[Dev Blog] New Crops & Weed Control

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JoaoRabit
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Re: [Dev Blog] New Crops & Weed Control

Post by JoaoRabit »

Beastbubba wrote: Tue Sep 25, 2018 7:47 pm
peda2411 wrote: Tue Sep 25, 2018 7:35 pm
Lisertan wrote: Tue Sep 25, 2018 2:33 pm

You can empty it and store what was left, yes :)
So is it possible to keep the fertilizer or herbicide tanks from the store when they are empty or did it only work with tanks with free space in it?
Interesting question, maybe they just dont dissapear any more and to get rid of them we have to take them back to the store! Also would be great to have silos for the liquid and dry fert, herdicide, and seeds....
That is already available for FS 17.
shynung
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Re: [Dev Blog] New Crops & Weed Control

Post by shynung »

JoaoRabit wrote: Tue Sep 25, 2018 8:10 pm
Beastbubba wrote: Tue Sep 25, 2018 7:47 pm
peda2411 wrote: Tue Sep 25, 2018 7:35 pm

So is it possible to keep the fertilizer or herbicide tanks from the store when they are empty or did it only work with tanks with free space in it?
Interesting question, maybe they just dont dissapear any more and to get rid of them we have to take them back to the store! Also would be great to have silos for the liquid and dry fert, herdicide, and seeds....
That is already available for FS 17.
I think by silos, they meant storage space for owned fert/seeds. The placeable silos in 17 sells fert/seeds to you.
lefe1
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Re: [Dev Blog] New Crops & Weed Control

Post by lefe1 »

I just think that we will have some kind of storage tanks(placeables) for them that you can put back what you don't use.. or to fill up with...
Rbk_3
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Re: [Dev Blog] New Crops & Weed Control

Post by Rbk_3 »

hun3 wrote: Tue Sep 25, 2018 8:06 pm Hi I'm curious do we still have the same 3 stages of fertilizing that adds 30% to the harvest and also if you plow the extra 10%?
I would assume yes, and the spraying/weeding counts as one of the steps.
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ReubyJuice
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Re: [Dev Blog] New Crops & Weed Control

Post by ReubyJuice »

Rbk_3 wrote: Tue Sep 25, 2018 10:56 pm
hun3 wrote: Tue Sep 25, 2018 8:06 pm Hi I'm curious do we still have the same 3 stages of fertilizing that adds 30% to the harvest and also if you plow the extra 10%?
I would assume yes, and the spraying/weeding counts as one of the steps.
Interesting, my assumption was that you'd still have the 30/30/30/10 bonuses for 3 stage fertilizer and plowing, with the possibility of a 20% penalty on whatever your yield would have been for a "weedy" field.
Tutorials and roleplay at youtube.com/reubyjuice and FS streams at twitch.tv/reubyjuice
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TacoFarmer
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Re: [Dev Blog] New Crops & Weed Control

Post by TacoFarmer »

Lisertan wrote: Tue Sep 25, 2018 1:59 pm Please join us next time when we’ll detail character customisation.
This is good news indeed.
Ready to see the I Love Tacos hat and Tshirt!!

DevBlogs rock!!
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BLYFACTOR
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Re: [Dev Blog] Neue Pflanzen & Unkrautbekämpfung

Post by BLYFACTOR »

Colored icons would be a nice touch but its not necessary haha

Edit don_apple: post moved from german to english section.
Rbk_3
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Re: [Dev Blog] New Crops & Weed Control

Post by Rbk_3 »

ReubyJuice wrote: Tue Sep 25, 2018 11:06 pm
Rbk_3 wrote: Tue Sep 25, 2018 10:56 pm
hun3 wrote: Tue Sep 25, 2018 8:06 pm Hi I'm curious do we still have the same 3 stages of fertilizing that adds 30% to the harvest and also if you plow the extra 10%?
I would assume yes, and the spraying/weeding counts as one of the steps.
Interesting, my assumption was that you'd still have the 30/30/30/10 bonuses for 3 stage fertilizer and plowing, with the possibility of a 20% penalty on whatever your yield would have been for a "weedy" field.
Well weeding counted as a stage in 17. 4, potentially 5 stages for 1 crop seems like a bit much.
PC: 9600k/1080ti
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ReubyJuice
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Re: [Dev Blog] New Crops & Weed Control

Post by ReubyJuice »

Rbk_3 wrote: Tue Sep 25, 2018 11:37 pm
ReubyJuice wrote: Tue Sep 25, 2018 11:06 pm
Rbk_3 wrote: Tue Sep 25, 2018 10:56 pm

I would assume yes, and the spraying/weeding counts as one of the steps.
Interesting, my assumption was that you'd still have the 30/30/30/10 bonuses for 3 stage fertilizer and plowing, with the possibility of a 20% penalty on whatever your yield would have been for a "weedy" field.
Well weeding counted as a stage in 17. 4, potentially 5 stages for 1 crop seems like a bit much.
Yeah I see what you mean, but weeders in 17 didn't actually deal with weeds, it was just another way of fertilizing. The way they phrased it in the dev blog made it sound like weeds don't count as a fertilization stage, but rather as a penalty (instead of a bonus like fertilizing).

"If you don’t tackle your weed problem before your crops are ready for harvest, the field’s final yield will be reduced by 20%" - that makes me think that whatever your total yield would have been would be reduced by 20%. So if base yield is 10 bushels/acre, and you plowed and fertilized so it became 20 bushels/acre, but didn't weed, your final actual yield would be 16 bushels/acre. Would be nice to get a little clarification on that though.
Tutorials and roleplay at youtube.com/reubyjuice and FS streams at twitch.tv/reubyjuice
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Xtrememaster
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Re: [Dev Blog] New Crops & Weed Control

Post by Xtrememaster »

Lisertan wrote: Tue Sep 25, 2018 2:24 pm
Drmattymd wrote: Tue Sep 25, 2018 2:19 pm Anybody notice the milk icon? Maybe manual milk sales ?
Long story short: Yes. no teleporting Milk anymore.
Lisartan. In farming simulator 2011 it was possible to escort the cows to the milk robot so the yield of the milk was higher.(they where milked more often) When sold you would getting more money at the end.. Also there was a button on the keyboard. When pressed the farmer could whistle. In this way you could guide the cows to the robot.. Question: Will this ever return to farming simulator ? I really missing those gimmicks in the game which made to game more attractive.

And do we have to find bottles again in farming simulator 19.. (because of those glass collecting boxes hinted this in fs 19

It was also great if we can do more with the animals.. (example if a cow gets sick, we have to cure the animal, otherwise it might die..
Pre-ordered FS17 1x xbox one version, 1x steam version 1x Giants store versionHaving 2x saitek heavy equipment steers (one is here and the other under way) Also pre-ordered the FS17 collectors edition. *thumbsup* *thumbsup* *thumbsup* :chinese:
BigC92
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Re: [Dev Blog] New Crops & Weed Control

Post by BigC92 »

Now this is really awesome, visible weeds, taking care of them before its to late, just another thing to spend money on, well Giants is throwing their best punches, and im bobbing and weaving, come on, hit me with your best shot. Now were kinda getting into the Meat and Potatoes of Fs19, getting interesting. I'm also wondering if we will be able to tarp out cotton bales, choose our favorite color and that will be what the tarps color will be.
gilroy222
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Re: [Dev Blog] New Crops & Weed Control

Post by gilroy222 »

I guess I have two questions... the second one also pertains to FS17

1. Will sugarcane be enabled in all the maps or only the south american?

2. Is there a point to selling the slurry at the BGA and then turning around and taking digestate?? Or is it just an extra step that gives you more money?
Farmeros Argentinos
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Joined: Mon Jul 09, 2018 8:54 am

Re: [Dev Blog] New Crops & Weed Control

Post by Farmeros Argentinos »

Hi, lis! Thanks for these nice news I live in Argentina and I have handled the big teams to eliminate the weeds !. a question .. all the sprinklers of farming 19 for liquid fertilizer will also have the option to spray herbicide or will only some equipment have the double option?
Redneck Farmer
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Re: [Dev Blog] New Crops & Weed Control

Post by Redneck Farmer »

ReubyJuice wrote: Tue Sep 25, 2018 4:08 pm
TioTincho wrote: Tue Sep 25, 2018 4:06 pm What happens when you apply herbicide before planting, like we do here in argentina in real life to prevent the growing of weeds. Will that affect on something?
Lis said earlier in the thread that to keep it simple for non-experts, you can only kill weeds once you can see them. No pre-application.

Excellent dev blog, it's awesome to learn more about the weed system and also to see that you can empty the sprayer and then fill it with the other product (herbicide/fert).

I'm really curious about the grass/hay/forage (mixed)/forage/silage icons...I know grass, hay, and silage from FS17. Forage (mixed) I assume is the TMR that you feed to cows. But what's just "forage"?
But it would be great if we could have a toggle for pre-application in settings for those of us who want a more advanced style of play.
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Farmer_O
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Location: Central Valley California

Re: [Dev Blog] New Crops & Weed Control

Post by Farmer_O »

It would be really cool to start off with an old 2555 Case IH cotton picker to start off with or a John Deere 4 row picker with a module builder and a boll buggy like back in the day here in California during cotton season.
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