ExpendableConsumer specialization:
Save/load: write current amounts into vehicle save XML nodes. fs22 expendables modding
The primary logic resides in onUpdate or onUpdateTick. It is critical to distinguish between client-side visual updates and server-side authoritative logic. ExpendableConsumer specialization:
function CustomExpendable:onUpdate(dt, isActiveForInput, isActiveForInputIgnoreSelection, isSelected)
if self.isServer then
-- Only the server should calculate consumption to prevent desync
local usageRate = self.spec_customExpendable.usagePerSecond * dt / 1000
if self:getIsWorking() then -- Custom check if the tool is active
local currentLevel = self:getFillUnitFillLevel(1) -- Unit index 1
local newLevel = math.max(0, currentLevel - usageRate)
self:setFillUnitFillLevel(1, newLevel)
if newLevel <= 0 then
-- Trigger "out of ammo/fuel" logic
self:stopWork()
end
end
end
end
Farming Simulator 22’s modding community keeps the game vibrant, and the “Expendables” concept — modular, destructive, or purpose-built disposable equipment and assets — is an intriguing niche that combines creative design, gameplay experimentation, and performance-aware technical work. This feature examines the Expendables modding scene: what Expendables are, why they matter, design philosophies, technical workflows, community dynamics, examples and use-cases, performance and balance considerations, distribution and legal/ethical notes, and a forward-looking thought on where this subculture could go. Save/load: write current amounts into vehicle save XML nodes
If you want, I can:
Within the vehicle or placeable XML, the fillUnits section dictates capacity. For a custom expendable, a new unit must be defined that is distinct from standard diesel or seed tanks.
Example XML Structure:
<fillUnits>
<fillUnit unit="$l10n_unit_ammo" fillTypes="ammoRocket" capacity="100" showOnHud="true" fillLevelIndices="0">
<depletion disableWork="true" usage="0.5" />
</fillUnit>
</fillUnits>