Silverrun Forest Multifruit Edition

  • Silverrun Forest Multifruit Edition
  • Silverrun Forest Multifruit Edition
  • Silverrun Forest Multifruit Edition
  • Silverrun Forest Multifruit Edition
Jinkou89
629 subscribers
V1.2.0.0
27 795

Nothing is changed from the original, all new fillTypes and factories are there (had to add them to my fillTypes.xml and other xml files).

Enjoy! Details on what was added you can find on my Riverbend Springs Edit or the Multifruit Prefab.

CROPS ADDED:

- grains - linseed, rye, spelt, triticale, buckwheat, millet, mustard, poppy, sesame, safflower;

- pulses - american soybean, pinto beans, dried peas, chickpeas, lentils;

- grasses - alfalfa, red clover, miscanthus, mint, greenrye;

- roots - taro, peanuts;

- other - lavender, hemp, tobacco, edamame and okra.

Server
Consoles
Changelog
7
  • Now just one version, without modded onions. If you have the DLC, onions work. Changelog:

    - removed some dependencies that caused problems;

    - removed silphie, covercropmix, white clover and white grapes to make room for the new crops;

    - added greenrye for WCS;

    - added taro as a new root crop, grown on rice paddies; added new products: chopped taro, taro flour, taro chips and taro soup;

    - added mint (foliage made by Antler22, fillplane texture by me), harvested with the spinach harvester (regrows); added mint to moisture food for animals, added mint to productions, plus two new products: essential mint oil and mint liqueur;

    - split the silage into three: normal silage from chaff (maize, silphie, millet and others), whole crop silage from greenRye (this one gives more than normal grains) or grains (wheat, barley, oat, buckwheat, spelt, triticale, rye);

    - added a script to remove special crops from contracts;

    - added new silages as alternative to normal silage in BGA;

    - added taro cut as alternative to sugarbeet_cut to distillery and BGA.

    - added new crops to animal feed; removed fresh alfalfa and clover from chicken moisture feed.

    - added converter to make seed with the AGI auger and seed treatment from spelt, triticale, millet, rye etc.

    - added safflower and safflower oil, works like canola;

    - added edamame (green soybean) and okra (bame), two new crops like greenbean, modified the greenbean harvester to harvest these two also; added jarred edamame and okra;

    - added all flowering crops to have increased yield if beehives are nearby, 10% bonus instead of 5%;

    - added jam factory;

    - added two new bakery products: donuts and muffins;

    - lavender now grows like spinach: plant once, harvest twice.

    - added new animals and products from them: rabbits, rabbit fur, rabbit meat, ducks, duck eggs, geese;

    - added new animals to slaughterhouse and modded transport trailers;

    - new output from animals when slaughtered: leather or feathers;

    - added fillType converters for duck eggs where eggs are needed, for rabbit meat where other meat is needed.

    - added tailor shop that makes new products from feathers and leather.

    - updated billboard and made a secondary one for 2026 donors.

    New savegame is most likely needed to make use of the all changes, but on my Discord at tutorials there is a video to show you how to make use of an old save.

  • - because Silverrun had a special code inside the map.xml regarding most-likely the iron-ore mine (a free zone code for densityHeight), it caused an error on how bulks/heighTypes work. Thanks Ferloch for noticing that alfalfa/clover doesn't put anything on the ground when mowing (it took me a while to figure it out what cause the error - because it wasn't showing anything in log). Moved that code into the densityHeight.xml that my multifruit uses. Also fixed the slaughterhouse on the old version as well.

    - updated billboard again.

    Disclaimer:

    After lots of testing and consideration, I’ve decided that all my maps will now have two versions:

    The previous version — this one will stay as it is, with mod onions.

    A new version — this one will work only with the Highlands Fishing DLC enabled.

    There are two main reasons for this:

    Creating a single variant compatible with both types of FS25 owners (with and without the DLC) would mean removing the ability to deposit onions in bunkers.

    Without the DLC, onions would have to be completely removed, which also causes lots of factory-related errors.

    So, there will be two separate download links on the itch.io page.

    Also, please remove the “2” from the ZIP file name so it can be used on existing savegames.

  • After lots of testing and consideration, I’ve decided that all my maps will now have two versions:

    The previous version — this one will stay as it is, with mod onions. (For the slaughterhouse issue, you’ll need to download and replace the slaughterhouse.xml file.)

    A new version — this one will work only with the Highlands Fishing DLC enabled.

    There are two main reasons for this:

    Creating a single variant compatible with both types of FS25 owners (with and without the DLC) would mean removing the ability to deposit onions in bunkers.

    Without the DLC, onions would have to be completely removed, which causes lots of factory-related errors.

    So, there will be two separate download links on the itch.io page, plus the standalone slaughterhouse.xml file.

    Also, please remove the “2” from the ZIP file name so it can be used on existing savegames.

    Changelog:

    - fixed the slaughterhouse not accepting cows (for players without the DLC, please download the xml bellow and replace it inside multifruit/placeables/productionPoints/slaughterhouse);

    - corrected textures on linseed harvest effects;

    - changed onions for the DLC ones;

    - added Highlands Cattle on the custom animals.xml that map uses.

    - updated billboard.

  • - added converter in fillTypes.xml for peanut to be able to use these two peanut harvesters: the one that pulls out the peanuts from the ground in a windrow: Miac C200 (this one needs CTRL+I to actually put the peanuts on the ground) and the pickup combine Twin Master Combine (this one wasn't working before).

    - added corn stalks to bunker for fermenting into compost

    - removed non seasonal growth for needed crops to work again like the base-game when playing without seasons

    - fixed some pre-placed production and field warnings I missed in the v. 3.0.

    - updated the donor list on the billboard.

  • - all crop colors were corrected to avoid duplicates

    - fixed PDA color miss-match by moving meadow and other needed crops to the end (I think covercropmix was needing moving)

  • - removed custom fertilizer script, because now, with the updated Precission Farming, compost will work only with the lines specified in map.xml, so no need for that script and a custom precission farming.xml, only the needed lines for compost and new crops;

    - removed also sprayTypes.xml, because a simple code in the map.xml will suffice:

    - removed duplicate onion line in the language files (the game already added onion in the base-game language files)

    - corrected the xml titles for some languages and added the missing ones from the game languages list (found that when working with Horsch and Silverrun)

Credits
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