Some ideas

Frick
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Some ideas

Post by Frick »

I apologize if this has been said before and I do not know if it can be done by Giants, the Seasons team or any of the great modders but here are a few ideas:
1. When I buy a tractor, I get tires, usually “normal” ones. If I want to change to narrow etc. it is a bit strange that I seem to throw away the old tires. What if I could either sell them or simply keep them and store them for later use?
2. The crop rotation system in Seasons is very good, but what if I could write the number of the field in the header? It would also be nice if I had more columns with a scrollbar so I could plan more fields instead of only four columns.
3. Why are there only four days in finance? I would like a few days but also an accumulation of the year and then that year saved so I can compare years and see my farm grow.
4. A nice feature would be if I could have an information screen on each field I have so I can see some facts. For example: the number or name of the field, the size, what needs to be done (plow, lime etc.), how much money did I spend on lime etc., how much did I harvest and what did I sell it for, and maybe more facts. Then I could see if a field is profitable or not and compare them.
5. Something like point 4 above for animals. How profitable are they?
6. The pricing when I buy and sell fields and plots are a bit strange. As an example, if I buy a plot with forest, cut it down and sell it. Is it not reasonable that there is a big difference in value so I get less when I sell it? The same for fields that are harvested or not etc.
This is just a few ideas. If possible, they perhaps should be something you could turn on or off. I realize they are not everyone’s wishes, but just mine.
FarmBoss
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Re: Some ideas

Post by FarmBoss »

Those are all very good ideas and would go a long way to completing a lot of functions in this game. I think if they dedicated 21 to completing your list, a lot of people would be happy.
OlavEmil
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Re: Some ideas

Post by OlavEmil »

#1 is already part of the base game.
Frick
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Re: Some ideas

Post by Frick »

OlavEmil wrote: Mon Sep 23, 2019 11:59 am #1 is already part of the base game.
You are right, forgive me.
That is good news
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GenXFarmer
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Re: Some ideas

Post by GenXFarmer »

#4 is mostly covered by a mod
Oh, I’m sorry, I thought this was America.
Frick
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Re: Some ideas

Post by Frick »

GenXFarmer wrote: Mon Sep 23, 2019 3:37 pm #4 is mostly covered by a mod
Could you tell me what mod, please?
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yumi
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Re: Some ideas

Post by yumi »

Frick wrote: Mon Sep 23, 2019 5:40 pm
GenXFarmer wrote: Mon Sep 23, 2019 3:37 pm #4 is mostly covered by a mod
Could you tell me what mod, please?
Hello,
Base game + seasons give already useful info when you walk in a field.
Additional field info https://www.farming-simulator.com/mod.p ... tle=fs2019 gives details like
- Area of each field in the current land
- Current land area
- Price per ha (per ac) of the cultivated area on land you don't own
- Potential harvest quantity and yield on ready to harvest fields
moreRealistic fan !
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asyvan
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Re: Some ideas

Post by asyvan »

Frick wrote: Mon Sep 23, 2019 5:40 pm
GenXFarmer wrote: Mon Sep 23, 2019 3:37 pm #4 is mostly covered by a mod
Could you tell me what mod, please?
Not that hard to find. 😉
https://www.farming-simulator.com/mod.p ... tle=fs2019
//Jens Ejvinsson
Farming History: FS11, FS13, FS15, FS17, FS19 (Steam)
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Frick
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Re: Some ideas

Post by Frick »

asyvan wrote: Mon Sep 23, 2019 7:06 pm
Frick wrote: Mon Sep 23, 2019 5:40 pm
GenXFarmer wrote: Mon Sep 23, 2019 3:37 pm #4 is mostly covered by a mod
Could you tell me what mod, please?
Not that hard to find. 😉
https://www.farming-simulator.com/mod.p ... tle=fs2019
I have found that, but it does not cover very much in #4 in my idea.
Can you calculate how profitabe a field is?
I have not found a way, so if you know how it would be interesting to know!
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asyvan
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Re: Some ideas

Post by asyvan »

Frick wrote: Mon Sep 23, 2019 7:29 pm
asyvan wrote: Mon Sep 23, 2019 7:06 pm
Frick wrote: Mon Sep 23, 2019 5:40 pm
Could you tell me what mod, please?
Not that hard to find. 😉
https://www.farming-simulator.com/mod.p ... tle=fs2019
I have found that, but it does not cover very much in #4 in my idea.
Can you calculate how profitabe a field is?
I have not found a way, so if you know how it would be interesting to know!
lol, a farmer does not just walk out in the field and look at it and instantly knows he will make $$$ on it.

No, you need to plan what to seed, look at average prices for that grain, test your yield by doing a small test patch (plow, lime, sow, fertizlie, harvest, measure yield). Calculate the cost of the consumed seed, fertilizer, etc. Then actually calculate the profit given a certain sale price.
You obviously dont need to do a test patch every harvest, nor would a farmer do that.

But all above is what you can do in the game. It's not served on a silver platter for you.
//Jens Ejvinsson
Farming History: FS11, FS13, FS15, FS17, FS19 (Steam)
Logitech G29, Logitech/Saitek Sidepanel, Logitech F710 Wireless gamepad
PC Gamer - "The Silent Beast" i7-7700K @ 5Ghz, GTX 1070 @ 2.1GHz

Case IH Puma CVX With Tracks
Väderstad Rapid A600-800S Seed Drill
Tutorial compilation for FS19 - list of all my How To guides
Frick
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Re: Some ideas

Post by Frick »

asyvan wrote: Mon Sep 23, 2019 7:39 pm
Frick wrote: Mon Sep 23, 2019 7:29 pm
asyvan wrote: Mon Sep 23, 2019 7:06 pm

Not that hard to find. 😉
https://www.farming-simulator.com/mod.p ... tle=fs2019
I have found that, but it does not cover very much in #4 in my idea.
Can you calculate how profitabe a field is?
I have not found a way, so if you know how it would be interesting to know!
lol, a farmer does not just walk out in the field and look at it and instantly knows he will make $$$ on it.

No, you need to plan what to seed, look at average prices for that grain, test your yield by doing a small test patch (plow, lime, sow, fertizlie, harvest, measure yield). Calculate the cost of the consumed seed, fertilizer, etc. Then actually calculate the profit given a certain sale price.
You obviously dont need to do a test patch every harvest, nor would a farmer do that.

But all above is what you can do in the game. It's not served on a silver platter for you.
You misunderstand me.
I do not expect to "just walk out in the field and look at it and instantly knows he will make $$$ on it".
The data I want is built over time. The game already calculate how much the fertilizer cost me etc.
And when I actually sell the crop it can show me all figures and sum it up so I can see the profit ( or loss).
So afterwards I know how profitable the field was. A simple statement of income and costs for each field.
The next year, with another crop, the result will be different.
I do not need average prices for the grain, test the yield or the rest you speak of.
My thought was that it is all in the game, I just want it properly shown.
I do not want to know in advance how profitable a field is, but I want to learn from experience on that precise map and the level of difficulty I play with.
I realize that this is not for everyone, but I am sure it can be done. And, as I said, if it is made as an option you can switch on or off I see no harm.
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ThatCanadianGuy
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Re: Some ideas

Post by ThatCanadianGuy »

The only way that could be done is if you store your crops for each field in separate storage, that the game knows that grain came from that field, then was all sold separately so the game could track profit from each field individually.
the way it is you dump all the wheat from 2 fields (for example) into 1 bin then can sell it for and indefinite number of different prices. There is no way to track back the profit from each of those 2 fields.
Former real life farmer of lentils, mustard, and wheat on the Canadian prairies.
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