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A server admin can switch off individual Revamp features for the whole savegame and change some numbers. For a modder this matters for one reason: it is no reason to write your own XML differently. All entries in the production XML stay valid and take effect again as soon as the admin flips the switch — there is no state in which an entry is permanently lost.
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Settings → Game Settings → “Production Revamp”: belongs to the savegame; in multiplayer the admin sets it once for everyone. Anyone without admin rights does not see this section at all. Saved in a separate
revamp.xmlin the savegame folder. -
Settings → General Settings → “Production Revamp: display”: applies only to your own screen, needs no admin rights and changes nothing about the gameplay. Saved in
modSettings/FS25_ProductionRevamp/settings.xmlin the profile folder, so set once and valid for all savegames.
If the file is missing or a value in it is unusable, the default applies again for exactly this value — the rest is kept.
Switching off does not just mean “without effect”, the controls for it disappear as well — what does not exist should not be clickable either.
| Switch | Default | What “off” means |
|---|---|---|
| Distribution | On | The Distribution view in the Manage dialog can no longer be reached, the product list shows “(Distributing)” again instead of the target names, and the game distributes according to its own rule again (by free storage space of the receiver) instead of by the configured levels |
| Storage extension | On | The output mode “Keep” can no longer be selected — the mode jumps from “Distributing” directly back to “Storing”. “Spawn goods” disappears from the menu bar, and the trigger at the building opens the normal production menu again |
| Buy ingredients | On | The “Buy” button disappears from the Manage dialog |
| Sell products | On | The “Sell” button disappears from the Manage dialog |
| Weather and time | On | Recipes no longer depend on weather, season and time of day: every line runs around the clock at full rate, and the condition lines disappear from the recipe display |
| Ingredient choice by players | On | The Production lines view in the Manage dialog can no longer be reached, the ingredient and booster choice that the modder set in the production XML applies again |
Nothing is lost in the process. Configured distribution targets including level and limit, goods set to “Keep” and the chosen ingredient and booster modes stay saved in the savegame and apply unchanged as soon as the switch is on again.
Buying and selling are deliberately two separate switches: “selling yes, buying no” is the more frequent wish, because buying in bypasses the logistics and selling does not.
| Setting | Default | Meaning |
|---|---|---|
| Buying and selling allowed for | Production manager | Everyone – all members of the farm. Farm manager – only whoever is listed as farm manager in the farm. Production manager – whoever has the “Manage Production Points” permission |
| Distribution costs | 100 % | Scales the delivery costs. 0 % delivers for free, 200 % costs double. Affects both the charge and the cost preview in the Manage dialog |
| Direct selling price | 90 % | Share of the market price that selling directly at the production point pays. 90 % is exactly the value the base game itself uses — so the default changes nothing |
Both factors are a selection in steps of ten from 0 to 200 %, not a number input: that way it can also be operated with a gamepad and no nonsensical value can come about.
If a player lacks the permission, the “Buy” and “Sell” buttons are not there at all. The restriction does not only apply to the buttons: in multiplayer it is also checked once more on the server before any money actually changes hands.
Three switches that each player sets for themselves. This is deliberately not an admin matter: if one player finds a line too crowded, that is none of the other players' business on the server.
| Switch | Default | Meaning |
|---|---|---|
| Parallel production icon | On | The icon in the production menu that shows whether a production point runs all lines at the same time or one after another |
| Show building costs | On | The monthly upkeep costs per production point in the production menu |
| Show distribution targets | On | The primary targets behind the name of every good in the product list |
The trade permission and the two factors already existed there, with three differences:
- The permission now also applies to selling, in FS22 only to buying.
- The fourth level “Nobody” has been dropped. Anyone who wants to block trading completely uses the separate switches “Buy ingredients” and “Sell products” — which can additionally do this separately.
- The FS22 switch for the priority system for distribution has been merged into the module switch “Distribution”, it no longer exists twice.
All other switches are new. Not back yet are the FS22 settings for the mission correction and the price correction — the corresponding features themselves have not been ported yet and will return together with their own tickets.