docs(kæde): produktionskæder i manual, changelog og README (v1.61.0.0)

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@@ -622,6 +622,82 @@ The field fleet view in the **Fields** tab shows pool tractors and pool implemen
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### Production chains
#### What is a chain?
A **chain** keeps a production running all the way back to the field. You switch on a product in a
factory. The mod then works backwards: what the production needs, which of your own factories and barns
make it, and which crops are needed. The factory you switched on is the **root production**.
- The mod looks 12 months ahead. It acts only when a crop is short by more than 10 % and more than 0.5 ha.
- Fields you marked **Free for chains** change crop by themselves (at most 2 changes a minute).
- Other fields get a **suggestion** that you approve or reject.
- A crop you chose on a field is never changed automatically.
- The chain does nothing during the first 2 minutes after loading. If the mod cannot read all data,
nothing is switched on or stopped.
#### The Chains tab
The **Chains** tab shows one tree per root production: the root at the top, and below it each link with
the columns **Goods**, **Source**, **l/mo**, **Status** and **Stock**. With no chains it says *No chains:
enable a product in a factory*.
- The root's status is *covered*, *short*, *waiting* or *paused*. The number of suggestions follows the name.
- A coloured dot shows the status: **green** running, **yellow** waiting, **red** error, **grey** stopped.
The status text gets the same colour.
- Rows fold out and in. Fold out to see the links, sources and fields.
- Warnings in the rows: *bottleneck: -X/mo*, *must buy: X/mo*, *loop*, *short X ha*, *stock < 3 mo* and
*no field*.
- **[Pause]** stops the chain's actions but switches nothing off. **[Resume]** continues them.
- At the bottom: *Automatic switches since load*.
#### Mark a field free for chains
Open the field in the field guide and switch on **Free for chains (mod may change the crop)**. Only such a
field changes crop automatically. The tab lists them under **Fields free for the chain**.
Permanent crops (vine, olive, poplar) and grass fields are never changed, even when marked.
#### Suggestions: Approve and Reject
If the chain lacks area on a field that is not free, the chain tree shows a suggestion: **Suggest
[Approve]** and **[Reject]**. The same suggestion appears in **Needs attention** as *Chain: F12 Wheat →
Flour*.
- **[Approve]** changes the field's crop.
- **[Reject]** removes the suggestion.
- An outdated suggestion says *The suggestion no longer applies*.
- Fields the mod changed on its own are marked *switched (free field)*.
#### Intermediate goods
If a chain needs an intermediate good (for example flour for bread), the mod switches on the production
that makes it.
- The mod switches a production off again only if the chain switched it on.
- If you switch such a production off yourself, the chain leaves it off.
- If you switch off the root production, the chain's flows are stopped (see below), unless another chain
still uses them.
#### Chain flows
For each link the mod creates a flow named **Chain: <goods> → <building>** (at most 2 new per minute).
- The flow gets a free pool tractor and a tipping trailer. The mod never takes a tractor that belongs to
another flow.
- If none is available, the flow is created stopped and the chain shows *no tractor/trailer*.
- Flows with pallets are always created stopped: choose a UAL trailer yourself.
- When the chain is switched off, its flows are **stopped**. They are not deleted.
- Status in the chain: *flow running*, *flow stopped*, *no tractor/trailer* or *no flow*.
#### Limitations
- The mod does **not buy** goods and does **not buy animals**. What must be bought shows as *must buy*.
- Permanent crops (vine, olive, poplar) and grass fields are never changed.
- The plan uses the base yield without fertiliser bonus, so it errs on too many hectares rather than too few.
- The chain uses only your own factories and barns.
## 8. Start, stop and saving
**Start flow** does the following for each approved tractor:
@@ -1182,3 +1258,6 @@ The mod is being tested continuously, and bug reports are very welcome.
| **Reserve** | What the farm's own barns and factories use in the next day |
| **Time to empty** | How long a factory's stock of a good lasts at the current consumption |
| **Field silo** | A silo near a field used as intermediate storage |
| **Chain** | The whole path from a production back through factories and barns to the crops in the fields |
| **Root production** | The production you switch on yourself, which the chain keeps running |
| **Free for chains** | A field marking that lets the mod change the crop automatically |