DISCLAIMER: The description is from Judith Plains and will be corrected these days to reflect 100% Riverbend. The production part is sligtly different, having more factories and products. Also will add more screenshots. Otherwise, the map is error free and ready to play.
Should work fine with a previous savegame, but because I re-organized all the files and adresses, errors might occur, so I strongly reccomend a new save.
Unfortunatelly I couldn’t add the productions on the pre-placed productions, because most likely it must be done in Giants Editor, so all the productions must be placed down if you want full compatibility with the new crops (also regarding new products, the pre-placed productions on the map are the base-game).
Also fixed missing effects, grass warnings and other bugs from Judith Plains (another update to fix the mentioned error too, will come later).
After some week to check from you for errors, will make a prefab for multifruit pack.
RIVERBEND SPRINGS MULTIFRUIT AND PRODUCTIONS EDIT.
Multifruit
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, now working with a script instead of external mod.
Animal Feeding
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).
CHICKENS
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
COWS
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.
HORSES
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.
SHEEP/GOAT
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
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.
20. Sugar Mill
Now gives molasses as bi-product from sugarbeet and sugarbeet cut recipes.
21. Tobbacco Factory
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.
Other
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.
Changelog: +
V1.6.0.1
– minor fixes for converters (you can bring american soybean instead of soybean, white grapes instead of red ones, safflower instead of canola… Mostly in the grain crusher and preserved food).
– updated billboards.
It shouldn’t need a new savegame (if you already have 1.6, no savegame needed, just if you have an older version), but if you encounter problems or missing products/productions and just rebuilding that production doesn’t fix it, make a new save and follow a tutorial on my Discord on how to transfer an old save.
V1.6.0.0
– 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 billboards.
It shouldn’t need a new savegame, but if you encounter problems or missing products/productions and just rebuilding that production doesn’t fix it, make a new save and follow a tutorial on my Discord on how to transfer an old save.
V1.5.1
I apologize for the previous version where I missed so many things; was caught up in making the new foliages that I forgot to add taro, greenrye and mint fully functional as it is on Hutan Pantai…
Changelog:
– safflower now can be harvested with a forage harvester for chaff (prefab also fixed – was missing a line in the foliage.xml for forageReady stage);
– fixed greenrye for forage Harvester (crop windrow was missing from densityHeight.xml); added missing effects;
– added taro to planter and to harvesters; added taro belt effects;
– added okra and edamame to planter;
– some crops were misiing from Precision Farming configurations and I added them (okra, safflower and edamame).
It shouldn’t need a new savegame, but if you encounter problems or missing products/productions and just rebuilding that production doesn’t fix it, make a new save and follow a tutorial on my Discord on how to transfer an old save.
Please test the new crops and products and report problems, if any, because this version of multifruit will be also the update for the multifruit prefab. In the next update for the map (v. 1.6), I will add the new animals and bi-products.
V1.5.0.0
Now just one version, without modded onions. If you have the DLC, onions work.
Changelog:
– removed some dependencies that caused problems;
– 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;
– updated billboard and made a secondary one for 2026 donors.
Please test the new crops and products, because this version of multifruit will be also the update for the multifruit prefab. In the next update for the map, will add the new animals and bi-products.
V1.4.0.0
After lots of testing and consideration, I’ve decided that all my maps will now have two versions:
The previous version — this one will stay as it is, with mod onions. (For the slaughterhouse issue, you’ll need to download and replace the slaughterhouse.xml file.)
A new version — this one will work only with the Highlands Fishing DLC enabled.
There are two main reasons for this:
Creating a single variant compatible with both types of FS25 owners (with and without the DLC) would mean removing the ability to deposit onions in bunkers.
Without the DLC, onions would have to be completely removed, which causes lots of factory-related errors.
So, there will be two separate download links on the itch.io page, plus the standalone slaughterhouse.xml file.
Also, please remove the “2” from the ZIP file name so it can be used on existing savegames.
Changelog:
– fixed the slaughterhouse not accepting cows (for players without the DLC, please download the xml bellow and replace it inside multifruit/placeables/productionPoints/slaughterhouse);
– corrected textures on linseed harvest effects;
– changed onions for the DLC ones;
– added Highlands Cattle on the custom animals.xml that map uses.
– updated billboard.
V1.3.2.3
– 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.
UPDATE 17.10.2025 – v. 1.3.2.2:
– 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)
V1.3.2.1
– 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)
V1.3.1.0
– new productions were re-balanced, to fix the low-paying productions or over-paying ones (kr3d0 didn’t have them then).
– changed a bit animals. They eat double and produce double. Also changed beef and pigs prices a bit, to be more profitable. Also the some races are different, ones that produce more, eat a bit more, others differ on price (the expensive ones, eat a bit more).
– added manure from chickens (there are some chicken coops with manure, won’t work with normal pens though)
– changed ground deformation to be more entertaining, but still manageable (from 0.2 to 0.5, nothing too crazy like 0.8 or 1 I saw in one map).
– added billboard generator with my donors, that gives some money like a generator.
– the sesame crop color still won’t appear on map PDA, I didn’t found a fix yet…
– added molasses to buy (for pelletizer).
– added some missing effects (lentils swath).
– added 2 buying stations for bulk and liquid. one of them is with 20% discount.
– many other fixes/changes I forgot.
V1.3.0.0
– most of the productions were re-balanced, to fix the low-paying productions or over-paying ones.
– changed a lot of the bulk textures like: alfalfa, clover, pulses straw, corn stalks, grass, straw, hemp and flax fibers etc.
– changed linseed foliage because OxygenDavid doesn’t give permission anymore to use his assets.
-fixed red clover LOD when cut, and now it has 3 harvest ready stages like grass (the third one gives 140%)
– added a new crop sesame and new products to further use this crop (for now the crop color won’t appear on map PDA, working on a fix)
– added chocolate cake and changed normal cake appeareance too; changet fruit pie pallet.
– added a pelletizer to use instead of Straw harvest DLC that causes bulk conflict (mixed textures, that messes with the intended gameplay).
– added 2 extra pellets types: woodchips and cowfood pellets. Now for 100% production on cows you will need either TMR, either cowfood. Unfortunatelly, alfalfa and clover silage will give only 80% like normal silage, but with the pelletizer you can make cowfood either with TMR ingredients, either with alfalfa/clover silage and straw. Of course for straw you can bring also pulses straw, miscanthus cut or corn stalks and for hay you can bring alfalfa/clover hay.
– added heat plant to burn those new pellets..
– moved some vegetarian products from dairy to a brand new production (soymilk, oatmilk, tofu and now hummus)
– added 2 livestock trailers that work with chickens too
-added hemp and flax fiber to pickup wagons, but for spinerry you will need bales.
– many other fixes/changes I forgot.
– remain to do/to fix: sesame pda color, balance new productions, translate the new additions (now they are in english). Not long after that will finally work on the prefab (the hard work will be the tutorial)
V1.1.0.0
– Added the industrial greenhouse (one of them at least), thanks to Kr3d0
– Added another open garden plot just for field crops like potatoes, spinach, green beans etc.
– Corrected missing effects (wheat, barley, buckwheat, spelt); changed triticale effect.
– Corrected typo in i3d regarding barley
– Added Hop vines (I know about the warning about the normal texture, but I have no tools to fix it for now) and hops for beer recipe in wine and beer cellar.
– Added hops to grape harvesters with effects included.
– Added buyable cocoa powder, cooking salt and yeast and added them in different recipes.
– Added carton roll and paper roll in some recipes.
– Added mining shaft and iron furnace from silver run forest, because you need metal for beer (in tin doses).
– Fixed bran and cracked corn missing from densityHeight.xml
– Added new products to bakery (also thanks to kr3d0 for porting them from my fs22 pack): potato bread, sweet bread, milk bread, roulade, strudel, baguette, bagel
– Added pizza to bakery
– Changed feeding of chickens and sheep/goats to parallel, now you have to bring both categories to have full productivity
– Added buckwheat for feeding chickens
– Added back pigfood for 100% at pigs, not just the special mix made with the grinder like in Ray County; also pumpkin works.
– Increased a bit alfalfa and clover prices
– Balanced a bit flax and hemp fibers and their input in spinners
– Balanced prices for onions and peanuts
This should be the last update, if some error still escaped me, before releasing the multifruit prefab (about 3-4 weeks after the last update).
Till the prefab is released, if you know what you are doing, just take it from here for your map/map edit.
After the prefab release, will focus on the real orchards and a new map edit: Zielonka, with those new orchards.
V1.0.0.0
multifruit fully redone
productions added in building menu
new save game recommended
Beta 3 still because of the lua call stack.
No new save needed if played beta 2. You can download it or wait for alpha release (if not finding that error soon, could be months; someone suggested to take it from the beggining. Probably it would fix the error, but there is about 200h of work and I don’t want to spend it on redo everything. I prefer to play myself the game I bought and invest my free time in bringing the productions, instead of wasting time…)
Everything else should be fixed. I also tested it with Test Runner and fixed everything I knew how to fix., improving performance.
added miscanthus and quinoa (I tried twice to make taro, but none of the crops used is suited for such a big plant and doesn’t look ok. If I mange to do it, it will be in the next update)
quinoa is a grain. Can be fed to horses as an alternative to maize, sorgum, fodder peas or millet, fed to chickens and pigs.
miscanthus is a grass type crop, harvested for a special chaff. 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 or in a empty bunker to ferment into compost.
Added possibility to make round bales of lavender, manure and miscanthus with the big stationary baler Goweil.
added german, french, polish, czech translations thanks to chatGPT.
changed peanuts foliage with a better one.
changed grass foliage to meadowUS a little bit modified, but it will go brown in winter like meadow.
changed grass, hay and silage fillplanes to my custom ones.
PLEASE HELP ME AND TEST IT YOURSELF TO FIND THE SOURCE OF THAT LUA CALL STACK!
I am playing and searching for any sign of what causes it, but even the Test Runner doesn’t say nothing regarding this error. getMaterial in loading could be a fillType put wrongly somewhere as far as i know, but couldn’t find it…
Also translations need improving, because chatGPT is not the best translator in the world.
Flax can be harvested with the combine with grain header for seeds or with the swather for fiber.
Hemp is harvested with the swather for fiber only.
Alfalfa and clover can be swathed also.
All pulses have their special straw – pulse straw, that can be used in TMR recipe or fermented in a bunker for compost.
Field grass is harvested with grain header for seeds and gives hay as straw.
Silphie is for forage harvester that gives chaff. It regrows.
Tobacco is harvested with a spinach harvester (that does both).
Lavender can be harvested with forage harvester or cotton harvester. With forage harvester the yield is 20% lower.
Buckwheat, rye, triticale, spelt and some pulses can be swathed for 25% bonus of yield.
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 or in a empty bunker to ferment into compost.
Animal food was modified, adding a new category: moisture that consists of shreded sugarbeets, carrots, potatoes, parsnips, beetroots (sugarbeet cut like filltypes). 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.
Millet and Sorghum added as base food for horses.
Fermented clover and alfalfa gives 100% feed for cows like TMR.
Clover and alfalfa can be fermented in bunker or bales.
Pulses straw and organic waste (will be a bi-product of greenhouses and oil mill) and all windrows can ferment into compost in bunkers (or bales made with the gigantic goweil baler).
Flax and hemp fibers can be baled only with a round baler, or collected loose.
Added possibility to make round bales of lavender, manure and miscanthus with the big stationary baler Goweil.
Known issues:
– a get material lua call stack that I canțt find the xml with the mistake in it.
– effects on white grapes are from the red ones because idk how to change them (vehicles are not my forte)
Will make productions for this multifruit, but after will release the alpha version with all errors fixed hopefully.
If someone desires to test the prices/profitability of the new crops, please tell me which is not profitable enough or too profitable. Math is not my forte.
BETA 2
Only this error remains to fix:
2025-04-22 17:25 Error (script): Entity ‘LOADING’ for ‘object’ has invalid type in method ‘getMaterial’.
2025-04-22 17:25
Script error in getMaterial: Error (script): Entity ‘LOADING’ for ‘object’ has invalid type in method ‘getMaterial’.
LUA call stack:
=[C]:-1 getMaterial
=dataS/scripts/fillTypes/FillTypeDesc.lua:203 particleShapeI3DFileLoaded
=dataS/scripts/i3d/I3DManager.lua:136 loadSharedI3DFileAsyncFinished
If you know what it means and you find the typing error that causes it, please tell. All fillplanes should work fine. Try without mods first, then report. I am playing with 300+ mods, and about 20 are scripts and still works perfect. If the loading screen seems stuck, please wait.
added missing huds
added missing effects
corrected some fillplanes paralax
tobacco is now more profitable
added peanut as root crop
fixed onion and made harvesters for onion and peanut
changed the growth calendar for all my crops and some of base-game
added multi-terrain angles (needs a new savegame)
improved silphium perfoliatum texture (is a chaff crop, works only with forage harvesters)
added rolling to alfalfa and clover
added stubbles for most crops
and many more improvments and changes
well that stinks you took away silage acting as tmr. I don’t understand that i don’t like messing with pellets. That was actually a cool part of this map.
With clover and alfalfa how do you ferment it?
I mowed it, none of the forage harvesters, balers or wind rowers will touch it.
The harvesters will pick it up as chaf that’s all.
It says the cows will use it as 100% food but idk how to get it off the field.
Sorry for such a late reply. The mod author has stated that because of the way that the amount of things that can be dumped on the ground is generated and stored in the game, if you have any mod that adds more things that can be dumped on the ground (like straw harvest) that it will not drop correctly. There is a mod on the modhub called “max heighttype limit by map” that fixes this. Otherwise you would have to figure out what mods are causing the issue and remove them. Hope this helps people out. Cheers
where is the green and red cabbage pumpkin garlic strawberries tomato pepper radish raspberries
where is the pumpkin and the jack bean
I gave a very pointed descriptive message earlier…but it didn’t post
Miscanthus Cut in your Fermenter…in your map when looking at list of crops…under Miscanthus….is the error posted…seems to reason therein lays your problem
MISCANTHUS_CUT FS25_Riverbend_Springs_Multifruit.zip.85a/maps/multifruit/scripts/bunkerSiloConverters.xml I think it needs another descriptive word MISCANTHUS_CUT I am looking at the 1st part of that line and googled Miscanthus Cut, googled shows only deescriptive words behind Miscanthus cut HOPE THAT WORKS FOR YOU!!
when creating fields it doesn’t plow the grass.
I was cutting alfalfa and clover, it was not cutting the best can smooth it out?