commit 98288811f0914b8380260dd26eb3c7845a1b9e9a Author: Dystroyer8 Date: Fri Jul 3 17:55:25 2026 +0200 Add mine equipment shed placeable scaffold diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..035f49a --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +*.zip +*.log +*.bak +*.tmp +Thumbs.db +desktop.ini + diff --git a/CHANGELOG.md b/CHANGELOG.md new file mode 100644 index 0000000..b5eb61a --- /dev/null +++ b/CHANGELOG.md @@ -0,0 +1,9 @@ +# Changelog + +## 0.1.0.0 + +- Initial placeable mod scaffold. +- Added large mine equipment shed XML. +- Added placeholder i3d with lights, door animation nodes, clear areas and AutoDrive markers. +- Added AutoDrive layout notes. + diff --git a/README.md b/README.md new file mode 100644 index 0000000..12fa3c2 --- /dev/null +++ b/README.md @@ -0,0 +1,38 @@ +# FS25 Mine Equipment Shed + +Placeable prototype for a large mine-style equipment shed in Farming Simulator 25. + +## Concept + +- Large industrial shed for tractors, loaders, trailers and mine equipment. +- Wide front access for AutoDrive routes and manual turning. +- Warm work lights, rugged corrugated metal, concrete, timber and steel look. +- Prepared marker transforms for AutoDrive-friendly parking points. + +## Target Dimensions + +- Footprint: about 42 m wide x 32 m deep +- Entry width: about 28 m +- Entry height: about 8 m +- Internal driving lane: about 10 m wide +- Parking bays: 4 large bays by default, expandable to 6 or 8 + +## AutoDrive Plan + +AutoDrive routes are usually stored in the savegame/map network, so a placeable cannot reliably include final connected routes when the building may be placed anywhere. + +This mod prepares named transform markers in the i3d: + +- `AD_Entrance` +- `AD_Exit` +- `AD_Parking_01` +- `AD_Parking_02` +- `AD_Parking_03` +- `AD_Parking_04` + +After placing the shed, create or import the AutoDrive nodes at those marker positions and connect `AD_Entrance` / `AD_Exit` to your existing route network. + +## Current Status + +This is an initial code and structure prototype. The i3d contains placeholder geometry and marker nodes. Replace the placeholder meshes/materials in Giants Editor or Blender with the final model. + diff --git a/icon_mineEquipmentShed.png b/icon_mineEquipmentShed.png new file mode 100644 index 0000000..47b991d Binary files /dev/null and b/icon_mineEquipmentShed.png differ diff --git a/modDesc.xml b/modDesc.xml new file mode 100644 index 0000000..2f76fec --- /dev/null +++ b/modDesc.xml @@ -0,0 +1,18 @@ + + + Dystroyer8 / Codex + 0.1.0.0 + + <en>Mine Equipment Shed</en> + <de>Minen-Geraeteschuppen</de> + + + Large mine-style equipment shed with work lights and AutoDrive-friendly parking markers. + Grosser Geraeteschuppen im Minen-Stil mit Arbeitslicht und AutoDrive-freundlichen Parkmarkern. + + icon_mineEquipmentShed.png + + + + + diff --git a/placeables/mineEquipmentShed/AUTODRIVE_LAYOUT.md b/placeables/mineEquipmentShed/AUTODRIVE_LAYOUT.md new file mode 100644 index 0000000..b0ee69d --- /dev/null +++ b/placeables/mineEquipmentShed/AUTODRIVE_LAYOUT.md @@ -0,0 +1,34 @@ +# AutoDrive Layout Notes + +The shed is designed around a simple one-way AutoDrive flow: + +1. Existing network enters at `AD_Entrance`. +2. Route continues through the wide front opening to `AD_Exit`. +3. Parking branches lead from the inner lane to `AD_Parking_01` through `AD_Parking_04`. +4. Vehicles leave parking spots by reversing or looping back to `AD_Exit`, depending on your vehicle size and route style. + +## Recommended In-Game Setup + +- Use a straight connector from your yard road to `AD_Entrance`. +- Add a slow-speed node just before the shed opening. +- Create one destination per parking marker: + - `Mine Shed P1` + - `Mine Shed P2` + - `Mine Shed P3` + - `Mine Shed P4` +- Keep the entrance lane about 10 m wide. +- Avoid placing decorative props or collision pillars inside the middle lane. + +## Marker Coordinates + +These coordinates are local to the placeable root and must be converted by placement position in the savegame: + +| Marker | Local X | Local Y | Local Z | Purpose | +| --- | ---: | ---: | ---: | --- | +| AD_Entrance | 0 | 0 | -24 | Connection from yard network | +| AD_Exit | 0 | 0 | -19 | Inner front lane node | +| AD_Parking_01 | -14 | 0 | 6 | Large left bay | +| AD_Parking_02 | -5 | 0 | 6 | Inner left bay | +| AD_Parking_03 | 5 | 0 | 6 | Inner right bay | +| AD_Parking_04 | 14 | 0 | 6 | Large right bay | + diff --git a/placeables/mineEquipmentShed/mineEquipmentShed.i3d b/placeables/mineEquipmentShed/mineEquipmentShed.i3d new file mode 100644 index 0000000..f3dbc93 --- /dev/null +++ b/placeables/mineEquipmentShed/mineEquipmentShed.i3d @@ -0,0 +1,71 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/placeables/mineEquipmentShed/mineEquipmentShed.xml b/placeables/mineEquipmentShed/mineEquipmentShed.xml new file mode 100644 index 0000000..0aad63e --- /dev/null +++ b/placeables/mineEquipmentShed/mineEquipmentShed.xml @@ -0,0 +1,79 @@ + + + + + Mine Equipment Shed + Minen-Geraeteschuppen + + store_mineEquipmentShed.png + 85000 + 35 + 0 + NONE + placeable + buildings + + placeable + buildings + sheds + + true + true + + + + mineEquipmentShed.i3d + true + false + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/placeables/mineEquipmentShed/store_mineEquipmentShed.png b/placeables/mineEquipmentShed/store_mineEquipmentShed.png new file mode 100644 index 0000000..1f763b8 Binary files /dev/null and b/placeables/mineEquipmentShed/store_mineEquipmentShed.png differ