Seasons mod (op updated re: bug reports)

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

Post by Rahkiin » Thu Sep 26, 2019 12:17 pm

Frag wrote:
Thu Sep 26, 2019 6:22 am
Hi guys,

awesome mod. I would no longer play without it :)

I have an issue on the Old Stream Farm map. The trees that I plant are not growing after many days (over 15 days so far). I found this in a posting you guys did on August 2nd, saying that it would be fixed in the next release. However, since they are no versioning in the posting, I do not know if the bug is already in the current release or will be in the next one.

Here is the thread:

viewtopic.php?f=963&t=150107

Here is the entry that I am talking about ... It was written down by "The Seb"

These are the things we have already fixed and will be in the next update.

first set of fixes:
...
- Fix tree growth time. [#196]


So question is. Is the fix already in and I have another bug, or it should be resolved in the next patch? Any logs gathering or tests I should do?

Thanks!
This is marked for 1.0.1.

Trees take 5 years to grow to full length

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

Post by Frag » Thu Sep 26, 2019 3:46 pm

Rahkiin wrote:
Thu Sep 26, 2019 12:17 pm
Frag wrote:
Thu Sep 26, 2019 6:22 am
Hi guys,

awesome mod. I would no longer play without it :)

I have an issue on the Old Stream Farm map. The trees that I plant are not growing after many days (over 15 days so far). I found this in a posting you guys did on August 2nd, saying that it would be fixed in the next release. However, since they are no versioning in the posting, I do not know if the bug is already in the current release or will be in the next one.

Here is the thread:

viewtopic.php?f=963&t=150107

Here is the entry that I am talking about ... It was written down by "The Seb"

These are the things we have already fixed and will be in the next update.

first set of fixes:
...
- Fix tree growth time. [#196]


So question is. Is the fix already in and I have another bug, or it should be resolved in the next patch? Any logs gathering or tests I should do?

Thanks!
This is marked for 1.0.1.

Trees take 5 years to grow to full length
Ho NICE!!!! This is exactly what I wanted. Always thought that 10 days was ridiculous, considering the value of the wood. GOOD MOVE GUYS! You guys rule. Cannot wait for the next release.

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

Post by Frag » Thu Sep 26, 2019 4:04 pm

Guys, not sure where to post this, so here I will. Would it be possible for you guys to put in the UI the number of animals you have in your pen (unless I miss something). Keeping the count of the number of animals we have within a pen is a serious headache. If the info is already there please let me know where :)

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

Post by Loss » Thu Sep 26, 2019 4:41 pm

In the newest beta ist this already done.

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

Post by Rahkiin » Fri Sep 27, 2019 12:45 pm

Frag wrote:
Thu Sep 26, 2019 4:04 pm
Guys, not sure where to post this, so here I will. Would it be possible for you guys to put in the UI the number of animals you have in your pen (unless I miss something). Keeping the count of the number of animals we have within a pen is a serious headache. If the info is already there please let me know where :)
Aye, we made a new screen for the animals in the next update with a ton more info and lists that are not as long.

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

Post by BiggoB » Fri Sep 27, 2019 2:05 pm

hi,

i'm using beta build 28 at the moment. still getting used to the new screen but way better then scrolling and i see very quick which animal needs attention.

thanks a lot for the new screen!

JohnDeere77
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Re: Seasons mod (op updated re: bug reports)

Post by JohnDeere77 » Fri Sep 27, 2019 2:23 pm

Now my suffolk (sheep), female gender, has reached a weight of 120kg. Thats much! And in addition, some of them are giving birth on the last day of winter.

(No beta-versions, no script-mods except GC, playing sp at County Line)
Plays on pc, hardmode and loves grinding

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

Post by Frag » Fri Sep 27, 2019 3:14 pm

Wow, just saw on github that you added snow contract! This is actually something I wanted to jump in soon and start implementing based on your mod and Giant API. The fact you have this built in is really good news. Winters are tough on money in that game and quite "long" since there is nothing to do. Snow contract is the solution to this. Nice move.

It brings me few questions:

1. Any words on how the new snow contract system works? I am really curious!

2. I am currently playing on "Old Stream Farm" map, which support season. I noticed that even though it snows many days in a row, the snow never accumulate more than I would say 10 cm. Is there a constant that I can set in a LUA or XML file somewhere to raise that snow cover height limit? Any documentation to set this up, did not really figured it out while looking at the manual.

3. Talking about contracts, could you guys make those a bit more lucrative? I actually saw that complaint a lot on the different forums. Bailing a huge field for 6k is really not worth it considering the effort needed. I commonly notice that the contract rewards are not worth the effort (compared to the money you generate when you do it for yourself).

Thanks, again great mod.

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

Post by Rahkiin » Fri Sep 27, 2019 3:22 pm

Frag wrote:
Fri Sep 27, 2019 3:14 pm
Wow, just saw on github that you added snow contract! This is actually something I wanted to jump in soon and start implementing based on your mod and Giant API. The fact you have this built in is really good news. Winters are tough on money in that game and quite "long" since there is nothing to do. Snow contract is the solution to this. Nice move.

It brings me few questions:

1. Any words on how the new snow contract system works? I am really curious!

2. I am currently playing on "Old Stream Farm" map, which support season. I noticed that even though it snows many days in a row, the snow never accumulate more than I would say 10 cm. Is there a constant that I can set in a LUA or XML file somewhere to raise that snow cover height limit? Any documentation to set this up, did not really figured it out while looking at the manual.

3. Talking about contracts, could you guys make those a bit more lucrative? I actually saw that complaint a lot on the different forums. Bailing a huge field for 6k is really not worth it considering the effort needed. I commonly notice that the contract rewards are not worth the effort (compared to the money you generate when you do it for yourself).

Thanks, again great mod.
This is WIP. But it will need a map update.

We already increase income for baling missions with Seasons. Anyways, if contracts earn the same or more as doing it yourself but without the risk and cost of vehicles... then what's the point of ever doing something other than contracts? I initially based all contract income on real life numbers per area, and those were far lower. (think 5x lower)

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

Post by cwattyeso » Fri Sep 27, 2019 3:32 pm

Downloaded and installed the Beta Build of Seasons today. The new Animal Menu is very welcome, although it did take me a while to find it, as I kept going into the main game menu and to the animal screen and not seeing any difference. Had no idea it had been added into the Seasons Menu, until I went in there to check the weather forecast.

Image

One thing however that is a bit of concern since switching to this Beta Build is how drastically the amount of food the animals are saying they require for the year has increased. The Cows for example are now saying they require over a million litres. Also all the animals seem to drastically drain their food and water in this build to the point we're having to spend time every single day in game going round filling them up. In the current Release Build when you fill the animals food and water it lasts a couple of game days before you need to interact with them again, however in this Beta Build they require way more attention, to the point we're spending more times in a session dealing with the animals then we are now doing fieldwork. So that may need a bit of a tweak and balancing before going full ModHub Release with this update.
Check out my YouTube Channel for Farming Simulator and other Gaming Let's Plays and Videos at https://www.youtube.com/c/CwattyesoGamingforFun :D

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

Post by Frag » Fri Sep 27, 2019 3:42 pm

Nice, I like that new screen! Cannot wait to use it.

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

Post by Rahkiin » Fri Sep 27, 2019 3:44 pm

cwattyeso wrote:
Fri Sep 27, 2019 3:32 pm
... having to spend time every single day in game going round filling them up ...
Welcome to farming

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

Post by cwattyeso » Fri Sep 27, 2019 3:50 pm

Rahkiin wrote:
Fri Sep 27, 2019 3:44 pm
cwattyeso wrote:
Fri Sep 27, 2019 3:32 pm
... having to spend time every single day in game going round filling them up ...
Welcome to farming
Yeah but there needs to be a balance, the animals should not be consuming 100,000 litres of food and water every single day. They certainly don't in the Current ModHub version of Seasons. The Beta seems to really ramp up how fast they are consuming stuff, and sadly not with the bonus that their 'Production' is increased. Chickens still only lay a handful of eggs a year, Sheep still produce only a pallet of wool, Cows still not producing a single litre of milk after 4 years in game. So the cost of animals and maintaining them is drastically skyrocketed in the beta, and the return for selling products is not offsetting those costs, because we're not getting the products to sell.

If animal food/water/straw consumption has been jacked up in the Beta, perhaps you also need to jack up the storage capacity of the troughs and stuff so we can provide them with enough material to satisfy them for a few days, so we can go back and focus on the important stuff which is getting the fieldwork done, crops planted, fertilised, harvested etc, which let's face it if we don't do that then the animals won't have the food and stuff they need anyway.
Check out my YouTube Channel for Farming Simulator and other Gaming Let's Plays and Videos at https://www.youtube.com/c/CwattyesoGamingforFun :D

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

Post by Rahkiin » Fri Sep 27, 2019 4:04 pm

1) This is beta
2) We will look into it
3) You have too many animals for a single farmer to handle.
4) Wool production is actually higher than real life

The number 1 complain about Seasons has always been 'there is not enough to do in the game'. We limited the trough capacity to 2 days of food to be closer to real life. This will also give more to do every day. If your cows need 1mio liters of food but 100k per day I think you're running on a 3 day season setup? That will be hard as you'll be pressured for time. Try changing it to 6 or 9 days. Start every day feeding the animals (less than 100k liters, so less trailers needed), and then do field work.

You can't compare Seasons to vanilla, its quite a different game. Different set up, different constraints, different way of playing it. We don't balance our mod towards vanilla, but we do try to keep it playable and fun. We do think that having a hard time managing 1255 animals on your own is not unbalanced.

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

Post by cwattyeso » Fri Sep 27, 2019 4:22 pm

I'm playing Multiplayer, 6 Day Seasons and the consensus is with the Beta, the animals are taking too much of the players' time and becoming too much of a distraction away from the important field work, which on a 4x Map requires a great deal of time as well, especially as we're now up to 16 fields on the County Lines Map. The fact as well that in 3 Full Years the Chickens have only produced 2 Pallets of Eggs, compared to how much Food and Water they have consumed means we're losing money hand over fist on them. The Sheep only making one pallet of wool so far, again with the amount of Grass/Hay and Water they are consuming each year is making them unsustainable. The Cows we've actually decided today to get rid of, they require way to much food/water and the fact as I say in 4 years we haven't got a single drop of milk from thems, means we have had zero return from them.

I like the new Seasons Animal Menu and a lot of the big fixes that have been done, however certainly for playing with animals the beta actually makes animals more of a nuisance, so for that reason players have asked me today if I'd remove the Beta from the server and go back to the original version where the animals were something nice to distract you if you were bored and hadn't got much to do, as opposed to now where they are taking over the whole gameplay aspect and all your time.

I had added mods like Animal Pen Extension to help with the Water side of things, and save players having to make many journeys to fill the very low capacity tankers in the game when animals now require nearly 200K Lites of water a day, to try and help out.

In single player it's a different story and I'd say I hadn't noticed the animals excessive demands as much as having been playing 9 Day Seasons in Single Player, but also use other quality of life mods life Animal Worker alongside Animal Pen Extension to take care of some of the animals' other daily chores, so the only aspect I have to do is give them food, the straw/cleaning etc is all taken care of for me for a cost each day in hiring the worker. I have however started a Career on Lone Oak, where I'm playing 3 day Seasons as I'm streaming it, so would be tempted as an experiment to switch that to the Beta to see what impact the different seasons length does have.

The other option of course for me and my server could be to open up the Animals.xml file in the Beta Version and reset all the animals input values to that of the release version. That way we keep all the good stuff from the beta like the bug fixes and the new menu and lose some of the negative aspects implemented in the Beta.
Check out my YouTube Channel for Farming Simulator and other Gaming Let's Plays and Videos at https://www.youtube.com/c/CwattyesoGamingforFun :D

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