FS22 Production Info Hud v1.1
Here is the LS22 version of the production info hud of mine known from LS 19.
Version 1.1.0.0
– Production quantities in the overview are now shown with an active booster (number is orange)
– Show output full only when production is active
– Outputs can now be almost full (>95%) or full (>99%)
– Adaptation to changed l10n texts from the basegame
– Dung heaps at animal stables are now also displayed when they are full or almost full
– The host at Hosted MP can now activate the display as well
Since the LS19 version was built on Global Company dialogues and methods, it had to be completely rebuilt.
The current version has the following possibilities:
Display of active productions and animal sheds with their remaining time per resource. Including the animal sheds for feed, water and straw. Revamp Mix is also displayed as such.
A production is only displayed if…
it has less than 2 months remaining runtime.
it has less than 50% fill level. (Except for Revamp Mix inputs, where this is ignored).
The production line is activated.
The display is sorted by remaining runtime, whichever runs empty or is empty first is at the top.
Productions that are full are still above. These are displayed from a fill level of 95% so that they can be run down before the production comes to a stop.
Full animal houses can be switched off in the options.
How many productions are displayed can be set in the options.
The font size is adjustable.
The position can be set to top centre, under F1 menu or under Vehicle Inspector Mod display.
Input Filltypes can be deactivated for display in the productions. Useful for Revamp Boosters that are not to be delivered.
Revamp boosters can also be completely deactivated in the settings.
The list is updated every 5 seconds.
Production overview:
This shows all fill types and how much of them is needed.
The overview can be switched to per year, month or hour.
The yearly view shows the estimated acreage needed for crops (without PF or bonuses).
Sales help:
If the sales price trigger mod is installed, it is displayed if the price is good and the products are available for sale.
The following applies here:
A sales price must be set in the sales price trigger and this must be exceeded.
The quantity selected in the options must be available in a silo or production (no animal sheds).
The display shows what can be fetched from where and sold to where.
Wishes and suggestions for improvement as well as error messages are always welcome.
These can best be made on my Discord in the channel of the respective mod.
Address can be found in the user of the same name in the Giants Forum.