "realistic world", that's why factories cost the price of a house, produce so less pallets/month and products prices are not credible for most. But they try (i said TRY ^^) to make a balance, you can see that the result/Ha with grains is the same whatever you plant. So vanilla game has a sort of balance even if it's not always easy to see it  and you have the choice to stay not too far from it (with a bonus, we're human :D ) or doing like so many other modders where it would be easier to just add 10M with powertool/easydev and play to something else if the goal is only money

I give you 2 exemples to show you between Giants and Jinkou balance

Dairy

Vanilla 210.000€

butter 15l milk = 13l butter * 480/month   7200l = 6240l money: 5040€ = 6988€ (+1948 "+39%") Paid building in 2.5 year

Jinkou 250.000€

butter 15l milk = 28l butter * 480/month   7200l = 13440l money:   5040 €= 15052€ (+10012 "+200%")paid building in 2 years

Building price is a bit higher (fair), same input and cycles/month but more than twice the output and five times the financial outcome.

oil mill

Vanilla 240.000

canola oil  20l canola = 10loil * 480/month   9600l = 4800l   money  5788€ = 7872€ (+ 2084 "+36%) 

9600 liters colza means 1.65 Ha (without any bonus, or 0.8 Ha at 100%)for 1month prod, close to 20 Ha for a year.

Jinkou 240.000

canola oil  20l canola = 10l oil * 960/month  19200 = 9600 money: 11576€= 15744€ (+ 4168 "+36%")

Only the cycles are double so it seems balanced but no. Double cycles mean double input then double field size.

Your recipe involved between  3.3 and 1.6 Ha/month (basic values and 100% worked)  or 40 and 20 Ha of canola to produce all the year. Who will do that in sigle player ? And don't forget that 1Ha cost 60.000€

And at the end in vanilla you can earn with this recipe 94500€/year you pay the factory in 2.5 years. Half time with your 189.000€

You can see (I hope) that the cost of the building, the size of the needed fields, the global yield price are linked with income/outcome in recipes BEFORE just the price of a pallet. So now what game do you want ? A fair game where money don't drop from the sky without being totally "crazy" (you see, the "pseudo realistic" mods where you need to be farmer yourself just to understand what it is), or a very casual/easy game where you have millions on your account after 1 or 2 ingame years ?

De rien m'sieur ;) 

Normally everything should be ok, excepting few things still in english like pastas productions I didn't have in my list. If you find weird things (and not arachide soufflée not translated in "Curly" :D ) just tell me.

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I didn't see the update yesterday. So with this update I built some of the "important" factories as dairy, spinnery grain/oil mill etc... and I'm terribly sorry but it's between unplayable or just insane :( I give you exemple for each kind of problem:

PeanutPuffs: for 1 month you need 36.000 liters of maize + 24.000 liters of peanuts (peanutpuffs but more maize flour  in the recipe ?) + 1000 liters paper to make 12.000 liters of peanutpuff. 60.000 liters of food become 12.000, fire your engineer ^^. in money it means 23.400 of maize + 4800 peanuts + 5700 paper = 33900.  Your 12.000 peanuts puff will be sold 28200, so you need between, 2 and 3 Ha of field to produce enough to lose money at the end. for 1 month, you need about 24 Ha of maize for 1 year of this recipe. Maybe in multi ?

Pie: the other side for this one. The recipe shows that with only 12 liters of flour + 10 fruits + 5 sugar (27 liters) we can obtain... 55 liters of pie. In the same way Soucream with buffalo milk is 3 milks for 75 creams ! I didn't calculate, we can't believe the recipes so it's certainly not balanced in the end.

When I told you about fibers in the spinnery I said that the 24 for 1 ratio was too heavy but you increased it to 64. So now to make flax fabric you need only.... 768.000 liters of fibers. Other spinnery recipes aren't better, 237.000 liter/month for ropes and you'll earn 1.477 million. You transformed a 7 pallets/month of rope from the vanilla game to 164 at 9000€/pallet. It can't work.

192 cycles/month * 40 liters rope = 7680  became

432 * 380  = 164160  

A funny one to finish, the cheese roulade: 4 flours + 3 yeast (so much ? 0.3 maybe ?) + 30 cheese (you want some flour in your cheese ? :D ) and 2 sugars for.... only 8 roulades. Probably big mice in the bakery  ^^

So, most of the prods are unbalanced in a way or the other (few exceptions of course, I saw some credible recipes, only a quick ckeck) and then make some of the new fruits hard to transform. And IMO you should remove water from your  prod lines (not beer of course ^^). 1st because water is boring enough in greenhouses (probably most of the people use a water distribution mod) and because when i see 200 melon + 300 water for melon juice it makes me crazy, more when i see no water at all in the recipes of......soup ! So you should not make it too heavy, water doesn't bring gameplay, nobody will regret water I guess.

Sorry for the "bad report" but if you want a balanced production mod there is still work on it. 

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Oh, I forgot, the actual orchard you use cost only 4000 and can 7000 liters/month so 7000 in money, close to the double of the "factory cost" in only 1 month...

And it is possible to have 28 of them on a 1 Ha field, 196.000 €/Ha 1in one month 2.32 millions/year for a 1 Ha field. No need to work anymore with this orchard ^^

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I remember you wanted the orchard tree to compare with Oma's ones

https://www.transfernow.net/dl/20250731ispvtFs4

These are the trees + your FS22 orchard, didn't try it from your map so you''l have to change paths in the files. I wanted to have a look myself and... sorry for Oma but there is no game between.

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they are in column, the MAIZE2 line show the meaning of the values:

MAIZE2   "name of the crop/product"

pricePerLiter="0.690"  "ingame basic price for 1 liter (no bonus/difficulty etc...)

harvest litersPerSqm="0.92"  "the ingame basic value for harvesting 1m² of the field (no bonus/fertilization/lime etc..."

 liters/Ha = 9200  "same ingame value but *10000 1Ha=10.000m²)

 money/Ha = 6348  "what we earn in saling what we harvest directly (price/liter * liters/Ha then)

So you can see what will pay the more for 1 Ha field, how much cost a liter of a product for your productions factorie etc...

For spinnery i'd say both.  less than 50.000l/ha and less than 12.000l fabric output. To give you an idea with what I used with my crops/spinnery my fields give around 35000/ha of fibers my spinnery recipes for fabric is 6 for 2 (keeping your 100 cyclesperhour) then 14400l fibers for 4800 liters fabric. At your flax fiber pric it would be 4608€ of fibers becoming 19200€ of fabric (14600€ benefits for your factory 175.000/year if enough fields, nothing crazy IMO (and I see it pays your 200.000 spinnery between 13 and 14 months, not cheaty nor too heavy)

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Yes in a perfect world we'd have a machine between the cotton and patatoes one which would let the whole plant (flax) on the ground for few days before baling and drying/"brushing" to obtain the perfect fibers . but we're in a Giants game so very far away from reality ^^ and I don't think they bale hemp (not after having this sort of windrow ). So having the opportunity to have the mower in the front and the wagon to the rear to harvest in one passage  is not so crazy.

The spinnery accept what WE want :D I know, vanilla spinery accept only bales and pallets but that's not so hard to add a trigger for bulk if you want (ok now you can't on mac OS). actually I added hemp and lin on a map I like where my spinnery produces twine/fabric  with flax and rope/fabric with hemp, I just create a trigger and add in the xml

<unloadTrigger exactFillRootNode="exactFillRootNode" fillTypes="FLAX_WINDROW  HEMP_SWATH " aiNode="unloadTriggerAINode"/>

so foragewagon can be used if we need.

As said if you want i have a look at the productions to see if that need balance I need to know if we stay with the values I gave in the file or not.

Oh and maybe adding the fibers in the forageWagon category ? 

(4 edits)

IMO the problem is more than lower the input. I'd say only 0.3 litersperSqm isn't enough for fibers EDITED, see at the end.

After that, the ratio  24 fibers for 1 fabric  isn't easy to understand, 4 to 1 would be more "credible". Lets say you have 8000 l/Ha of fibers, 2560€ in direct sale, with a 4->1 recipe you have 2000 liters of fabric, 8000€ value. It seems too much but actually your Onion crop give 8500€/Ha without the need of a factory (sugarcane give more so nothing weird ;) )

And finally your recipe gives 12000 l/month, more fabric than the vanilla cotton (7500) where cotton has a 4* liter price comparing to your fiber (0.32 -> 1.252) so for a global game balance fibers should produce less pallets than cotton (only 1.5 for wool), between 4000 and 5000 l/month should be ok, 16k to 20k €/month isn't a scandal and if you want to produce it all the year long you need between 24 and 30 Ha  (51 for cotton) so you probably wont do that all the time.

All that for only 1 recipe :D  (and for basics game prices per liter of course). I give you the 1st list I made yesterday with your culture fruits (as many of your productions need theses ressources I need to be sure these are final volume/prices to have the right number for balancing prods. I.e. linseed oil price and recipe will depend of the liter/Ha and price/liter). So if in your vision of the gameplay you want to change some values, tell me.

https://www.transfernow.net/dl/20250730mfuwX1TC

EDIT: I made a quick try and I understand that you split Lin into 2 plants, 1 for seeds only and an another crop for fibers only where this one (as hemp) don't use the: <harvest litersPerSqm="0.3" but only the windrow part. In vanilla game even grass use the "harvest" value that's why I was a bit lost . So it's not 3000 liters/Ha but 50.000... (11000€/Ha for hemp and 16000 for flax). Your recipe is still unbalanced (50% of the fibers value) but now if there is a problem with the litersperSqm it closer to "too much" than not enough.

Good timing before your update then.

Did you try yourself to harvest hemp/hemp fiber and linseed/flax family ? I had a look to the crops files before productions for balancing and i see things like only 3000 liters/ha for fibers. In the spinnery, flax-fiber fabric recipe ask for 288.000 l/month so or I didn't see a big "factor" when harvesting or there is a problem.