DeckerMMIV / FarmSim_Mod_SoilMod

Farming Simulator modification - SoilMod
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Compost_Soil in Soil_Mod? #26

Closed RagnarokValhalla closed 8 years ago

RagnarokValhalla commented 9 years ago

What do you think of the idea that one can use compost in the soil Mod. The scenario is that you can spread the compost on the field and this works as humus or fertilizer.

Here would be the link to the composting facility of Marhu's page. http://marhu.net/phpBB3/viewtopic.php?f=139&t=1524

The operation I gather from Wiki http://de.wikipedia.org/wiki/Kompostierung

Here is an excerpt on the functioning of the compost. Composting (including composting) is the biological process of nutrient cycle in which organic material easily usable under the influence of atmospheric oxygen (aerobic) bacteria and fungi (heterotrophic microorganisms) is reduced. In addition to carbon dioxide and water-soluble minerals are released, such as nitrates, ammonium salts, phosphates, potassium and magnesium compounds which act as fertilizer. A portion of the resulting reduction in this intermediates is converted into humus.

Today, both amateur gardeners who operate on a smaller scale composting, and waste management in large-scale composting methods make the composting process exploited to produce compost from kitchen and garden waste, organic waste and green waste.

Compost material is suitable for improving soil properties in the gardening and agriculture, of land reclamation, but also for the production of growing media and soil mixtures. Depending on the nutrient content of mature compost is a full fertilizer and can thus make use of additional fertilizers unnecessary.

Factors of composting In General

The waste to be composted must be composed predominantly of organic components and have only low pollutant and Störstoffgehalte. Impurities are as glass, ceramics, plastics, plastic films and composites, rubber, wood, bone, salt or metals.

Can be decomposed carbon-hydrogen bonds, that is

Carbohydrates that occur in plant material including leaves, tubers, roots and seeds and present, for example, as sugar, starch, cellulose.
Fats, oils, waxes contained particularly in meat, plant material, roots and seeds;
Proteins from meat, fish, vegetables;
and to a small extent lignins are the components of wood, leaves, bark, vegetables and plant fibers. [5]

For the decomposition of organic material, the composting microorganisms need oxygen and because they can take their food only in dissolved form, including water. A good ratio of oxygen supply and water content is the crucial condition for the composting process.

Four groups of microorganisms are the main actors of composting:

heterotrophic bacteria
Actinomycetes
Mushrooms
Protozoa
mngrazy commented 9 years ago

https://github.com/DeckerMMIV/FarmSim_Mod_SoilMod/commit/875a9a27cc95a21307abb27b024012774d6335c9

read this ! ;)

DeckerMMIV commented 9 years ago

@Trabby76 - Thank you for creating this issue, that I asked you to do via PM at FS-UK.

As you (and everyone else) can see, I have already put some experimental support for 'compost' into SoilMod v2.0.23 - though the effects might need some tweaking, as I've chosen the following:

Compost that have been spread onto ground, will be affected by the following:

Now the question is; are the above effects useful, or do they need some more tweaking?

jimerik commented 9 years ago

i think it a very great idea and what i can see out of the levels you have giving it now is very useful as when you just need a little n and pk on some fields that this compost can be used because, if you just give manure againg the n is going to be too high just my thougths about this

RagnarokValhalla commented 9 years ago

tabelle_kompost

Table 1: Average levels of essential nutrients in compost; LUFA NRW I think the value would increase by 1 each fit really well

On this page a little further down scrolling, you can see the values of the nutrients from the compost etc.

https://www.landwirtschaftskammer.de/landwirtschaft/ackerbau/boden/kompost.htm

RagnarokValhalla commented 9 years ago

Hello Decker, Thank you first for the inclusion of the compost in the Soilmod. But one question I had as yet, it would be possible the withering of fruit in Solimod off? Because in reality, it is also possible that one or even rape maize harvest later and even then it may be that not all is right.

Best Regards Trabby76

DeckerMMIV commented 9 years ago

Just to follow up with the same response I posted on FS-UK. No, it is not possible to turn off withering. Please see this issue comment too.

Tanglewolf commented 9 years ago

Using the link in the first post iv added compost into a map and all seemed to be fine. Iv noticed since though that slurry/npk/n/pk (products that disappear at a growth cycle) dont reload after a save if they were spread on the ground. If zzz_compostSoil is not included in the mods folder they do reload, but compost is then no longer registered. Iv tried the 'additionalFruitTypes' script to register compost but that failed too with the same results of not reloading. Anybody else noticed this?

DeckerMMIV commented 9 years ago

@Tanglewolf

In my own test-map I have embedded the compost hud-icon and a modified compost_soil.lua script (see here), and am not using the zzz_compostSoil.zip mod, as that mod registers 'compost_soil' as a fruit-type and not a spray-type - it needs to be a spray-type IMO.

Tanglewolf commented 9 years ago

https://gist.github.com/Tanglewolf/b8fc95e9734524fc5dfc

iv got six logs there, the first 2 are saving/reloading with the compostsoil original second two are registering compost as a spraytype third two are without it completely.

mulitlayers are: harvesable crops, compost, soilMod

All ids match as far as i can tell, everything works under testing as expected regarding them.

It seems registering as a sprayType fixes the issue i was having though, thankyou.

Warning: Unkown fillType 'kalk' for Fillable.onCreateFillMaterial was related to GMM in samplemod.LUA, cleaned that up now.

DeckerMMIV commented 9 years ago

It seems registering as a sprayType fixes the issue i was having though, thankyou.

Okay, good. :smiley:

Studying your logs, I noticed that when 'compost_soil' is registered as a fruit-type, it kind-of messes up how SoilMod "thinks" the foliage-layers are supposed to be.

Also I can see that your foliage-sub-layer for 'compost_soil' is using numDensityMapChannels="2". I would say that a value of 1 is enough, to indicate if there's compost or not on the terrain. - Or are you using a special compost foliage-sub-layer, which should reduce its "height" over time? (I.e. similar to SoilMod's manure.)

Tanglewolf commented 9 years ago

Iv not got anything going on with the compost other than what soil mod is doing with it.

I believe I used the soil mod manure foliage layer to create the compost foliage layer as I found no examples .

would it be better altering the the value to 1 or does soil mod effect the compost similar to manure and as such I should leave it?

DeckerMMIV commented 9 years ago

I was in the same situation as you, regarding where to find an example of the foliage-sub-layer for compost. The one I use, have been taken from the Norge Holm map by Pandahma.

SoilMod assumes that the compost layer only has one channel. But will accept more than that, as it will; when spreading set the highest value, and when destroying (cultivating/plowing) set it to zero.

vinKaiZen commented 9 years ago

Any chance to integrate the compost into the next soildmod versions? (or as usual from you, such a nice step by step instruction how to integrate it smile) I´ve tried to integrate the compost into my map and i do not get any effects after spraying and plowing / cultivating the compost_soil (only soil moisture increases +14%).

i tried the zzz_compostSoil.zip mod and as written your compost_soil.lua with loading it in moddesc.

DeckerMMIV commented 9 years ago

@vinKaiZen - If you can see the compost when spreading, and you observed that the soil moisture increased +14% in the areas where there's compost, then I would say you have correctly added the foliage-layer for compost.

But if the plowing/cultivating of compost isn't producing any effects, then there either is a mod conflict, or a failure on my part. - Could you supply your LOG.TXT from a game-session where you experience the problem? Use https://gist.github.com and place the log file there.

vinKaiZen commented 9 years ago

Thanks for your quick reply. I deactivated all unnecessary mods (see log) https://gist.github.com/vinKaiZen/522bb0429b3fc2300ee3

But the problem still exist. After spreading and c

ultivating the compost, moisture increases but no other effects.

DeckerMMIV commented 9 years ago

Looking at your LOG.TXT, I see FruitType registered: compost_soil - this might be a problem, as 'compost' should be a spray-type, and not a fruit-type. You might want to use my version of compost_soil.lua to register the type. - Remember to fix the folder-path to the hud-icon.

Further down in the LOG.TXT, I do not see SoilMod detects 'compost' - so I guess that some other mod is conflicting, by spreading 'compost and making the darker texture', which thereby causes the soil moisture to raise by 14%, due to the 'darker texture'.

Secondly, what is this mod used for?: Load mod: strautmannPS3401 - If this is a customized mod, just to spread compost, then it could be the source of the problem, if it contains LUA scripts.

Lastly, I (apparently) use the zzz_MultiFruit.zip mod (have it in my MODS folder), so that is perhaps why I can fill the non-modded manure-spreaders with compost.