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Unloading and Spawners
The output mode Keep collects a product in storage instead of letting it appear automatically as a pallet or bale. The player then takes it out deliberately — in the desired amount, as a pallet, bale or wood logs. This is available at a production point automatically; a silo needs its own entry in its XML for it.
Directly under <placeable>, the same path for silo and production point. A silo needs it for the trigger, a production point only if it is supposed to output wood logs — it brings its trigger along itself.
A silo with <revampSpawner> additionally needs the placeable type RevampSilo.
<revampSpawner triggerNode="auslagernTrigger" woodSpawnNode="stammAblage" minWoodLogLength="6" maxWoodLogLength="12" maxWoodLogs="5">
<palletSpawner>
<spawnPlaces>
<spawnPlace startNode="ablageStart" endNode="ablageEnde"/>
</spawnPlaces>
</palletSpawner>
</revampSpawner>| Attribute | Default | Meaning |
|---|---|---|
triggerNode |
– | Trigger at which the player starts spawning goods. Only needed on the silo |
woodSpawnNode |
– | Place where spawned logs are put down. Without it there are no wood logs to choose from |
woodTreeType |
lodgepolePine |
Tree type the logs are made from |
minWoodLogLength |
6 |
Shortest selectable log length in meters |
maxWoodLogLength |
6 |
Longest selectable log length, at most 12 |
maxWoodLogs |
15 |
Maximum number of logs that may come out at once |
<palletSpawner> is vanilla's own block and is taken over unchanged — the same <spawnPlaces> that a production point also uses.
Where pallet, square and round bales used to be the choices, the log length is added for wood. Instead of a pallet, fully delimbed logs end up next to the building, lined up side by side instead of stacked.
How much wood a log costs is listed in a table by length: 6 m = 1,861 l up to 12 m = 2,632 l, measured on the lodgepole pine. There are no values beyond 12 meters, longer values are capped to it.
A partial log is not possible. For pallets there is the "All" entry, which also outputs a half-full last pallet; for logs it is missing.
| Node | Kind | Note |
|---|---|---|
| Trigger | Shape with trigger, collision mask with the PLAYER bit | If the bit is missing, the trigger never notices the player. Revamp reports this on load |
| Spawn line | two empty TransformGroups | A line from A to B, not an area. Reusing the diagonal corner points of an object storage area gives you a slanted row |
| Log place | empty TransformGroup | Position and facing direction of the logs. The space there is not checked |
The logs line up along the local X axis of the log place with 1.2 m lateral spacing. With maxWoodLogs="5" it therefore needs a good six meters of free width.
Objects that are spawned must not fall into a building — for logs, Revamp does not look for a free spot, they appear exactly at the specified place.
<pallet filename="…"/> on the fill type is a vanilla element — with it a fillTypes.xml defines which pallet appears for this good. The base game uses it itself and consistently points to the generic fillablePallet for bulk goods.
However, vanilla keeps only one of these per fill type: whoever registers their own pallet replaces the previous entry with it — the vanilla pallet or that of another mod, depending on the load order.
Revamp instead remembers every pallet together with the environment it comes from. In the spawn dialog they are then all offered side by side — the base game's without an extra icon, each one from a mod with that mod's icon next to it, so the player can see where it comes from.
Nothing special has to be written for this, the element stays the usual one:
<fillType name="FLOUR">
<pallet filename="objects/pallets/meinMehlsack/meinMehlsack.xml"/>
</fillType>Without Revamp this behaves as always. With Revamp the standard pallet also remains selectable alongside, and two mods that give the same good a pallet no longer push each other out. Revamp reads capacity and dimensions from the pallet XML itself, they do not have to be specified again.
Without a loading station the info box at the building stays empty, even if the storage is full. This is vanilla behavior: PlaceableSilo:updateInfo reads its values through the loading station. Spawning goods still works, but a silo that can only be emptied via Revamp should still have a loading station so that the player can read off its stock.
A silo cannot be filled via Distribution — that only reaches production points and greenhouses.
- The path is new:
placeable.aPalletSilobecomesplaceable.revampSpawner. - The chained dialogs are gone. Instead of selection windows popping up one after another (good, then kind, then size, then amount), the same spawn dialog opens as at a production point, with an amount slider and color selection.
-
wrapColorno longer exists: the player chooses the wrapping color in the dialog, it no longer has to be set in the XML. - The tree type of the logs is a different one, because the spruce no longer exists in FS25. The liter values per length were measured again and are about a quarter below the FS22 values.
- The pallet spawner (
siloPalletSpawner) thatRevampSiloadditionally brought along in FS22 is currently still missing.
If the storage extension is switched off, the output mode "Keep" can no longer be selected, "Spawn goods" disappears from the menu bar, and the trigger at the building opens the normal production menu again. Goods already kept in storage stay in storage, and the modes set to "Keep" remain saved — see Settings.