GithubHelp home page GithubHelp logo

farmsim_mod_soilmod's Introduction

Farming Simulator modification - SoilMod

To read more about this mod, find it on http://fs-uk.com - http://fs-uk.com/mods/search/soil%20management

Effects

As of version 2.2.3

  • When using a mod that has the SoilMod_Weeder specialization;
    • will remove weed plants
    • will also start to remove crops, that have grown into their 3rd growth-state (growth-states 4-8)
    • will provide 2 days of weed-germination prevention
  • Alfalfa & Clover (luzerne & klee) (if available in map) [since 2.0.51]
    • can be plowed/cultivated from 1st growth and up (growth states 2-8)
    • when plowed adds; +4 N, +2 PK
    • when cultivated adds; +1 N
  • Sowing 'dryGrass' will not remove the field texture [since 2.0.49]
    • the sowing-machine's seed type must be set to 'grass with stripes'-icon, for this to work.
  • Crops, from 2nd growth and up to withered (growth stages 3-8);
    • when plowed adds; +5 N, +1 PK
    • when cultivated adds; +2 N
  • Swath/windrows;
    • when plowed adds; +3 N
    • when cultivated adds; +1 N
    • at growth-cycle; decreased by 1 height
  • ChoppedStraw (extra mod required) [since 2.0.27]
    • when cultivating adds; +1 N
    • when plowing chopped-maize haulm adds; +2 N, +2 PK
    • when plowing chopped-rape haulm adds; +2 N, +1 PK
    • when plowing chopped-straw adds; +1 N, +1 PK
    • when seeding; straw is removed, with no additional effects
  • Manure;
    • when plowed adds; +12 N, +4 PK
    • when cultivated adds; +6 N, +2 PK
    • unprocessed at growth-cycle;
      • increase soil moisture by about 14% [since 2.0.24]
      • decreased by 1 height
  • Slurry;
    • when plowed/cultivated; only visible graphics removed
    • at growth-cycle adds; +3 N
  • Compost (extra mod required) [since 2.0.23];
    • when plowed adds; +3 N, +2 PK and increases soil pH by about 0.2 pH
    • when cultivated adds; +1 N, +1 PK
    • unprocessed at growth-cycle; increase soil moisture by about 14%
  • Lime;
    • when plowed/cultivated; increase soil pH by about 0.8 pH
    • at growth-cycle; increase soil pH by about 0.6 pH
  • Fertilizer, both liquid and solid;
    • 'NPK' at growth-cycle adds; +3 N, +1 PK
    • 'PK' at growth-cycle adds; +3 PK
    • 'N' at growth-cycle adds; +5 N and decrease soil pH by about 0.2 pH
    • Please note that before the growth-cycle occurs then;
      • the last fertilizer type sprayed, will remove any other fertilizer type in the area, and
      • any of these fertilizers will remove Herbicide-X in the sprayed area [since 2.0.30]
  • Herbicide-A/B/C;
    • at growth-cycle makes weeds withered and decrease soil pH by about 0.2 pH
    • note that crops will be affected during growth-cycle if wrong herbicide is used;
      • when crop is at "blue" growth-stages; the crop will not growth
      • when crop is at "green" growth-stages; the crop becomes withered
    • usage of herbicide vs. crop types (SoilMod defaults, which may be changed by the map-mod [since v2.0.42]);
      • use type 'B' or 'C' on; wheat, barley, rye, oat, rice. (Do not use type 'A')
      • use type 'A' or 'C' on; corn/maize, rape/canola, osr, luzerne, klee. (Do not use type 'B')
      • use type 'A' or 'B' on; potato, sugarbeet, soybean, sunflower. (Do not use type 'C')
  • Herbicide-AA/BB/CC;
    • does the same as herbicide-A/B/C, but also adds 3 extra days of weed-germination prevention (which does not affects crops)
  • Herbicide-X [since 2.0.29]
    • at growth-cycle; cause all plants to be destroyed and decreases soil pH by about 0.4 pH [since 2.0.31]
    • Please note that before the growth-cycle occurs then;
      • spraying Herbicide-X will remove any of the fertilizers in the sprayed area.
  • Spray moisture / "dark texture" / "wet texture" (from liquid fertilizer/herbicide/slurry/water);
    • at growth-cycle; increases soil moisture by about 14%
  • Water (explicit spraying of water or due to plowing);
    • at growth-cycle;
      • when area was plowed and NOT afterwards sprayed with water; decreases soil moisture by about 14%
      • else; increases soil moisture by about 14%
  • Weather conditions;
    • at noon 12:00 o'clock and temperature above 22 degrees; decreases soil moisture by about 14%
    • when raining (not hail) and at every whole hour; increase soil moisture by about 14%

Growth of crops

During a growth-cycle, crops with cause the following effects:

  • When at stages 1-7; consumes 1 N
  • When at stages 3 & 5; consumes 1 PK
  • When at stages 2, 3 & 5; decrease soil moisture by about 14%
  • When at stage 3; decrease soil pH by about 0.2 pH
  • Fully grown weeds become withered if there is zero N in soil
  • Weeds (if not withered) consume 1 N and about 14% soil moisture

Change-log

2.2.3

  • Hired workers tries to "remember" what they are spraying, even when empty.
    • NOTE: This only works with-in the current play-session, and NOT between save/load sessions.
  • Map-specific setting for sprayTypeChangeMethod, so map-authors DO NOT need to modify SoilMod's scripts.
    • Map-author, or owner of savegame, can now decide if spray-type can only be selected near a fertilizer-tank or not.
    • Ask/look in the FS-UK support-topic for instructions, or read the comment in fmcSoilMod.LUA, loadMapFinished().
    • Yes, I'm annoyed at a particular map-author, who've distributed a modified SoilManagement.ZIP with his map.
  • Icons for the spray-/fill-types moved, and should now be copied to the map-mod if the map-author wants to modify them.
    • Ask/look in the FS-UK support-topic for instructions, or read the Map_Instructions.txt part 0.
    • Yes, I'm annoyed at a particular map-author, who've distributed a modified SoilManagement.ZIP with his map.
  • Added custom tool-specialization for 'mechanical weed prevention'; SoilMod_weeder.
    • Can be used in custom made "cultivator like" mods.
    • SoilMod itself will NOT contain any buyable equipment with this, so other mod-authors have to create some.
    • Ask/look in the FS-UK support-topic for instructions.
  • Plowing/cultivating "cover crops" (alfalfa, clover) won't increase N & PK as much.
  • Grid-display settings will be read from optional ModsSettings-mod configuration file.
    • Ask/look in the FS-UK support-topic for instructions.

2.1.x

  • Other parallel occurring experiments

2.0.53

  • Experiment with 'weeder' tool.

2.0.52

  • Added support for map-specific 'change spray type' setting.

    • This was done, due to discovering that a certain map-author distributed a modified SoilManagement.ZIP with his map-mod.
    • That map-author should now instead add the following to the map-mod's SampleModMap.LUA, inside the loadCareerMap01Finished() function:
    -- Check that SoilMod v2.x is available...
    if modSoilMod2 ~= nil and modSoilMod2.setCustomSetting ~= nil then
        -- Map-specific setting of how 'change spray type' should work.
        -- This can be overruled in the careerSavegame.XML, in case the player wants it otherwise.
        modSoilMod2.setCustomSetting("sprayTypeChangeMethod", "Everywhere")
                                                        -- or "NearFertilizerTank"
    end
    
    • Players who want to override this setting, have to do so in their careerSavegame.XML file:
    <modsSettings>
        <fmcSoilMod>
            <customSettings sprayerTypeChangeMethod="NearFertilizerTank" />
    
    • NOTE! There might be some multiplayer bugs regarding this, as the player-clients (those that connect to the hosting-server) probably won't get the correct server-side setting.
  • Added support for 'explicit spreader/sprayer type' setting (solid or liquid), via the vehicle-XML file.

    • The modded vehicle's vehicle-XML file, may now contain the following XML-tags and attributes, to tell SoilMod if it is a solid spreader or liquid sprayer:
    <vehicle type="...">
        ...
        <SoilMod>
            <sprayer type="solid" />  <!-- or type="liquid" -->
        </SoilMod>
        ...
    </vehicle>
    

2.0.51

  • Experimentation with "cover crops"; 'alfalfa' and 'clover' (a.k.a. 'luzerne' and 'klee')
    • When cultivating/plowing these, the nutrition N & PK will be raised differently than compared with other crops.

2.0.50

  • Ability for customizing the "grid-display" via 'ModsSettings'-mod.
    • The 'ModsSettings'-mod is an optional mod (still in BETA), but required if you want to customize the "grid-display".

2.0.49

  • Added ability to sow grass without removing the field.
    • If a sowing-machine can seed grass, an extra seed type is possible to select, looking like 'grass with stripes'.
    • This 'grass with stripes'-icon (graphics is not my skill) attempts to illustrate that when sowing grass, the field will not be removed.

2.0.48

  • Minor fix to Spanish translation by Vanquish081.

2.0.47

  • Map_Instructions_PL.TXT by Ziuta, added in folder; Requirements_for_your_MapI3D.Instructions_in_other_languages.

2.0.46

  • Misc. changes in the plugin for the ChoppedStraw support.

2.0.45

  • Maybe fix/work-around against the ZZZ_64erFix mod's later change of the Fillable.sendNumBits constant.
  • Spanish translation updated by Vanquish081.

2.0.44

  • Added console-command 'modSoilModField', which uses a fields field-borders to get a simple SoilMod-status of the field.
    • Note: The status output will be 'average values', so smaller areas within the field-borders could have much different values.
    • Note: If map-maker have not defined any field-borders, this console-command will not work.
    • Note: If a field have multiple overlapping field-borders, this console-command will not compensate for it.
  • Renamed console-command to 'modSoilModPaint' from 'modSoilMod'.

2.0.43

  • Fixed Zunhammer Zunidisk so it now cultivates slurry into ground.
  • Fixed 'worked area' calculations for cultivator/plough, after seeing FS15 script documentation.
  • Added verification that Fillable.sendNumBits is not modified before SoilMod initializes.
  • Did some code cleanup.

2.0.42

  • Callback 'setFruitTypeHerbicideAvoidance' can now be called with "-", i.e. 'fruit not affected by any herbicide-type'.

2.0.41

  • Renamed file-extensions once again.
    • I'm giving up on keeping the Dedicated Server Software to not complain about; too many .txt files and unknown file type .grle

2.0.40

  • Removed wrong verification.

2.0.39

  • Added more verifications/checks that the map has been correctly prepared for SoilMod.

2.0.38

  • Callback method added: modSoilMod2.setFruitTypeHerbicideAvoidance(,)
    • For map-makers to put in SampleModMap.LUA, if they need to change or add a new fruit and what herbicide it dislikes.
  • Added code to verify that SoilMod's custom spray-/fill-types have been registered and are available.
    • This is due to the 'max 64 fill-types' problem that some players encounter, when having too many mods.
  • Refactored loading-mechanism of the LUA scripts.

2.0.37

  • Dutch translation by DreadX.

2.0.36

  • Rearranged 2+1 foliage-sub-layers in the Map_Instructions.TXT, due to FS15 patch 1.3 beta-1.
    • Note: It is NOT required to update existing already SoilMod-prepared maps. (If you do, existing savegames will become corrupt!)
    • Note: Even though patch 1.3 beta-2 "solved the problem", the restructured foliage-sub-layers should be used for new/unprepared maps.

2.0.35

  • Workaround for when players use the 'mrLight' mod.
    • The problem was that 'mrLight' does not know of SoilMod's additional spray-types.

2.0.34

  • Multiplayer fix, where 'augmented spray-type' was not correctly transmitted to clients.

2.0.33

  • Refactored hiding of SoilMod's info-panel.
    • Now possible to specify 'autoHide' via ModsSettings.XML (which is an optional extra mod.)

2.0.32

  • Included German translation by Beowulf of the ReadMe text (for v2.0.22)

2.0.31

  • 'Herbicide-X' (or what custom name its given by map-mods) now decrease soil pH levels.

2.0.30

  • Support for a map-mod to override the spray-type names, by having them in the map's modDesc.XML section.
    • So if 'Fertilizer NPK' or 'Herbicide B' is not descriptive enough, then the map-maker can overrule these, along with the hud icons [see v2.0.25]

2.0.29

  • Added a 'Herbicide-X' spray-type, which will remove all crops (including grass) at the next growth-cycle.
    • Except if fertilizer (NPK, PK, N) was sprayed in the same area afterwards.
  • Re-added the following rule; "if 'kalk' is already one of accepted spray-types on spreader/sprayer, then do not add the ones from SoilMod"
    • The previous problem looked like it was due to forgetting removing other mods that conflict with SoilMod.
  • Hiding SoilMod's info-panel, when vehicle info also is.

2.0.27

  • Added effects to chopped-straw.
  • Removed the following rule due to possibly conflicting mods; "if 'kalk' is already one of accepted spray-types on spreader/sprayer, then do not add the ones from SoilMod"
  • The 'Grow NOW!' action changed to a press-and-hold (2 sec.), before it activates. (Still only available on the server.)
  • For multiplayer, attempted to inform clients of days before next growth-cycle.

2.0.26

  • Registering spray-types before the map.i3d is loaded.

2.0.25

  • Ability to use a map's own icons for spray-types, if found in <mapMod>/fruitHuds folder.
    • Filenames: hud_spray_<fillname>.dds and hud_spray_<fillname>_small.dds
  • Added support for ModsSettings mod, for player-local configurable parameters.
    • SoilMod's info-panel is now a little bit easier to customize the position of.
  • Removed SoilMod's spray-/fill-types from 'economy'.
  • Tweaked fertilizer/herbicide prices, usage-per-sqm and mass.
  • Spanish translation by Alfredo Prieto.
  • Some file-extension renames, due to DedicatedServerSoftware issues warnings of too many .TXT/.PNG files.

2.0.24

  • Manure left unprocessed will increase soil moisture.

2.0.23

  • Added support for 'compost'.
  • Polish translation updated by Ziuta.

2.0.22

  • First public release.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.