{"id":172597,"date":"2025-11-27T14:34:33","date_gmt":"2025-11-27T07:34:33","guid":{"rendered":"https:\/\/www.taimods.com\/2025\/11\/fs22-production-info-hud-v1-5-1-0-1-14.html"},"modified":"2025-11-27T14:34:33","modified_gmt":"2025-11-27T07:34:33","slug":"fs22-production-info-hud-v1-5-1-0-1-14","status":"publish","type":"post","link":"https:\/\/taimods.com\/en\/2025\/11\/fs22-production-info-hud-v1-5-1-0-1-14.html","title":{"rendered":"FS22 &#8211; Production Info Hud V1.5.1.0 (1.14)"},"content":{"rendered":"<p><img fifu-featured=\"1\" decoding=\"async\" alt=\"FS22 - Production Info Hud V1.5.1.0 (1.14)\" title=\"FS22 - Production Info Hud V1.5.1.0 (1.14)\" class=\"ls-is-cached lazyloaded\" src=\"https:\/\/www.taimods.com\/wp-content\/uploads\/1763950398998-7321b4585d23a-production-info-hud-v1-5-1-0-0.jpg\"><\/p>\n<p>HUD display for productions that need attention.<\/p>\n<p>1.5.1.0 &#8211; Fix Lua with GEA Automat because of missing Feedspot<\/p>\n<p>The current version has the following possibilities:<br \/>\n&#8211; 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.<br \/>\n&#8211; A production is only displayed if&#8230;<br \/>\n&#8212; it has less than 2 days remaining runtime (Configurable).<br \/>\n&#8212; it has less than 50% fill level. (Except for Revamp Mix inputs, where this is ignored).<br \/>\n&#8212; The production line is activated.<br \/>\n&#8211; The display is sorted by remaining runtime, whichever runs empty or is empty first is at the top.<br \/>\n&#8211; 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.<br \/>\n&#8211; Full animal houses can be switched off in the options.<br \/>\n&#8211; How many productions are displayed can be set in the options.<br \/>\n&#8211; The font size is adjustable.<br \/>\n&#8211; The position can be set to top centre, under F1 menu or under Vehicle Inspector Mod display.<br \/>\n&#8211; Input Filltypes can be deactivated for display in the productions. Useful for Revamp Boosters that are not to be delivered.<br \/>\n&#8211; Revamp boosters can also be completely deactivated in the settings.<br \/>\n&#8211; The list is updated every 5 seconds.<\/p>\n<p>Production overview:<br \/>\n&#8211; This shows all fill types and how much of them is needed.<br \/>\n&#8211; The overview can be switched to per year, month or hour.<br \/>\n&#8211; The yearly view shows the estimated acreage needed for crops (without PF or bonuses).<\/p>\n<p>Sales help:<br \/>\n&#8211; 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:<br \/>\n&#8212; A sales price must be set in the sales price trigger and this must be exceeded.<br \/>\n&#8212; The quantity selected in the options must be available in a silo or production (no animal sheds).<br \/>\n&#8211; The display shows what can be fetched from where and sold to where.<\/p>\n<p>MultiOverlayV4 Hud Help:<br \/>\n&#8211; Right click on production name and\/or filltype filters the list to the clicked one<br \/>\n&#8211; right click on remaining time switches to display of free capacity<br \/>\n&#8211; Left click on the production name opens the production in the menu (only for productions)<\/p>\n<p>Please report bugs or suggestions for improvement on Github.<\/p>\n<p>Upload on other sites only by myself, linking only with original download link. NO substitute link!<br \/>\nModifying and re-uploading in whole or in part is not allowed!<\/p>\n<p>Changelog:<\/p>\n<p>1.5:<br \/>\n* Adjustments for Revamp 1.5<br \/>\n&#8211; More mix groups are now displayed correctly<br \/>\n&#8211; Feed Mixer remaining time not possible due to constantly recalculated composition. Therefore it is only displayed empty or (almost) full.<br \/>\n* Miscellaneous<br \/>\n&#8211; Calculations for TerraLife+ adjusted<br \/>\n&#8211; Number of days to be displayed is now adjustable<br \/>\n&#8211; Calculation error on server corrected<br \/>\n&#8211; Calculations for split production lines improved<br \/>\n&#8211; Animal feed remaining times calculation completely revised and these are now summarized if they are within one hour.<\/p>\n<p>1.4.1.0:<br \/>\n&#8211; Fix for &#8220;attempt to index field &#8216;spec_husbandryFood&#8217; (a nil value)&#8221;<br \/>\n&#8211; MOH now also shows full and almost full when these are input and output products<br \/>\n&#8211; 0:00 should now always be displayed as empty<br \/>\n&#8211; Extensions are now included in the remaining time for productions<br \/>\n&#8211; Lua error with Farm Production DLC fixed<br \/>\n&#8211; Display colours red\/orange\/yellow improved<\/p>\n<p>1.4:<br \/>\n* Enhanced animal system mod compatibility<br \/>\n&#8211; 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)<br \/>\n&#8211; Full is no longer displayed when overcrowding is allowed in the shed<br \/>\n* Production revamp compatibility<br \/>\n&#8211; Completely hidden productions and hidden production lines are no longer displayed in the hud and in the production overview<br \/>\n&#8211; Optional outputs are now also displayed in the production overview if they are entered correctly for boosters<br \/>\n&#8211; Optional outputs of boosters are now included if they are also input in the remaining time calculation<br \/>\n* Other<br \/>\n&#8211; Quantity for grouped food is now also totalled correctly<br \/>\n&#8211; 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.<br \/>\n&#8211; Support of the VariableOpeningTime mod by displaying the next opening time or closing time.<br \/>\n&#8211; Improved icon<br \/>\n&#8211; Production Info Hud own display is now hidden when the Hud is hidden<br \/>\n&#8211; Inputs that are also outputs should now be calculated correctly and also displayed in the hud<br \/>\n&#8211; Fixed a bug that displayed animal sheds in the own display even though the fill level was still above 50%<br \/>\n&#8211; 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<\/p>\n<p>1.3:<br \/>\n&#8211; Parallel feeding is now displayed individually if the feeds do not reach the same length<br \/>\n&#8211; More lines adjustable<br \/>\n&#8211; Translations in spanish and french added<br \/>\n&#8211; Fix for inputs that are also outputs<br \/>\n&#8211; Invisible productions from GTX production script are no longer displayed<\/p>\n<p>Authors: Achimobil<\/p>\n<p><center>    <a href=\"\/getlink?url=68747470733a2f2f6d6f6473626173652e636f6d2f69346939336c69666f7a61782f465332325f50726f64756374696f6e496e666f4875642e7a69702e68746d6c\" \r\n       target=\"_blank\"\r\n       style=\"            display: inline-flex;            align-items: center;            gap: 10px;            padding: 12px 24px;            border-radius: 6px;            background: var(--nqt-color-primary, #ff6a00);            color: #fff;            text-decoration: none;            font-weight: 600;            font-size: 16px;            border: 2px solid var(--nqt-color-primary, #ff6a00);            transition: all 0.3s ease;            box-shadow: 0 4px 6px rgba(0,0,0,0.1);       \"\r\n       onmouseover=\"this.style.background='#333'; this.style.borderColor='#333'; this.style.transform='translateY(-2px)';\"\r\n       onmouseout=\"this.style.background='var(--nqt-color-primary, #ff6a00)'; this.style.borderColor='var(--nqt-color-primary, #ff6a00)'; this.style.transform='translateY(0)';\"\r\n    >\r\n        <i class=\"fa-solid fa-download\"><\/i>\r\n        <span>DOWNLOAD MODS<\/span>\r\n    <\/a>\r\n    <\/center><\/p>","protected":false},"excerpt":{"rendered":"<p>HUD display for productions that need attention. 1.5.1.0 &#8211; Fix Lua with GEA Automat because of missing Feedspot The current version has the following possibilities: &#8211; 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. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":172599,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[556],"tags":[],"class_list":["post-172597","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-fs22-khac"],"blocksy_meta":[],"acf":[],"_links":{"self":[{"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/posts\/172597","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/comments?post=172597"}],"version-history":[{"count":0,"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/posts\/172597\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/media\/172599"}],"wp:attachment":[{"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/media?parent=172597"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/categories?post=172597"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/taimods.com\/en\/wp-json\/wp\/v2\/tags?post=172597"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}