Factory weekly schedule

  • Factory weekly schedule
  • Factory weekly schedule
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Published by KingMods
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V2.5.0.0
2 869

Controls production chains according to days of the week and times of day. Factories can be opened or closed automatically without having to change production files.

The mod supports two time modes:

Game Time : Use the normal game time. Fast-forwarding works as usual.
Real-time : Uses the actual PC time and day of the week. Fast-forwarding the game time has no effect on production times.

The time mode can be changed in the modSettings XML .

<factoryWeekSchedule>
<timeSystem mode="game" />
</factoryWeekSchedule>

or

<factoryWeekSchedule>
<timeSystem mode="realtime" />
</factoryWeekSchedule>

Server
Consoles
Changelog
2
  • Major FarmOS production update

    Factory plan fully extended to include the FarmOS production center
    Existing opening hours will remain fully unchanged.
    The production overview now only shows the productions of the current farm.
    Incorrect totals due to external map productions corrected
    Direct display of inputs and outputs per production is added.
    Current stock levels are displayed in liters and percentage.
    Support for LS25 ProductionPoint storage and different mod production structures has been extended.
    Production lines are individually identified and displayed.
    Detailed view expanded for each factory
    Display of:
    Production status
    Opening hours
    Input raw materials
    Output products
    Storage levels
    Production lines
    staff
    Efficiency
    Personnel costs
    events and disturbances
    New status logic
    Red is only used in cases of genuine, acute problems.
    Missing materials are only reported if production is actually scheduled to begin.
    Productions outside of opening hours no longer generate false material warnings.
    Company holidays no longer generate false error states
    Inactive production lines are displayed neutrally.
    Empty outputs when production is switched off are no longer automatically considered a problem.
    Full warehouses can still serve as a useful indicator of shipment.
    Material problems, scarce raw materials and inactive production facilities are evaluated separately.
    New personnel system
    Staff are no longer created on a flat-rate basis for every production.
    Automated and passive systems are now detected separately.
    For example, the following systems can be operated automatically without personnel:
    Manure pits
    composter
    incubators
    Storage
    Silos
    Tanks
    Pumping systems
    Energy systems
    Automated systems are maintained:
    no artificial number of employees
    no personnel costs
    no understaffing warning
    No sick leave or vacation notifications
    Genuine processing plants retain their existing staffing systems, e.g.:
    Dairies
    Butter production
    Mills
    Bakeries
    Slaughterhouses
    Sawmills
    Detailed view now shows "Operating mode & production lines" for automated systems
    The status indicator identifies such facilities as "Automated Plants".
    FarmOS integration
    FarmOS interface for production data significantly expanded
    Quick overview supplemented with input/output count
    Production status and operating mode are transmitted directly to FarmOS
    New foundation created for intelligent FarmOS recommendations
    References to:
    missing raw materials
    limited input
    full starting camps
    Understaffing
    Disturbances
    fires
    Custom FactoryWeekSchedule HUD displays are disabled by default when using FarmOS.
    Removed old FarmOS/FWS translation collisions
    Maintain integration for single-player, multiplayer, and dedicated servers
    Technical improvements
    Input/output detection made more robust for different LS25 and mod productions
    Support for production.inputsand production.outputsexpanded
    Added support for ProductionPoint input/output fill types
    Storage capacities and current fill levels are read directly from production.
    Fixed a bug in the recognition of certain recipe structures
    Production classification expanded for different maps and mod productions
    Existing save game settings and opening hours remain compatible
    Version 2.5.0.0 is therefore the major update from a simple weekly/opening schedule to a complete production management system within FarmOS.

Required mods
1
Credits
  • Akita83
  • FrankGTB
Comments
1