Lena backed her old Joskin tanker trailer up to the pallet. A new keybind flashed on screen: . She hit it. A hiss of pressurized air sounded from her speakers, and a flexible hose snaked from the trailer to the pallet’s coupling valve. The pallet’s weight on the HUD began to drop: 840kg... 720kg... 410kg... while her tanker’s fill level rose: 23%... 44%... 67%...
<consumption> <fillUnit index="1" fillType="FUEL" literPerSecond="0.18"/> <!-- more thirsty engine --> </consumption> fs22 expendables modding
(Note: at your request I can expand any section into implementation-ready code and assets.) Lena backed her old Joskin tanker trailer up to the pallet
Moving tailgates, winches, and adjustable hitches. 🏗️ Heavy Equipment A hiss of pressurized air sounded from her
This paper explores the methodologies required to implement "expendables"—consumable resources that deplete over time or through usage—within the Farming Simulator 22 (LS22) engine. While the base game handles standard inputs like seeds and fertilizer natively, modders often face challenges when implementing custom expendables (e.g., ammunition, custom fuel types, repair kits, or script-based bale wrappers). This document outlines the interaction between XML configuration, Lua scripting, and the event system to create persistent, multiplayer-compatible expendable systems.