DeckerMMIV / FS13_SoilManagement

A mod for Farming Simulator 2013 that adds additional abilities of field and soil management
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Multiple questions concerning map setup #2

Closed JakobTischler closed 10 years ago

JakobTischler commented 10 years ago

First off, I'm very much looking forward to trying this out. It seems like you thought it through as much as I can think possible, and I expect a new level of realism, and - even more - difficulty, which I always appreciate.

Now concerning the map:

  1. You state that withering is activated. How does this correlate with the "settings" in the map i3d's foliages? If the foliage layer doesn't have an attribute for withering, how will this work together?
  2. Just to clarify, concerning map instructions, part 5: I assume you're talking about the "GülleMistMod" (slurry/manure mod), or GMM, correct?
  3. (Not map related): in the credits, I'd appreciate the k in my name :)
  4. Bit of an amateur question, but given the levels of organic fertilizers, would I - in order to achieve a max level - be able to fertilize the same field with slurry three times? Or will the second and third runs have no effect?

Cheers, -- Jakob

DeckerMMIV commented 10 years ago
  1. If a fruit's foliage-layer or its graphics does not have a "withered" stage, then it will unfortunately not work as intended - i.e. "undefined behaviour".

    I have made some assumptions in the script code fmcGrowthControl.LUA - setupFoliageGrowthLayers();

    • that the "withered stage" is just after "last harvestable stage" (except for "potato"),
    • that registered fruits which have a "cutted stage"-value that is higher than "last harvestable stage"-value, then the fruit can "wither".

    Was thinking about some way of "detecting" if the player wants withering or not, either by looking for the disableCropWithering mod, or examining the number of growth stages which to me seems not being fool-proof.
    Or maybe make the map author explicitly specify the value of "withering" for the fruits, even the vanilla ones.
    For now, players who do not want "withering", have to manually edit the script and set fmcGrowthControl.disableWithering to true.

  2. That is correct and also the MultiSprayer mod which are currently the only two mods I know of that are similar to this SoilManagement. Even though these extra foliage-layers should not as such cause any conflicts, having them loaded without being used, is to me a waste of resources (i.e. RAM.)
  3. Oops. ;-/ Will fix a.s.a.p.
  4. If you spread slurry and cultivate (or plough) it, before the next growth cycle, then it will add to the organic fertilizer level (when less than 3).

    When slurry is left unprocessed, then the growth cycle will technically just perform a "bit-or" with value 1 to the organic fertilizer level (so it is possible to have it go from level 2 to level 3, during the growth cycle.)