Judith Plains, Montana 4x Multifruit And Productions Edit V3.2
Here is a multifruit edit of DJModding’s Judith Plains. This mod is free, hosted on a free service, because is an edit of an amazing map. The future mods, will have a donation button. CROPS ADDED: – grains – linseed, rye, spelt, triticale, buckwheat, millet, mustard, poppy; – pulses – american soybean, pinto beans, dried peas, chickpeas, lentils; – grasses – alfalfa, white and red clover, silphium trifoliatum, miscanthus; – roots – onions, peanuts; – orchard – white grapes; – other – lavender, hemp, tobacco. – cover crops: a mix of plants (covercropmix) and mustard if planted in autumn instead of spring. Linseed can be harvested with the combine with grain header for seeds. Flax and hemp is harvested with the swather for fiber only. Fibers can be baled with a round baler only (will add squarebalers later). Fibers can be used to make material and rope in the spinnery. Rye, Triticale, Spelt, Buckwheat, Beans, normal Soybeans, chickpeas, lentils and dried peas can be swathed for 25% yield increase. Alfalfa and clover can be swathed also, but no bonus, just another way to mow them. Can be dried in specific hays, can be fermented in specific silage. Alfalfa and /clover silage works as TMR. All pulses have their special straw – pulse straw, that can be used in TMR recipe or fermented in a bunker for compost (except american soybean). Silphie is cut with a forage harvester that gives chaff. It regrows like grass. Tobaccocan be harvested with a spinach harvester (that does both). Will make a tobacco factory later. Lavender can be harvested with forage harvester or cotton harvester. With the forage harvester the yield is 20% lower, but cheaper to harvest. Reccomend this header for it. Lavender, onion and peanuts is planted with a vegetable planter (like carrots, parsnips etc.) in ridges. Onion and peanuts can be harvested with the provided harvesters. Also reccomend this mod, to use one harvester for all roots. Corn gives straw: corn stalks that can be baled (and used in tmr, or fermented into compost). Miscanthus regrows after planting. Is harvested with a forage harvester for miscanthus chaff. Can be fed to sheep and horses, add to tmr instead of straw, add in chaff/alfalfa/clover bunker to make more silage (after adding first chaff/alfalfa or clover) or in a empty bunker (if nothing in the bunker first, will be seeen as organic waste) to ferment into compost, or used in Paper Factory in a alternative paper recipe or in the Grain Crusher, to make mineral feed. The sugarbeet cutters will cut also beetroot, carrots, parsnips and potatoes, in new fillTypes used as moisture in Animal food. White grapes use a specialized harvester. Both grapes are registered as bulk and can be transported with any trailer. Edited the wine factory (now it makes wine from both types of grapes; juice and raisins are made in the juice factory). All crops are added for Precision Farming, seed rates, lime and nitrogen values, tramlines, etc. Subsidies added for cover crop mix (my new oilseed radish – like crop). Also compost and anhydrous are new fertilizer types, but to work with Precision Farming you will need this additional mod, otherwise it won’t register anything. Edited/New Productions Added productions for/with the new crops used in the recipes. Will add more in a future update. Added new oil types in the oil mill: linseed oil, poppy oil, mustard oil, corn oil… Bi-product: organic waste. Added new flours in the grain mill: rye flour, buckwheat flour, gram flour (from pulses), sorghum flour, etc. Bi-product: bran, that can be fed to animals. Added new orchards that produce: apple, apricot, peach, plum, pear, quince, cherry… Bi-product: organic waste. Added advanced greenhouses, with 4 recipes for each plant, and new vegetables: cucumber, eggplant, bell pepper, pumpkin, melon, watermelon, etc. Bi-product: organic waste. Added a juice factory to make use of the new orchards products. Will add more products and productions. in a future update. Added a slaughter house to process your animals into beef, pork, poultry meat and lamb. (Doesn’t work with Realistic Livestock mod). Grain Crusher to make cracked corn from dried maize to fed chickens. It also makes mineral feed from miscanthus, pulses and oil seeds. More productions to come in a future update. Animal food was modified, adding a new category: moisture that consists of shreded sugarbeets, carrots, potatoes, parsnips, beetroots (sugarbeet cut like filltypes) or molasses (bi-product from sugar factory). Moisture category can be filled with fresh alfalfa and clover only for horses, chickens and sheep. This root cuts are added for pigs too at root crops category, but can use the roots like they are too. Fermented clover and alfalfa gives 100% feed for cows like TMR. Clover and alfalfa can be fermented in bunker or in bales. Added the recipes into the fermenting silos on the map. Pulses straw and organic waste (a bi-product of greenhouses and oil mill) and all windrows can ferment into compost in bunkers (or in bales made with the gigantic goweil baler). for base food: cracked corn, wheat, barley, millet, sorghum, rye, spelt, triticale, peas, green beans, lentils, linseed and poppy. for moisture: fresh cut alfalfa and clover, POTATO_CUT SUGARBEET_CUT CARROT_CUT PARSNIP_CUT BEETROOT_CUT or MOLASSES for 100% of course TMR, but with addition of Alfalfa and Clover silages as replacement for TMR. 80% – silage: grass/chaff silage 60% – hays: grass, alfalfa and clover hays 40% – grass: fresh grass, alfalfa and clover 30% moisture: POTATO_CUT SUGARBEET_CUT CARROT_CUT PARSNIP_CUT BEETROOT_CUT MOLASSES For TMR recipe you can use pulses straw and corn stalk instead of straw. Also molasses can be used instead of mineral feed in TMR mixing. for grains 60%: oat, sorghum, millet, dry peas. for hays 40%: grass, alfalfa and clover hays, miscanthus cut for moisture 20%: fresh cut alfalfa and clover, POTATO_CUT SUGARBEET_CUT CARROT_CUT PARSNIP_CUT BEETROOT_CUT or MOLASSES. hays: fresh grass and hay, alfalfa and clover hays, miscanthus cut moisture: fresh cut alfalfa and clover, POTATO_CUT SUGARBEET_CUT CARROT_CUT PARSNIP_CUT BEETROOT_CUT or MOLASSES. Pigs can be fed with a pigfood recipe made in a specialized mixer. Also pumpkins work like pigfood if the husbandry accept pallets (it should). But pigs eat almost anything. <animal animalType=”PIG” consumptionType=”PARALLEL”> <foodGroup title=”$l10n_fillTypeGroup_forage” productionWeight=”1.00″ eatWeight=”0.75″ fillTypes=”FORAGE PUMPKIN”/> <foodGroup title=”$l10n_fillTypeGroup_base” productionWeight=”0.40″ eatWeight=”0.50″ fillTypes=”MAIZE SORGHUM MILLET”/> <foodGroup title=”$l10n_fillTypeGroup_grain” productionWeight=”0.25″ eatWeight=”0.25″ fillTypes=”WHEAT BARLEY RYE TRITICALE SPELT BUCKWHEAT CRACKEDCORN”/> <foodGroup title=”$l10n_fillTypeGroup_protein” productionWeight=”0.20″ eatWeight=”0.20″ fillTypes=”SOYBEAN SOYBEAN2 DRYPEAS BEANS CANOLA SUNFLOWER LENTILS CHICKPEAS LINSEED POPPY”/> <foodGroup title=”$l10n_fillTypeGroup_earth” productionWeight=”0.15″ eatWeight=”0.05″ fillTypes=”POTATO SUGARBEET CARROT PARSNIP BEETROOT POTATO_CUT SUGARBEET_CUT CARROT_CUT PARSNIP_CUT BEETROOT_CUT MOLASSES”/> for PIGFOOD mixing in the forage mixing wagons provided for pigs, the ingredients are (not sure if it is working as it should, the idea is not mine, is from NoCreek): <recipe fillType=”PIGFOOD”> <ingredient name=”corn” title=”$l10n_fillTypeGroup_base” fillTypes=”MAIZE MAIZE2″ minPercentage=”0″ maxPercentage=”65″/> <ingredient name=”sorghum” title=”$l10n_fillTypeGroup_base” fillTypes=”SORGHUM MILLET” minPercentage=”0″ maxPercentage=”60″/> <ingredient name=”wheat” title=”$l10n_fillTypeGroup_grain” fillTypes=”CRACKEDCORN WHEAT BARLEY RYE TRITICALE SPELT BUCKWHEAT” minPercentage=”0″ maxPercentage=”50″/> <ingredient name=”soybean” title=”$l10n_fillTypeGroup_protein” fillTypes=”SOYBEAN SOYBEAN2 BEANS CANOLA SUNFLOWER LENTILS CHICKPEAS LINSEED POPPY” minPercentage=”10″ maxPercentage=”55″/> <ingredient name=”potato” title=”$l10n_fillTypeGroup_earth” fillTypes=”POTATO SUGARBEET CARROT PARSNIP BEETROOT POTATO_CUT SUGARBEET_CUT CARROT_CUT PARSNIP_CUT BEETROOT_CUT MOLASSES” minPercentage=”0″ maxPercentage=”20″/> <ingredient name=”mineralFeed” title=”$l10n_fillType_mineralFeed” fillTypes=”MINERAL_FEED DRYPEAS” minPercentage=”3″ maxPercentage=”10″/> New productions and products Giants added the possibility to convert ingredients, so if a recipe needs manure, for example, you can add also (if converters were added by the modder) liquid manure, digestate, compost or whatever the modder decided to use. But for some reason, Giants didn’t add a visual for these converters. In game it will show only manure, so you will need to know that you can bring something else instead of manure. For that reason, I will list below the factories and products that have converters. 1. BGA (only if you add one of the three modded, the pre-placed one I couldn’t edit): recipe with silage accepts also alfalfa and clover silage recipe with liquid manure and straw, accepts also instead of straw: pulses traw and cron stalks. recipe with sugarbeet cut and miscanthus cut, accepts also, instead of sugarbeet cut: potato, carrot, parsnip, beetroot cuts. 2. Fermenting Towers (from each farm, pre-placed): for silage you can use instead of grass windrow, chaff. 3. Greenhouses and orchards (added in the building menu) You can build vegetable, saplings and mushrooms greenhouses, or an open garden plot, where you can grow usual vegetables, but with new additions: white and red cabbage, cauliflower, bell peppers, eggplants, melon and watermelon and pumpkin. Also you can build individual trees or small orchards of apple, pear, plum, peach, cherry, apricot, quince. All the above have 3 recipes: only with water and seeds with water, seeds and fertilizer (you can bring either solid or liquid fertilizer) with water, seeds and manure (instead of manure you can bring compost, liquid manure or digestate) 4. bakery (pre-placed): you can bring any flour, not just normal flour. also instead of strawberries, you can bring apple, peach, plum, pear, melon, pumpkin, quince. 5. Brewery for beer (pre-placed) – added a second recipe 6. DairyUS (pre-placed) added oat and chocolate milk, added tofu. You can bring both soybean types for the recipes with soybeans. 7. Distillery (build mode, couldn’t edit the pre-placed one, because has no pallet trigger) you can make honey mead, brandy, bourbon, liqueurs, whiskey, cider, vodka, all in barrels, with barrels as one of the ingredients. Instead of wheat you can bring spelt or triticale. Instead of potato you can bring sugarbeet. Instead of strawberry (liqueur) – melon, peach, apricot or cherry. Instead of plum (brandy) – pear or quince. 8. Ethanol Plant (pre-placed) Instead of sorghum you can bring millet. 9. Grain crusher (build mode) – for cracking corn or making mineral feed Instead of corn, you can bring dried corn. Instead of canola you can bring poppy, sunflower or mustard. Instead of dried peas, you can bring both types of soybean. 10. Grain Flour Mill (pre-placed) you can make multiple types of flours. Instead of wheat (normal flour) – barley, triticale, spelt, oat. Instead of rice (rice flour) – long grain rice. Instead of corn (corn flour) – dried corn. Instead of soybeans (gram flour) – american soybeans, lentils, chickpeas or dried peas. 11. Juice Factory (build mode) Several juices made from fruits (from greenhouses or orchards), carrots or beetroot. Instead of red grapes, you can bring white grapes. 12. Lavender Production (build mode) 13. Oil Mill (pre-placed) new oils: poppy, mustard, linseed and peanut oil. 14. Paper Factory (build mode) You can make paper or carton rolls, from wood, woodchips, miscanthus and hemp fiber or miscanthus and flax fiber. 15. Pasta Production (build mode) Several pasta types, from different flour types. 16. Pizza Place (pre-placed) Several recipes added (same output, but different quantity). 17. Preserved Food Factory (build mode, couldn’t edit the pre-placed one) Added soup recipes to conserved food factory, also new products: beans bags, canned beans, beans soup, mushroom soup, peanut bags, peanut butter, pickles, several sauces. Instead of sunflower oil you can bring any other oil type. The same for flour. Instead of enoki, you can bring oyster mushroom. Instead of cabbage, you can bring red cabbage. 18. Slaughter House (build mode) You can bring your animals to make several types of meat (beef, pork, lamb, poultry) and animal fat (for soap in Lavender Factory). With Realistic Livestock mod installed I couldn’t test it, because the transport trailers wouldnt load any animals, so I don’t know if it works. 19. Spinnery (pre-placed) Added rope recipes to it. Now you can make material or rope from hemp or flax fibers too. Bring only bales. Loose material might not be accepted. Now gives molasses as bi-product from sugarbeet and sugarbeet cut recipes. Make cigars or cigarettes from tobbacco (only loose) 22. Whiskey (pre-placed) – no addition 23. Wine Cellar (pre-placed) Removed juice and raisins (recipes are in Juice Factory). Added white grapes. Added possibility to make round bales of lavender, manure and miscanthus with the big stationary baler Goweil. Possibly many additions that I forgot to mention, discover yourself. Now just one version, without modded onions. If you have the DLC, onions work. – removed some dependencies that caused problems; – removed silphie, covercropmix 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. The sawmill errors, some spline warnings are present in the original map too, so I can’t fix them, not because I don’t want, just because I can’t use Giants Editor on macOS. Don’t forget also to rename it to FS25_Montana_4X if your savegame dates back from first release. – 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. Thank you very much! Don’t forget to rename it to FS25_Montana_4X if your savegame dates back from first release. V3.0.0.2 – 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) Don’t forget to rename it to FS25_Montana_4X if your savegame dates back from first release. UPDATE 09.10.2025 – v. 3.0.1: – 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) Don’t forget to rename it to FS25_Montana_4X if your savegame dates back from first release. – multifruit re-added from scratch to include all the crops/bulks/textures and all the new productions – some errors with the sawmill (probably because Giants changed the i3d and xml for containers, and DJModding added his way before the patch – DJModding has the same error on original version of the map) – new save is not needed but strongly recommended; you will loose all the productions, pallets and bales, because of the file placements and addresses. – added buckwheat to chicken feed; – changed a bit animal feeding, making chickens and sheep/goats eating parallel (meaning you have to bring both feed types to have 100% productivity); – balanced a bit hemp and flax fibers, also their use in the spinnery. adjusted price for onion and peanut. – removed from building menu the productions pre-placed already on the map (from original map) because it only showed some triggers not an actual building. – corrected bran and cracked corn, that I forgot to add to densityHeight and couldn’t act properly as a bulk. – added back pigfood as 100% (copied the animal food for pigs from Ray County, for the new forage and mixer for pigs, but you couldn’t fed them with pigfood anymore, only with the mix made with the grinder or separate crops…). BTW pumpkin works in hog barns, even though is a pallet. – other minor corrections . This should be the last update (if other errors don’t occur). Don’t forget to change the name if needed (only if you have a savegame from the first release with the name identical to original map version, 4X instead of MF). – added missing effects (barley, wheat, buckwheat, spelt); – changed effects for triticale; – added a script (from Ifkonator) for precision farming to handle anhydrous and compost (in fact the script reads my configuration file that contains all the info needed, seedrates, nitrogen levels for new crops etc.) – alfalfa and clover hay and silage now is worth more when selling (a little bit more than normal hay/silage) – other minor corrections . This should be the last update.
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