SlurryPipeSystem v1.0.1.2 FS25

FS25 Implements

SlurryPipeSystem v1.0.1.2 FS25


v1.0.1.2:
Added
Front-mount fill arm system (Claas Saddle Trac pack)
Front-mount pass-through pump — a capacity-0 front unit (HVP) that fills a
hose-connected receiver tanker. Works on any tractor, not just the Xerion: SPS injects
Giants connection hoses (plain-type TOOL_CONNECTOR_TOP_RIGHT) into the vehicles’ own
hose systems at registration time, so vanilla treats them as native hoses. The Xerion’s
own specType hose circuit is detected and left alone — no duplicate hoses.
Pass-through pump cascade — the front mount resolves two tank-side outlets in strict
priority every tick: connected pipe couplings with the valve open first, then the
hose-bridged rear receiver. Filling sends liquid to the first target with free capacity;
unloading draws from the first with content — so a coupler tanker fills first, overflow
goes to the rear tanker, and it switches back automatically as levels change. Full mirror
for unloading. Water is a valid infinite fill source and refused as an unload destination.
New config schema — <frontMount><hose> on the front unit;
<tractorMountFillArms accepted=”true”><hose> + <staticPipe> on receiver tankers;
config-gated hoses and static pipes via cylinderedConfigIndex; objectChange
visibility on connect/disconnect transitions with optional initialState=”inactive”.
Standard receiver mount node name: slurryPipe.

Front / rear tank combos (“FlowControl”)
Any front tank pairs automatically with any rear sprayer on the same tractor sharing a
fill type — no per-pair config, no keybind, only the pipe-connected vehicle needs an SPS
block. One connection fills both (split proportional to free capacity — both reach
full together) and drains both (proportional to level — empty only when both are).
Automatic balancer modelled on the real Amazone FT-P: rear held at 30% from the front
tank at 200 l/min, topped up to 40%, so the front always empties first and front axle
load is preserved. Optional tuning via
<frontTankBalance lowPct highPct transferLitersPerMinute/>.

Sprayer buying station
Placeables can now sell liquid fertiliser / herbicide straight into the sprayer pipe
system. A part-full sprayer auto-switches the station to its held liquid on connect and
locks the type switch while connected. WATER is always refused from the sprayer cycle.
Slurry and sprayer buying stations are mutually exclusive on one placeable (warned in
the log). <extraFillTypeCategory> lets script mods add their own liquid categories
(e.g. Soil & Fertilizer). Shift + activate reverses the type-switch cycle on both slurry
and sprayer stations.

Store info box — per-tank rows
Standing at a fertiliser store now shows one row per physical tank — T-1, T-2 — with
each tank’s held liquid and litres, matching the N-couplers = N-liquids rule.

New vehicle support
Rau Spridoport rear sprayer + Rau front tanks (Xylon and GTA) from the Fendt
FarmCon pack — working FlowControl combos out of the box.
PlanET BGA Modular (community contribution — thanks dev-mich, PR #23): Guelle
and Gaerreste stores wired into SPS via config injection, with per-coupler fill types
(LIQUIDMANURE / DIGESTATE).
Vervaet Hydro Trike XL (selfPropelledManureBarrel) now fully supported — see Fixed.

Compatibility & safeguards
Drive-input watchdog — some mod combinations (seen with Courseplay) could leave a
vehicle unable to drive after selecting implements. SPS now monitors the drive axes once
a second, logs a full diagnostic scoreboard when the broken state persists, and
self-heals the action bindings (up to 3 attempts per vehicle entry).
New vehicleRole=”slurry|fertiliser” vehicle attribute for edge cases where vanilla’s
sprayer classification gets a machine wrong.
New debug channel SPSM_Sprayers.FrontTank ([SPS FT-BAL] combo/balancer trace).
All channels still ship off.

Translations
sps_infoTankEmpty (“Empty”) and warning_spsSlurryThickeningWater added to all five
languages (EN / DE / FR / IT / NL).

Fixed
Slurry stores could jam permanently and water dilution did nothing. The
liquid-first draw bias was applied unconditionally and the maths meant dry matter was
never removed at all — pumping thinned nothing and added water came straight back out.
Now: solids leave with every draw in honest proportion; the concentrating draw only
applies to settled stores (a fresh or fully mixed store drains completely to zero, so
mixing before pumping has a real purpose); an empty-store dead band stops “add water”
advice appearing on empty stores; and existing savegames with inflated solids values are
repaired automatically on first load (logged per store).
Thickness warnings now name the actual remedy — four distinct states (thickening,
thickening + add water, needs mixing, too thick) instead of always advising mixing.
DE/FR/IT “too thick” strings corrected (they wrongly advised agitation for a state where
agitation cannot help). Conduit HUD fixed: thickness percentage always read 0%, and the
needs-mixing state had no display branch.
Vervaet Hydro Trike XL showed no pump gauge. Vanilla misclassified it as a
fertiliser sprayer because its sprayer spec pointed at the diesel tank; SPS now uses its
own registration to decide the exemption (all five gate sites), the config’s
fillUnitIndex was corrected, and the tanker override gate covers
selfPropelledManureBarrel.
Pipe effects no longer require a smoke node — every effect gate now needs only the
main effect node; the smoke layer is built only when a smoke node exists.
Spreader valve keybind no longer appears on front-mount units (they are
manureBarrel-typed but have no spreader).
Equalisation no longer fights the front-mount pump (neutral gate while the front
pump is driving a transfer).
Dynamic store per-tank rows went stale after buying at the store’s own trigger —
totals updated but T-rows didn’t until the next pipe session. A one-second server-side
reconcile now credits external fills within a second, SP and dedicated servers alike.
“Missing ‘sps_infoTankEmpty'” shown on empty tank rows — entry now shipped in every
language.

Changed
Documentation: main README feature list updated (front mounts, FlowControl combos);
Fert/Herbicide Sprayer guide gains §12 (front/rear combos, pairing rules, balancer
tuning, debug channel); Placeables guide §4 now documents the pipeCoupling#fillType
restriction attribute (was parser-supported but undocumented — thanks dev-mich for the
catch).
Multiplayer audit completed against vanilla network sources: all 29 SPS event classes
verified structurally correct, server-authoritative fill mutations confirmed, and
join-in-progress state dump coverage verified.

Known limitations
A buying-station fill lands in the connected vehicle’s own tank only; with a front/rear
combo attached, the balancer redistributes rearward automatically afterwards.
Agrio Gigant and Agrio Mamut XL manifest entries are prepared but commented out pending
the mods’ vehicle files.

Covers 25–31 July 2026 · V1.0.0.10 → 1.0.1.1
Each entry states what was wrong, why it was wrong, and what changed. Line references are
against the V1.0.1.1 tag unless noted.

Version 1.0.0.10
New features
Slurry separator (Börger 125 bunker separator) — new screw-press placeable
(manureHeapSeparator type): pulls slurry in through one coupler, presses the dry matter
onto its own manure bunker, returns the thinner liquid fraction through the other coupler.
Walk-up start/stop and 5-step screw tightness control; auto-halts on exhausted dry matter
or a full bunker and resumes on its own; optional running cost per hour. Fully
server-authoritative, MP-synced, join-in-progress safe, saved per game. Third-party
placeables can configure their own machine via <slurryPipeSystem><separator>.
Buying station support — FS25_BuyableManureAndOther’s liquid manure station registers
as a paid, infinite pipe-only SPS source with a walk-up switch between its sold liquids
(plus SPS-extra types such as water). Charges through the station’s own pricing; MP-synced
and JIP-safe.
Gravity head equalisation — new optional headHeightNodeName on vehicle and store
couplings. Levels equalise by gravity between connected vessels, gated on the pipe run’s
declared high point, so slurry only flows downhill when it genuinely can. Couplings
without the attribute behave exactly as before.
Lid-linked deployable couplers — new deployAnimatedObjectSaveId on store couplings
drives the placeable’s own vanilla animatedObjects lid: deploy opens it, connecting
requires it fully open, and the lid’s walk-up trigger locks while a pipe is live. Shared
lids across several couplers supported via one shared animated object.
Sprayer store fill-type control — placeable sprayer couplings can now declare their
own fill type and capacity (#fillType + #capacity), or act as dynamic
lock-until-empty compartments (#fillTypes / #fillTypeCategories, including
fillTypes=”ANY” which accepts whatever the connected sprayer holds — script-mod
liquids included). Compartment state saves, syncs in MP and survives JIP.
Per-config coupler animations — vehicles and placeables (slurry and sprayer) can ship
their own <couplerAnimations> block inside the embedded config; local ids override the
shared library.
Pipes rest on real surfaces — laid chains and connection pipes now settle onto
concrete pads, building floors, bridge decks and roads (per-bone raycast), not just the
terrain, across all three pipe visual systems.
Soil & Fertilizer compatibility — all 12 FS25_SoilFertilizer custom liquid IBC tanks
are recognised; SPS spawns the correctly branded IBC for the connected sprayer’s liquid.
IBC spawn control — optional IBCspawnPoint child node on a sprayer coupler dictates
the hold-R spawned IBC’s position and heading; the Add IBC prompt is suppressed while the
sprayer is empty.
Embedded crust visuals — the <crust> foliage/plane block now works on placeables
registered via the embedded <slurryPipeSystem> block (previously bundled-config only).
Per-player settings — the pipe colour picker and the entire spreader HUD section have
moved to the General settings page, so every player in multiplayer (not just the
host/admin) can use them. Each player’s choices — including the dragged HUD position and
scale — now persist in their own local user file across sessions and servers.
Multiplayer gameplay settings sync — the gameplay rows (Slurry Realism, Thickness
Flow, Blockages, Length Falloff, Shear Bolt, IBC Persistence) are now server-
authoritative: admin changes apply on the server, broadcast to every client, and reach
late joiners in the join dump. The shear bolt master switch now actually disables bolt
wear (it was previously unconnected).

Fixes
valveType=”NONE” store couplers no longer show a phantom “Open valve” prompt anywhere on
the run — walk-up interaction is connect/disconnect only, and the far end is treated as
free-flowing.
Savegame reload no longer duplicates or loops back coupler bez pipes; a load-side
sanitizer heals already-corrupted saves.
Multi-type husbandry storages (straw + slurry) no longer risk draining STRAW or converting
deposits into the wrong type — transfers are gated on a pumpable-liquid allowlist.
Digestate deposited into a slurry-holding tank now merges into the held content instead of
creating a separate pool.
Pressure direction fix: a tank charged to vacuum can no longer discharge at full rate when
flipped to pressure (sign-aware flow scalar), with a vacuum-seal gravity guard and
dead-band equalisation through the pressure transit window.
Coupler animations no longer fail for players whose session registration order latched an
empty animation library — the library resolves regardless of load order.
Chain terminus bonds to stores and free-standing termini now persist across savegames.
Slurry tank extension flags are cleared on LIQUIDMANURE/DIGESTATE storages so extensions
behave as independent SPS stores.
Pipes no longer bounce or launch into the air while being laid (self-collision feedback
removed by stripping floor collision bits at load).
Laying new pipes near existing connected chains works again (in-service anchored termini
and mid-chain joints excluded as connect candidates).
Separator solids no longer vanish in sub-litre pushes; the manure heap fills correctly,
and store settle/crust scales down as dry matter is withdrawn.
Release log hygiene: the separator debug channel no longer ships enabled; previously
ungated multiplayer receive prints (chain state/request/connect, docking station, chain
lock) and the sprayer cab action-strip prints are now behind debug flags.
Localisation: German, French, Italian and Dutch brought to full English parity — 15
missing separator and buying-station entries added, and 3 previously untranslated
agitator PTO strings translated.

Version 1.0.0.8
Fixed issues with multiplayer, pipes and valves plus sync problems
Few other tweaks

Version 1.0.0.5
Changes made for bug fixes and updates.

A realistic slurry pipeline system for Farming Simulator 25.
The FS25 Slurry Pipe System (SPS) replaces the simplified vanilla mechanics of the game—simply drive up to a trigger and fill—with a fully interactive pipeline system.
Physically connect filling arms or pipes, operate a PTO-driven pump, build up pressure, control the flow direction, and watch the slurry actually move through a connected pipeline system.
The slurry itself behaves realistically: it becomes more viscous over time, forms crusts if not regularly stirred, and can clog pipes or distributors if neglected.

Credits:
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