The problem I have with these mods is the individual ingredients sell for a similar amount as the coke making it more profitable to sell caffeine and sugar separately
That is the case for many productions. I just edit the final product .xml and boost it's selling price a bit as an incentive to even "bother" with the end of chain product. By the time i can aftord this production line, i am already well off, so it's mainly for fun and something else "to do" while my crops are maturing rather than rack up m@d piles of cash.
Has anyone made an Ethanol Plant like these? I watch a lot of MMFarmer and think it might make a cool play through to make a big corn farm to haul to the ethanol plant.
I have a multifruit map, and I have global company already installed but no factories at all. Are there any mods you can recommend to me that go with multifruit? I would like to have a cigar factory for example in which you input tobbaco and pallets.
Nice factories. Most GC factories thus far have used the "spawn x pallets" mechanic (in fact that greenhouse seems to be a Pleasant Valley greenhouse edit) - I much prefer his auto output on the other three. This also highlights how tricky it can be to balance your mods (if that's your intent). There is a heck of a lot more work involved to make Coke than Whiskey, in this case. Ideally that balance would be up to the mapmaker and the factories built-in to facilitate how the mapmaker intends to challenge you. But the trend with GC this edition seems to be "let the players place their own." I think an argument can be made for both styles .. I like being able to set up my own factories, but I find myself missing the challenge a good production map provided in the past.
Great review as always Farmer Klein. Very nice looking production facilities. That floating coffee sell point placeable; just wondering if the height of the building placement can be adjusted manually by the player using the left Ctrl and Q keys to lower the building or left Ctrl and E keys to raise the building before you actually place the building down on the map? Just curious...
Good question. i did not try as i have that area flattened out so raising and lowering shouldn't be needed. but i wonder if that was done if then the trigger for the sell point would be to low or if doing that would lower an area around the sell point so it was then still floating.
I gave the caffeine one a go for now on EC. you sell it at the grain B sell point. If the sugar factory is changed to take either beet or cane or both I'll then try that and the coke one as I can't be bothered dealing with sugar cane. On EC easy economy I sold 14 pallets and got $27k for it. is not to bad since i make own fertiliser and have the manure from cows.
The filltype would need to be the exact same as what the factory is expecting. if the filltype for the building was changed to what the map has for coffee or what the other sugar factory has then there is no reason the coke plant for example wouldn't take it unless it was not delivered in pallets and the factory was only setup to take things in pallets as far as the trigger goes.
Wonderful factories that will be fun to operate for profit. How can anyone go wrong with a Jack Daniels factory and bar setup. I like it (JD that is) and the mod.
@@klanders83 My mistake: Most people following FK are players. You are one of the highly appreciated modders. Good luck on finding How to make mod-videos.
Oh shoot. Thanks for the info. Sadly i have already gotten rid of the source images for the thumbnail. My inability to spell has now been exposed for the world to see. :)
Should have made the Coca Cola and Whiskey sell point the same - Jack and Coke go together like hand and glove.
Great video - Love to watch your reviews before I get a mod so I know they are going to work!
The problem I have with these mods is the individual ingredients sell for a similar amount as the coke making it more profitable to sell caffeine and sugar separately
That is the case for many productions. I just edit the final product .xml and boost it's selling price a bit as an incentive to even "bother" with the end of chain product.
By the time i can aftord this production line, i am already well off, so it's mainly for fun and something else "to do" while my crops are maturing rather than rack up m@d piles of cash.
Thank you for this mod review im loving these add ons
If only i could poor my jack and coke from the game into my glass and drink it while I make more
U ain’t ever lie about that.
Has anyone made an Ethanol Plant like these? I watch a lot of MMFarmer and think it might make a cool play through to make a big corn farm to haul to the ethanol plant.
What video capturing software do you use?
I know everytime a factory gets built they always plumb water into the buildings. Why do these kids still have to have water tanked to them?
I have a multifruit map, and I have global company already installed but no factories at all. Are there any mods you can recommend to me that go with multifruit? I would like to have a cigar factory for example in which you input tobbaco and pallets.
Nice factories. Most GC factories thus far have used the "spawn x pallets" mechanic (in fact that greenhouse seems to be a Pleasant Valley greenhouse edit) - I much prefer his auto output on the other three.
This also highlights how tricky it can be to balance your mods (if that's your intent). There is a heck of a lot more work involved to make Coke than Whiskey, in this case. Ideally that balance would be up to the mapmaker and the factories built-in to facilitate how the mapmaker intends to challenge you. But the trend with GC this edition seems to be "let the players place their own."
I think an argument can be made for both styles .. I like being able to set up my own factories, but I find myself missing the challenge a good production map provided in the past.
If I am recalling correctly the greenhoues came from FS15. I think they where a Farmer Andy greenhouse initially in 15.
Hi, sorry for the bother, I am bringing the caffeines to the cola factory. What should I do with the appeared empty pallets after the bringing?
Great review as always Farmer Klein. Very nice looking production facilities. That floating coffee sell point placeable; just wondering if the height of the building placement can be adjusted manually by the player using the left Ctrl and Q keys to lower the building or left Ctrl and E keys to raise the building before you actually place the building down on the map? Just curious...
Good question. i did not try as i have that area flattened out so raising and lowering shouldn't be needed. but i wonder if that was done if then the trigger for the sell point would be to low or if doing that would lower an area around the sell point so it was then still floating.
These look great. I haven't played with any of the global company mods yet. Will have to try some.
I gave the caffeine one a go for now on EC. you sell it at the grain B sell point. If the sugar factory is changed to take either beet or cane or both I'll then try that and the coke one as I can't be bothered dealing with sugar cane.
On EC easy economy I sold 14 pallets and got $27k for it. is not to bad since i make own fertiliser and have the manure from cows.
Have a problem I installed mods with new global co mad shows up that it is installed but does not show up in game under global
At the 12:15 mark, the building to the right where you were loading the pallets up looked like it was floating a bit.
ya i mentioned that you might have missed it. hopefully in an update he will drop it down to the ground.
@@FarmerKlein ok. Sorry I missed it. Was listening to review while on hold music was blaring while i was waiting for call to connect.
If you have a map that has coffee, and if your have another sugar maker, do you know if those will work?
The filltype would need to be the exact same as what the factory is expecting. if the filltype for the building was changed to what the map has for coffee or what the other sugar factory has then there is no reason the coke plant for example wouldn't take it unless it was not delivered in pallets and the factory was only setup to take things in pallets as far as the trigger goes.
The Cocacola, whiskey an Sugar fatories have been upgraded to V2.0
Wonderful factories that will be fun to operate for profit. How can anyone go wrong with a Jack Daniels factory and bar setup. I like it (JD that is) and the mod.
I hope the errors will be fixed soon so I can ad these very nice mods to the production map I am anticipating.
Mods have
been updated
my mods are in my mob folder for these several mods but nothing is showing up plz help
the sugar and coca cola seling shops is at the same mods with factories ??? also where i sell the whiskies ??
Everything shown is included
Does Edward007 have some how to videos? These look great and would really enjoy seeing how production mods like these are made!
FK provides us with an excellent how-to video above.
Erik Oosterhof where? I watched his how to use the new mods video but I’m looking for a “how to create a building/production mod” video.
@@klanders83 My mistake: Most people following FK are players. You are one of the highly appreciated modders. Good luck on finding How to make mod-videos.
This has been so helpful man thank ya man .......
i cant seem to be able to find a map with lots of room for placeables...im open to ideas??
Use the landscaping to make level areas
look up plesantville 2 it's an 8x map
I have no coke sell point... idk why I'm making coke I work for them irl lol
Dont see
those mods on my
computer
You forgot the H and whiskey in the thumbnail... Fyi...
Oh shoot. Thanks for the info. Sadly i have already gotten rid of the source images for the thumbnail. My inability to spell has now been exposed for the world to see. :)
Will these mobs be on consoles
Sugar kane look like 50 cal ammo:D
NOT ON PS4
Nope. There global company mods so there PC only.
667th view. You’re welcome.
the mods are a bloody fail because they did not make them for playstation