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Author SHA1 Message Date
925cbd1361 Aggiorna e amplia le produzioni in farmProductions.xml
Sono state apportate modifiche significative al file `farmProductions.xml`:
- Aggiornate le produzioni di biogas (`biogasgrass` e `biogaschaff`) con nuovi input/output e bilanciamenti.
- Aggiunte nuove produzioni: energia da canna da zucchero (`sugarcaneEnergy`), energia da trucioli di legno (`woodchipspower`), e una nuova pompa d'acqua (`waterPump`).
- Modificate produzioni esistenti, tra cui diesel, semi, additivi per insilato, calce, fertilizzanti (solidi e liquidi) ed erbicida, con nuovi input/output e costi bilanciati.
- Rimosse produzioni obsolete, come `liquidlime` e varianti di fertilizzanti.
- Aggiunte capacità di stoccaggio per `SUGARCANE`, `WOODCHIPS` e `METHANE`.
- Aggiornata la stazione di vendita per accettare nuove risorse.

Queste modifiche migliorano la varietà, il bilanciamento e la complessità delle produzioni, ottimizzando il gameplay e riflettendo proporzioni più realistiche.
2025-09-30 20:41:01 +02:00
0ae02cac19 Aggiunti files della mod 2025-09-28 18:05:11 +02:00
6 changed files with 612 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<placeable type="productionPoint" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../../../shared/xml/schema/placeable.xsd">
<storeData>
<name>
<en>Farm Productions</en>
<de>Landwirtschaftliche Produktionen</de>
</name>
<functions>
<function>$l10n_function_productionPoint</function>
</functions>
<image>store_farmproductions.png</image>
<price>30000</price>
<lifetime>1000</lifetime>
<rotation>0</rotation>
<brand>NONE</brand>
<species>placeable</species>
<category>productionPoints</category>
<brush>
<type>placeable</type>
<category>production</category>
<tab>factories</tab>
</brush>
<vertexBufferMemoryUsage>743936</vertexBufferMemoryUsage>
<indexBufferMemoryUsage>133376</indexBufferMemoryUsage>
<textureMemoryUsage>4849664</textureMemoryUsage>
<audioMemoryUsage>0</audioMemoryUsage>
<instanceVertexBufferMemoryUsage>0</instanceVertexBufferMemoryUsage>
<instanceIndexBufferMemoryUsage>0</instanceIndexBufferMemoryUsage>
</storeData>
<base>
<filename>farmproductions.i3d</filename>
<canBeRenamed>true</canBeRenamed>
</base>
<placement useRandomYRotation="false" useManualYRotation="true" >
<testAreas>
<testArea startNode="testArea1Start" endNode="testArea1End" />
</testAreas>
<sounds>
<place template="smallImp" />
</sounds>
</placement>
<clearAreas>
<clearArea startNode="clearArea1Start" widthNode="clearArea1Width" heightNode="clearArea1Height"/>
</clearAreas>
<leveling requireLeveling="true" maxSmoothDistance="10" maxSlope="75" maxEdgeAngle="30" >
<levelAreas>
<levelArea startNode="levelArea1Start" widthNode="levelArea1Width" heightNode="levelArea1Height" groundType="asphalt"/>
</levelAreas>
</leveling>
<indoorAreas>
<indoorArea startNode="indoorArea1Start" widthNode="indoorArea1Width" heightNode="indoorArea1Height" />
</indoorAreas>
<tipOcclusionUpdateAreas>
<tipOcclusionUpdateArea startNode="tipOcclusionUpdateArea1Start" endNode="tipOcclusionUpdateArea1End" />
</tipOcclusionUpdateAreas>
<ai>
<updateAreas>
<updateArea startNode="tipOcclusionUpdateArea1Start" endNode="tipOcclusionUpdateArea1End" />
</updateAreas>
<splines>
<spline node="aiLoadingSpline1" maxWidth="4.2"/>
<spline node="aiUnloadingSpline" maxWidth="4.2"/>
</splines>
</ai>
<infoTrigger triggerNode="infoTrigger" />
<dynamicallyLoadedParts>
<dynamicallyLoadedPart filename="$data/placeables/sellingStationGeneric/sellingStationGenericNoCover.i3d" node="0" linkNode="grainGateLinkNode" />
</dynamicallyLoadedParts>
<triggerMarkers>
<triggerMarker node="playerTriggerMarker" filename="$data/shared/assets/marker/markerIcons.xml" id="WRENCH" adjustToGround="true" />
<triggerMarker node="unloadTriggerMarker" filename="$data/shared/assets/marker/markerIcons.xml" id="UNLOAD" adjustToGround="true" />
<triggerMarker node="markerLoading1" filename="$data/shared/assets/marker/markerIcons.xml" id="LOAD" />
<triggerMarker node="markerLoading2" filename="$data/shared/assets/marker/markerIcons.xml" id="LOAD" />
</triggerMarkers>
<hotspots>
<hotspot type="PRODUCTION_POINT" linkNode="unloadTriggerMarker" teleportNode="teleportNode" />
</hotspots>
<productionPoint>
<productions sharedThroughputCapacity="false">
<!-- In sostituzione all'impianto biogas, partendo direttamente dall'erba -->
<production id="biogasgrass" name="$l10n_fillType_silage" cyclesPerHour="1000" costsPerActiveHour="250">
<inputs>
<input fillType="GRASS_WINDROW" amount="8484" />
</inputs>
<outputs>
<output fillType="ELECTRICCHARGE" amount="1" sellDirectly="true"/>
<output fillType="METHANE" amount="5884" />
<output fillType="DIGESTATE" amount="2545" />
</outputs>
</production>
<!-- In sostituzione all'impianto biogas, partendo direttamente dalla pula -->
<production id="biogaschaff" name="$l10n_fillType_silage" cyclesPerHour="1000" costsPerActiveHour="250">
<inputs>
<input fillType="CHAFF" amount="8484" />
</inputs>
<outputs>
<output fillType="ELECTRICCHARGE" amount="1" sellDirectly="true"/>
<output fillType="METHANE" amount="5884"/>
<output fillType="DIGESTATE" amount="2545" />
</outputs>
</production>
<!-- In sostituzione all'impianto biogas, partendo direttamente dalla canna da zucchero. Riflette le proporzioni reali partendo dal calcolo base dell'insilato del biogas del gioco-->
<production id="sugarcaneEnergy" name="Sugarcane Fiber Energy" cyclesPerHour="150" costsPerActiveHour="400">
<inputs>
<input fillType="SUGARCANE" amount="450" />
</inputs>
<outputs>
<output fillType="ELECTRICCHARGE" amount="150" sellDirectly="true"/>
</outputs>
</production>
<!-- Pompa l'acqua dal sottosuolo tipo pozzo -->
<production id="woodchipspower" name="$l10n_fillType_woodChips" cyclesPerHour="1000" costsPerActiveHour="250">
<inputs>
<input fillType="WOODCHIPS" amount="212" />
</inputs>
<outputs>
<output fillType="ELECTRICCHARGE" amount="131" sellDirectly="true"/>
</outputs>
</production>
<!-- Pompa l'acqua dal sottosuolo tipo pozzo -->
<production id="waterPump" name="Water Pump" cyclesPerHour="10000" costsPerActiveHour="100">
<inputs>
<input fillType="DIESEL" amount="2" />
</inputs>
<outputs>
<output fillType="WATER" amount="200" />
</outputs>
</production>
<!-- Biodiesel tecnicamente, prendo direttamente la materia prima senza prima lavorarla -->
<production id="diesel" name="$l10n_fillType_diesel" cyclesPerHour="100" costsPerActiveHour="1500">
<inputs>
<input fillType="CANOLA" amount="200" />
</inputs>
<outputs>
<output fillType="DIESEL" amount="10"/>
</outputs>
</production>
<!-- Semi, partendo dal frumento (tanto è un seme per tutti) -->
<production id="seeds" name="Seed Production Plant" cyclesPerHour="100" costsPerActiveHour="600">
<inputs>
<input fillType="WHEAT" amount="100" />
<input fillType="WATER" amount="5" />
</inputs>
<outputs>
<output fillType="SEEDS" amount="150" />
</outputs>
</production>
<!-- Additivo per insilato, migliora il rendimento quindi come se fosse un fertilizzante -->
<production id="silageAdditivePlant" name="Silage Additive Plant" cyclesPerHour="500" costsPerActiveHour="350">
<inputs>
<input fillType="POTATOES" amount="40" />
<input fillType="WATER" amount="5" />
</inputs>
<outputs>
<output fillType="SILAGE_ADDITIVE" amount="5" />
</outputs>
</production>
<!-- Praticamente basta tritare le pietre, serve un pochino d'acqua per "raffreddare i macchinari e diesel per farli funzionare" -->
<production id="lime" name="Lime Production Plant" cyclesPerHour="50" costsPerActiveHour="800">
<inputs>
<input fillType="STONES" amount="200" />
<input fillType="DIESEL" amount="5" />
</inputs>
<outputs>
<output fillType="LIME" amount="150" />
</outputs>
</production>
<!-- Migliora il rendimento come il digestato, e il lime per "addensare". L'acqua serve sempre -->
<production id="solidFertilizerPlant" name="Solid Fertilizer Plant" cyclesPerHour="200" costsPerActiveHour="1200">
<inputs>
<input fillType="METHANE" amount="150" />
<input fillType="WATER" amount="20" />
</inputs>
<outputs>
<output fillType="FERTILIZER" amount="180" />
</outputs>
</production>
<!-- Praticamente il fertilizzante solido ma in forma liquida, ottenuto aggiundo acqua al fertilizzante solido -->
<production id="liquidFertilizerPlant" name="Liquid Fertilizer Plant" cyclesPerHour="200" costsPerActiveHour="500">
<inputs>
<input fillType="FERTILIZER" amount="10" />
<input fillType="WATER" amount="90" />
</inputs>
<outputs>
<output fillType="LIQUIDFERTILIZER" amount="100" />
</outputs>
</production>
<!-- Come se fosse una variante del fertilizzante liquido, inserita la paglia dal momento che è uno scarto -->
<production id="herbicidePlant" name="Herbicide Production Plant" cyclesPerHour="150" costsPerActiveHour="800">
<inputs>
<input fillType="CANOLA" amount="30" />
<input fillType="WATER" amount="5" />
</inputs>
<outputs>
<output fillType="HERBICIDE" amount="20" />
</outputs>
</production>
</productions>
<storage isExtension="false" fillLevelSyncThreshold="50">
<capacity fillType="DIGESTATE" capacity="1000000000" />
<capacity fillType="WATER" capacity="1000000000" />
<capacity fillType="WHEAT" capacity="1000000000" />
<capacity fillType="SUNFLOWER" capacity="1000000000" />
<capacity fillType="CANOLA" capacity="1000000000" />
<capacity fillType="DIESEL" capacity="1000000000" />
<capacity fillType="STONE" capacity="1000000000" />
<capacity fillType="LIME" capacity="1000000000" />
<capacity fillType="LIQUIDFERTILIZER" capacity="1000000000" />
<capacity fillType="FERTILIZER" capacity="1000000000" />
<capacity fillType="HERBICIDE" capacity="1000000000" />
<capacity fillType="SEEDS" capacity="1000000000" />
<capacity fillType="GRASS_WINDROW" capacity="1000000000" />
<capacity fillType="CHAFF" capacity="1000000000" />
<capacity fillType="STRAW" capacity="1000000000" />
<capacity fillType="SILAGE_ADDITIVE" capacity="1000000000" />
<capacity fillType="LIQUIDLIME" capacity="1000000000" />
<capacity fillType="SUGARCANE" capacity="1000000000" />
<capacity fillType="WOODCHIPS" capacity="1000000000" />
<capacity fillType="METHANE" capacity="1000000000" />
</storage>
<sellingStation node="sellingStation" supportsExtension="false">
<unloadTrigger exactFillRootNode="unloadTrigger" aiNode="unloadTriggerAINode" fillTypes="DIGESTATE WHEAT STONE DIESEL WATER CANOLA SUNFLOWER LIME CHAFF GRASS_WINDROW STRAW HERBICIDE SUGARCANE WOODCHIPS">
<baleTrigger triggerNode="baleTrigger" deleteLitersPerSecond="8000" />
</unloadTrigger>
</sellingStation>
<loadingStation>
<loadTrigger triggerNode="loadingTrigger1" fillLitersPerSecond="2000" dischargeNode="dischargeNode1" fillTypes="SUGARBEET_CUT MINERAL_FEED LIME ROADSALT FERTILIZER SEEDS DRYGRASS_WINDROW STRAW SILAGE FORAGE PIGFOOD STONE MANURE" aiNode="aiLoadingNode1">
<effectNode effectClass="PipeEffect" effectNode="pipeEffect" materialType="pipe" fadeTime="0.5" maxBending="0" controlPoint="4.8 0 0 0"/>
<effectNode effectNode="pipeEffectSmoke" materialType="unloadingSmoke" fadeTime="0.5" />
</loadTrigger>
<loadTrigger triggerNode="loadingTrigger2" fillLitersPerSecond="2000" dischargeNode="dischargeNode2" fillTypes="WATER LIQUIDFERTILIZER HERBICIDE SILAGE_ADDITIVE DIESEL DIGESTATE LIQUIDLIME" aiNode="aiLoadingNode2">
</loadTrigger>
</loadingStation>
<playerTrigger node="playerTrigger" />
<sounds>
<idle template="oilPlantIdle" linkNode="0>" />
<active template="oilPlantWork" linkNode="0>" />
</sounds>
</productionPoint>
<i3dMappings>
<i3dMapping id="mapPosition" node="0>0|0" />
<i3dMapping id="productionPoint" node="0>0|1" />
<i3dMapping id="playerTrigger" node="0>0|1|0" />
<i3dMapping id="playerTriggerMarker" node="0>0|1|0|0" />
<i3dMapping id="teleportNode" node="0>0|1|1" />
<i3dMapping id="storage" node="0>0|2" />
<i3dMapping id="loadingStation" node="0>0|3" />
<i3dMapping id="loadingTrigger1" node="0>0|3|0|0" />
<i3dMapping id="dischargeNode1" node="0>0|3|0|1" />
<i3dMapping id="pipeEffect" node="0>0|3|0|2|0" />
<i3dMapping id="pipeEffectSmoke" node="0>0|3|0|2|1" />
<i3dMapping id="aiLoadingNode1" node="0>0|3|0|3" />
<i3dMapping id="aiLoadingSpline1" node="0>0|3|0|4" />
<i3dMapping id="markerLoading1" node="0>0|3|0|5" />
<i3dMapping id="loadingTrigger2" node="0>0|3|1|0" />
<i3dMapping id="dischargeNode2" node="0>0|3|1|1" />
<i3dMapping id="aiLoadingNode2" node="0>0|3|1|2" />
<i3dMapping id="markerLoading2" node="0>0|3|1|3" />
<i3dMapping id="sellingStation" node="0>0|4" />
<i3dMapping id="grainGateLinkNode" node="0>0|4|0" />
<i3dMapping id="unloadTrigger" node="0>0|4|0|0" />
<i3dMapping id="unloadTriggerMarker" node="0>0|4|0|0|0" />
<i3dMapping id="baleTrigger" node="0>0|4|0|1" />
<i3dMapping id="unloadTriggerAINode" node="0>0|4|1" />
<i3dMapping id="aiUnloadingSpline" node="0>0|4|2" />
<i3dMapping id="levelArea1Start" node="0>0|5|0" />
<i3dMapping id="levelArea1Width" node="0>0|5|0|0" />
<i3dMapping id="levelArea1Height" node="0>0|5|0|1" />
<i3dMapping id="clearArea1Start" node="0>0|6|0" />
<i3dMapping id="clearArea1Width" node="0>0|6|0|0" />
<i3dMapping id="clearArea1Height" node="0>0|6|0|1" />
<i3dMapping id="indoorArea1Start" node="0>0|7|0" />
<i3dMapping id="indoorArea1Width" node="0>0|7|0|0" />
<i3dMapping id="indoorArea1Height" node="0>0|7|0|1" />
<i3dMapping id="testArea1Start" node="0>0|8|0" />
<i3dMapping id="testArea1End" node="0>0|8|0|0" />
<i3dMapping id="tipOcclusionUpdateArea1Start" node="0>0|9|0" />
<i3dMapping id="tipOcclusionUpdateArea1End" node="0>0|9|0|0" />
<i3dMapping id="infoTrigger" node="0>0|10" />
</i3dMappings>
</placeable>

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<?xml version="1.0" encoding="iso-8859-1"?>
<i3D name="farmproductions.i3d" version="1.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://i3d.giants.ch/schema/i3d-1.6.xsd">
<Asset>
<Export program="GIANTS Editor 64bit" version="9.0.6"/>
</Asset>
<Files>
<File fileId="4" filename="$data/maps/mapAlpine/textures/alpsBGA_diffuse.png"/>
<File fileId="8" filename="$data/maps/mapAlpine/textures/alpsBGA_mask.png"/>
<File fileId="5" filename="$data/maps/mapAlpine/textures/alpsBGA_normal.png"/>
<File fileId="6" filename="$data/maps/mapAlpine/textures/alpsBGA_specular.png"/>
<File fileId="19" filename="$data/maps/mapAlpine/textures/props/bgaPropsA_diffuse.png"/>
<File fileId="20" filename="$data/maps/mapAlpine/textures/props/bgaPropsA_normal.png"/>
<File fileId="21" filename="$data/maps/mapAlpine/textures/props/bgaPropsA_specular.png"/>
<File fileId="22" filename="$data/maps/mapAlpine/textures/props/bgaPropsB_diffuse.png"/>
<File fileId="23" filename="$data/maps/mapAlpine/textures/props/bgaPropsB_normal.png"/>
<File fileId="24" filename="$data/maps/mapAlpine/textures/props/bgaPropsB_specular.png"/>
<File fileId="25" filename="$data/maps/mapAlpine/textures/props/bgaPropsDecals_diffuse.png"/>
<File fileId="9" filename="$data/maps/mapAlpine/textures/shared/mapDirt_diffuse.png"/>
<File fileId="10" filename="$data/maps/mapAlpine/textures/shared/mapMoss_diffuse.png"/>
<File fileId="16" filename="$data/maps/textures/shared/props/icicles_diffuse.png"/>
<File fileId="17" filename="$data/maps/textures/shared/props/icicles_normal.png"/>
<File fileId="18" filename="$data/maps/textures/shared/props/icicles_specular.png"/>
<File fileId="12" filename="$data/maps/textures/shared/snow_diffuse.png"/>
<File fileId="13" filename="$data/maps/textures/shared/snow_normal.png"/>
<File fileId="11" filename="$data/maps/textures/shared/snow_specular.png"/>
<File fileId="7" filename="$data/shaders/buildingShader.xml"/>
<File fileId="27" filename="$data/shaders/decalShader.xml"/>
<File fileId="14" filename="$data/shaders/snowHeapShader.xml"/>
<File fileId="2" filename="$data/shared/default_normal.png"/>
<File fileId="26" filename="$data/shared/default_specular.png"/>
<File fileId="28" filename="$data/shared/window02_diffuse.png"/>
</Files>
<Materials>
<Material name="alpsBGA_mat" materialId="5" customShaderId="7">
<Texture fileId="4"/>
<Normalmap fileId="5"/>
<Glossmap fileId="6"/>
<Custommap name="mMaskMap" fileId="8"/>
<Custommap name="mDirtDiffuse" fileId="9"/>
<Custommap name="mMossDiffuse" fileId="10"/>
<CustomParameter name="dirtMossSmoothness" value="0.3 0.24 0 0"/>
<CustomParameter name="dirtMossMix" value="0.5 0.5 0.3 0.24"/>
</Material>
<Material name="bgaPropsA_mat" materialId="6">
<Texture fileId="19"/>
<Normalmap fileId="20"/>
<Glossmap fileId="21"/>
</Material>
<Material name="bgaPropsB_mat" materialId="7">
<Texture fileId="22"/>
<Normalmap fileId="23"/>
<Glossmap fileId="24"/>
</Material>
<Material name="bgaPropsDecals_mat" materialId="8" alphaBlending="true" customShaderId="27">
<Texture fileId="25"/>
<Normalmap fileId="2"/>
<Glossmap fileId="26"/>
</Material>
<Material name="icicles_mat" materialId="9" alphaBlending="true" customShaderId="14" customShaderVariation="icicle">
<Texture fileId="16"/>
<Normalmap fileId="17"/>
<Glossmap fileId="18"/>
<Refractionmap coeff="1" bumpScale="0.1"/>
</Material>
<Material name="lambert1" materialId="10" diffuseColor="0.494118 0.494118 0.494118 1">
</Material>
<Material name="lambert2" materialId="11" diffuseColor="0.494118 0.494118 0.494118 1">
<Normalmap fileId="2"/>
</Material>
<Material name="snow_mat" materialId="12" customShaderId="14">
<Texture fileId="12"/>
<Normalmap fileId="13" bumpDepth="0.5"/>
<Glossmap fileId="11"/>
</Material>
<Material name="UnnamedMaterial" materialId="65" diffuseColor="1 1 1 1">
</Material>
<Material name="window02_mat" materialId="14" alphaBlending="true">
<Texture fileId="28"/>
<Normalmap fileId="2"/>
</Material>
</Materials>
<Shapes externalShapesFile="farmproductions.i3d.shapes">
</Shapes>
<Dynamics>
</Dynamics>
<Scene>
<TransformGroup name="Production" rotation="-180 0 -180" nodeId="48">
<TransformGroup name="silo" translation="5.951 0 7.69999" nodeId="49">
<TransformGroup name="mapPosition" translation="-4.84684 0 -7.75717" nodeId="50"/>
<TransformGroup name="productionPoint" translation="5.73389 0 1.01482" nodeId="51">
<Shape shapeId="1" name="playerTrigger" translation="0 1.33133 0" static="true" trigger="true" collisionMask="1048576" nodeId="52" materialIds="10" castsShadows="true" receiveShadows="true" nonRenderable="true">
<TransformGroup name="playerTriggerMarker" nodeId="53"/>
</Shape>
<TransformGroup name="teleportNode" nodeId="54"/>
</TransformGroup>
<TransformGroup name="storage" translation="-6.3326 0 -7.42136" nodeId="55"/>
<TransformGroup name="loadingStation" translation="-5.97831 4.44065 -22.6721" nodeId="56">
<TransformGroup name="loadingTriggers" translation="-0 -0.215055 -0" nodeId="57">
<Shape shapeId="2" name="loadingTrigger1" translation="0 0.988246 -0" static="true" trigger="true" collisionMask="1073741824" nodeId="58" materialIds="10" castsShadows="true" receiveShadows="true" nonRenderable="true"/>
<TransformGroup name="dischargeNode1" nodeId="59"/>
<TransformGroup name="dischargeEffect" nodeId="60">
<Shape shapeId="3" name="pipeEffect" translation="0 0.988246 -0" rotation="90 0 0" clipDistance="300" nodeId="61" materialIds="11" castsShadows="true" receiveShadows="true"/>
<Shape shapeId="4" name="pipeEffectSmoke" translation="-0 -2.56733 -0" clipDistance="100" nodeId="62" materialIds="11" castsShadows="true" receiveShadows="true"/>
</TransformGroup>
<TransformGroup name="aiLoadingNode1" translation="0 -3.76444 0.331348" rotation="0 -90 0" nodeId="63"/>
<Shape shapeId="5" name="aiLoadingSpline1" translation="-0.493104 0 5.34741" visibility="false" nodeId="64"/>
<TransformGroup name="markerLoading1" translation="0 -4.16715 0" rotation="-0.000236617 -89.9161 0.000250274" nodeId="66"/>
</TransformGroup>
<TransformGroup name="loadingTriggers" translation="0 0 -4.54747e-15" nodeId="67">
<Shape shapeId="6" name="loadingTrigger2" translation="7.85395 -2.61048 8.22928" scale="0.3 0.3 0.5" static="true" trigger="true" collisionMask="1075838976" nodeId="68" materialIds="10" castsShadows="true" receiveShadows="true" nonRenderable="true"/>
<TransformGroup name="dischargeNode2" translation="7.83592 -4.167 8.17069" rotation="-180 0 180" nodeId="69"/>
<TransformGroup name="aiLoadingNode2" translation="8.05139 -4.50519 9.1185" rotation="0 -90 0" nodeId="70"/>
<TransformGroup name="markerLoading2" translation="8.02189 -4.22 7.89023" rotation="180 0 180" nodeId="71"/>
</TransformGroup>
</TransformGroup>
<TransformGroup name="sellingStation" translation="-10.7025 0 -20.845" nodeId="72">
<TransformGroup name="grainGateLinkNode" translation="4.86983 0 13.3724" nodeId="73">
<Shape shapeId="7" name="unloadTrigger" static="true" trigger="true" collisionMask="1073741824" nodeId="74" materialIds="10" castsShadows="true" receiveShadows="true" nonRenderable="true">
<TransformGroup name="unloadTriggerMarker" nodeId="75"/>
</Shape>
<Shape shapeId="8" name="baleTrigger" translation="0 1.77485 0" scale="1 3 1" static="true" trigger="true" collisionMask="16777216" nodeId="76" materialIds="10" castsShadows="true" receiveShadows="true" nonRenderable="true"/>
</TransformGroup>
<TransformGroup name="unloadTriggerAINode" translation="4.86983 0 13.7358" rotation="0 90 0" nodeId="77"/>
<Shape shapeId="9" name="aiUnloadingSpline" translation="4.71838 0 13.6858" visibility="false" nodeId="78"/>
</TransformGroup>
<TransformGroup name="levelAreas" nodeId="79">
<TransformGroup name="levelArea1Start" translation="-19.9808 -6.82121e-15 -26.3695" nodeId="80">
<TransformGroup name="levelArea1Width" translation="27.2558 -2.01948e-30 0" nodeId="81"/>
<TransformGroup name="levelArea1Height" translation="7.95808e-15 3.02923e-30 31.984" nodeId="82"/>
</TransformGroup>
</TransformGroup>
<TransformGroup name="clearAreas" nodeId="83">
<TransformGroup name="clearArea1Start" translation="-19.981 0 -26.3695" nodeId="84">
<TransformGroup name="clearArea1Width" translation="27.256 -2.13163e-16 -9.09495e-15" nodeId="85"/>
<TransformGroup name="clearArea1Height" translation="1.42109e-14 7.10543e-17 31.984" nodeId="86"/>
</TransformGroup>
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<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<modDesc descVersion="80">
<author>CavalierRoy</author>
<version>1.3.0.0</version>
<title>
<en>Agricultural Supply Productions</en>
<de>Landwirtschaftliche Betriebsmittel Produktionen</de>
</title>
<description>
<en><![CDATA[
Farm Productions
- Price: $30,000
- With this building you can make your farm self sufficient and produce things such as:
Liquid Fertilizer, Fertilizer, Herbicide, Seeds, Lime, Water, Slurry, Mineral Feed, Silage Additive, SugarBeet Cut, Diesel, Hay Drying, Grass Silage, Haylage, Chaff Silage, Forage, Pig Food, Digestate.
Changelog 1.1.0.0:
- Fix for Silage Additive inputs
Changelog 1.1.0.1:
Altered the Mod Name - No other changes have been made. (by ModHub Team)
Changelog 1.2.0.0:
- Fix for indoor area
Changelog 1.3.0.0:
- Production added, Slurry to Digestate
- Production added, Manure to Digestate
]]></en>
<de><![CDATA[
Landwirtschaftliche Produktionen
- Preis: 30.000 €
- Mit diesem Gebäude kannst du deinen Bauernhof autark machen und Dinge produzieren wie:
Flüssigdünger, Dünger, Herbizide, Saatgut, Kalk, Wasser, Gülle, Mineralfutter, Siliermittel, Zuckerrübenschnitt, Diesel, Heutrocknung, Grassilage, Heulage, Häckselsilage, Futtermittel, Schweinefutter, Gärreste.
Changelog 1.1.0.0:
- Korrektur für Silagezusatz-Eingaben
Changelog 1.1.0.1:
Der Mod-Name wurde geändert - Es wurden keine weiteren Änderungen vorgenommen. (von ModHub Team)
Changelog 1.2.0.0:
- Fix für Innenbereich
Changelog 1.3.0.0:
- Produktion hinzugefügt, Gülle zu Gärreste
- Produktion hinzugefügt, Mist zu Gärreste
]]></de>
</description>
<iconFilename>icon_farmProductions.dds</iconFilename>
<multiplayer supported="true"/>
<storeItems>
<storeItem xmlFilename="farmProductions.xml"/>
</storeItems>
</modDesc>

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