Slurry Pipe System V1.0.1.7 FS25







Slurry Pipe System V1.0.1.7 FS25
Realistic physical slurry pipe system for Farming Simulator 2025.
Replaces vanilla “drive into a trigger and fill” mechanics with a tactile system where you physically connect tanker fill arms or pipe chains, run a PTO-driven pump, build pressure, control flow direction, and watch slurry move through real plumbing — with a slurry that actually thickens, crusts and blocks if you neglect it.
What it does
Plumbing & transfer
Fill arms swung out of the tanker by joystick into open slurry pits or rubber boot ports on buildings and other vehicles.
Pipe chains — multi-segment pipes laid by walking from one coupler toward another, locked into place when both ends overlap valid couplings.
Direct bez pipes — a single connecting pipe between two nearby couplers, for quick pump transfers between a tanker and a building.
Conduit pump (PTO Slurry Pump) — a passive pump trailer that lets two pipe chains transfer through it.
Animated couplers and valves — clamp handles close on connect, valve wheels rotate on open.
Coloured pipes — pick from a palette per pipe segment, stored per save.
Multi-fill-type support — works with LIQUIDMANURE and DIGESTATE; transfers automatically pick whichever fill type is actually present.
Pumps & pressure
Pump types — vacuum (stored ±bar pressure model with a gauge), HVP high-volume pump, conduit pump station, and openTop passive vessels (e.g. nurse tanks).
Pressure model — vacuum tankers build, hold, taper and purge a stored charge that drives fill and discharge; spread behaviour scales with pressure rather than a simple on/off.
PTO shear bolt (opt-in) — wears and snaps under load while turning with the PTO engaged; walk-up hold-to-repair.
Slurry that behaves like slurry
Thickness / dry matter — slurry thickens as dry matter concentrates; thickness affects flow and spread.
Crust & blockages — an unmixed store crusts over the season; crusted, lumpy slurry can block spreader outlets and the macerator. Mixing clears the risk; adding water dilutes thick slurry.
Agitation — a manager-driven agitator works on any registered vehicle with an agitator tip node, no specialization required.
Water intake — fill arms can draw water straight from map lakes and ponds wherever the map provides SPS water planes.
Spreading
Dribble bars & band spreaders — per-outlet blockage modelling, distributor macerator, and a spreader HUD.
Fertiliser / herbicide sprayers — load liquid fertiliser or herbicide through the same coupler-and-pipe system via a dedicated sprayer integration, operated from a single walk-up pump control. No pressure model on sprayers — flow is a flat rate.
V1.0.1.7
All changes since V1.0.1.6. No changes to the configuration schema; saved games remain unaffected.
Fixed:
The rear valve no longer opens on tanker trucks with `<turnedAnimation>` when the pump is turned on.
Issue with Abbey tanker trucks: with the PLC installed, the rear valve would open when the pump started.
Cause: The tanker truck’s XML file contains a default instruction `<turnOnVehicle><turnedAnimation name=”…”/>`
(the base game’s mechanics: “The valve opens when the tanker is turned on”).
Because the PLC pump control also triggers the default power-on sequence, the same animation played every time the pump started or stopped.
The PLC now disables a `<turnedAnimation>` (or a repeating `<turnedOnAnimation>`) upon registration that refers to a PLC-specific animation (`spreaderValveAnimation` / `directionAnimation`); this is logged only once—just as was already the case with a `movingTool` or `<foldable>` that controls the same animation.
Mod creators can keep the default behavior: without the PLC, it works as intended; with the PLC, the valve is controlled exclusively by the PLC.
Blocked outlets are now displayed as such in the manifold’s HUD.
If an outlet section or the shredder is blocked, the control panel adds a line next to the red cells with the message “Blocked—Clear at the outlet (pump off, valve closed).”
It is now clear that a b
Blocked outlets are now displayed as such in the manifold’s HUD.
If an outlet section or the shredder is blocked, the control panel adds a line next to the red cells with the message “Blocked—Clear at the outlet (pump off, valve closed).”
It is now clear that a blockage at the outlet must be cleared manually—refilling does not resolve this, and a participating player receives the current blockage status from the server.
Localized in all six languages.
The likelihood of blockages caused by foreign objects has been reduced.
The random chance of a blockage with completely clean manure (default value for `baseChance`) was 0.0015 per 6-second interval—this corresponds to a roughly 59% chance of a blockage per hour of operation.
The default value is now 0.0004 (≈5% per load, ≈21% per hour).
Blockages caused by crust formation remain unchanged; a vehicle-specific `baseChance` for `<blockageNodes>` continues to take precedence over the default value.
BGA 250 configuration updated to match the release version:
The planET BGA 250 is—just as in version 1.0.1.6—supplied exclusively with an interface (without PLC buffer memory), and the absence of the memory is explicitly specified in the configuration.
There are no behavioral changes compared to version 1.0.1.6.
Credits:
Willbobber
