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Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 10:37 am
by juf.de
If the field is deep blue, mroe fertilizing won't change anything

Re: Questions

Posted: Wed Aug 14, 2019 11:13 am
by Rasping rabbit
This has been answered by Realismus in the seasons thread. They don’t have an estimated date yet.

Re: Questions

Posted: Wed Aug 14, 2019 12:40 pm
by FarmerLee73
Is "seasoned" a new mod that I don't know about lol

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 12:47 pm
by FS Velocity
reallogger wrote: Wed Aug 14, 2019 8:11 am rmAddSnow or rmAddSnow 1 adds one layer. rmAddSnow 2 adds two layers and so forth
Thanks and what is the limit 5 layers?

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 2:10 pm
by JohnDeere77
This rmlayer1-thing, Is this from the seasons menu or somewhere else?

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 2:15 pm
by juf.de
it's from the developer console, you have to activate it first though, check some tutorials on youtube if you want to learn more.

Re: Questions

Posted: Wed Aug 14, 2019 2:20 pm
by fenixguy
FarmerLee73 wrote: Wed Aug 14, 2019 12:40 pm Is "seasoned" a new mod that I don't know about lol
You can spray your soybeans with some fish sauce or Tai chili oil for the finest tofu. :lol:

To the OP, no one knows.

Re: Lime spreading on Seasons

Posted: Wed Aug 14, 2019 2:44 pm
by hun3
L2K Perma wrote: Wed Aug 14, 2019 9:44 am
hun3 wrote: Wed Aug 14, 2019 8:24 am Could someone confirm when is the allowed (right) time to spread lime on Seasons? I tried to do it after seeding and field status wont change.

Thanks
Should be any time after harvest and before seeding.
Thank you

Re: Questions

Posted: Wed Aug 14, 2019 4:55 pm
by hun3
Syd11@live.com wrote: Wed Aug 14, 2019 10:15 am Does anyone know when seasoned will come to console roughly?

Which British map is best for seasons?
I dont know about the console...

Oakfield farm by OxygenDavid is simple put....amazing. I recently tested at least 10 maps and they are good and nice but somehow feels like that cookie cutter style. What OxygenDavid brings is a whole new level of realism..you really feel like walking around England. The attention to detail is just brilliant.

https://www.farming-simulator.com/mod.p ... tle=fs2019

Edit by Guil, enjoy your little holiday.

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 8:23 pm
by kahfs
Hi, I searched this thread but didn't find the answer. Sorry if it has been discussed. I do a lot of testing of my mod up against Seasons and I frequently need to start all over. But I would like to preserve the map and the farmyard setup, and only reset Seasons to Day 1 in Spring. It is fine if the crops reset, as it is only the animal growth curves I want to test. What is the best approach to preserve the map but restart Seasons?

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 9:17 pm
by DirectCedar
kahfs wrote: Wed Aug 14, 2019 8:23 pm
My answer would be remove Seasons from your mod folder, open the savegame which now will start without Seasons, save it, exit. Reinstall Seasons in the mod folder and re-open the save game. It should then ask if you want to reset all fields for Seasons, which I think will put you where you want to be.

Did I understand your question correctly?

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 11:03 pm
by lady_drey
Maikello wrote: Thu Aug 08, 2019 2:38 am
BoscoX wrote: Thu Aug 08, 2019 1:24 am Hello
On the NewWoodshire map I have a problem with the cost of maintaining the estate. In practice the daily costs of any positionable (stables, silo, buildings ...) are multiplied by 4.
What is it due? Without the seasons mod the costs are right.

Thank you
It depends on the length of the season. A longer season would mean a higher cost but the revenue would be the same. The machine wear, fuel consumption, everything is balanced in proportion to the length of the season
I experience the same thing on this map.

Start the game fresh, pay down my debt ($250,000.00), buy a few vehicles/equipment, buy the farm (where you start), buy one field (directly behind the farm) and begin farming. Playing on 3 day season. I am paying over $4500 per day on property maintenance costs. That is over $54,000.00 per year. If I have only one field, and am only able to make around 30-40k off that field, you can see how quickly the game breaks. I am experiencing a shortfall of 14k per year at least.

I get property maintenance is a thing; but I do not believe that $54,000.00 per year in 'maintenance' costs is at all, in anyway, realistic for what the farm has. Having worked and lived on farms a good chunk of my life, this would quickly break any farmer.

I have had to disable Seasons for this very reason.

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 11:16 pm
by Maikello
lady_drey wrote: Wed Aug 14, 2019 11:03 pm
Maikello wrote: Thu Aug 08, 2019 2:38 am
BoscoX wrote: Thu Aug 08, 2019 1:24 am Hello
On the NewWoodshire map I have a problem with the cost of maintaining the estate. In practice the daily costs of any positionable (stables, silo, buildings ...) are multiplied by 4.
What is it due? Without the seasons mod the costs are right.

Thank you
It depends on the length of the season. A longer season would mean a higher cost but the revenue would be the same. The machine wear, fuel consumption, everything is balanced in proportion to the length of the season
I experience the same thing on this map.

Start the game fresh, pay down my debt ($250,000.00), buy a few vehicles/equipment, buy the farm (where you start), buy one field (directly behind the farm) and begin farming. Playing on 3 day season. I am paying over $4500 per day on property maintenance costs. That is over $54,000.00 per year. If I have only one field, and am only able to make around 30-40k off that field, you can see how quickly the game breaks. I am experiencing a shortfall of 14k per year at least.

I get property maintenance is a thing; but I do not believe that $54,000.00 per year in 'maintenance' costs is at all, in anyway, realistic for what the farm has. Having worked and lived on farms a good chunk of my life, this would quickly break any farmer.

I have had to disable Seasons for this very reason.

You can easily fix this without editing the files. Just sell all the buildings from the garage and leave only the ones you want / need

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 11:16 pm
by reallogger
FS Velocity wrote: Wed Aug 14, 2019 12:47 pm
reallogger wrote: Wed Aug 14, 2019 8:11 am rmAddSnow or rmAddSnow 1 adds one layer. rmAddSnow 2 adds two layers and so forth
Thanks and what is the limit 5 layers?
8 layers is the limit

Re: Seasons mod (op updated re: bug reports)

Posted: Wed Aug 14, 2019 11:21 pm
by lady_drey
Maikello wrote: Wed Aug 14, 2019 11:16 pm
lady_drey wrote: Wed Aug 14, 2019 11:03 pm
Maikello wrote: Thu Aug 08, 2019 2:38 am

It depends on the length of the season. A longer season would mean a higher cost but the revenue would be the same. The machine wear, fuel consumption, everything is balanced in proportion to the length of the season
I experience the same thing on this map.

Start the game fresh, pay down my debt ($250,000.00), buy a few vehicles/equipment, buy the farm (where you start), buy one field (directly behind the farm) and begin farming. Playing on 3 day season. I am paying over $4500 per day on property maintenance costs. That is over $54,000.00 per year. If I have only one field, and am only able to make around 30-40k off that field, you can see how quickly the game breaks. I am experiencing a shortfall of 14k per year at least.

I get property maintenance is a thing; but I do not believe that $54,000.00 per year in 'maintenance' costs is at all, in anyway, realistic for what the farm has. Having worked and lived on farms a good chunk of my life, this would quickly break any farmer.

I have had to disable Seasons for this very reason.

You can easily fix this without editing the files. Just sell all the buildings from the garage and leave only the ones you want / need
... or not even buy the farm and just run bare bones? Yea, no. What is the point of even playing on that map then? That is not the issue, the issue is the enormous penalty of property costs.