Seasons Mod Thread #2

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RODHA
Posts: 4870
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Re: Seasons Mod Thread #2

Post by RODHA »

I'm beyond surprised with the update.
Realismus said repeatedly that there won't be an update for consoles. But the modhub of the website says the update is for all platforms. Didn't look at the ingame modhub yet though.

Edit: it is not in the in game modhub for PS4
Last edited by RODHA on Wed Aug 22, 2018 8:33 pm, edited 1 time in total.
PS5 / FS22
lefe1
Posts: 1997
Joined: Wed Jan 04, 2017 12:21 am

Re: Seasons Mod Thread #2

Post by lefe1 »

update is only for PC! bummer :frown:
CombineBert
Posts: 357
Joined: Tue Dec 27, 2016 2:41 pm

Re: Seasons Mod Thread #2

Post by CombineBert »

The website modhub also links to the release notes on their web site that clearly states PC only.
Platform: WIN 10 | Game Version: PC Steam
Devices: Logitech G29 Wheel, pedals & shifter | Logitech Extreme 3D Pro Joystick | Stream Deck

Current FS19 Maps:
Ravensburg - 9 Day Seasons
Weasle
Posts: 411
Joined: Sun Oct 30, 2016 5:02 pm

Re: Seasons Mod Thread #2

Post by Weasle »

Yeah but what does this update fix though?

What is console missing out on?

And also my question never got answered. If I dump out a few trailers of canola on the ground will rain spoil it or will the pile decay with seasons?

Thanks.
lefe1
Posts: 1997
Joined: Wed Jan 04, 2017 12:21 am

Re: Seasons Mod Thread #2

Post by lefe1 »

This version is 100% compatible with save games created with earlier versions of Seasons. To play Seasons 1.3 and higher you need at least version 1.5.3 of Farming Simulator 2017.

Fixes
•Calendar was inconsistent after reloading the game.
•Compaction of chaff is still possible after driving in snow now.
•Days until repair was not correct in the vehicle in-game screen after changing season length.
•Fix possible MP sync issues (only showed up with a dedicated server)
•Prevent multi materials nodes garbage collection.
•Repair is now always possible even for old, used vehicles.
•Skipping night now takes less long to finish when going through a transition.
•Some equipment got very large upkeep costs.
•Support straw harvest early placeables.
•Tedder will turn grass to hay in wet crop conditions if crop moisture is turned off
•Text color of germination temperature is now correct even with mouse-over.
•Unit change of temperature now updates calendar correctly.
•Weekday of the forecast now aligns with the finances page.
•When having no animals, the health is not influenced anymore.

Improvements
•Growth now allows more complex GEO mods.
•Improved reliability of Skip Night.
•Improved texts and information.
•No maintenance costs for equipment that has no dailyUpkeep.
•No overtime pay in weekends.
•Repair cost is capped at 10% of original price.
•Vehicle GUI shows daily tax for vehicles and tax + repair for other equipment.
•Vehicle upkeep in the game menu is now only red when maintenance is required.
•You can now spread manure when soil is frozen.

Notes
•This update is only for PC! Bummer :frown:
Weasle
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Joined: Sun Oct 30, 2016 5:02 pm

Re: Seasons Mod Thread #2

Post by Weasle »

THANKS, and whoa that top fix happened to me. I came back to a save and my corn planting and harvest season was JACKED on the calendar. luckily lone oak got a specific geo for it and I was able to fix it.
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Rahkiin
Former GIANTS employee
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Re: Seasons Mod Thread #2

Post by Rahkiin »

Hello All,

Today we released update 1.3.1, which fixes quite a bit of issues and has also numerous improvements. Note that this update is PC only!

The changelog can be found at https://www.realismusmodding.com/mods/s ... ersion-131

Have fun playing!
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reallogger
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Re: Seasons Mod Thread #2

Post by reallogger »

There is one fix not mentioned in the release notes and that is improved profitability for pigs. They now require much less food than before and the price for pig feed is reduced when bought in bulk (price for a pallet is unchanged). So should be possible to buy pigfood in bulk and still earn money. :) However, the cost of transporting animals directly to your farm has increased to 600 per animal.

Also so minor reduction in sheep feed consumption.

Edit: Actually the release notes are now mentioning it :)
Last edited by reallogger on Wed Aug 22, 2018 9:48 pm, edited 1 time in total.
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reallogger
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Re: Seasons Mod Thread #2

Post by reallogger »

Weasle wrote: Wed Aug 22, 2018 8:35 pm And also my question never got answered. If I dump out a few trailers of canola on the ground will rain spoil it or will the pile decay with seasons?

Thanks.
Except grass, hay and straw, no tipped material will decay. No matter where it is tipped and no matter if it rains or not.
DirectCedar
Posts: 1029
Joined: Thu Apr 20, 2017 12:47 am

Re: Seasons Mod Thread #2

Post by DirectCedar »

Thanks reallogger this is just what I was wondering about. My hog operation can get back in business this fall with the new numbers *thumbsup*
Ntw1986

Re: Seasons Mod Thread #2

Post by Ntw1986 »

Will this update come for console?
Peter Griffin
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Re: Seasons Mod Thread #2

Post by Peter Griffin »

I think it's been said no updates for console
XBOX/ FS22
Weasle
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Re: Seasons Mod Thread #2

Post by Weasle »

reallogger wrote: Wed Aug 22, 2018 9:45 pm Except grass, hay and straw, no tipped material will decay. No matter where it is tipped and no matter if it rains or not.
Thank you.
jamesadams933
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Re: Seasons Mod Thread #2

Post by jamesadams933 »

I believe straw and hay do decay slowly without rain, i had some hay bales i left on a field over a day, didn't see any rain or snow, but the next day they were all about 100L less
Weasle
Posts: 411
Joined: Sun Oct 30, 2016 5:02 pm

Re: Seasons Mod Thread #2

Post by Weasle »

Sure it didnt rain over night, or a time skip?
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