@allstops,
Yes it’s possible to change these values via the xml file or via a simple script mod.
Crop Yields
-
- Posts: 14
- Joined: Fri Aug 03, 2018 3:47 pm
Re: Crop Yields
I know that! That's why i was shocked to notice that last time I actually could. And today i tried it again and...didn't work. So i have no clue why it worked the previous time.
-
- Posts: 335
- Joined: Thu Sep 13, 2018 7:16 pm
Re: Crop Yields
odd...it’s unfortunate that you had a stroke of luck with improved yield and now it’s gone
Ps4 realistic gameplay;
Ravenport start-from-scratch;
Absolutely love the game!
Ravenport start-from-scratch;
Absolutely love the game!
-
- Posts: 74
- Joined: Wed Nov 21, 2018 6:39 am
Re: Crop Yields
Interesting code excerpt Seb. So bonus for fertilizer appears to be 50 percent per application rather than 25 as advertised. Still trying to figure out how weed, lime and plowing bonuses work, they don't seem to approach 15 percent of anything that I can see. Almost no penalty for weeds, only about 5 percent for lime best I have been able to measure.
Re: Crop Yields
Made a video guide on this topic.. also covers a cheap way to fertilize:
-
- Posts: 3
- Joined: Mon Nov 12, 2012 2:01 am
Re: Crop Yields
When a crop is ready the field status turns yellow. Do the level of yellow affect the yield?
I tried some quick test (not extensive) myself and it doesn't seem to matter.... Just wanted to check with others
I tried some quick test (not extensive) myself and it doesn't seem to matter.... Just wanted to check with others
Re: Crop Yields
RayzerSharpe wrote: ↑Fri Jan 04, 2019 6:57 pm When a crop is ready the field status turns yellow. Do the level of yellow affect the yield?
I tried some quick test (not extensive) myself and it doesn't seem to matter.... Just wanted to check with others
they are all the same yields..