Seasons 19 WIP Updates (PC release 24/07)

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by Miketeg » Fri Mar 29, 2019 6:33 pm


Thanks guys!

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by anthu » Fri Mar 29, 2019 7:01 pm

One question about crop rotation:
How is this in multifruit maps?
Are some/most/all of them also in the seasons mod, or can we add rhem easy as example in a xml file rye is as wheat, tobacco as sunflowers, carrots as sugarbeer, ...
Or must these multifruits addet in each file where other fruits are?


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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by Dezza69 » Sat Mar 30, 2019 4:20 am

reallogger wrote:
Fri Mar 29, 2019 2:41 pm
Crops in rotation are taken into account. There are so far two effects of crop rotation.
1) Crop history will have a yield effect when harvesting the current crop. The yield multiplier is shown in an ingame crop rotation planner
2) When planting a crop where the last crop was beneficial you will get one fertilization level for "free"

This all means different preceeding crops have different effect. The crop types in the game are categorised (e.g. cereals, legumes, oilseeds etc). So it is for instance beneficial to have a oilseed crop (e.g. canola) before a cereal crop (e.g. wheat). Whilst it is not good to have potatoes before wheat.

In addition every crop has different characteristics to how often it should planted. Some crops are better suited for monoculture (meaning same crop every year) than others. For instance of the cereals, corn is better to grow several years in a row than wheat.

While this might all sound a bit complex, the ingame crop rotation planner will make it easy to to understand how to set up beneficial rotations.

Oilseed radish is currently not part of the rotations, but vanilla mechanics of applying one fertilization level when cultivating radish still applies.

This sounds awesome, thanks!!

I have created a custom map with two custom crops (and more for me soon) - will these be able to be incorporated in the rotation system fairly easily??


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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by george.earlslight » Sat Mar 30, 2019 8:49 am

Sounds great!
You are going to make a Farming Simulator our of a Farming Arcade :D

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by reallogger » Sat Mar 30, 2019 8:52 am

Yes it will be possible to add additional crops to the crop rotation system.
Last edited by reallogger on Sat Mar 30, 2019 12:01 pm, edited 1 time in total.

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by norfolk farmer » Sat Mar 30, 2019 10:15 am

reallogger wrote:
Sat Mar 30, 2019 8:52 am
Yes there will be possible to add additional crops to the crop rotation system.
You guys do amazing work, can't wait till it arrives *thumbsup*

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by nelsonrm » Sat Mar 30, 2019 12:08 pm

This new "Seasons"is going to be more awesome than last. I have my fingers crossed that the Modding Contest brings us some snow :)
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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by theSeb » Sat Mar 30, 2019 12:11 pm

The mod will not be in the modding contest. It's an "already existing mod" and hence not eligible for the contest.

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

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by Stevo0114 » Sat Mar 30, 2019 12:15 pm

Can't wait for seasons love the game already seasons just puts icing on cake and eating it *thumbsup* :biggrin2: *thumbsup*
Love FS fav tractor Case I h. FS 19 has caught up and is now for me better than fs17
Playing on xbox one x, Thanks to Giants and all modders who make the game great.
Love this community so thanks guys

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by Patrick73 » Sat Mar 30, 2019 12:33 pm

@theSeb any chance of a few tasty screenshots please?

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by Wopster » Sat Mar 30, 2019 10:30 pm

Here a tasty screenshot from Ravenport mid winter.



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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by Addictedtofs » Sun Mar 31, 2019 1:09 am

That's great to see..I miss that. I can't wait!
Fear of the fool is the beginning of wisdom--The Book of Dawn and Dusk

Dragonborn, huh? Was it your ma or your pa that was the dragon?” --Hadvar

Commander set a course. There's coffee in that nebula.--Admiral Catherine Janeway

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by CaveFarmer » Sun Mar 31, 2019 4:47 am

Can't wait. What happens if you want winter all the time?
FS19 - 200 hours

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by JD92 » Sun Mar 31, 2019 2:35 pm

Wopster wrote:
Sat Mar 30, 2019 10:30 pm
Here a tasty screenshot from Ravenport mid winter.


can we harvest some crops in winter?

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Re: Seasons 19 WIP Updates (Unknown Release Date)

Post by TheCanadianJD » Sun Mar 31, 2019 3:42 pm

Will Seasons 19 only be available on the GIANTS ModHub or will it be available on Github/Realismus website slightly earlier like Seasons 17?

Also since everyone else was posting about their Seasons gameplay: I would play on 24 day seasons and would start it on 30x and then drop it to 15x when I got animals (usually by the second year) and would feed, water, and clean my animals every day. I would never slow down time more so that it felt like I was actually on a time crunch during seeding and harvest. I wouldn't do any field work if it was raining regardless of whether the game was restricting me because of it. If I wasn't doing anything, I'd speed time up until I had something to do. I also made a point playing on 120x when doing maintenance so that it felt like it actually took some time to do it. I'd pull my seeder out of the shed, unfold it, do a walk around, and make sure my tractor was fully repaired. I'd also do field maintenance in the morning before starting up again from the night before. I would sometimes run seeding 24 hours a day if it was crunch time but would shut down for an hour or two to simulate some extra maintenance when pushing the equipment that hard. In the fall I made it a point to pull the combines out of the shed and hook them up to the headers and put them into threshing mode to simulate actually testing them out like in real life. I also made a point of washing every piece of equipment before it went back into the shed. I was pretty hardcore with my simulations and role playing (I refused to tab in or out of vehicles unless it was to fix a helper who unexpectedly got stuck or stopped working. I walked or drove everywhere else). I also kept some spreadsheets/excel sheets for a few of my maps marking my expenses and profits as well as acreage and how many acres I had planted for each different crop type/how much yield I got as well as number of animals and how much food they consumed so I could easily look at my charts to determine if/when I can/should expand my herds and/or land.

This next part gets a bit away from Seasons specific gameplay, but this was all done with Seasons activated. I played large North American maps so I would be running medium-large equipment pretty close to the beginning with lots of land. I usually built up enough capital that somewhere between year 5 and 10 I'd be at the point that I was planting every fruit type (except oilseed radish). I had a large crop rotation for all the regular cereals and oilseeds and then I'd have a few small fields or a larger field I sectioned into smaller ones that I would plant sugarbeets and potatoes on (such high yields and relatively small harvesting equipment meant I kept those operations comparatively small, though they were still larger than average and I would be running multiple potato and beet harvesters) and have a field of poplars and sugar cane. I also had a sizable area of trees planted. I'd spend the winter chopping poplars and chopping down the fully grown trees (which took 5 years to fully grow if I recall correctly). I had the trees planned out so that I was harvesting the same amount of trees each year. I'd replant them in the spring after I had the rest of my crops planted so I could keep the cycle going. I would also build myself up so I had every animal type, usually anywhere from 2500-3000 hogs and 1000-1500 each of cows and sheep. The most I ever had was 10000 hogs and 5000 each of cows and sheep (16x map so lots of space and farmland). The largest farm I ever ran had 12 Seed Hawks, 6 DB 120 planters, 24 combines, 6 forage harvesters, 12 potato planters, 6 potato and 6 sugar beet harvesters, 20 Brent grain carts, 10 sprayers with 120 ft booms, 10 haybines, 8 balers, and 30 semis as well as tractors for each implement and a few extra for yard work and animal maintenance/feeding. Millions and millions of dollars worth of equipment and land. I also had 3 trucks that were beefed up with extra HP and running super singles that I used for logging in the winter time (the mill was quite a distance so I'd have trucks being driven on the road by Courseplay while I was loading one). I had to lower my graphics just to keep my computer from dying. Courseplay and Follow Me were my best friends. I wish I would have recorded some of my game play; there's nothing quite like seeing hundreds of acres of land getting eaten up by a bunch of combines in a single field. I doubt I'll ever go that extreme again as it was a lot of time on one save file and took a lot of work.

I ended up quitting this farm after year 50. I kind of liked the idea that the farm started off with some 18 year old inheriting/starting the farm and now 50 years later he is finally retiring and passing it on to his children to continue on. It's kind of a fun little role playing element or just a way to see how far the farm progressed in the normal range of a single owner before retirement. Nothing to say you couldn't carry it on longer either. This could be really fun if you can find a bunch of era specific mods. Maybe start a farm in the 40's or 50's and gradually allow yourself to buy more and more modern equipment as the years progress until you reach the modern age.