DEUTSCH:

Hallo und herzlichen Dank, dass du meine Mod heruntergeladen hast!

Da es mittlerweile eine sehr große Menge an Modmaps und damit verbundenen Multifrüchten gibt, musst du leider selbst ein bisschen Hand anlegen.
Um es zu vereinfachen, habe ich eine Anleitung geschrieben.

Es empfiehlt sich mit dem Textprogramm Noptepad++ zu arbeiten.


So geht´s:

		Ich stelle dir einen Block bereit, den du einfach austauscht:
		Dieser basiert auf ausgewählten Früchten und Fülltypen der Map Gülzow und hat somit schon viele der Multifrüchte mit inbegriffen.
		Achtung, auf anderen Maps können diese jedoch andere Bezeichnungen haben!


1.1 	Mod entpacken: 
		-	klicke auf mit Rechtsklick auf die "FS25_SilageProductionSilo.zip"-Datei und wähle "alle extrahieren".


1.2 	XML-Datei öffnen:
		-	je nachdem welches der beiden Gebäude für dich das richtige ist, öffnest du die dementsprechende XML-Datei.
				- silageproductionsilo6.xml				(klein)
				- silageproductionsilo8.xml				(groß)
			
			natürlich kannst du auch beide ändern.


1.3 	Nun suchst du nach folgendem Eintrag: <productionPoint>
		(Mit Strg - F kannst du ein Suchfeld öffnen)


1.4	Als nächstes ersetzt du den kompletten Block:	

	<productionPoint>
		……
		……
		……	
		……
		……
	</productionPoint>

	durch den, von mir auf die Gülzow angepassten Block: 
		(am besten mit Strg-C kopieren und mit Strg-V wieder einfügen)



		für silageproductionsilo6.xml:



    <productionPoint>
        <productions sharedThroughputCapacity="false">
			
            <production id="silage1"  name="$l10n_fillType_chaffsilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CHAFF" 			amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>
			
            <production id="silage2"  name="$l10n_fillType_grasssilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="GRASS_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>

            <production id="silage3"  name="$l10n_fillType_cloversilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CLOVER_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="CLOVER_FERMENTED" amount="10000" />
                </outputs>
            </production>

            <production id="silage4"  name="$l10n_fillType_alfalfasilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="ALFALFA_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="ALFALFA_FERMENTED" amount="10000" />
                </outputs>
            </production>			
        </productions>

        <storage isExtension="false" fillLevelSyncThreshold="50">
            <capacity fillType="CHAFF"   			capacity="1000000" />
            <capacity fillType="GRASS_WINDROW"   	capacity="1000000" />
            <capacity fillType="CLOVER_WINDROW"   	capacity="1000000" />
            <capacity fillType="ALFALFA_WINDROW"   	capacity="1000000" />
            <capacity fillType="SILAGE_ADDITIVE"  	capacity="10000" />
            <capacity fillType="SILAGE"       		capacity="1000000" />
            <capacity fillType="CLOVER_FERMENTED"   capacity="1000000" />
            <capacity fillType="ALFALFA_FERMENTED"  capacity="1000000" />
        </storage>

        <sellingStation node="sellingStationProduction" supportsExtension="false">
		    <effectNodes>	
					<effectNode effectClass="MorphPositionEffect" effectNode="unloadEffect" materialType="belt" delay="0.2" fadeTime="0" speed="0" scrollLength="2" scrollSpeed="0.6"/>
			</effectNodes>	
            <unloadTrigger exactFillRootNode="exactFillRootNode" aiNode="aiUnloadingNode" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<PalletTrigger triggerNode="palletTrigger" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<baleTrigger triggerNode="baleTrigger" deleteLitersPerSecond="2000" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
        </sellingStation>
		
		<loadingStation>
	    <loadTrigger triggerNode="loadingTrigger" fillLitersPerSecond="1000" dischargeNode="dischargeNode" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE SILAGE CLOVER_FERMENTED ALFALFA_FERMENTED" >
                <effectNode effectClass="PipeEffect" effectNode="pipeEffect"      materialType="pipe"           fadeTime="0.5" maxBending="0" controlPoint="4.8 0 0 0" />
                <effectNode                          effectNode="pipeEffectSmoke" materialType="unloadingSmoke" fadeTime="0.5" />
           </loadTrigger>
        </loadingStation>


        <playerTrigger node="productionTrigger" />
    </productionPoint>



		für die silageproductionsilo8.xml:



    <productionPoint>
        <productions sharedThroughputCapacity="false">
			
            <production id="silage1"  name="$l10n_fillType_chaffsilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CHAFF" 			amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>
			
            <production id="silage2"  name="$l10n_fillType_grasssilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="GRASS_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>

            <production id="silage3"  name="$l10n_fillType_cloversilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CLOVER_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="CLOVER_FERMENTED" amount="10000" />
                </outputs>
            </production>

            <production id="silage4"  name="$l10n_fillType_alfalfasilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="ALFALFA_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="ALFALFA_FERMENTED" amount="10000" />
                </outputs>
            </production>			
        </productions>

        <storage isExtension="false" fillLevelSyncThreshold="50">
            <capacity fillType="CHAFF"   			capacity="2000000" />
            <capacity fillType="GRASS_WINDROW"   	capacity="2000000" />
            <capacity fillType="FIELDGRASS"   		capacity="2000000" />
            <capacity fillType="CLOVER_WINDROW"   	capacity="2000000" />
            <capacity fillType="ALFALFA_WINDROW"   	capacity="2000000" />
            <capacity fillType="SILAGE_ADDITIVE"  	capacity="20000" />
            <capacity fillType="SILAGE"       		capacity="2000000" />
            <capacity fillType="CLOVER_FERMENTED"   capacity="2000000" />
            <capacity fillType="ALFALFA_FERMENTED"  capacity="2000000" />
        </storage>

        <sellingStation node="sellingStationProduction" supportsExtension="false">
		    <effectNodes>	
					<effectNode effectClass="MorphPositionEffect" effectNode="unloadEffect" materialType="belt" delay="0.2" fadeTime="0" speed="0" scrollLength="2" scrollSpeed="0.6"/>
			</effectNodes>	
            <unloadTrigger exactFillRootNode="exactFillRootNode" aiNode="aiUnloadingNode" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<PalletTrigger triggerNode="palletTrigger" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<baleTrigger triggerNode="baleTrigger" deleteLitersPerSecond="2000" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
        </sellingStation>
		
		<loadingStation>
	    <loadTrigger triggerNode="loadingTrigger" fillLitersPerSecond="1000" dischargeNode="dischargeNode" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE SILAGE CLOVER_FERMENTED ALFALFA_FERMENTED" >
                <effectNode effectClass="PipeEffect" effectNode="pipeEffect"      materialType="pipe"           fadeTime="0.5" maxBending="0" controlPoint="4.8 0 0 0" />
                <effectNode                          effectNode="pipeEffectSmoke" materialType="unloadingSmoke" fadeTime="0.5" />
           </loadTrigger>
        </loadingStation>


        <playerTrigger node="productionTrigger" />
    </productionPoint>


		Du hast folgende Produktionslinien hinzugefügt: Luzernesilage & Kleesilage.


1.5	Nun verpacken wir die Mod wieder in einer Zip-Datei:
		- Da nach einer Änderung der Ingame-Modhub versucht, mittels Update, den Ursprungszustand wieder herzustellen, ist es notwendig den Modnamen FS25_SilageProductionSilo zu ändern. 			(Beispiel: FS25_SilageProductionSiloMultifruit)
		- Danach wird diese Mod nicht mehr automatisch geupdatet. Sollte ein Update erscheinen, muss diese Prozedur erneut durchgeführt werden.


	-	Markiere alle in der Mod-Datei befindlichen Dateien, klicke dann Rechtsklick und wähle "Komprimieren in ->" ZIP-Datei.
	-	Nun musst du nur mehr, wie oben beschrieben, einen Namen eingeben. (Gerne das Besipiel: 		FS25_SilageProductionSiloMultifruit 		kopieren und einfügen)


1.6	Die neu erstellte ZIP-Datei nun wieder in den Modordner verschieben und den entpackten Ordner vom Anfang des Tutorials, sowie die ursprüngliche Mod einfach löschen.




Falls irgendwelche Fragen auftreten kontaktiere mich gerne in Discord unter folgendem Namen: 

valhallamodding

Mit freundlichen Grüßen, 
euer ValhallaModding aka Phil






ENGLISH:

Hello and thank you for downloading my mod!


Due to the large amount of modmaps and the multifruits they bring with them, you have to do a Little work, to get them into your Mod.
To make it a bit easier, i´ve written a guide for you.

I recommend to work with Notepad++.



This way it works: 	

		I´ll offer you a block, to exchange:
		This one is for the modmap Gülzow (Guelzow) and it´s multifruits.
		Other maps can have other filltypes or other names for the same filltypes.


1.1 	unzip the Mod: 
		-	with rightclick on the Zip-file  "FS25_SilageProductionSilo.zip" you can choose "extract all".


1.2 	open the XML-file:
		-	depending on what building you want to change, you have to choose the right XML-file.
				- silageproductionsilo6.xml		(small)
				- silageproductionsilo8.xml		(big)
			
			of course you can also change both.


1.3 	Now you´re Looking for the entry: <productionPoint>
		(with ctrl - f you can open a searchwindow)


1.4	as next step you´ll exchange the whole block:	

	<productionPoint>
		……
		……
		……	
		……
		……
	</productionPoint>

	into this block, wich is changed and adjusted to the map Guelzow.
		(easiest way is to copy with ctrl+c and paste with ctrl+v)



		silageproductionsilo6.xml:





    <productionPoint>
        <productions sharedThroughputCapacity="false">
			
            <production id="silage1"  name="$l10n_fillType_chaffsilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CHAFF" 			amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>
			
            <production id="silage2"  name="$l10n_fillType_grasssilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="GRASS_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>

            <production id="silage3"  name="$l10n_fillType_cloversilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CLOVER_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="CLOVER_FERMENTED" amount="10000" />
                </outputs>
            </production>

            <production id="silage4"  name="$l10n_fillType_alfalfasilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="ALFALFA_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="ALFALFA_FERMENTED" amount="10000" />
                </outputs>
            </production>			
        </productions>

        <storage isExtension="false" fillLevelSyncThreshold="50">
            <capacity fillType="CHAFF"   			capacity="1000000" />
            <capacity fillType="GRASS_WINDROW"   	capacity="1000000" />
            <capacity fillType="CLOVER_WINDROW"   	capacity="1000000" />
            <capacity fillType="ALFALFA_WINDROW"   	capacity="1000000" />
            <capacity fillType="SILAGE_ADDITIVE"  	capacity="10000" />
            <capacity fillType="SILAGE"       		capacity="1000000" />
            <capacity fillType="CLOVER_FERMENTED"   capacity="1000000" />
            <capacity fillType="ALFALFA_FERMENTED"  capacity="1000000" />
        </storage>

        <sellingStation node="sellingStationProduction" supportsExtension="false">
		    <effectNodes>	
					<effectNode effectClass="MorphPositionEffect" effectNode="unloadEffect" materialType="belt" delay="0.2" fadeTime="0" speed="0" scrollLength="2" scrollSpeed="0.6"/>
			</effectNodes>	
            <unloadTrigger exactFillRootNode="exactFillRootNode" aiNode="aiUnloadingNode" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<PalletTrigger triggerNode="palletTrigger" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<baleTrigger triggerNode="baleTrigger" deleteLitersPerSecond="2000" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
        </sellingStation>
		
		<loadingStation>
	    <loadTrigger triggerNode="loadingTrigger" fillLitersPerSecond="1000" dischargeNode="dischargeNode" fillTypes="CHAFF GRASS_WINDROW CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE SILAGE CLOVER_FERMENTED ALFALFA_FERMENTED" >
                <effectNode effectClass="PipeEffect" effectNode="pipeEffect"      materialType="pipe"           fadeTime="0.5" maxBending="0" controlPoint="4.8 0 0 0" />
                <effectNode                          effectNode="pipeEffectSmoke" materialType="unloadingSmoke" fadeTime="0.5" />
           </loadTrigger>
        </loadingStation>


        <playerTrigger node="productionTrigger" />
    </productionPoint>





		silageproductionsilo8.xml:






    <productionPoint>
        <productions sharedThroughputCapacity="false">
			
            <production id="silage1"  name="$l10n_fillType_chaffsilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CHAFF" 			amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>
			
            <production id="silage2"  name="$l10n_fillType_grasssilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="GRASS_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="SILAGE" amount="10000" />
                </outputs>
            </production>

            <production id="silage3"  name="$l10n_fillType_cloversilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="CLOVER_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="CLOVER_FERMENTED" amount="10000" />
                </outputs>
            </production>

            <production id="silage4"  name="$l10n_fillType_alfalfasilage" cyclesPerHour="5" costsPerActiveHour="10">
                <inputs>
                    <input fillType="ALFALFA_WINDROW" 	amount="10000" />
                    <input fillType="SILAGE_ADDITIVE" 	amount="1" />
                </inputs>
                <outputs>
                    <output fillType="ALFALFA_FERMENTED" amount="10000" />
                </outputs>
            </production>			
        </productions>

        <storage isExtension="false" fillLevelSyncThreshold="50">
            <capacity fillType="CHAFF"   			capacity="2000000" />
            <capacity fillType="GRASS_WINDROW"   	capacity="2000000" />
            <capacity fillType="FIELDGRASS"   		capacity="2000000" />
            <capacity fillType="CLOVER_WINDROW"   	capacity="2000000" />
            <capacity fillType="ALFALFA_WINDROW"   	capacity="2000000" />
            <capacity fillType="SILAGE_ADDITIVE"  	capacity="20000" />
            <capacity fillType="SILAGE"       		capacity="2000000" />
            <capacity fillType="CLOVER_FERMENTED"   capacity="2000000" />
            <capacity fillType="ALFALFA_FERMENTED"  capacity="2000000" />
        </storage>

        <sellingStation node="sellingStationProduction" supportsExtension="false">
		    <effectNodes>	
					<effectNode effectClass="MorphPositionEffect" effectNode="unloadEffect" materialType="belt" delay="0.2" fadeTime="0" speed="0" scrollLength="2" scrollSpeed="0.6"/>
			</effectNodes>	
            <unloadTrigger exactFillRootNode="exactFillRootNode" aiNode="aiUnloadingNode" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<PalletTrigger triggerNode="palletTrigger" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
			<baleTrigger triggerNode="baleTrigger" deleteLitersPerSecond="2000" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE"/>
        </sellingStation>
		
		<loadingStation>
	    <loadTrigger triggerNode="loadingTrigger" fillLitersPerSecond="1000" dischargeNode="dischargeNode" fillTypes="CHAFF GRASS_WINDROW FIELDGRASS CLOVER_WINDROW ALFALFA_WINDROW SILAGE_ADDITIVE SILAGE CLOVER_FERMENTED ALFALFA_FERMENTED" >
                <effectNode effectClass="PipeEffect" effectNode="pipeEffect"      materialType="pipe"           fadeTime="0.5" maxBending="0" controlPoint="4.8 0 0 0" />
                <effectNode                          effectNode="pipeEffectSmoke" materialType="unloadingSmoke" fadeTime="0.5" />
           </loadTrigger>
        </loadingStation>


        <playerTrigger node="productionTrigger" />
    </productionPoint>







	Now you´ve added the following production chains: Alfalfa Silage and Clover Silage



1.5		As next step you have to zip the file again:
		- after a change, the Ingame-Modhub try to get the mod into the original state through an update. So you have to change the mod-name FS25_SilageProductionSilo. 
		(for example into:FS25_SilageProductionSiloMultifruit)
		- after this, the mod will not longer get automatically updates from the Modhub. If there would be an update in the future, you have to do this steps on the updatet version again.

	-	Mark all in the modfile located files, then rightclick and choose "compress to" -> ZIP-file
	-	Now you have to choose a name for the Mod, you can for example copy and paste this one: FS25_SilageProductionSiloMultifruit


1.6	At least you have to put the new generated zip-file into your Mod-folder again. The unziped folder from the start of the turorial and the original mod has to be deleted.



If there are any Questions you can contact me in discord with the following name: 

valhallamodding

With best regards, 
you´re ValhallaModding aka Phil

