Slurry Pipe System V1.0.0.9

FS25 Implements

Slurry Pipe System V1.0.0.9


Realistic physical slurry pipe system for Farming Simulator 2025.
Replaces vanilla “drive into a trigger and fill” mechanics with a tactile system where you physically connect tanker fill arms or pipe chains, run a PTO-driven pump, build pressure, control flow direction, and watch slurry move through real plumbing — with a slurry that actually thickens, crusts and blocks if you neglect it.

What it does
Plumbing & transfer
Fill arms swung out of the tanker by joystick into open slurry pits or rubber boot ports on buildings and other vehicles.
Pipe chains — multi-segment pipes laid by walking from one coupler toward another, locked into place when both ends overlap valid couplings.
Direct bez pipes — a single connecting pipe between two nearby couplers, for quick pump transfers between a tanker and a building.
Conduit pump (PTO Slurry Pump) — a passive pump trailer that lets two pipe chains transfer through it.
Animated couplers and valves — clamp handles close on connect, valve wheels rotate on open.
Coloured pipes — pick from a palette per pipe segment, stored per save.
Multi-fill-type support — works with LIQUIDMANURE and DIGESTATE; transfers automatically pick whichever fill type is actually present.
Pumps & pressure

Pump types — vacuum (stored ±bar pressure model with a gauge), HVP high-volume pump, conduit pump station, and openTop passive vessels (e.g. nurse tanks).
Pressure model — vacuum tankers build, hold, taper and purge a stored charge that drives fill and discharge; spread behaviour scales with pressure rather than a simple on/off.
PTO shear bolt (opt-in) — wears and snaps under load while turning with the PTO engaged; walk-up hold-to-repair.
Slurry that behaves like slurry

Thickness / dry matter — slurry thickens as dry matter concentrates; thickness affects flow and spread.
Crust & blockages — an unmixed store crusts over the season; crusted, lumpy slurry can block spreader outlets and the macerator. Mixing clears the risk; adding water dilutes thick slurry.
Agitation — a manager-driven agitator works on any registered vehicle with an agitator tip node, no specialization required.
Water intake — fill arms can draw water straight from map lakes and ponds wherever the map provides SPS water planes.
Spreading

Dribble bars & band spreaders — per-outlet blockage modelling, distributor macerator, and a spreader HUD.
Fertiliser / herbicide sprayers — load liquid fertiliser or herbicide through the same coupler-and-pipe system via a dedicated sprayer integration, operated from a single walk-up pump control. No pressure model on sprayers — flow is a flat rate.

V1.0.0.9
Architecture
SlurryPipeManager.lua (12,065 lines) split into a core file plus eight domain
modules (SPSM_Chains, SPSM_Couplers, SPSM_Flow, SPSM_Pressure,
SPSM_Consistency, SPSM_Spreader, SPSM_Sprayers, SPSM_IBC). Pure relocation,
mechanically verified byte-identical to V1.0.0.8.
Scripts folder reorganised into domain folders (debug/, chains/, couplers/,
shearBolt/, blockage/, hud/, events/, agitators/, util/, water/,
herbFertSprayer/, manager/, overrides/, settings/).
New central debug registry (scripts/debug/SPSDebugConfig.lua): one named
on/off channel per file, runtime-switchable via the spsDebug console
command. All channels ship OFF.

Performance (dedicated servers)
Vehicle config lookups were loading and parsing vehicle XML from disk on
every call, from per-tick trigger hooks and per-frame discharge gates — the
reported ~45 km/h speed caps and steering lag on busy servers. Both finders
are now cached per configFileName (negatives included). One disk read per
vehicle model per session.

Multiplayer fixes
Placeable-side hose disconnects are now owner-keyed (the event carries the
placeable), so every machine resolves the exact coupling — fixes “friend
detaches, still attached on my end until he drives off”.
Selling a placeable now broadcasts authoritative disconnects for every live
bond before teardown, and duplicate placeable registration (the stale
“ghost pipe” generation on guests) is guarded out.
New placeable detach-handler registry: chains anchored or bonded to a sold
placeable (animal pens, docking stations) are now fully removed with correct
coupler close animations on every machine; sprayer-pipe disconnects on sell
are broadcast; pending queues referencing the sold placeable are purged.
Future placeables (separator etc.) plug into the same registry.
Disconnect events now log an [SPS MP RX] line on receivers.

Sprayer store system (new)
SPS xml now controls a store’s fill types: coupler-declared types are seeded
into the placeable’s Storage at load — no map/base xml edits needed
(storageFillTypeControl=”store” opts a modder store out).
Per-coupler capacity=”X”: same-type couplers sum into that type’s storage
capacity; without it the store’s own capacity applies.
Dynamic tank compartments: fillTypes=”ANY” (or a category/name list) plus
capacity makes a coupler one physical tank — it locks to the first liquid
that flows through it and unlocks only when drained empty, then the type
vanishes from the info panel. Works with basegame and script-mod liquids
(SoilFertilizer etc.). Locked compartments persist in the savegame and sync
to clients (event + join dump).
ANY couplers pre-seed the base “sprayer” category so basegame liquids always
show on the store display; aggregate levels self-heal from older saves.
Connecting picks the coupler nearest the PLAYER when several are in reach —
walk to the tank you want.
Sprayer placeable couplings accept node=”…” (i3dMappings, matching the
slurry placeable schema) as well as mountNodeName.

Robustness
Map mod folders can be renamed freely: bundled Witcombe config match paths
no longer include the folder name, and both placeable register paths bail
cleanly if a path-matched config finds none of its nodes (wrong placeable).
Water manifest matching is case-insensitive, supports title alternatives
(titles=”A;B”) and opt-in substring matching (titleContains=); player
folder renames never affected it.

Author:
Willbobber






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