Production Info Hud v 1.4.1.0
Changelog
Description:
HUD display for productions that need attention.
Changelog
1.4.1.0
- Fix for "attempt to index field 'spec_husbandryFood' (a nil value)"
- MOH now also shows full and almost full when these are input and output products
- 0:00 should now always be displayed as empty
- Extensions are now included in the remaining time for productions
- Lua error with Farm Production DLC fixed
- Display colours red/orange/yellow improved
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.
MultiOverlayV4 Hud Help:
- Right click on production name and/or filltype filters the list to the clicked one
- right click on remaining time switches to display of free capacity
- Left click on the production name opens the production in the menu (only for productions)
Please report bugs or suggestions for improvement on Github.
Upload on other sites only by myself, linking only with original download link. NO substitute link!
Modifying and re-uploading in whole or in part is not allowed!
1.4.0.0
* Enhanced animal system mod compatibility
- Overcrowding is now displayed with remaining time until the health in the shed decreases (quantity display in MultiOverlayV4 Hud shows the overcrowding number as negative quantity)
- Full is no longer displayed when overcrowding is allowed in the shed
* Production revamp compatibility
- Completely hidden productions and hidden production lines are no longer displayed in the hud and in the production overview
- Optional outputs are now also displayed in the production overview if they are entered correctly for boosters
- Optional outputs of boosters are now included if they are also input in the remaining time calculation
* Other
- Quantity for grouped food is now also totalled correctly
- Menu position of the production overview should now always be above the production menu item as originally planned, regardless of whether other mods add pages or not.
- Support of the VariableOpeningTime mod by displaying the next opening time or closing time.
- Improved icon
- Production Info Hud own display is now hidden when the Hud is hidden
- Inputs that are also outputs should now be calculated correctly and also displayed in the hud
- Fixed a bug that displayed animal sheds in the own display even though the fill level was still above 50%
- Productions that are always on according to the GTX production script and therefore cannot be switched off are no longer displayed when they are full
1.3.0.0
- Parallel feeding is now displayed individually if the feeds do not reach the same length
- More lines adjustable
- Translations in spanish and french added
- Fix for inputs that are also outputs
- Invisible productions from GTX production script are no longer displayed
Credits:
Achimobil
Version 1.1.1.0
- Fixed bug with revamp 1.3.5.5
- Added BR translations
- Split production lines are now calculated correctly in the production overview
- Production overview for boosters now shows the quantity without boosters and the quantity with all boosters in brackets behind it
- Bug fixed that nothing was displayed when loading the savegame if only sales dates were selected last
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
Version 0.8.0.0
- Water and straw are now also displayed for animal stables. (thanks to Rodberaht)
- Milk is now also displayed for animal stables when it is full. (thanks to Rodberaht)
- Revamp Mix and Booster are now displayed correctly.
- Removed IT from the description because I can't translate it. However, the translations of the GUI remain in place.
- Adaptation to new structure of sales price trigger
Version 0.4.0.0
- Updated translations
- Display when everything is taken care of so that you know that the display is active
- Better alignment under F1 and VI
- Moves the InfoMessageHud, if available, to the center of the screen so that it does not overlay the VI
- Animal stalls supply of feed is now displayed
- Full animal stalls are displayed so that animals can be sold (can be switched off in the settings dialog)
- Full inputs when production is switched off is no longer displayed as full output
- The number of displayed lines can now be set
- Display of the number of lines that are not displayed
Version 0.3.0.0
- Added translations for PL
- Correction of the display when the warehouse is full
- If a production is declared incorrectly, an error is now displayed stating which production is defective
- Settings dialog added. Can be called with [lctrl] + [lshift] + [P]
- Storage of the settings in the modSettings folder
Version 0.2.0.0
- Productions with a full starting warehouse are displayed first
- The font is now colored for full warehouses (red) and for empty inbound warehouses (orange)
- The mod is now translatable, en and de is already included
- With left shift + P the display can be switched off and on (adjustable)