Seasons 19 WIP Updates (PC release 24/07)

blue_painted
Posts: 749
Joined: Wed Jan 31, 2018 3:50 pm
Location: UK

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by blue_painted » Tue Jul 16, 2019 10:04 am

If it's the same sort of thing as Seasons17, adding the snow mask to a map isn't very hard ... it was worse dealing with non-standard trees that didn't react to season changes.
Playing £300 PC with a £95 graphics card, £15 XBox controller and £65 SSD ... (and sometimes £200 laptop)

User avatar
michaelr
Posts: 124
Joined: Thu Apr 30, 2009 9:17 am

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by michaelr » Tue Jul 16, 2019 10:24 am

IceUul wrote:
Tue Jul 16, 2019 9:23 am
So from this i am reading that snow looks bad and to prevent bale rotting need to use vanilla game buildings.
I think you're misunderstanding the bale rotting aspect. Bale rotting requires a prepared map, meaning that bales will not rot on a non prepared map.

In other words, bales will stay usable forever like vanilla game unless the map is updated for seasons. That's how I read it anyway :smileynew:

forever_life_1999
Posts: 7
Joined: Mon Jul 15, 2019 8:48 pm
Location: Turkey
Contact:

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by forever_life_1999 » Tue Jul 16, 2019 10:34 am

Rahkiin wrote:
Mon Jul 15, 2019 10:32 pm
forever_life_1999 wrote:
Mon Jul 15, 2019 8:56 pm
Hello, I'm new to the forum. I have a question about the seasons 19. It says the wind speed is modeled. Will trees and grass move according to the wind speed?
Yes
That's a great detail. I love the fine details.

User avatar
Tomazius96
Posts: 439
Joined: Wed Feb 14, 2018 10:54 am
Location: RidingTractorIntoBattle

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by Tomazius96 » Tue Jul 16, 2019 10:37 am

Bogy12 wrote:
Tue Jul 16, 2019 9:24 am
Yes, vanilla maps will work. But as far as i know, oxygendavinds conversion of "Loan oak farm" is seasons ready, and it will probably be released somewhere around the time the seasons is released. But dont quote me on that. This is just a guess.
Thats a bit bold statement dont you think ?

Bogy12
Posts: 47
Joined: Tue Jul 02, 2019 1:13 pm

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by Bogy12 » Tue Jul 16, 2019 10:58 am

Tomazius96 wrote:
Tue Jul 16, 2019 10:37 am
Bogy12 wrote:
Tue Jul 16, 2019 9:24 am
Yes, vanilla maps will work. But as far as i know, oxygendavinds conversion of "Loan oak farm" is seasons ready, and it will probably be released somewhere around the time the seasons is released. But dont quote me on that. This is just a guess.
Thats a bit bold statement dont you think ?
I will write it again... "This is just a guess".

Dezza69
Posts: 100
Joined: Sun Aug 05, 2018 11:36 pm

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by Dezza69 » Tue Jul 16, 2019 11:02 am

Am sooooo looking forward to this mod!!

Thanks for all your hard working Devs!

The weeding thing sounds cool - but I'm wondering why the mechanical weeder won't(??) also work preemptively? I like to be an organic virtual farmer, don't like using virtual chemicals...

User avatar
Beastbubba
Posts: 1131
Joined: Fri Jul 03, 2015 5:09 pm

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by Beastbubba » Tue Jul 16, 2019 11:10 am

forever_life_1999 wrote:
Tue Jul 16, 2019 10:34 am
Rahkiin wrote:
Mon Jul 15, 2019 10:32 pm
forever_life_1999 wrote:
Mon Jul 15, 2019 8:56 pm
Hello, I'm new to the forum. I have a question about the seasons 19. It says the wind speed is modeled. Will trees and grass move according to the wind speed?
Yes
That's a great detail. I love the fine details.
Time for a tornado mod!
PC gamer.

User avatar
theMavric
Posts: 70
Joined: Tue Jul 02, 2019 5:11 am
Location: Dallas, TX

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by theMavric » Tue Jul 16, 2019 11:36 am

Yeah this is gonna be a game changer. Makes it more of a learning tool as well. Now we just need a mod that incorporates soil sampling!
Missouri-born, Tennessee-raised, Texas-lost

User avatar
theSeb
Posts: 1426
Joined: Tue Mar 07, 2017 8:16 pm

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by theSeb » Tue Jul 16, 2019 12:09 pm

Dezza69 wrote:
Tue Jul 16, 2019 11:02 am
Am sooooo looking forward to this mod!!

Thanks for all your hard working Devs!

The weeding thing sounds cool - but I'm wondering why the mechanical weeder won't(??) also work preemptively? I like to be an organic virtual farmer, don't like using virtual chemicals...
Why should it? Running a harrow over my field pulls out weeds. It does not prevent future ones sprouting.
http://www.realismusmodding.com

Knowledge should be shared and open so don't PM me for Seasons support. *thumbsup*

User avatar
IceUul
Posts: 827
Joined: Sun Nov 25, 2018 8:07 pm
Location: North Part Of EU

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by IceUul » Tue Jul 16, 2019 12:27 pm

michaelr wrote:
Tue Jul 16, 2019 10:24 am
IceUul wrote:
Tue Jul 16, 2019 9:23 am
So from this i am reading that snow looks bad and to prevent bale rotting need to use vanilla game buildings.
I think you're misunderstanding the bale rotting aspect. Bale rotting requires a prepared map, meaning that bales will not rot on a non prepared map.

In other words, bales will stay usable forever like vanilla game unless the map is updated for seasons. That's how I read it anyway :smileynew:
I do not know how the things work in Seasons 19, but i thought it is like in FS17, where you need to
add the mask under the building covered areas, then if you put there, this area will be
snow/rain free and on this area bales will not rot.

CaveFarmer
Posts: 48
Joined: Sun Mar 31, 2019 4:44 am

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by CaveFarmer » Tue Jul 16, 2019 12:35 pm

theSeb wrote:
Tue Jul 16, 2019 12:09 pm
Dezza69 wrote:
Tue Jul 16, 2019 11:02 am
Am sooooo looking forward to this mod!!

Thanks for all your hard working Devs!

The weeding thing sounds cool - but I'm wondering why the mechanical weeder won't(??) also work preemptively? I like to be an organic virtual farmer, don't like using virtual chemicals...
Why should it? Running a harrow over my field pulls out weeds. It does not prevent future ones sprouting.
I'd assume a weeder should pull out plants aswell as weeds.
FS19 - 200 hours

User avatar
theSeb
Posts: 1426
Joined: Tue Mar 07, 2017 8:16 pm

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by theSeb » Tue Jul 16, 2019 12:39 pm

CaveFarmer wrote:
Tue Jul 16, 2019 12:35 pm
theSeb wrote:
Tue Jul 16, 2019 12:09 pm
Dezza69 wrote:
Tue Jul 16, 2019 11:02 am
Am sooooo looking forward to this mod!!

Thanks for all your hard working Devs!

The weeding thing sounds cool - but I'm wondering why the mechanical weeder won't(??) also work preemptively? I like to be an organic virtual farmer, don't like using virtual chemicals...
Why should it? Running a harrow over my field pulls out weeds. It does not prevent future ones sprouting.
I'd assume a weeder should pull out plants aswell as weeds.
Depends on spacing etc. Go look at some real life videos how a mechanical weeder works.
http://www.realismusmodding.com

Knowledge should be shared and open so don't PM me for Seasons support. *thumbsup*

User avatar
theSeb
Posts: 1426
Joined: Tue Mar 07, 2017 8:16 pm

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by theSeb » Tue Jul 16, 2019 12:42 pm

IceUul wrote:
Tue Jul 16, 2019 12:27 pm
michaelr wrote:
Tue Jul 16, 2019 10:24 am
IceUul wrote:
Tue Jul 16, 2019 9:23 am
So from this i am reading that snow looks bad and to prevent bale rotting need to use vanilla game buildings.
I think you're misunderstanding the bale rotting aspect. Bale rotting requires a prepared map, meaning that bales will not rot on a non prepared map.

In other words, bales will stay usable forever like vanilla game unless the map is updated for seasons. That's how I read it anyway :smileynew:
I do not know how the things work in Seasons 19, but i thought it is like in FS17, where you need to
add the mask under the building covered areas, then if you put there, this area will be
snow/rain free and on this area bales will not rot.
This topic has only been answered a 1000 times and the guy above you is correct.
http://www.realismusmodding.com

Knowledge should be shared and open so don't PM me for Seasons support. *thumbsup*

CaveFarmer
Posts: 48
Joined: Sun Mar 31, 2019 4:44 am

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by CaveFarmer » Tue Jul 16, 2019 1:03 pm

Basically what he is saying is we should all know most stuff by now and leave realismus to complete the mod. They have had enough answering the questions and we should read the blog post then if you are still unsure skim through the forum and if you can't find your answer ask. And for those who already know a bit about seasons please help answer some questions... correctly.
FS19 - 200 hours

Ritchie
Posts: 1401
Joined: Tue Jun 19, 2018 12:15 pm
Location: Scotland

Re: Seasons 19 WIP Updates (PC release 24/07)

Post by Ritchie » Tue Jul 16, 2019 3:56 pm

CaveFarmer wrote:
Tue Jul 16, 2019 12:35 pm
theSeb wrote:
Tue Jul 16, 2019 12:09 pm
Dezza69 wrote:
Tue Jul 16, 2019 11:02 am
Am sooooo looking forward to this mod!!

Thanks for all your hard working Devs!

The weeding thing sounds cool - but I'm wondering why the mechanical weeder won't(??) also work preemptively? I like to be an organic virtual farmer, don't like using virtual chemicals...
Why should it? Running a harrow over my field pulls out weeds. It does not prevent future ones sprouting.
I'd assume a weeder should pull out plants aswell as weeds.
Take a look at this video by Jonny 1388, weeders can be pretty hi-tech pieces of kit.

https://youtu.be/09dvrLzNGU0

Locked