FS25 Slurry Pipe System v1.0.0.1

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FS 25 Implements & Tools

FS25 Slurry Pipe System v1.0.0.1

New features
– Slurry separator (Börger 125 bunker separator) — new screw-press placeable (manureHeapSeparator type): pulls slurry in through one coupler, presses the dry matter onto its own manure bunker, returns the thinner liquid fraction through the other coupler.
– Walk-up start/stop and 5-step screw tightness control; auto-halts on exhausted dry matter or a full bunker and resumes on its own; optional running cost per hour. Fully server-authoritative, MP-synced, join-in-progress safe, saved per game.
– Third-party placeables can configure their own machine via.
– Buying station support — FS25_BuyableManureAndOther’s liquid manure station registers as a paid, infinite pipe-only SPS source with a walk-up switch between its sold liquids (plus SPS-extra types such as water). Charges through the station’s own pricing; MP-synced and JIP-safe.
– Gravity head equalisation — new optional headHeightNodeName on vehicle and store couplings.
– Levels equalise by gravity between connected vessels, gated on the pipe run’s declared high point, so slurry only flows downhill when it genuinely can.
– Couplings without the attribute behave exactly as before.
– Lid-linked deployable couplers — new deployAnimatedObjectSaveId on store couplings drives the placeable’s own vanilla animatedObjects lid: deploy opens it, connecting requires it fully open, and the lid’s walk-up trigger locks while a pipe is live.
– Shared lids across several couplers supported via one shared animated object.
– Sprayer store fill-type control — placeable sprayer couplings can now declare their own fill type and capacity (#fillType + #capacity), or act as dynamic lock-until-empty compartments (#fillTypes / #fillTypeCategories, including fillTypes=”ANY” which accepts whatever the connected sprayer holds — script-mod liquids included). Compartment state saves, syncs in MP and survives JIP.
– Per-config coupler animations — vehicles and placeables (slurry and sprayer) can ship their own block inside the embedded config; local ids override the shared library.
– Pipes rest on real surfaces — laid chains and connection pipes now settle onto concrete pads, building floors, bridge decks and roads (per-bone raycast), not just the terrain, across all three pipe visual systems.
– Soil & Fertilizer compatibility — all 12 FS25_SoilFertilizer custom liquid IBC tanks are recognised; SPS spawns the correctly branded IBC for the connected sprayer’s liquid.
– IBC spawn control — optional IBCspawnPoint child node on a sprayer coupler dictates the hold-R spawned IBC’s position and heading; the Add IBC prompt is suppressed while the sprayer is empty.
– Embedded crust visuals — the foliage/plane block now works on placeables registered via the embedded block (previously bundled-config only).
– Per-player settings — the pipe colour picker and the entire spreader HUD section have moved to the General settings page, so every player in multiplayer (not just the host/admin) can use them.
– Each player’s choices — including the dragged HUD position and scale — now persist in their own local user file across sessions and servers.
– Multiplayer gameplay settings sync — the gameplay rows (Slurry Realism, Thickness Flow, Blockages, Length Falloff, Shear Bolt, IBC Persistence) are now server-authoritative: admin changes apply on the server, broadcast to every client, and reach late joiners in the join dump. The shear bolt master switch now actually disables bolt wear (it was previously unconnected).

Fixes
– valveType=”NONE” store couplers no longer show a phantom “Open valve” prompt anywhere on the run — walk-up interaction is connect/disconnect only, and the far end is treated as free-flowing.
– Savegame reload no longer duplicates or loops back coupler bez pipes; a load-side sanitizer heals already-corrupted saves.
– Multi-type husbandry storages (straw + slurry) no longer risk draining STRAW or converting deposits into the wrong type — transfers are gated on a pumpable-liquid allowlist.
– Digestate deposited into a slurry-holding tank now merges into the held content instead of creating a separate pool.
– Pressure direction fix: a tank charged to vacuum can no longer discharge at full rate when flipped to pressure (sign-aware flow scalar), with a vacuum-seal gravity guard and dead-band equalisation through the pressure transit window.
– Coupler animations no longer fail for players whose session registration order latched an empty animation library — the library resolves regardless of load order.
– Chain terminus bonds to stores and free-standing termini now persist across savegames.
– Slurry tank extension flags are cleared on LIQUIDMANURE/DIGESTATE storages so extensions behave as independent SPS stores.
– Pipes no longer bounce or launch into the air while being laid (self-collision feedback removed by stripping floor collision bits at load).
– Laying new pipes near existing connected chains works again (in-service anchored termini and mid-chain joints excluded as connect candidates).
– Separator solids no longer vanish in sub-litre pushes; the manure heap fills correctly, and store settle/crust scales down as dry matter is withdrawn.
– Release log hygiene: the separator debug channel no longer ships enabled; previously ungated multiplayer receive prints (chain state/request/connect, docking station, chain lock) and the sprayer cab action-strip prints are now behind debug flags.
– Localisation: German, French, Italian and Dutch brought to full English parity — 15 missing separator and buying-station entries added, and 3 previously untranslated agitator PTO strings translated.

Version 1.0.0.8
– Fixed issues with multiplayer, pipes and valves plus sync problems
– Few other tweaks

Version 1.0.0.5
– Changes made for bug fixes and updates.

A realistic slurry pipeline system for Farming Simulator 25. The FS25 Slurry Pipe System (SPS) replaces the simplified vanilla mechanics of the game—simply drive up to a trigger and fill—with a fully interactive pipeline system. Physically connect filling arms or pipes, operate a PTO-driven pump, build up pressure, control the flow direction, and watch the slurry actually move through a connected pipeline system. The slurry itself behaves realistically: it becomes more viscous over time, forms crusts if not regularly stirred, and can clog pipes or distributors if neglected.


Author: Oscar Mods
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