VERSION 0.3.11 - KEEP GOLD ON DECK / CONCEALED COLLECTION TRANSFER
Removed the old exposed falling-gold animation that sent flakes downward from
the table through the motor area and lower pan. Gold now moves along the deck
to the collection edge, fades into the outlet and remains hidden while it is
inside the closed pickup plumbing. Actual GOLD delivery to the jar is unchanged.
The visible deck route still takes about 10 seconds. Keeps the slower water,
continuous nonflashing material flow, IC and other prior fixes.

Checked all 80 animated gold nodes over 28.8 seconds, covering two full cycles:
no particle position goes below the deck; captured particles are hidden. XML,
node mappings, asset dependencies and actual 90 L/1,000 L yield checks passed.
ZIP integrity checked. In-game visual confirmation is pending for your test.
Fully close FS25 before replacing the ZIP; use your existing save.

VERSION 0.3.10 - SLOW CONTINUOUS FLOW / RECORDING FLASH FIX
Reviewed the supplied 8.67-second recording frame by frame. Consecutive frames
show the whole deck switching between muddy and clear, with grains disappearing.
This was not only overlapping geometry: visuals were tied to the per-frame
processing/transfer commit flag, which goes false between completed batches.
Visual flow now remains continuous while the running shaker has concentrate.
It clears once when feed runs out or the shaker stops, rather than flashing.

Movement now uses elapsed seconds, independent of the fast eccentric/vibration
angle. At full running speed: gold takes about 10 seconds to cross the deck
(14-second full route); concentrate/sand has an 18-second cycle; water droplets
have a 1.2-second cycle instead of roughly 0.08 second. No angle-wrap jumps.
Shaker vibration, processing throughput, gold yield, fuel and water use unchanged.
Retains the removed status overlay and earlier geometry/texture fixes.

Native FillUnit regression exercised both skipped and successful commit frames:
muddy water and particles stayed visible on every fed/running frame. Changing
vibration angle without elapsed time did not advance the grains. Stop hid the
effects normally. XML/node/dependency/yield checks and ZIP integrity passed.
Fresh in-game visual confirmation of this new version is pending.

Fully close FS25 before replacing the ZIP; your existing save can be used.

VERSION 0.3.9 - REMOVE ALWAYS-ON SHAKER STATUS OVERLAY
Removed registration of the walk-up diagnostics overlay. The SHAKER: RUNNING,
cable/generator/water/valve/return/floor and Last action text no longer appear
when standing near the shaker. No game setting or keybind is required.
The brief warning for a blocked Start click remains. All processing, power,
water, IC, slower flow and close-up flicker fixes are retained.
Fully close FS25 before replacing the ZIP, then restart your existing save.

VERSION 0.3.8 - CLOSE-UP FLOW FLICKER FIX
GIANTS Editor geometry inspection found the moving deck water/highlight strips
intersect the continuous water film. Removed those redundant surface overlays
from rendering; the main film, manifold water drops and material animation stay.
Disabled shadows on thin water effects and all tiny gold/sand grains. Raised
the animated grains 1.5 mm to keep them clear of the water film during vibration.
Retains the 75% slower flow animation. Processing rate, recovery and water usage
are unchanged. Native GIANTS reload and scripted checks passed. Close-up
in-game confirmation is pending. Fully close FS25 before replacing the mod ZIP.

VERSION 0.3.7 - SLOWER MATERIAL FLOW ANIMATION
Gold grains, concentrate/sand grains and the moving slurry bands now travel at
one quarter of their previous visual speed (75% slower). Shaker vibration,
motor speed, processing rate, 90 L gold yield per 1,000 L concentrate and the
ten-bucket water balance are unchanged. Lua compile and ZIP integrity checked.
Use on your next full restart; fully close FS25 before replacing the ZIP.
Visual speed still needs your in-game assessment.

VERSION 0.3.6 - RUNNING MOD LOG REVIEW / SHOP TEXTURES
User confirmed the shaker operates after filling the water barrel.
Reviewed the current log for the installed working 0.3.4 mod: no mod Lua errors
or model-load errors found. The only mod warning was the water-barrel shop DDS
using raw/uncompressed format (three repeated lines for the same texture).
Converted both new shop icons to DXT5/BC3 with a full ten-level mip chain.
DDS header, payload sizes, mip count and decoding verified. Gameplay logic is
unchanged from staged 0.3.5; its walk-up startup feedback remains included.
New texture warning cleanup has not yet been checked on a fresh game launch.
Use this ZIP on your next full restart; do not replace a ZIP while FS25 is open.

VERSION 0.3.5 - SHAKER START FEEDBACK / ON-FOOT STATUS
The old status display used the vehicle onDraw callback, which FS25 only calls
for entered vehicles. It therefore did not show beside the non-enterable shaker.
Added a mod draw listener for the nearby table and a direct blinking message
when a Start command is blocked. Each rejected Start also logs its exact reason.

Walk-up panel shows the actual blocker plus cable, generator, water level, valve,
return hose and floor-lock state. This fixes the silent startup failure; the
specific blocker in the user's current setup still needs live confirmation.

STARTING THE SHAKER
Set generator down, close diesel cap, green IC Start on generator. Connect an
outlet to shaker. Fill barrel with WATER, open barrel valve, connect supply hose
and separate pump return hose. IC-lock shaker to floor, then green Start Shaker.
Generator running alone does not start the shaker. All water/power requirements
remain enforced. Existing saves work; fully quit FS25 before replacing the ZIP.

Checks passed: actual installed IC trigger/actor callbacks; full supplied table
start; every missing supply produces a visible reason; floor-lock enforcement;
global status draw while on foot; water/fuel/processing and shop-freeze checks.
Fresh in-game verification of the new walk-up display is pending.

VERSION 0.3.4 - GENERATOR IC AND WATER BARREL WALK-UP CONTROLS
Added the missing outdoor IC proximity triggers to both the generator and water
barrel. Without these, IC never enabled their outside buttons and valve controls.

Fully close FS25 before replacing the ZIP. Your existing save can be used;
reloading the save reloads the controls on already purchased equipment.

1. Enable Interactive Control's interaction mode while standing beside generator.
2. Click the physical GREEN Start button. Let it crank for about 1.2 seconds.
3. Connect a free generator outlet to the nearby shaker using IC (or connect the
   cable at the shaker). A running shaker and return pump use 1,970 W together.
4. Fill the water barrel, IC-open its valve, connect the supply hose, and connect
   the separate pump return/drain hose. Lock the table and click Start Shaker.
5. The physical RED button stops the generator and cuts power to the shaker.

Validated using the actual installed IC trigger loader and IC actor button
dispatch code: GREEN starts engine, outlet 1 connects shaker, running load is
1,970 W, and RED stops generator and shaker. Water barrel trigger loading also
passes. Shop-freeze and other scripted regression checks continue to pass.
Fresh in-game verification of this version is still pending.

0.3.3 SHOP FREEZE FIX
The game log identified GemeniUtilities.lua line 312 calling an unavailable
setSamplePosition function every frame, including with the engine stopped in
the shop. Removed that call entirely. The engine now uses a supported quiet
sample with player-distance volume attenuation, and a stopped generator exits
the sound update silently. No replacement of visual models or save reset needed.

Regression checks exercise 10,000 client/shop updates for generator, water tank,
table, gold jar and residue container, with the unavailable API deliberately nil.
Native fill receivers and WATER/DIESEL separation checked. Existing processing,
recycling, IC hookups, display, fuel and jar connection checks also pass.
This update has not yet had a fresh in-game shop selection test.

INSTALL: Fully close FS25 before replacing FS25_GemeniFinishingTable.zip in mods.
The desktop Shit Folder contains the updated ZIP; your existing save can be used.

Gemeni Finishing Table 0.3.3.0 - portable power and recycled water
November 4, 2026 - single-player test build

Included in this one mod ZIP: shaker table, 10 cm gold jar, residue bucket,
DeWalt DXGNR8000-inspired diesel generator, and compact 75 US gallon water tank.
The generator is a custom game diesel conversion, reference-modelled in Blender;
it is not a manufacturer CAD model or a factory diesel product.

SETUP
1. Fully close FS25 before replacing the previous ZIP in your game mods folder.
   Restart with Interactive Control and this mod enabled. Existing saves work.
2. Buy the generator and 75 US Gallon Water Supply Barrel from Miscellaneous.
   Set the generator within 50 meters and the water tank within 8 meters of the table. The water tank starts EMPTY.
3. Fill the tank with WATER from a game tanker at its accessible fill inlet.
   Capacity is 283.9058838 liters (75 US gallons).
4. IC-open the water valve. At the shaker water port, connect the supply hose.
   Then use the SEPARATE IC control at the tub pump outlet to connect the drain
   return hose to the tank. Both hookups are required before starting.
5. The generator starts with 28.4 L DIESEL. IC electric start or recoil start,
   then connect an outlet to the table through IC. Four outlets share 8,000 W;
   each running shaker uses 1,970 W. IC reset is available for a tripped breaker.
6. Lock the table using IC, then press its separate Start Shaker control.
   Missing power/water, closed valve, exhausted diesel/water, or disconnected
   hoses/cable stop the table without consuming additional concentrate.

COLLECTION TUB, RETURN PUMP AND CRATE
All eight deck discharge tubes are routed outside the frame and terminate
at sealed bulkhead fittings on the red tub lid. The tub and 120 W centrifugal return pump sit on a
shallow timber/steel crate, with retaining rails, tub cleats and pump mounts.
A short screened suction hose connects tub to pump; the independent IC return
hose runs from pump outlet to upper tank inlet. The pump wire follows the frame
and rear cross rail into the original shaker switch box. Start/Stop operates
the shaker and pump together. Total running load: 1,970 W (7,880 W for four).
The crate assembly moves with the shaker; it is not a separate store vehicle.

WATER RECYCLING
Water circulates out to the table and back through the second hose. Only the
loss with tailings is deducted: 28.39058838 L per 1,000 L concentrate bucket.
A full tank lasts TEN full concentrate buckets (10,000 L total concentrate).
Then refill the tank with the game tanker. Stopped/idle tables use no water.

CONNECTION AND GENERATOR FINISHING UPDATE
The collection tub now has a fitted red lid, black gasket, retaining latches,
and eight individual hose bulkhead fittings/ferrules. Each discharge tube ends
seated on its own fitting. Pump outlet and tank return inlet have seated elbow
adapters, compression couplings, hose tails and clamps. The separate drain IC
control is at the pump coupling. Both supply and return must be connected.
The generator has a moulded outside plug, flexible boot and cable that leaves
straight out of its socket before bending clear of the frame. The shaker end
plugs into the exterior inlet. The jar's short hose seats on the center brass
cap fitting, and prioritizes the actual latched jar when several jars are nearby.
The generator's physical digital display shows current kW: about 1.97 with one
running shaker plus return pump. It fluctuates slightly and shows a short load
pickup transient, drops to 0.00 with no load, and goes blank when switched off.
GREEN button IC starts; RED button IC stops. Recoil start is still available.
Engine sound is a low-volume positional generator loop, clearly audible nearby
and faded to silence beyond approximately 11 meters; stopping the engine stops
the sound. Pitch changes slightly with load. In-game listening/tuning is pending.

GENERATOR REFILL AND TRANSPORT
Stop the engine, IC-open its fuel cap, refill DIESEL from a diesel supply, and
close the cap before starting. The IC refill button uses a nearby game fuel
trigger; a compatible diesel trailer can use the native fill receiver.
Fuel use scales with running load and game time; an empty tank stops supply.
Stop/unplug and disconnect hoses before carrying equipment. All three units
support hand pickup; the water tank uses fixed carry mass even when full.
Connection positions/valve state save; the generator is off after reload.

GOLD JAR
The 10 cm jar has the red ring, silver cap, brass fitting and connected hose.
It now latches to the shelf using a kinematic body, so it cannot roll off while
attached. IC Release restores normal physics and hand pickup. Put it back by
the shelf and use IC Latch to secure it. Gold remains compressed into 450 L
storage; 1,000 L concentrate yields 90 L GOLD. The eight small collection buckets are replaced by one common tub with a fitted lid.

VALIDATION
Final native GIANTS Editor imports: zero asset errors and zero asset warnings
for table, jar, residue bucket, generator and resized tank. Binary shapes used.
XML schemas, all five vehicle node mappings, dependencies, processing yields,
ten-bucket water balance/refill, IC supply interlocks, fuel controls, four-port
load/breaker logic, jar latch/release and pickup checks passed in scripted tests.
The connected models and both water hoses were inspected in GIANTS Editor.
This 0.3.3 build still needs an in-game test of physics and tanker/IC interactions.

REFERENCES
https://www.dewalt.ca/en-ca/product/dxgnr8000/dewalt-portable-gas-generator-8000-watt
https://assets.dewalt.ca/GLOBALBOM/QU/DXGNR8000/0/Instruction_Manual/EN/10000033366_DXGNR6500_8000.pdf
Tank shape inspired by Norwesco vertical polyethylene tanks, resized for 75 gal:
https://www.norwesco.com/products/above-ground-tanks/vertical-black-green/
