Great thanks Then I predict it could be around june, july time if all goes smooth. We will have a actual lovely Christmas in july!! ( just an aussie thing as some people want to have a winter christmas haha). Whenever it is keep up the good work!!reallogger wrote: ↑Tue Apr 23, 2019 9:47 amNot sure. It will be up to the map author to make it compatible.
Yes grass fields are part of the rotation. But the penalty for growing grass as monoculture is quite small (90% of full yield).
Development for Seasons17 started in beginning of November 2016 and took 7 months before the ModContest submission.CaveFarmer wrote: ↑Tue Apr 23, 2019 9:00 am Does anyone know when about they came up with the idea of seasons mod for FS17??
We've had a bit of vacation now and will get back to "work" shortly.
Seasons 19 WIP Updates (PC release 24/07)
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Re: Seasons 19 WIP Updates (Unknown Release Date)
FS19 - 200 hours
Re: Seasons 19 WIP Updates (Unknown Release Date)
Same mod ?!?! Well, what can I say, all tires are round so they must be all the same right?reallogger wrote: ↑Tue Apr 23, 2019 9:59 am You cannot attend with same mod twice so we are not attending. Even though most of mod is rewritten, most will say it is the same mod.
Giants needs a dose of "logic" insertion into all their decisions.
PS5 / FS22
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Re: Seasons 19 WIP Updates (Unknown Release Date)
For some things yes haha. They need us to have fun aswell. This is what we need.RODHA wrote: ↑Tue Apr 23, 2019 10:35 amSame mod ?!?! Well, what can I say, all tires are round so they must be all the same right?reallogger wrote: ↑Tue Apr 23, 2019 9:59 am You cannot attend with same mod twice so we are not attending. Even though most of mod is rewritten, most will say it is the same mod.posting.php?mode=quote&f=963&p=1134247#
Giants needs a dose of "logic" insertion into all their decisions.
A croc seeder.
FS19 - 200 hours
Re: Seasons 19 WIP Updates (Unknown Release Date)
Animal pens are placeables on every map because that is required by FS19. We will have to see if the grazing also works correctly. If not it might need a minor update in the map.MF35 wrote: ↑Sun Apr 21, 2019 8:41 pm Hi I seen in this forum that the animal grazing is going to be implemented in to seasons and that it recognises the grass in the animal pens.
My question is how would animal grazing work on Marwell Farm and Oakfield as the sheep and cows are built into the map and not placable pens?
Keep up the good work and can’t wait until seasons is released
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Re: Seasons 19 WIP Updates (Unknown Release Date)
It would be grate if possible to extend the grazing area. Not just limited to whatever
Plays on pc, hardmode and loves grinding
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Re: Seasons 19 WIP Updates (Unknown Release Date)
Hmm I was kind of hoping they didn't get any penalty or bonus for crop rotation. I know someone said that they know farmers who rotate grass but I've never seen it done in North America. Re-seeding grass if it gets sparse maybe but not properly rotating it in.reallogger wrote: ↑Tue Apr 23, 2019 9:47 amYes grass fields are part of the rotation. But the penalty for growing grass as monoculture is quite small (90% of full yield).
On another note, how does sugarcane fit into the crop rotation with it being able to grow for 3 seasons without needing plowing?
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Re: Seasons 19 WIP Updates (Unknown Release Date)
Even though it is not very common to rotate grass does not mean it is not beneficial. Also the penalty in this case is so small that unless you want to create yourself alot of work you can just keep grass fields monoculture. Cotton and sugarcane will be similar to grass.
Seasons online manual
https://www.realismusmodding.com/mods/seasons19/manual/
https://www.realismusmodding.com/mods/seasons19/manual/
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Re: Seasons 19 WIP Updates (Unknown Release Date)
Is it possible to have the time frame for hay, grass and straw to be more like real life? For hay typically we mow today and ted a few hours later, then ted again the next day and windrow a couple hours after that before bailing. For haylage it's usually less time as the grass is acceptable and preferable to have a higher moisture content. And of course straw is simply bailed when convenient and dry. I found in 17 with it disappearing overnight it wasn't very realistic.
PS3
thinking of jumping to PC
thinking of jumping to PC
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Re: Seasons 19 WIP Updates (Unknown Release Date)
You have to remember though that "overnight" in-game represents the gamified passage of much more than just one day's time. In 6-day seasons for instance each day represents approximately two weeks of equivalent real life time. In 3-day seasons one day is about a month. Leaving a crop sit out "overnight" in the game is the equivalent of leaving it sit out a couple weeks in real life.Windy Crest Farm wrote: ↑Tue Apr 23, 2019 8:08 pm Is it possible to have the time frame for hay, grass and straw to be more like real life? For hay typically we mow today and ted a few hours later, then ted again the next day and windrow a couple hours after that before bailing. For haylage it's usually less time as the grass is acceptable and preferable to have a higher moisture content. And of course straw is simply bailed when convenient and dry. I found in 17 with it disappearing overnight it wasn't very realistic.
Re: Seasons 19 WIP Updates (Unknown Release Date)
Lets not also forget that that there is a Giants employee that is working on the Seasons mod.. pretty sure even if it was eligible to enter the contest it wouldn't be allowed to because of that.
Not to high-jack the thread, but mod contest voters should pay particular attention to the 'GlobalCompany' script that will be entered into the contest. You want something that will be game changing for all (including console) users? Check that out.. Just sayin.
Now back to the topic at hand.
Re: Seasons 19 WIP Updates (Unknown Release Date)
I remember a post about using an existing savegame with seasons will work but it is not recommended.
Is there a list or something showing the main differences/disadvantages between using an existing savegame and starting a completely new?
Is there a list or something showing the main differences/disadvantages between using an existing savegame and starting a completely new?
PS4 - Geiselsberg
FS since '08
FS since '08
Re: Seasons 19 WIP Updates (Unknown Release Date)
That looks like something much more complicated than just a script.wiseguy49 wrote: ↑Wed Apr 24, 2019 2:21 amNot to high-jack the thread, but mod contest voters should pay particular attention to the 'GlobalCompany' script that will be entered into the contest. You want something that will be game changing for all (including console) users? Check that out.. Just sayin.
It looks and sounds exciting but at the end of line there is Giants. So, I really don't keep my hopes high.
PS5 / FS22
Re: Seasons 19 WIP Updates (Unknown Release Date)
Using an existing savegame with Seasons could break the save, though on PC that isn't a real problem because you'll always have backups.
Seasons also prefers to reset all crop growth stages to 'harvested', to sync them all. So if all your fields are ready for harvest, you lose a bit of work.
Re: Seasons 19 WIP Updates (Unknown Release Date)
Very excited about this new, mostly re-written, Seasons mod! Thank you very much.reallogger wrote: ↑Tue Apr 23, 2019 6:12 pm Even though it is not very common to rotate grass does not mean it is not beneficial. Also the penalty in this case is so small that unless you want to create yourself alot of work you can just keep grass fields monoculture. Cotton and sugarcane will be similar to grass.
Will custom crops and filltypes be easily incorporated (for map makers)??
Re: Seasons 19 WIP Updates (Unknown Release Date)
Why will Cotton be the same? It does not regrow ingame and you have to plow (or is it cultivating - can't remember corectly) after harvesting...
PS4 und PC