Fed Productions Pack v1.2.3 FS22
Fed Productions Pack v1.2.3 FS22
Production Pack 1.2.3
– New production workshop with production of maintenance
– Removed mod recommendation Buy Production Input (due to Dedi server error of the mod)
– Lumberjack less capacity for empty pallet
– Sawmill more capacity for electricity
– Sawmill bug behind fence collision deleted
– Fixed typo
Production Pack 1.2.2
– Fixed log errors of windmills for electricity production
Production Pack 1.2.1
– Fixed sawmill and lumberjack pallet texture
Production Pack 1.2
– Fixed sawmill floating lamp on the side
– Sawmill fixed costs and current production costs increased
– Sawmill now needs electricity as an additional resource
– Lumberjack’s hut basic costs increased, maintenance added as an additional resource, trigger diesel increased, production speed halved
– Fertilizer factory basic costs increased, purchase price increased, electricity added as an additional raw material, revised production rates and raw material requirements, added info trigger
– Fermenter ball trigger increased, ensiling agent is now required (best to buy it in production), fixed costs increased, description corrected, alfalfa as an additional branch of production
– Fodder factory, light added, price increased, electricity as another raw material, fixed costs increased, running costs increased, pig feed slightly less output, InfoTrigger added, no extension
– Seed production Increased electricity as an additional raw material, fixed costs and running costs, added info trigger
– Refinery, electricity as another raw material, fixed costs increased, running costs increased, collision added to buildings, info trigger added
– 5 different halls for electricity production
– 2 photovoltaic fields for electricity production
– 2 wind turbines for electricity production
– Combined heat and power plant with straw or wood chips, electricity can be produced
Better late than never.
This is now my FED production pack.
The package is a summary of all placeable production mods made by me.
The Fed Mods package currently consists of
Fertilizer production (manure and liquid manure becomes fertilizer)
Seed production (from grain such as wheat + fertilizer we seed)
Fermenter (Grass and/or chaff becomes silage)
Feed factory (compound feed for cows and feed production for pig feed)
Refinery (canola or sunflower becomes diesel and pig feed)
More mods will follow in the next weeks/months.
Idee / Konzept: FedAction
how do u extract the power when its created?