Seasons mod (op updated re: bug reports)
- reallogger
- Posts: 537
- Joined: Thu Jan 14, 2016 10:08 pm
Re: Seasons mod (op updated re: bug reports)
Looking into the placeable cost issue at the moment. It will be modified in the next version.
Seasons online manual
https://www.realismusmodding.com/mods/seasons19/manual/
https://www.realismusmodding.com/mods/seasons19/manual/
Re: Seasons mod (op updated re: bug reports)
So you can edit files. You started on this map as a farm manager? Delete what is in the items.xml file and paste this:
Edit
Or you can wait for update
Re: Seasons mod (op updated re: bug reports)
Yes, yes I can edit the files. Would prefer not to, but I can.
Would also not want to 'wait' for an update if it doesn't actually get 'updated' (within Seasons or the Map)
No farmer I know (I know quite a few and with larger properties than what that map has) pays that in property maintenance costs. It is closer to 1/10th -1/5th of that per annum for building maintenance on those properties.
I would think that the maintenance costs would be closer to nil the newer the building is. Why would you 'maintain' a brand new building? Also, why would you buy the building in the first place if it is that much of a drain fiscally?
- reallogger
- Posts: 537
- Joined: Thu Jan 14, 2016 10:08 pm
Re: Seasons mod (op updated re: bug reports)
If it gets updated? I just wrote it will...
Seasons online manual
https://www.realismusmodding.com/mods/seasons19/manual/
https://www.realismusmodding.com/mods/seasons19/manual/
Re: Seasons mod (op updated re: bug reports)
lady_drey wrote: ↑Wed Aug 14, 2019 11:49 pm
Yes, yes I can edit the files. Would prefer not to, but I can.
Would also not want to 'wait' for an update if it doesn't actually get 'updated' (within Seasons or the Map)
No farmer I know (I know quite a few and with larger properties than what that map has) pays that in property maintenance costs. It is closer to 1/10th -1/5th of that per annum for building maintenance on those properties.
I would think that the maintenance costs would be closer to nil the newer the building is. Why would you 'maintain' a brand new building? Also, why would you buy the building in the first place if it is that much of a drain fiscally?
In the game it's quite simplified. You don't pay for electricity or taxes. Daily upkeep cost it's just the sum of all expenses in proportion to how much you can earn. With the Seasons it is simply poorly balanced. But RM will definitely fix/rebalance it. This is a problem with converted maps from FS17 or with maps that already have buildings, even if you do not have this land, you must pay for them. An example is New Woodshire
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- Posts: 466
- Joined: Tue Jul 31, 2018 3:11 pm
Re: Seasons mod (op updated re: bug reports)
The second set of fixes on gitlab, is that for next update or is it already in the mod?
Plays on pc, hardmode and loves grinding
Re: Seasons mod (op updated re: bug reports)
Its for next version 1.0.2.0.
Re: Seasons mod (op updated re: bug reports)
Could it be Seasons issue?
Bought a field that was already seeded and second growth stage on. Field had weeds on it, so started with a sprayer. Field wasn't fertilized, so after spraying started started immidiately with solid fert (ingame fertilizer). Fertilizer wasn't registered where herbicide was already sprayed but in places where herbicide wasn't already sprayed, everything worked OK.
Waiting for next growth stage to try fertilizing again but seems will not be able to reach 3x.
Bought a field that was already seeded and second growth stage on. Field had weeds on it, so started with a sprayer. Field wasn't fertilized, so after spraying started started immidiately with solid fert (ingame fertilizer). Fertilizer wasn't registered where herbicide was already sprayed but in places where herbicide wasn't already sprayed, everything worked OK.
Waiting for next growth stage to try fertilizing again but seems will not be able to reach 3x.
Re: Seasons mod (op updated re: bug reports)
How it going with the console side of test with seasons.
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- Boardurlaub/Boardholidays
- Posts: 99
- Joined: Wed Jul 17, 2019 10:26 pm
Re: Seasons mod (op updated re: bug reports)
So far multiple people have given answer countless times in fact on the page before this one.
Re: Seasons mod (op updated re: bug reports)
Is it possible to get some clarification on the problems that come with fast forwarding time and that the Seasons Mod warns you not to fast forward time greater then 1200x, which is normally fine for me and my servers running the mod as even with our fine-time scale mod installed the maximum speed we can fast forward the game is 480x, however I notice when ever you sleep in game, to advance night the game engine automatically fast forwards time at 5000x, so is this going to cause issues playing with Seasons in single-player and on multiplayer servers? I do notice when sleeping that time advances past the number of hours you set to sleep, so for example if at Midnight I or the server players choose to sleep 7 hours, to get to 7am, the game speeds up to 5000x and actually passes 7am and often the clock continues on into the early afternoon, then kind of jumps backward to the time we actually wanted to resume and regain control.
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Re: Seasons mod (op updated re: bug reports)
I think its not problem to fast forward even to 9000x (i skipped few days like this and then i had to wait 20-30 seconds for game to synchronize).
But i may be wrong ?
But i may be wrong ?
Re: Seasons mod (op updated re: bug reports)
I started a new map Eureka with Seasons. I bought 3 fields and cultivated, fertilized and now ready for planting. The temp readings are top 52f and bottom is 39f early spring. In order to plant the minimum temp says 41f for wheat.
Is the soil temp the reading below the actual temp on top. I'm asking because I want to plant but I'm going by the bottom temp and the AI has already planted different crops at 39f. I'm I not doing it correctly by waiting for the temp to rise or should I just plant? I'm wanting to get as minimal not germinated as possible.
I'm going by the blue temp gauge for the products.
Thanks for the help guys.
Is the soil temp the reading below the actual temp on top. I'm asking because I want to plant but I'm going by the bottom temp and the AI has already planted different crops at 39f. I'm I not doing it correctly by waiting for the temp to rise or should I just plant? I'm wanting to get as minimal not germinated as possible.
I'm going by the blue temp gauge for the products.
Thanks for the help guys.
Playing on PC, just your everyday FS player.
FS17/19 PC - FS16/18 Droid
Have fun slingin' dirt y-all
P.S. Thanks to all the MODDERS out there!
FS17/19 PC - FS16/18 Droid
Have fun slingin' dirt y-all
P.S. Thanks to all the MODDERS out there!
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- Posts: 466
- Joined: Tue Jul 31, 2018 3:11 pm
Re: Seasons mod (op updated re: bug reports)
If I understod this correct u van just plant. The important thing is that it doesnt go below 0 celcius.
Plays on pc, hardmode and loves grinding
Re: Seasons mod (op updated re: bug reports)
This is what I mean about the temps, upper and lower:JohnDeere77 wrote: ↑Thu Aug 15, 2019 7:12 pm If I understod this correct u van just plant. The important thing is that it doesnt go below 0 celcius.
I just wanna make sure which temp to use when planting, so I get a better germination.
Thanks again!
Playing on PC, just your everyday FS player.
FS17/19 PC - FS16/18 Droid
Have fun slingin' dirt y-all
P.S. Thanks to all the MODDERS out there!
FS17/19 PC - FS16/18 Droid
Have fun slingin' dirt y-all
P.S. Thanks to all the MODDERS out there!