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About the peletizer, I wanted to know if that's volontary that pellets aren't shown in the price board. The other point is if players use the straw DLC then they have 2 similar products with different price/liter (don't know the one applied in such case). Are you sure to keep molasse in the recipe ? Because if I'm not wrong molasse come from your sugar factory and usually, farmers who produce pellet is for earning some more money with their "poor" product like straw or hay so if they need to produce "sugarfruits" and buying a factory that's insane. You must add molassse in the shop, like the DLC do.

I saw that "cowpellet" has the same "feedvalue" as TMR but need 3 times more products  so nobody should produce them. I can balance the recipe and then having a sort of "TMRpellet" but why buying a building when a simple mixer would do the same thing ? Other solution would be to change the ratio in the animals xml if that's possible to be upper than "1" as value, what do you prefer ?

About the pellets recipes we have 2 solutions I think, keeping the same rate than the DLC (4/1 hay.straw/pellet) or a bit better, like your FS22 building which was 3/1 if I remember (and I prefered this old id3D, bigger but more "peletizer looking" ;) )

Not sure why the price won't show in the list, but will check. Balance the cowfood to be as similar as TMR (excepting alfalfa and clover fermented that alongside some straw will give this new feed - replacing 100% productivity for alfalfa and clover fermented). Will add molasses to  store to be bought.  Make the ratio similar to strawharvest, maybe a bit profitable. I don't have the old building ready for fs25...

BTW. The cowfeed is a TMR recipe from a modhub stationary mixer, so I didn't know it was that bad.

You know, most of the mods are unbalanced, sometimes I imagine modders using a random generator for their recipe ^^ That's why I made my own pack with modified mods, boring but at least that's balanced and I don't see dozens of mods needing "update" in the list.

I kept the idea of FS22 with a building more efficient than, the mobile machine from the DLC with a 3/1 ratio, but I increased the price of the building, too cheap comparing to the machine.

My problem actually is to find a fair way between slaughter house and soap in the lavender factory. I increased the fat produced by cow to 150 but with only 24 cows/month that's 3600 fat, soap need 12000. If I increase the cycles we'll have too much meat/money, even with decreasing the beef production to 600. And it's not really possible to reduce the fat in the soap recipe as I should increase it (less lavender than fat/oil in a soap). A solution could be reducing the global recipe (producing half pallets is ok I'd say) and adding another recipe but with olive oil (like genuines Marseille and Alep soaps) to have a solution for making soap without cows for lavender producer, but I know that the soap recipe is more there to use animal fat ;)

Any idea for a possible solution ?

less fat in soap, but keeping as real as possible. also an olive oil soap would be nice.

I saw there were a big problem with "packed" product you probably just copy a "USrice" as exemple without thinking about changing the price/liter (a factoried product at 0.744/liter is painfull when the crop is at 1.27 or more). Luckyly nobody noticed it because.... no factory has the recipe :D I can spawn pallets of lentils/chickpeas  packed and a 3rd one but I didn't find a building with the recipe (did I miss it ?) so I can't balance all that.

I might missed them from recipes. Will check. The preserved food factory where packed beans are should have them.

(+1)

That's where I tried to find them at first. Think about another liter price for them and something like 5% loss of the crop in your recipes.

I have no idea what it is happening to Riverbend. All added crops on the PDA are "delayed" by one. If I select peanuts for example it will glow up the color from the crop above and on the field is the crop from above. The same thing with the next one after peanut, it will show where peanut is on the map. The rest is ok, no error, just this PDA thing. Also the crops behave normal and the colors are the ones designated, just this selection thing, that somehow italways select the previous one...

I tried with the "default-types" mod and there was no more warning/errors and the colors on the map were ok (at least redclover/peanuts and sesame) so that's very probably because of the giants fruit limitation. You didn't have trouble on the other US map ?

For the recipes, do you know what you want to do or I add something like 100 crop + 5 cartonroll = 90 packed and I change the price/liter to make it profitable ?

That's the last point, fr translation is updated, filltypes edited (just the xxpacked missing then) pelettizer, slaughterhouse, lavender, veganthing, tobacco and other new fruits are balanced so I should be able to send you the files if we finish these 3 recipes. 

the new packed products I set them the same as rice bags. 100 crop = 40-45 packed crop. If you think that needs balancing, balance those, and I will do the same for the new ones. Thanks