LOGISTIC WAREHOUSE V1.6.0.2

LOGISTIC WAREHOUSE V1.0

In this logistics center you can store all the goods of the standard productions + the empty pallets of TethysSaturn’s EmptyPalletProduction and the pallets of my oil production (which is also being tested soon). More pallets will be added or exchanged, but gradually. I made the trigger a little bigger on 3 gates, then the gates can be opened automatically with the Animated Object Extend Mod when you are in the halls with the forklift.

Last but not least, you need these mods for the camp
This one is for the displays
placeable Display Extension
Then revamp​
and you need an empty pallet production that has the EMPTYPALETTS fill type, I recommend this one Empty Pallets Production

Changelog:

Version 1.6.0.2
changes; The floor of the hall has been adjusted. Trailers that are deeper can now also be used.
For further updates keep an eye on the Github, the updates always come first

Version 1.6.0.1
hot fix for the placebleDisplayExtention. Now are the display headlines correctly show in the displays

V1.6.0.0
good Morning
What has been changed,
the clip distance has been adjusted
Textures have been revised
3d object was changed in parts eg. Cold store has been enlarged, more pallets can now be spawned
existing displays have been revised
added new displays
Switches for lights and gates have been renewed
Office now has Pc’s with active displays
General errors have been fixed, e.g. cakes and eggs that were mixed up
Translations were being worked on here, thanks again to bob51160 for the French translation
By adding the new outdoor displays you can change the name or location name in the xml here in the standard Hanover is entered
as an example
<!–Display Goal Gauge1 –>
<display rootNode=”0>4|17″ font=”DIGIT” mask=”000000000″ size=”0.1″ scaleX=”0.5″ scaleY=”0.5″ color=”0 0 1 1″ hiddenColor=”0.05 0.05 0.05 0″ emissiveScale=”1″ titleAlignment=”LEFT” fillLevelAlignment=”RIGHT” capacityAlignment=”RIGHT”>
<displayLine headLineText=”$l10n_1LogisticsCenter” font=”GENERIC” lineTitleAlignment=”CENTER” lineSize=”0.075″ headLineNode=”0>4|17|0|0″ lineColor=”1 1 1 1″ />
<displayLine headLineText=”$l10n_1Hannover” font=”GENERIC” lineTitleAlignment=”CENTER” lineSize=”0.075″ headLineNode=”0>4|17|0|1″ lineColor=”1 1 1 1″ />
<displayLine headLineText=”$l10n_1TOR&WCF_AMPERSAND 1″ font=”GENERIC” lineTitleAlignment=”CENTER” lineSize=”0.12″ headLineNode=”0>4|17|0|3″ lineColor=”0.413 0.220 0.074 1″ />
<displayLine headLineText=”$l10n_1Goods acceptance” font=”GENERIC” lineTitleAlignment=”CENTER” lineSize=”0.075″ headLineNode=”0>4|17|0|2″ lineColor=”1 1 1 1″ />
<displayLine headLineText=”$l10n_1TOR&WCF_AMPERSAND 1″ font=”GENERIC” lineTitleAlignment=”CENTER” lineSize=”0.25″ headLineNode=”0>4|26|0|0″ lineColor=”1 1 1 1″ />
</display>

changes the displayLine $l10n_1Hannover e.g. to $l10n_1NFMarsch. The only important thing here is that you also rewrite the change in the translation or simply leave out the $l10n_1 and only write NfMarsch
the problem with the snow has also been fixed, snow no longer spawns in the halls
The file has been reduced a lot
The choice of color for the bearing now also works better when the texture is changed.

There are some changes:
Textures have been revised and the size of the mod has been reduced.
The pallet output is now such that the pallets spawn in the respective halls in which they are also stored.
The trigger for outsourcing is now in the entire building and you can outsource from any point.

Light switches have now also been added, which are located in the respective halls and can be operated there,
Outside the building, the light turns on at 7 p.m. and off again at 6 a.m.

The biggest innovation are the displays, which have been completely renewed and are available in three languages
(German, English and French further translations will follow) ,
the displays no longer use textures because everything is displayed purely digitally
(Here again big thanks to SLY who made this possible).
The displays show the maximum storage capacity of the respective fill type and the currently stored quantity.
If the fill type of the stored is almost full, a warning appears in the display.
The basic principle of the warehouse has remained the same, however, almost all standard pallets can be stored
there are in the game and there are still a few spaces available where you could possibly enter other fill types.

Credits:

Achimobil, Bezzi

4.7/5 - (3 votes)

Download mod

File File size
zip FS22_LogistikZentrum 17 MB

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Web07
Web07
1 year ago

Great update for this mod, lighting work and look good, pallets extract fine

I have few suggestions for the next version

  1. Relocate the pallet extract to the main room (with the 5 trailer bays)
  2. Add the large display back into the office to show building contents.
  3. Get rid of the 40,000 storage limit per item,
  4. (This maybe a bug as not showing stored amount) Turn on the per item display to show stored amount

Would love to see (If possible, no idea if it would)

  1. Have an outside offload for all items. (the idea being that you could load from your greenhouse onto a trailer, then unload from the trailer at the warehouse with all the item being put into the matches areas automatically.
  2. maybe have a change building colour option. (personally the colour looks great)
mike
mike
1 year ago

nice mod but one issue is that pallets wont extract and you cant manually take the pallets from the racking

Last edited 1 year ago by mike
Web07
Web07
Reply to  mike
1 year ago

same here. Also windows have no collision and there appears to be no light switches

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