SlurryPipeSystem v1.0.1.2

SlurryPipeSystem v1.0.1.2

v1.0.1.2:

Added

Front-mount fill arm system (Claas Saddle Trac pack)

Front-mount pass-through pump — a capacity-0 front unit (HVP) that fills a

hose-connected receiver tanker. Works on any tractor, not just the Xerion: SPS injects

Giants connection hoses (plain-type TOOL_CONNECTOR_TOP_RIGHT) into the vehicles’ own

hose systems at registration time, so vanilla treats them as native hoses. The Xerion’s

own specType hose circuit is detected and left alone — no duplicate hoses.

Pass-through pump cascade — the front mount resolves two tank-side outlets in strict

priority every tick: connected pipe couplings with the valve open first, then the

hose-bridged rear receiver. Filling sends liquid to the first target with free capacity;

unloading draws from the first with content — so a coupler tanker fills first, overflow

goes to the rear tanker, and it switches back automatically as levels change. Full mirror

for unloading. Water is a valid infinite fill source and refused as an unload destination.

New config schema — <frontMount><hose> on the front unit;

<tractorMountFillArms accepted=”true”><hose> + <staticPipe> on receiver tankers;

config-gated hoses and static pipes via cylinderedConfigIndex; objectChange

visibility on connect/disconnect transitions with optional initialState=”inactive”.

Standard receiver mount node name: slurryPipe.

Front / rear tank combos (“FlowControl”)

Any front tank pairs automatically with any rear sprayer on the same tractor sharing a

fill type — no per-pair config, no keybind, only the pipe-connected vehicle needs an SPS

block. One connection fills both (split proportional to free capacity — both reach

full together) and drains both (proportional to level — empty only when both are).

Automatic balancer modelled on the real Amazone FT-P: rear held at 30% from the front

tank at 200 l/min, topped up to 40%, so the front always empties first and front axle

load is preserved. Optional tuning via

<frontTankBalance lowPct highPct transferLitersPerMinute/>.

Sprayer buying station

Placeables can now sell liquid fertiliser / herbicide straight into the sprayer pipe

system. A part-full sprayer auto-switches the station to its held liquid on connect and

locks the type switch while connected. WATER is always refused from the sprayer cycle.

Slurry and sprayer buying stations are mutually exclusive on one placeable (warned in

the log). <extraFillTypeCategory> lets script mods add their own liquid categories

(e.g. Soil & Fertilizer). Shift + activate reverses the type-switch cycle on both slurry

and sprayer stations.

Store info box — per-tank rows

Standing at a fertiliser store now shows one row per physical tank — T-1, T-2 — with

each tank’s held liquid and litres, matching the N-couplers = N-liquids rule.

New vehicle support

Rau Spridoport rear sprayer + Rau front tanks (Xylon and GTA) from the Fendt

FarmCon pack — working FlowControl combos out of the box.

PlanET BGA Modular (community contribution — thanks dev-mich, PR #23): Guelle

and Gaerreste stores wired into SPS via config injection, with per-coupler fill types

(LIQUIDMANURE / DIGESTATE).

Vervaet Hydro Trike XL (selfPropelledManureBarrel) now fully supported — see Fixed.

Compatibility & safeguards

Drive-input watchdog — some mod combinations (seen with Courseplay) could leave a

vehicle unable to drive after selecting implements. SPS now monitors the drive axes once

a second, logs a full diagnostic scoreboard when the broken state persists, and

self-heals the action bindings (up to 3 attempts per vehicle entry).

New vehicleRole=”slurry|fertiliser” vehicle attribute for edge cases where vanilla’s

sprayer classification gets a machine wrong.

New debug channel SPSM_Sprayers.FrontTank ([SPS FT-BAL] combo/balancer trace).

All channels still ship off.

Translations

sps_infoTankEmpty (“Empty”) and warning_spsSlurryThickeningWater added to all five

languages (EN / DE / FR / IT / NL).

Fixed

Slurry stores could jam permanently and water dilution did nothing. The

liquid-first draw bias was applied unconditionally and the maths meant dry matter was

never removed at all — pumping thinned nothing and added water came straight back out.

Now: solids leave with every draw in honest proportion; the concentrating draw only

applies to settled stores (a fresh or fully mixed store drains completely to zero, so

mixing before pumping has a real purpose); an empty-store dead band stops “add water”

advice appearing on empty stores; and existing savegames with inflated solids values are

repaired automatically on first load (logged per store).

Thickness warnings now name the actual remedy — four distinct states (thickening,

thickening + add water, needs mixing, too thick) instead of always advising mixing.

DE/FR/IT “too thick” strings corrected (they wrongly advised agitation for a state where

agitation cannot help). Conduit HUD fixed: thickness percentage always read 0%, and the

needs-mixing state had no display branch.

Vervaet Hydro Trike XL showed no pump gauge. Vanilla misclassified it as a

fertiliser sprayer because its sprayer spec pointed at the diesel tank; SPS now uses its

own registration to decide the exemption (all five gate sites), the config’s

fillUnitIndex was corrected, and the tanker override gate covers

selfPropelledManureBarrel.

Pipe effects no longer require a smoke node — every effect gate now needs only the

main effect node; the smoke layer is built only when a smoke node exists.

Spreader valve keybind no longer appears on front-mount units (they are

manureBarrel-typed but have no spreader).

Equalisation no longer fights the front-mount pump (neutral gate while the front

pump is driving a transfer).

Dynamic store per-tank rows went stale after buying at the store’s own trigger —

totals updated but T-rows didn’t until the next pipe session. A one-second server-side

reconcile now credits external fills within a second, SP and dedicated servers alike.

“Missing ‘sps_infoTankEmpty’” shown on empty tank rows — entry now shipped in every

language.

Changed

Documentation: main README feature list updated (front mounts, FlowControl combos);

Fert/Herbicide Sprayer guide gains §12 (front/rear combos, pairing rules, balancer

tuning, debug channel); Placeables guide §4 now documents the pipeCoupling#fillType

restriction attribute (was parser-supported but undocumented — thanks dev-mich for the

catch).

Multiplayer audit completed against vanilla network sources: all 29 SPS event classes

verified structurally correct, server-authoritative fill mutations confirmed, and

join-in-progress state dump coverage verified.

Known limitations

A buying-station fill lands in the connected vehicle’s own tank only; with a front/rear

combo attached, the balancer redistributes rearward automatically afterwards.

Agrio Gigant and Agrio Mamut XL manifest entries are prepared but commented out pending

the mods’ vehicle files.

Covers 25–31 July 2026 · V1.0.0.10 → 1.0.1.1

Each entry states what was wrong, why it was wrong, and what changed. Line references are

against the V1.0.1.1 tag unless noted.

Version 1.0.0.10

New features

Slurry separator (Börger 125 bunker separator) — new screw-press placeable

(manureHeapSeparator type): pulls slurry in through one coupler, presses the dry matter

onto its own manure bunker, returns the thinner liquid fraction through the other coupler.

Walk-up start/stop and 5-step screw tightness control; auto-halts on exhausted dry matter

or a full bunker and resumes on its own; optional running cost per hour. Fully

server-authoritative, MP-synced, join-in-progress safe, saved per game. Third-party

placeables can configure their own machine via <slurryPipeSystem><separator>.

Buying station support — FS25_BuyableManureAndOther’s liquid manure station registers

as a paid, infinite pipe-only SPS source with a walk-up switch between its sold liquids

(plus SPS-extra types such as water). Charges through the station’s own pricing; MP-synced

and JIP-safe.

Gravity head equalisation — new optional headHeightNodeName on vehicle and store

couplings. Levels equalise by gravity between connected vessels, gated on the pipe run’s

declared high point, so slurry only flows downhill when it genuinely can. Couplings

without the attribute behave exactly as before.

Lid-linked deployable couplers — new deployAnimatedObjectSaveId on store couplings

drives the placeable’s own vanilla animatedObjects lid: deploy opens it, connecting

requires it fully open, and the lid’s walk-up trigger locks while a pipe is live. Shared

lids across several couplers supported via one shared animated object.

Sprayer store fill-type control — placeable sprayer couplings can now declare their

own fill type and capacity (#fillType + #capacity), or act as dynamic

lock-until-empty compartments (#fillTypes / #fillTypeCategories, including

fillTypes=”ANY” which accepts whatever the connected sprayer holds — script-mod

liquids included). Compartment state saves, syncs in MP and survives JIP.

Per-config coupler animations — vehicles and placeables (slurry and sprayer) can ship

their own <couplerAnimations> block inside the embedded config; local ids override the

shared library.

Pipes rest on real surfaces — laid chains and connection pipes now settle onto

concrete pads, building floors, bridge decks and roads (per-bone raycast), not just the

terrain, across all three pipe visual systems.

Soil & Fertilizer compatibility — all 12 FS25_SoilFertilizer custom liquid IBC tanks

are recognised; SPS spawns the correctly branded IBC for the connected sprayer’s liquid.

IBC spawn control — optional IBCspawnPoint child node on a sprayer coupler dictates

the hold-R spawned IBC’s position and heading; the Add IBC prompt is suppressed while the

sprayer is empty.

Embedded crust visuals — the <crust> foliage/plane block now works on placeables

registered via the embedded <slurryPipeSystem> block (previously bundled-config only).

Per-player settings — the pipe colour picker and the entire spreader HUD section have

moved to the General settings page, so every player in multiplayer (not just the

host/admin) can use them. Each player’s choices — including the dragged HUD position and

scale — now persist in their own local user file across sessions and servers.

Multiplayer gameplay settings sync — the gameplay rows (Slurry Realism, Thickness

Flow, Blockages, Length Falloff, Shear Bolt, IBC Persistence) are now server-

authoritative: admin changes apply on the server, broadcast to every client, and reach

late joiners in the join dump. The shear bolt master switch now actually disables bolt

wear (it was previously unconnected).

Fixes

valveType=”NONE” store couplers no longer show a phantom “Open valve” prompt anywhere on

the run — walk-up interaction is connect/disconnect only, and the far end is treated as

free-flowing.

Savegame reload no longer duplicates or loops back coupler bez pipes; a load-side

sanitizer heals already-corrupted saves.

Multi-type husbandry storages (straw + slurry) no longer risk draining STRAW or converting

deposits into the wrong type — transfers are gated on a pumpable-liquid allowlist.

Digestate deposited into a slurry-holding tank now merges into the held content instead of

creating a separate pool.

Pressure direction fix: a tank charged to vacuum can no longer discharge at full rate when

flipped to pressure (sign-aware flow scalar), with a vacuum-seal gravity guard and

dead-band equalisation through the pressure transit window.

Coupler animations no longer fail for players whose session registration order latched an

empty animation library — the library resolves regardless of load order.

Chain terminus bonds to stores and free-standing termini now persist across savegames.

Slurry tank extension flags are cleared on LIQUIDMANURE/DIGESTATE storages so extensions

behave as independent SPS stores.

Pipes no longer bounce or launch into the air while being laid (self-collision feedback

removed by stripping floor collision bits at load).

Laying new pipes near existing connected chains works again (in-service anchored termini

and mid-chain joints excluded as connect candidates).

Separator solids no longer vanish in sub-litre pushes; the manure heap fills correctly,

and store settle/crust scales down as dry matter is withdrawn.

Release log hygiene: the separator debug channel no longer ships enabled; previously

ungated multiplayer receive prints (chain state/request/connect, docking station, chain

lock) and the sprayer cab action-strip prints are now behind debug flags.

Localisation: German, French, Italian and Dutch brought to full English parity — 15

missing separator and buying-station entries added, and 3 previously untranslated

agitator PTO strings translated.

Version 1.0.0.8

Fixed issues with multiplayer, pipes and valves plus sync problems

Few other tweaks

Version 1.0.0.5

Changes made for bug fixes and updates.

A realistic slurry pipeline system for Farming Simulator 25.

The FS25 Slurry Pipe System (SPS) replaces the simplified vanilla mechanics of the game—simply drive up to a trigger and fill—with a fully interactive pipeline system.

Physically connect filling arms or pipes, operate a PTO-driven pump, build up pressure, control the flow direction, and watch the slurry actually move through a connected pipeline system.

The slurry itself behaves realistically: it becomes more viscous over time, forms crusts if not regularly stirred, and can clog pipes or distributors if neglected.

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