About 90% of the features have been implemented in a way so that they will function on any map. Unfortunately, the other 10% is the visual stuff, which may have some problems on certain maps.
There are two types of compatibility issues that a player could experience
1. Texture glitches or texture swapping not working for a season
2. Maps with certain scripts built into them
Texture Glitches or texture swapping not working
This happens because the map is using trees from previous versions of Farming Simulator, or trees which are not Giants objects.
Maps with certain scripts
There could be some maps which have scripts that are incompatible with the Seasons mod. But more importantly, there are maps which have scripts which actually conflict with other maps in your mod folder. This isn’t an issue specific to Seasons, because even without Seasons you will have trouble. If you are using a mod map, then make sure to deselect all other maps in the mod selection screen. I suspect that some people complaining about issues with maps in the mod contest are having this particular problem.
Both of these can be resolved, so we encourage map makers and modders to make contact with us - we have our own Slack so join us for a chat (https://slack.realismusmodding.com/)
As long as the map is using Giants FS17 trees, then the texture swapping will work correctly, but you will only get one layer of snow once it snows for long enough in the winter. This can be changed in the Seasons menu (Alt + S) for a map without a Seasons mask, but we default to 1 layer only for technical reasons.
This screenshot is from Gemeinde Rade, a map on the mod hub without any "Seasons" changes. You will see that the tree textures are working correctly, but this map also has custom hedges, which do not change. It is however possible for a map maker to create the seasonal textures and using a simple xml file in their map tell the Seasons mod which ones to use when.
To be fully Seasons compatible, map makers should add the Seasons mask to their map. Apart from the Seasons mask and textures, the map maker can also easily modify the growth patterns (harvesting and planting), the weather, the economy and the animal parameters to better suit the locale their map represents. We have also added a feature which we call admirers for sounds and objects. This allows the map maker to, for example, disable bird sounds or have a frozen pond in the winter
More info can be found here https://www.realismusmodding.com/mods/s ... map-makers.
As you can imagine, the mod contest deadline puts things under pressure, so the documentation for map makers is not as complete as it could be. But we are working to improve it as fast as we can. If you have any questions, then come give us a shout on Slack.
We are still working on compiling a list of maps and mods which are compatible and which have issues, but please report any problems that you experience. We will try to fix them if we can.
What does it take for a map to be "Seasoned" (thanks BulletBill83 for this term). It's more than just a Seasons mask, but another user said it best already so I shall quote him
Stoatie wrote: A snow mask isn't the only thing I feel makes a map "seasoned", it's things like having the hedge textures change with the season as they do in Dusty Cove. Lakes and ponds that will freeze in winter, bluebells only flowering in spring and other things. Not just snow doesn't appear in buildings any more.