How to Adjust the Production Values in Farming Simulator

How to Adjust the Production Values in Farming Simulator: Just using the sawmill and carpentry shops as an example, but this can be done with any of the productions.

Guide to Adjust the Production Values

How to Adjust the Production Values in Farming Simulator
How to Adjust the Production Values in Farming Simulator

The Problem

If, like me, you chose twenty-eight-day months, cuz realism, then fed your sawmill loads and loads of huge logs solely to be told sixty β€œl” (liters?! wood is measured in liters?) interprets into eighty l of boards per cycle, you learned a cycle may be a day, and your sawmill won’t turn out a pallet till it’s a thousand liters! That’s twelve.5 game days before you get one meager pallet. This isn’t enough to pay the mortgage.

Side note: In real life wood is measured in board feet and an 10-foot log of 13 inch diameter produces roughly 70 board feet of planks. A 2x4x10/12 is 6.667 board feet. So 70 board feet will yield 10 planks of 10 foot length, but the plank pallets in the game are def not 10 foot, mebbe 4-5, so guaranteed production output should theoretically be at least double and most likely triple.). How to Adjust the Production Values in Farming Simulator

The Solution (or Workaround)

Sawmill Example

To tweak production values I did the following:

  1. Locate:
    x:SteamsteamappscommonFarming Simulator 22dataplaceablesMapUSsawmillsawmill.xml
  2. Make a copy to sawmill.xml.bak or similar.
  3. Open sawmill.xml in an editor, preferably notepadd++.
  4. Find the following section:
<production id="boards" name="%s (%s)" params="$l10n_fillType_wood|$l10n_fillType_boards" cyclesPerHour="1" costsPerActiveHour="2">
<inputs>
<input fillType="WOOD" amount="60" />
</inputs>
<outputs>
<output fillType="BOARDS" amount="80" />
<output fillType="WOODCHIPS" amount="3" />
</outputs>
</production>

You can play with the values, but I changed the cyclesPerHour and Boards amount to:

<production id="boards" name="%s (%s)" params="$l10n_fillType_wood|$l10n_fillType_boards" cyclesPerHour="2" costsPerActiveHour="2">
<inputs>
<input fillType="WOOD" amount="60" />
</inputs>
<outputs>
<output fillType="BOARDS" amount="180" />
<output fillType="WOODCHIPS" amount="3" />
</outputs>
</production>

Save, then start your game, your sawmill production has now increased. How to Adjust the Production Values in Farming Simulator?

Carpentry Shop Example

For my carpentry shop I did something similar but note the different file location:

  1. Locate:
    x:SteamsteamappscommonFarming Simulator 22dataplaceableslizardproductionPointscarpenterUScarpenterUS.xml
  2. Make a backup.
  3. Find the following section:
<production id="furnitureWood" name="%s (%s)" params="$l10n_fillType_furniture|$l10n_fillType_wood" cyclesPerHour="1" costsPerActiveHour="3">
<inputs>
<input fillType="WOOD" amount="36" />
</inputs>
<outputs>
<output fillType="FURNITURE" amount="45" />
<output fillType="WOODCHIPS" amount="1.2" />
</outputs>
</production>

And again, fiddle with cyclesPerHour and β€œFURNITURE” amount. In my case I adjusted like so:

<production id="furnitureWood" name="%s (%s)" params="$l10n_fillType_furniture|$l10n_fillType_wood" cyclesPerHour="2" costsPerActiveHour="3">
<inputs>
<input fillType="WOOD" amount="36" />
</inputs>
<outputs>
<output fillType="FURNITURE" amount="145" />
<output fillType="WOODCHIPS" amount="1.2" />
</outputs>
</production>

Save, then begin your game and currently your piece of furniture search is slightly additional productive.

Obviously you’ll have to be compelled to try this for the map you would like, and you’ll have to be compelled to probe for the assembly identifiable you would like. Have a glance in these folders, and it’ll become clear.

Unsure if the sport can eventually observe and/or write these changes however thus far therefore sensible. Also, clearly this is often subject to vary if the devs reorganize the files in later updates.

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