Pinned CNC-Gameplay-Mod - Wiki, Help, Tutorial

  • The Grain Mill
    Last Update: 13.05.2022

    Three types of grain are processed in the grain mill.
    • Wheat
    • Rye
    • Oat

    The grain mill produces the following goods from the raw materials
    • Flour Wheat
    • Floru Rye
    • Wholemeal Flour Wheat
    • Wholemeal Flour Rye
    • Oatflakes
    • Grain grist (by-product of flour production)

    The functions of the grain mill are controlled via a display attached to the wall of the building.

    Raw Materials Storage

    The grain that is to be processed in the grain mill must be stored in the raw material store. There are 3 storage locations. Each storage location can only store unmixed grain. Stock #1 is for wheat, stock #2 for rye, and stock #3 for oats.

    The capacity of the three camps is at the beginning at 0.0 liters. The storage capacity can be expanded with money.


    The finished products are stored in the warehouse. There are a total of 6 warehouses for flour (wheat, rye), wholemeal flour (wheat, rye), oat flakes and grain meal. Each storage location can only store one type of goods. The storage space is initially 0.0L and must be expanded with money.

    Overview and functionality of the display and the grain mill
    In order to work with the Grain Mill, you must first go to the display, which is located on the warehouse wall of the building. In order for values to be updated on the display, the display must first be "switched on" for technical reasons. To do this, first click on the "Switch on" button [14].

    Here is an explanation of the individual values and buttons:
    • [1] Shows the expected profit per day that the grain mill generates in total. This value is based on the player-defined purchase price and sell price and the current production output.
    • [2] Displays the commodity value of all goods in the warehouse based on the player-defined selling price.
    • [3] Shows the unit costs incurred per day. These costs depend on the production volume. The more tons are produced per day, the more expensive the costs become. So it is the manufacturing cost per ton of all goods produced per day.
    • [4] Shows the labor costs incurred per day. These costs depend on the number of employees assigned to production. The more employees work in production, the higher the wage costs per day. Idle employees who are not assigned to production do not generate labor costs.
    • [5] The budget of all factories. Running a factory costs money. Due to technical limitations, the "Vanilla Game" money cannot be used directly for the factories. Instead, you have to transfer "Vanilla Game" money to the "company account" so that it is available as "budget" and can be used. The budget applies to all factories.
      PS: The transfer of vanilla game money to CNC gameplay mod play money is described in a separate post.
    • [6] The first number indicates the employees who are idle. Idle employees are not assigned to any production. They don't cost a salary, but they don't produce anything either. The second number indicates the total number of employees of this factory. The display "3/14" means that there are 14 employees in total in the factory. Of these, 3 employees are idle and produce nothing. 11 employees are assigned to production.
    • [7] A new employee can be hired here. Hiring a new employee costs money once. The costs for the employee are to be understood in such a way that they have to be trained, that work materials have to be made available and machines have to be bought. The costs increase with each additional employee.
    • [8] The corn mill is owned by someone else at the beginning, i.e. you don't own the corn mill. The owner of the grain mill offers you a service that you can have your goods produced there. With every investment in the factory, you take ownership of the factory. If you expand the camp, you will own a piece of the factory. When you produce goods, when you hire employees, when you increase productivity, you always get more ownership. You can take up to 100% ownership. The advantages of this lie in (significantly) reduced labor costs. The reduction in wage costs is staggered, i.e. from 10% they drop a little, from 20% a little more and so on.
    • [9] You can set the expected purchase price of raw materials and the expected sale price of goods in the display for your calculations. The profit and value of the goods are then calculated on the basis of this price. To adjust the prices, you can use this value to specify the increment.
    • [10] Here you can display game help. The game help includes adjustments to the difficulty level, i.e. you can reduce or increase the labor costs and the unit costs of the factory. If the production is too expensive for you or the profit too low, then reduce the costs. There is also an option to increase the budget [5]. This is a "cheat", i.e. no vanilla game money is converted, but you simply get money for free.
    • [11] This button gives you information about the resource store.
    • [12] This button gives you information about the warehouse.
    • [13] This button gives you information about the production.
    • [14] In order to see current data on the display, it has to be switched on once after the first game start for technical reasons. The button is only important for the display. If you don't press the button, goods will still be produced and costs will be incurred. So it is only necessary to press the button if you want to read something on the display or adjust something.

    Display - raw material storage:

    • [1] Indicates the number of the resource storage. The Grain Mill only has 3 resource stores
    • [2] Indicates what grain can be stored in this warehouse. There are fixed rules as to which grain belongs in which warehouse.
    • [3] Shows the total storage capacity and how much of the storage capacity has already been used. The display shows liters and kilograms.
    • [4] This is the expected purchase price. As a player, you can define this price yourself. It should help you to calculate the price at which you have to sell the goods in the end in order to make a profit. He can also help you plan whether you can buy grain at the port for further processing. The price is only a calculation aid for you. If you don't buy grain but grow it yourself, you have costs for machines, fertilizer and employees. These costs amount to e.g. in reality around 100€ per ton.
    • [5] The raw material value is calculated on the basis of the purchase price [4] and the quantity in stock [3]. So if you were to sell around 25,000kg of wheat at a price of €190/tonne, the total value would be around €4,718
    • [6] The storage capacity is initially 0.0 liters. You can expand the storage space in increments of 5,000L. Each expansion costs a little more money. A small warehouse means you have to deliver new grain regularly, but the storage costs are low. If your production output is very high and you need a lot of raw materials, then the warehouse may have to be expanded.

    Display - Warehouse

    • [1] Indicates the number of the warehouse. The flour mill has 6 warehouses
    • [2] Indicates which goods can be stored in this warehouse. It is firmly specified which goods belong in which warehouse.
    • [3] Shows the total storage capacity and how much of the storage capacity has already been used. The display shows liters and kilograms.
    • [4] This is the expected retail price. As a player, you can define this price yourself. It should help you to calculate the price at which you have to sell the goods in the end in order to make a profit. He can also help you plan whether you can buy grain at the port for further processing. The price is only a calculation aid for you. If you don't buy grain but grow it yourself, you have costs for machines, fertilizer and employees. These costs amount to e.g. in reality around 100€ per ton.
    • [5] The value of the goods is calculated on the basis of the sales price [4] and the quantity in stock [3]. So if you were to sell around 40,000kg of grist at a price of €45/tonne, the total value would be around €1,814
    • [6] The storage capacity is initially 0.0 liters. You can expand the storage space in increments of 2,500L. Each expansion costs a little more money. A small warehouse means you have to pick up your goods regularly and sell them or store them somewhere else. If the warehouse is full, production stops.

    Display - Production

    • [1] Indicates the number of the warehouse and thus also the goods that are to be produced. The flour mill has 6 warehouses
    • [2] Indicates which raw materials are required and how many raw materials to produce the good. For the production of commodity #3 - wholemeal flour (wheat) - you need wheat as a raw material, but no rye and no oats.
    • [3] The production output per day is defined here. One employee can produce 100 kg per day. Production can be increased by assigning several employees. The higher the production output, the higher the raw material requirement [3].
    • [4] Every production is not very effective at the beginning, which means you need a lot of raw materials to produce a few goods. To increase effectiveness, you can optimize the production of the goods. Improving production always costs €30,000, so the price stays the same, but the bonus per improvement goes down. The first percentage value indicates how many percent fewer raw materials are required to achieve the production output. The second percentage is how much the unit cost per ton is reduced for that product.

      An extension to product #3 (wholemeal flour from wheat) costs €30,000. Raw material requirements decrease by 0.623%, cost per ton decreases by 0.437%.
      A maximum of 50 improvements are possible per item.
    • Here are some examples:
      • Wheat and Rye Flour:
        • At the beginning, the efficiency is around 60%, i.e. to produce 100kg of flour, around 166kg of grain are needed. The rest of 66kg remains as grist (Commodity #6).
        • In the best expansion stage after 50 improvements, the effectiveness is around 85%, i.e. 100kg of flour requires 117kg of grain. 17kg remain as grist (commodity #6).
      • Wholemeal Rye:
        • At the beginning, the efficiency is around 69%, i.e. 144kg of grain are required for 100kg of wholemeal flour. 44kg are lost and cannot be used.
        • In the best expansion stage after 50 improvements, the effectiveness is around 98%, i.e. 100kg wholemeal flour requires 102kg grain. 2kg are not usable.
      • OatFlakes:
        • At the beginning, the efficiency is around 95%, i.e. 105 kg of oats are required for 100 kg of oat flakes. 5kg are lost and cannot be used.
        • In the best expansion stage after 15 improvements, the effectiveness is around 99%, i.e. 100kg of oatmeal requires 101kg of oats. 1kg cannot be used
    • [5] Depending on the stage of development, each tonne (1,000kg) costs money to produce. By increasing efficiency [4], this value decreases. The value also decreases if more than 3 employees produce this good. The more employees are assigned to a product, the cheaper it becomes.
    • [6] Depending on how much ownership you own of the grain mill, this value decreases. It is the wage costs that arise per ton.
    • [7] Here is the profit you make per day per product. The profit is based on the purchase price, sales price, required amount of raw materials, labor costs and unit costs defined by you. All added together results in the profit for this product.
    Display - Help

    • [1] Cost per ton can be adjusted here. The default value is 100%. The costs per ton can be adjusted here between 0% - 200% at any time.
    • [2] Labor costs per ton can be adjusted here. The default value is 100%. The wage costs can be adjusted here between 0% - 200% at any time.
    • [3] You don't have enough money or you want to play in sandbox mode, then you can have €50,000 transferred to the company account (budget) with each click.
    • [4] Links to Cattle and Crops Forum.

    Help for Beginners
    1. First you need capital (budget) for your factories. So you have to transfer money to your company account (see extra thread post).
    2. For example, you want to make wheat flour
    3. You need at least one expansion of resource storage #1 for wheat
    4. You need at least one Wheat Flour Warehouse #1 expansion to store your goods there.#
    5. Flour has "grit" as a by-product. If you want to sell the grist or use it as animal feed, then you must also buy an extension of warehouse #6 so that the grist is stored there.
    6. Fill the raw material storage with your grain (wheat), use e.g. the Joskin Delta-Cap.
    7. You now need at least one employee who you assign to production #1.
    8. Production starts automatically. every midday at 12:00 the produced goods are moved to the warehouse.
    9. For the transport of the goods you need the "CNC gameplay mod goods transport". It includes trailers that can transport these goods.
    10. The goods are then sold in the city at the supermarket.
  • Exchange office - exchange money into another currency to run the flour mill
    Last Update: 15.05.2022

    Unfortunately, in Cattle and Crops it is not possible to access the player's money with a mod. There is no way to withdraw money from the player. For the operation of the grain mill, however, it is imperative that money is transferred to the "company account" so that the production of the goods and the expansion of the warehouse and other things can take place.

    A new fill type has therefore been defined (Solid,Money), which can be used as a substitute for money in the grain mill.

    With "Solid,Money" (play money), 1 liter corresponds to exactly 1 kilogram. The 1 "Solid,Money" (play money) costs exactly 1€. This means that the exchange rate of Vanilla Game 1€ corresponds exactly to 1€ CNC gameplay mod play money.

    So you buy play money, fill it in a trailer and unload the trailer in a warehouse. This exchanged vanilla money for play money.

    Where can I exchange money:

    At the gas station directly in the courtyard of the farm, you can also exchange play money in addition to diesel for the tractor. You drive a trailer to the gas station until the trailer is in the trigger and buy play money. In the screenshot you can see that the cost of play money corresponds exactly to the filling quantity. So you don't have to convert anything from one currency to the other, the exchange rate is exactly 1 to 1.

    You can also exchange money at the gas station in the city, but this is not advisable because of the long journey. You now have the game money in the trailer and you have to empty it into a tank so that it becomes available for the flour mill.

    Transfer play money to the company account

    In the courtyard of the farm, right next to the gas station, is the grain store with 10 storage spaces. Added a bin #11 called "Company Account". This storage space has a capacity of 10,000,000 L/KG and therefore corresponds to a maximum of €10,000,000

    You drive the trailer over the unloading point and unload the play money into the "company account" tank.

    View the balance of the company account
    You have various options to take a look at the finances of the company account.

    You look at the account balance on the display at the grain mill:

    You look at the account balance in the "F1" menu:


    • You can currently only exchange vanilla game money for play money. However, you cannot exchange play money back into vanilla game money. To do this, another dealer would have to be placed. Normally this shouldn't be necessary either, as your in-game money is only needed for production. The goods produced are sold in the city and you get vanilla game money for it.
    • The new "play money" is of type "Solid,Money". In the standard game and also in my mod there are only the Joskin Delta-Cap, the Hammer TransferKing and the Strautmann SZK, which can load this type. Unfortunately, these trailers only have about 19,000L of space. For this reason, the gas station at the farm and the warehouse at the farm were used so that the journeys are very short and you can exchange money as quickly as possible.

  • Plant growth


    Plant growth in Cattle and Crops is divided into BBCH sections. It starts at BBCH 00 and ends at BBCH 90.Growth parameters can be assigned every 10 BBCH levels (BBCH00, BBCH10, BBCH20, ... BBCH 80). How must the soil be prepared in this stage, which fertilizer is used, how many hours of sunshine must there be, how long should a plant ideally grow in this stage, how much total temperature is required, how much yield is threshed, chopped, swathed in this stage .With the help of these parameters one can then try to depict the plant growth realistically.

    Another change is fertilization. In the basic game there is a minimum value of fertilizer that must be on the field and a maximum value that can be on the field for the plant to grow optimally (green area). The base game allowed you to fertilize the plants once before sowing and then to fertilize again until harvest. In the CNC gameplay mod it is now the case that you have to fertilize a plant at least twice so that it can grow optimally.

    A third change is the number of hours of sunshine per day that a plant needs to grow at all. For example, barley is in the BBCH 70 stage, just before harvest. Barley is usually harvested in summer. In summer the sun shines 15 hours a day (it counts sunrise to sunset, whether it's raining or cloudy doesn't matter). In the base game, these hours of sunshine were set so low that theoretically barley could also grow in December when it was 12 degrees there. I found that unrealistic. You could sow barley in July and then harvest it again in October. By adjusting the hours of sunshine per BBCH level, barley in BBCH70, for example, only grows with 15 hours of sunshine a day. Since there are only 15 hours of sunshine from mid-May to early August, this ensures that the barley can only reach maturity then and does not grow in winter.

    The last change concerns field grass. In the case of field grass, the condition of the plants deteriorated over time and could no longer be improved. The growth has been revised so that field grass only grows from spring to autumn, and the first spring cut also brings yields after the winter. The growth rate no longer has any influence. Various ground parameters no longer have an effect after a certain level.

    So the following things have been adjusted:
    1. Plants cannot be harvested indefinitely after maturity, but will eventually rot. It is therefore necessary to check in good time, are the plants already ripe and need to be harvested, or do they still need to grow a little.
    2. Plants need at least 2 fertilizations per year for optimal growth. The total amount of fertilizer has not changed, but the "green area" for optimal growth has been adjusted
    3. The required hours of sunshine and minimum temperatures have been adjusted so that plants are only ready to be harvested when the season is right and the plants cannot be ready in winter.
    4. Field grass does not get worse every year, but can be used for several years. Furthermore, the yield was adjusted (increased) and the number of cuts per year was parameterized to 4.

    Sowing time

    Sowing time is important as it determines how long a plant needs to mature/harvest. Every plant (except field grass) has an ideal growing time, for example 150 days. How fast a plant grows depends on the temperature and the hours of sunshine. If the plant grows faster than it should ideally grow per BBCH level, then the yield of the plant will be lower. If the plant grows slower than it should ideally grow, then it develops particularly high-yielding buds. Speed may vary per BBCH.In the base game, even if a plant grew way too fast, it couldn't go below 50% yield. In the CNC gameplay mod, the crops can now also drop to a yield of 0% if the sowing time was chosen completely wrong.In the field menu you can see the growth speed in the field menu. 100% is displayed when the plant grows exactly in the ideal range:[/size]

    If the plant grows too fast, the yield can now drop significantly more:

    If the plant grows very slowly, this is rewarded with an increased yield:

    Times for orientation:Sowing March to the first week of April at the latest: (01.03. - 07.04.)
    • Barley
    • Wheat
    • RRye

    Sowing end of March to mid-April: (20.03. - 15.04.)
    • Maize

    Sowing in autumn September - October (15.09. - 10.10.)
    • Winteroat
    • Winterrape

    The time of sowing is not relevant as it is perennial and starts to grow again after each cut
    • Fieldgrass

    When does a fruit rot

    A fruit can now rot and thus yield 0kg. It does not rot the whole field at once, but only individual plants. Plant growth continues to occur on the individual plants, which means one plant may have grown faster than another plant because of uneven fertilization
    or the soil conditions are different.In the field menu you can see when the ideal harvest time with the highest yield is:

    Plants tend to produce the highest yields when in this BBCH stage. Previously you could wait until the plant reached BBCH 90 and then start harvesting. In the CNC gameplay mod, stage BBCH 89 is the last stage left to harvest. After that comes BBCH90 and the plant is dead and the yield is 0kg.If your crops are growing unevenly in the field, you will eventually get to the point where the first crops have reached BBCH 89 and other crops are still at BBCH 75. It is then your responsibility to decide whether it makes sense to let some crops rot at BBCH90 and wait for the BBCJH 75 crops to then reach BBCH 80+, or whether you decide to harvest the crops even though they are are only at BBCH 75.The reason the plants die off at BBCH 90 is that you can't always grow everything to the optimum yield, but that you sometimes have to decide which strategy is the better one.A plant that has reached BBCH 90 looks like it has been harvested. Also, instead of displaying BBCH 90, the field menu displays BBCH 0. So if the field menu shows BBCH0 and the field looks like it has been harvested, then the crops are dead:

    Fertilizer doses
    A plant now needs fertilizer at least twice per growth cycle. For this purpose, the optimal range of fertilizer was adjusted.
    In the BBCH levels 00 - 19 the upper limit of the plant has been reduced, i.e. young seedlings, young plants must not be fertilized too much to avoid over-fertilization. The green area at N, P and K is smaller.

    As soon as the plant has reached BBCH20, the green area is extended upwards again. The plants have already sprouted and grown and can now tolerate more nutrients:

    The total amount of fertilizer that the plant needs over the entire growth period has remained the same. This is the value at the top right.

    1. Sow as early as possible in spring, preferably mid-March.
    2. Sow as late as possible in autumn, but before it gets too cold.
    3. Before sowing, carry out only a small initial fertilization so that the plants are not over-fertilized and damaged (plant condition).
    4. After the plant has reached BBCH20 or more, apply the remaining fertilizer.
    5. Keep an eye on the BBCH value. If the fruit already shows BBCH 80 in the field menu, check whether the first plants in the field have already died because they already reached BBCH90 because of unequal and faster growth.
    6. Fast forward just a few days (1-3) and check again and again so you don't miss the harvest time.
    7. "Too fast growth" in the low BBCH levels indicates that spring sowing was done too late. The temperatures and hours of sunshine were then already so high/long that growth took place too quickly.
    8. "Too fast growth" in the low BBCH levels for winter oilseed rape and winter oats means that the seed was sown too early. The plants grow too fast and too far before the frost comes and thus produce poor yields the following year. Plants should go into winter at BBC 20-30 and then only grow back in spring.
  • Feed and feed mixers
    Last update: 24.05.2022

    AAll types of grain, grass, or grist from the grain mill have nutrients. The important nutrients are energy per kilogram of feed (MJ per kg), protein percentage (XP) and crude fiber percentage (XF). Nutrient levels are important as animals such as dairy cows, fattening bulls and fattening pigs have different nutritional requirements. In addition, the requirements change when the animal's husbandry changes, which means that a dairy cow has different requirements in terms of the amount of feed (kilograms of feed per day per body weight) but also the nutritional requirements when she is in the lactation phase , i.e. when she gives milk. For a pig, the nutritional requirements also change when the pig is pregnant and expecting offspring.

    What requirements the animal places on the food can be seen individually for each animal in the display. The displays are located in each barn and show the current need for nutrients and amount of feed. More on that in another post.

    As already mentioned at the beginning, every feed has different nutrient contents. However, these nutrient contents must be considered differently for each animal species. The reason is that e.g. a dairy cow or a fattening bull can use hay much better than pigs. Cows are ruminants and can therefore get more energy (MJ) out of the hay than a pig can. On the other hand, a pig can basically digest grain better and get more energy from it than a cow can.

    It is therefore important to understand that the crude fiber (XF) content and protein content of a fruit is usually the same for all animals. However, there is a difference in how much energy the animals can gain from the fruit, i.e. the energy content of a fruit sometimes differs significantly between the animals.

    The feed mixer therefore has two main tasks. It shows on the overview page which nutrients can be expected per fruit per animal and it offers the possibility to mix these different fruits and raw materials and to mix a feed for an animal species.

    The Display

    At the top right of the display, click on the ">>>" to get to the overview page. Here you can see statistics on the content in the silos and the nutrient content.
    You can see that there are 3 columns for energy (MJ). It indicates the energy content that a fattening bull, a dairy cow and a fattening pig can obtain from the respective food. The columns XP and XF are identical for all animals per food.

    This statistics page only shows what food is in the silo, how many kilograms and what nutrients it contains when you feed it to an animal.

    On the far right behind each feed are CheckBoxes. If the check box is activated, the mixer uses this silo or this food for the mixing process. If the checkbox is deactivated/empty, then the mixer will not use this food and will not mix it.

    For example, the player wants to mix pig feed, which should consist mainly of grain. The player wants to prevent the hay, which can be used very well by cattle, from being mixed into pig feed. The player can thus deactivate/empty the checkbox for the hay and the mixer will not use the hay for the mixing process.

    The checkboxes are therefore just an additional setting option for the player to allow or restrict the mixing of food.

    On the first page of the display you will see various options for how the mixing process should take place.

    1. Here you can select the type of animal you want to mix feed for. You can mix feed for fattening bulls, dairy cows and pigs. This corresponds to the three different MJ values per food that you could see on the statistics page. Since the MJ values are different, you have to set the mixer for which animal the feed is later to be used.

    2. This is the amount of feed to be mixed. The specification is in kilograms. 400kg are selected in the screenshot, i.e. the feed mixer mix so many foods until 400kg of feed have been mixed at the end.

    3. If you have selected an animal species (1), then the standard value of nutrients per animal is automatically set here. These are the nutrient levels that a pig or beef normally needs. As mentioned at the beginning, the animals' nutritional requirements deviate from the standard value when they are pregnant or in the lactation phase (milk production), for example. The exact nutrient content that the animal needs must be determined on the display in the animal shed.

      It is important to understand that the mixer can only accurately mix one nutrient component. Knob (4) is used to indicate whether the mixer should mix the set value for MJ or the set value for XP or XF. In this case, a feed for pigs (1) is to be mixed. The blender should mix the food so that an MJ content (3)(4) of 13.0 is achieved. The values for XP and XF are shaded because the mixer can only approximately mix them. He achieves 100% of the MJ salary, the values for XP and XF are approximate values.

      You could now switch from "MJ" to "XF" in (4). Then the mixer would mix the value defined at (3) XF. XF would be 100% achieved, MJ and XP only as an approximation.

    4. As already mentioned, this is where you specify the nutrient that you want the mixer to reach. A player could first mix 400kg of pig feed with MJ 13.0. On the stats page, the player may find that the XF salary should be higher. He selects the nutrient XF instead of MJ and sets the value for XF at (3) that the newly mixed feed should have. Feed can therefore be mixed together in several stages to try to achieve the ideal value better and better.

      It is important to understand that all values can never be mixed 100% exactly. This is not necessary either, as the animals tolerate a deviation of +-/10% from the required nutrient content without any negative effects. There are arrow indicators for this in the animal display. But more on that in another post.

    5. This is only an aid in determining the increments in which the adjustment should be made for (2) and (3).

    6. All values have been set, now the feed is to be mixed. To do this, press the button and the mixer will start mixing. The button is disabled when the mixer is still working. You can see the progress on the overview page. The mixer now mixes all the food together fully automatically. It automatically calculates the necessary mixing ratio and takes into account when a silo is empty or when it has been deactivated.

      A notice:
      If the feeds cannot be mixed, there is a warning. For example, feed is immiscible if an MJ content of 13.0 is to be achieved, but ALL feeds in the silos have an MJ content that is either less than 13.0 or greater than 13.0. If all the feeds are only MJ 10.0 or 9.0 then I can mix them up as many times as I want, it will never end up being 13.0 MJ. Thus, in order to be able to mix, there must always be silos of food whose nutrients are higher and smaller than what is to be mixed. This applies to MJ, XP and XF.

      Another note:
      If there is already mixed feed in the feed tank, e.g. pig feed, you cannot mix any other feed. As long as there is e.g. pig feed there, no feed for fattening bulls or feed for dairy cows can be mixed. The feed tank must therefore first be completely emptied. The fodder can be stored in the yard on the farm in the yard store.

    The feed mixer

    Food is mixed on the Strautman VertiMix or Hammer MixKing feed mixer wagon in the same way as on the mixer, with the small difference that there are no silos in which you first have to store something. The animal feed will choose what to mix, turn on the feed mixer and then fill in the food with the bale spike or silage scoop.

    Ready-mixed feed from the mixer can also be poured into the feed mixer wagon. To do this, simply drive under the pipe on the mixer, fill in and then feed the animals in the stable.

    animal feed
    There are three types of animal feed. Feed for fattening bulls, feed for dairy cows, feed for fattening pigs. Different types of animal feed cannot be mixed. A mixture of pig feed and dairy cow feed is not possible.

    Only dairy cow feed can be mixed in the dairy cow barn. It is not possible to feed pig feed in the dairy cowshed. The feeding trough does not accept this food. The reason for this has already been explained above, the animals utilize food differently and can gain more or less MJ from a food.

    Help for beginners
    1. Food can be dumped over the grid. Trailers can be unloaded there and bales can also be unloaded. Silos 1 to 5 are for grain, silo 6 for chopped food and silo 7 for straw and hay. These raw materials (food) can also be removed from the silo there if they are not to be used for animal feed.
    2. It makes sense to fill these silos with different types of grain, straw, hay and silage. If a food is often needed for mixing feed, it can also be bought at the port and then mixed.
    3. Determine the nutritional needs of the animals in the animal display, as well as the daily amount of food.
    4. Mix the appropriate amount of feed in the feed mixer and feed into the stables
    5. FIf the feed is imbalanced, make a new mix to make up for the deficiency. Different feed mixtures for the same animal species can be mixed together, even in the animal's trough in the stable. The display shows the mixed nutrients.
    6. Deviations in the nutrients both upwards and downwards of up to 10% are completely unproblematic and can be fed without hesitation. Deviations of more than 10% have an impact on the well-being of the animal, pregnancy, milk yield, etc. However, these negative effects only become noticeable after days or a few weeks in the animal display.