Hi there.
Just to confirm what has already been mentioned. FS19_RealLifeNumbers (let' call it RLN) is being modified so that it will work with Seasons. The main reason for adjustments is that the two mods would compete in areas of animal care and crop growth. Seasons has introduced some really nice solutions to these areas so I'm removing the competing components from RLN. Seasons maintains the economic model of the base game, meaning that prices are scaled upward. This is one area, where RLN will make a difference. RLN comes (at the moment) in 3 flavors, one for German price levels, on for UK prices and one for US Heartland prices. The prices being defined are for animals, animal products, animal transport, crops, farm commodities and land. It also offers realistic prices for contract jobs, leasing equipment and renting land. RLN will also define crop yield based on geographical location. However, I'm not sure at this moment if Seasons will overrule the yield specifications in RLN. More game playing will reveal this, but I'm too busy modifying and testing. RLN is written so that it is fairly easy for the player to change values of mod input parameters. You just need an editor like Notepad++ and the ability to unzip and zip the mod.
The now deleted animal care script in RLN offered predictions on annual need of feed, straw, hay, silage, number of bales etc, for a given herd size and also predicted how much field area you would need to produce the crops and bales. This information will be missing in the first release of the adjusted version of RLN. The information is calculated based on feed intake. This is now controlled by the weight of the animals and thereby by the weight curve defined in Seasons. When I have a better understanding of how the growth curves are defined, I'll get started on developing the predictions.
Besides this, RLN also provides information on how much fertilizer to spray, depending on the type of crop and the type of fertilizer. If one then uses the mod VariableSprayUsage, one can make adjustments of the sprayer/spreader to apply a realistic amount.
Unit conversion is not included in RLN. And other mods doing unit conversion will not have an effect on anything printed out to the log file. It probably will have an effect on prices printed in in-game HUDs. Unit conversion is not simple as specific units are used for different crops (bu/ac, lb/ac, cwt/ac).
The main script by Global Company (GC) does not interfere with RLN. I use it because I like to produce my own pigfood, seed and fertilizer, washed potatoes and such. I've seen one GC-based bale storage script that defines bales to have a volume of 4000 L. RLN redefines the bale volumes to match their dimensions, so that is one example of a conflict. In many cases it is possible for a player to adjust these numbers within the script, to make them use the same values. To make this work for bales produced by you, you will need the mod VariableBaleCapacity.
Overall, RLN reduces the prices by 3-5, and in some cases a lot more. So, it becomes a completely different type of game. For this reason I recommend that you use RLN on a new savegame. You cannot reestablish the old economy just by deactivating RLN. The prices defined in RLN are what you will get, if you play on HARD economic level. If you play RLN on NORMAL economic level the prices are scaled by 1.8 and on EASY economic level by 3.
RLN is published at
www.modhoster.com, and that is where I look for comments and questions.