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Realistic Soil & Fertilizer V1.1 fs25-mods

tisonK

152.78 KB

Realistic Soil & Fertilizer V1.1
Realistic Soil & Fertilizer V1.1 Realistic Soil & Fertilizer V1.1
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Description:

Realistic Soil & Fertilizer Mod for Farming Simulator 25 What's New in v1.1.0.0 - Bug Fixes - Fixed #60 — Sprayer/spreader hook now works for all vehicle types - The previous Sprayer.spray and Spreader.processSpreadArea hooks did not exist in FS25 and were silently failing on every load — meaning no fertilizer application of any kind was ever being recorded. Fixed by replacing both with the correct Sprayer.onEndWorkAreaProcessing hook, which covers all fertilizer vehicles: liquid sprayers, manure spreaders, dry spreaders, slurry tankers, digestate applicators. - Fixed #60 — In-game confirmation when fertilizer is recorded - A notification now appears when fertilizer is applied: “Fertilizer Recorded — [Type] on Field X — nutrients absorb next game day”. Throttled to once per 15 seconds per field to avoid spam. Requires Notifications enabled in settings. - New Features - Feat #55 — 20-step real-unit application rate selector - The rate panel (shown when in a sprayer, controlled with [ / ] keys) now displays actual agronomic rates instead of percentages: - Liquid fertilizer: 1–20 gal/ac (1 step = 1 gal/ac) - Dry/granular: lb/ac range calibrated per product - Each fill type has its own reference base rate (liquid fertilizer, lime, slurry, UAN32, manure, etc.) - Feat #55 — New center-scroll HUD panel - Current rate displayed large and centered, with ±2 adjacent steps dimmed on each side and a thin progress bar showing your position across all 20 steps. Burn warning still appears below when rate is in risk territory. - Feat #55 — Imperial / Metric units toggle - New setting in Game Settings ? Soil & Fertilizer: Imperial Units (default: on). When on: gal/ac and lb/ac. When off: L/ha and kg/ha. Each player can set their own preference independently. - Upgrade Notes - Rate selector resets to step 10 (1.0x) on first load — same effective default as before. - No savegame changes required. - The HUD has been completely rebuilt. It now shows live field data for whatever field you’re standing on — no more static legend that told you nothing useful. - What’s new: - HUD now displays real-time N/P/K levels, pH, and organic matter for your current field, with color-coded status bars (Good / Low / Critical) - Shows the field name, current crop, and whether fertilizer has been applied - HUD is now moveable and resizable — right-click it to enter edit mode, drag to reposition, drag a corner to resize, right-click again to save - Per-vehicle fertilizer application rate control — adjust how much each sprayer applies directly from the cab (new key bindings) - Expanded fertilizer profile library with real-world agronomic types (urea, DAP, MAP, potash, dolomite, digestate, and more) - Fixed a crash when using sprayer rate key bindings - Fixed new fields starting with incorrect soil values (now matches base game) - No save migration needed — existing saves load normally. - Version 1.0.8.1 - Fix: Initial field state now matches base game - Fields were starting with healthy-looking values (pH 6.5, N/P/K looking fine) while the base game simultaneously showed “needs liming / needs fertilizing” — two systems saying opposite things. - The root cause: our default values were calibrated for healthy soil, but the base game always starts fields at lime_state=0 and fertilizer_state=0. This update aligns the starting point so both systems agree. - Version 1.0.8.0 - Fixed a silent bug where fields were not being tracked correctly. - FS25 field objects do not expose a numeric field ID directly — the mod was looking in the wrong place, so field fertility data was never initialized and plow events were silently ignored. - Fixed issues: - Field fertility now correctly initializes for all fields on game load - Plowing now properly registers on the correct field, applying soil organic matter bonuses as intended - No save migration needed — data will re-initialize automatically - If fertility data never changed or plowing seemed ineffective, this update resolves both issues. - Version 1.0.7.3 - [Multiplayer Hotfix] Bug 1 — Settings permanently locked on dedicated server: - The settings UI captured admin status only once (at first open), guarded by `soilFertilizer_initDone`. If the user database hadn’t populated yet on join, controls stayed disabled. Now `updateAdminState()` is called on every frame open so admin status is always current. - Bug 2 — HUD setting changes affected all players: - `hudPosition`, `hudColorTheme`, `hudFontSize`, `hudTransparency`, `hudCompactMode`, and `showHUD` were routed through the server and broadcast to all clients. Moving your HUD moved everyone else’s. These settings are now `localOnly = true` — each player controls their own HUD independently. - Version 1.0.7.0 - The HUD (J key) has been repurposed from a live per-field data display into a quick-reference legend. The full field data is now served by the Soil Report dialog. - Fixed settings page injection issues causing other mods’ settings pages to appear blank when SoilFertilizer was loaded. - Fixed a runtime error in the HUD where a method did not exist. - Added g_fieldManager:getFieldAtWorldPosition() for the most accurate field detection, resolving mismatches on complex maps. - Added color coding for N / P / K. - Version 1.0.6.0 - HUD: Status-Colored Soil Display - Soil nutrient lines now show health at a glance with color codes: ???? Green = Good, ???? Yellow = Fair, ???? Red = Poor - Compact mode shows single-letter abbreviations: N: 45 (G) instead of N: 45 (Good) - Orange warning ! Needs fertilizer appears when any nutrient is below the critical threshold. - Last harvest info shows days since last harvest. - Added g_fieldManager:getFieldAtWorldPosition() for accurate field detection. - Fixed settings UI corruption on dedicated servers. - Internal cleanup: duplicate position detection removed. - Version 1.0.5.1 - Critical HUD and multiplayer fixes: - Fixed console command crash - Fixed input registration errors - Fixed hidden keybind - Improved field detection in HUD - Fixed identical field values issue - Added multiplayer safety guard to prevent desync. - Key improvements include robust field detection, natural soil diversity, multiplayer safety, better input handling, and crash prevention. - Testing confirmed functionality in singleplayer and multiplayer. - Version 1.0.3.1 - Added validation functions for element types. - Implemented template caching. - Added candidate scanning with validation. - Added post-clone validation. - Cache resets on retry. - Improved error messages. - Version 1.0.3.0 - Fixed GUI injection and validation issues affecting settings menu appearance. - Now compatible with both singleplayer and multiplayer modes. - Major improvements in validation system, multi-mod compatibility, and retry logic. - Fixed zip structure and module path issues. - Enhanced error handling and user feedback. - Version 1.0.2.0 - Architecture refactor & multiplayer improvements: - Added HookManager for hook lifecycle management. - SettingsSchema as single source of truth. - Constants for config values. - Logger for consistent logging. - Multiplayer sync events and retry logic. - Bug fixes include safer function replacements and field data cleanup. - Code quality improvements and better logging. - Added support for other mods and server environments. - Version 1.0.1.6 - Fixed missing file causing errors at savegame start. - Version 1.0.1.3 - Added new settings for seasonal effects, rain, and plowing. - Improved GUI initialization and compatibility checks. - Version 1.0.1.2 - Fixed soil indicator visualization, crop yield effects, fertilizer costs, equipment wear, and soil texture effects. - Version 1.0.1.1 - Fields can be scanned but show default values. - Compatibility with Precision Farming. - Fixed settings tab issues and other bugs. - Version 1.0.1 - Compatibility fixes with other mods. - Fixed issues with soil data and game crashes. - Improved stability and detection. - Version 1.0.0.5 - Fixed shop screen and in-game map issues. - Disabled settings in pause menu temporarily. - Added compatibility for Precision Farming. - Ensured data initialization. - Improved error handling. This mod adds depth and realism to soil management and fertilization in FS25. It introduces dynamic soil fertility, nutrient cycles, and realistic fertilizer economics, making farming more challenging and strategic. Key Features: - DYNAMIC SOIL FERTILITY: Tracks nitrogen, phosphorus, and potassium levels, with depletion and recovery. - REALISTIC NUTRIENT CYCLES: Crops extract nutrients; organic matter and pH influence fertility. - FERTILIZER ECONOMICS: Multiple fertilizer types with varying costs and effects. - CUSTOMIZABLE DIFFICULTY: From simplified to hardcore settings. - USER-FRIENDLY INTERFACE: Integrated into game menu, console commands, real-time notifications, and field-specific info. - FULLY COMPATIBLE: Supports multiplayer, all maps, and other mods. Gameplay Impact: - Enhances fertilizer management importance. - Promotes crop rotation strategies. - Adds economic planning. - Increases realism without excessive complexity. Console Commands Available: - soilfertility - SoilEnable/Disable - SoilSetDifficulty 1/2/3 - SoilFieldInfo - SoilShowSettings - SoilResetSettings Installation: Extract to your mods folder. Configure settings in-game under “Soil & Fertilizer”. This mod is ideal for players seeking more depth in soil health and fertilization, balancing realism and playability to enrich your farming experience.

Comments:


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  • markellis85

    13 Mar 2026

    I found the real-time regulatory features useful when managing multiple fields during peak harvest season. Adjusting application rates dynamically based on real-time nutrient levels kept my yields healthy and growing strong. The adequate pop-up notifications complex yet straightforward. Great job!

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  • sgt_smith

    13 Mar 2026

    Great work on bringing innovations to the soil and fertilizer system! This definitely enhances gameplay strategies. Would love to see updates improve interaction dialogue usability, just to streamline the user experience. Thanks for keeping Farming Simulator fresh!

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