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Factory weekly schedule V2.5
Factory weekly schedule V2.5 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 . or V2.5.0.0 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: FarmOS Author: Akita83, FrankGTB Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
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Factory weekly schedule V2.5
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