Realismus Modding has just announced on its site the release of its Season mod, which completely revisits the gameplay of Farming Simulator 19.
The new version of Seasons, designed for Farming Simulator 19, brings many new and improved features: improved crop growth, weather conditions, updated sound, animals… almost everything is there to increase the realism of the game. one wonders if an agricultural simulation that displays its 10th year of existence should not include these original characteristics ... But rather than criticize, let's take stock of the mod that has just arrived.
Crop growth
Seasons 19's growth system has been revamped. Every year is not the same and the success of the harvest is not predetermined. Watch out for bad weather that destroys your crops, whether it's frost or drought. Also plan a year in advance for your fields to remain fertile using crop rotation.
Improved weeds
Farming Simulator 19 added weeds, weeding and spraying. Seasons changes the default behavior of weeds by growing them slowly in areas rather than entire fields.
Weeds do not grow in patches until the temperature is correct. They grow like little weeds everywhere and ripen when the weather is hot. When it gets too cold, the weeds will die on their own. The modders have implemented preventive spraying. If you spray early, you won't have weeds in the field until harvest. Mechanical weed control can only remove young weeds and has no preventive function.
Growth influenced by time
Three new growth states have been added: planted, germinated and failed germination
Germination takes place every day, provided that the soil temperature is high enough. Normal growth still only occurs during a change of period. When crops are planted, they will initially be in the “Planted” state and then change to “Sprouted”, provided the soil temperature is high enough. Germination can also fail in parts of your field when conditions get too cold or too dry.
In FS 17 version, entire fields would die if they were planted at the wrong time of year. In Seasons 19, the growth and germination system has been redesigned to be more natural and more alive. Dry spells and frost can damage parts of your fields. It is therefore important to try to plant at the right time and when the weather conditions allow it.
It is possible that too late crops will germinate, but they will never mature. It is then necessary to consult the calendar of the seasons and make sure to plant the crops at the right time.
Crops have 3 states of maturity: planted, young and mature. All crops have 3 resistance indices, depending on their state of maturity. A new help page has been added to the Seasons menu to display resistance ratings for each maturity state, by plant.
Crop rotation
Crop rotation is the practice of successively cultivating different crops that are beneficial to each other. This is now possible in Seasons 19 and with successful planning and execution, yields will increase and the need for fertilization will be reduced. Efficiency of up to 120% is possible using an ideal rotation.
Crops are divided into crop categories and have dependencies that determine whether a previous crop category is favorable, neutral, or unfavorable for yield. Some crops are more suited to the next crop.
It is also possible to leave a field fallow and restore it over a year. The most common crop rotations should be able to be simulated, including the effects of double cropping.
In the HUD, you will be able to see the crop categories of the two previously planted crops. Along with a rotation planner, this will be an important tool in planning the next crop to be planted.
Rotation planner
The Crop Rotation Planner is a new tool specially designed to allow players to plan their rotations. It can hold four spins (one per column) and they are saved, even in multiplayer.
Weather
The new sky and the removal of the skybox called for a complete rewrite of the weather system with more detail, variety and immersion. The new cloud computing system has been integrated into the new generation of weather forecast which makes it possible to increase the number of events every day. Rain in the morning, cloudy skies in the afternoon and thunder at night: everything is now possible.
Wind speed and direction are now modeled. Wind speed is a key attribute of how quickly grass dries. The income from wind turbines also depends on the wind speed and with very strong winds they will stop. The visual turbines will also follow the direction of the wind.
Detailed forecasts and uncertainties
Weather forecasts are now much more detailed. It includes not only the minimum temperature, the average temperature and the maximum temperature, but also the wind speed and the probability of precipitation. The forecast precipitation is also shown. As drying hay requires good weather, the appropriate time for drying grass is indicated in the forecast (more on this feature in the grass section below). In addition, the next 24 hours are broken down into blocks of 3 hours for even more frequent information.
However, the forecast is not entirely certain: the further away the forecast, the more uncertain it is. Rain forecast for 5 days may not occur. Meteorologists don't know everything, so it's useful to check the forecast regularly!
The snow
A few small changes to the snow mask on the Season mod: Thanks to the new graphics engine changes, the snow really falls to the ground. This allows for a lot of snow, even on unprepared cards. However, it is very likely that the result will be bad until the map is fully optimized.
Ball rot still requires a fully prepared map with a special Seasons mask, so that every point that is supposed to cover the rot also performs this function. Map modders will likely have to revise their maps for the snow.
Pets
The animal system has undergone a complete overhaul with new complexities and more depth. The age, weight and sex of each animal you own are simulated. The food intake of each animal depends on its age and weight. Weight gain also depends on their age and weight, as well as their diet. To maximize weight gain, the best food should be provided.
Cattle can produce manure or slurry, but not both. What they produce depends on the presence of straw. It fits better with the way real farms are run. Not using straw will cause a slight drop in productivity, but slurry is much easier to handle and is worth more to a farmer than manure.
Taking care of the health of animals has become of utmost importance. Keeping them overnight in a trailer will kill the animals due to lack of food, water and movement.
The hens lay eggs. To have chicks, take a rooster. The ideal is 1 rooster for 8 hens. The chances of reproduction decrease with fewer roosters.
Raising animals for meat production is now possible. As animals gain weight and age, their growth rate decreases, while food consumption generally follows weight. The key to maximizing profits is finding the balance point between optimal weight and age of animals. The price per kg is higher in young animals and weight gain will slow down with age.
Races
Seasons 19 includes real animal breeds and each breed has its production. Some breeds are intended for the production of meat, while others are specific breeds for the production of milk, wool and eggs.
For example, cattle are now divided into five breeds: Limousin, Saler, Holstein, Ayrshire and Brahman. Limousin, Saler and Brahman being meat breeds, calves are bought at a weight of 300 kg for fattening. They have different prices and weight gains. Holstein and Ayrshire being for dairy farms, 2 year old heifers are available for purchase. Their milk production will follow lactation cycles. The mod assumes that artificial insemination is performed and a 14 month gestation cycle is followed (9 month gestation and 5 months between gestations).
The other animals have similar characteristics to create a more varied, realistic and interesting breeding gameplay.
Horses
The horses received special treatment. The game now attempts to imitate a farm that provides housing and basic care to a horse for its owner. A horse can be brought to the farm for free. It should be fed, cleaned and ridden every day. Depending on the number of treatments received, income is provided each day. Some races require more upkeep to earn the same amount as other races. Horses also provide more money when they are in great shape.
All of this presents a high risk: an unhealthy animal can die. It will cost a little money to reimburse the owner.
Pasture
Farming Simulator 17's grazing mode has been integrated directly into Seasons 19. Animals in enclosures with grass will consume grass instead of feed in the trough. Please note that the grass in an enclosure can be completely eaten. It depends on the size of the pen, the number of animals and the time of year.
Water pump
Animals require a lot of attention. Daily food and water. The water requirements of the animals have been corrected to more closely match realistic standards. To make it easier for players in the drinkers, a new water pump can be placed near the animal pen: it will automatically maintain the water level in the drinkers at a minimum of 15%. The cost of water is subtracted from your account.
Better grass handling
The many engine and script changes in Farming Simulator 19 allowed for new features. Two of these are a multi-stage grass drying process and an improved rotting process.
A new multi-step drying process has been added to create hay. When you cut wet grass, it must dry in the sun to become hay. When cutting dry grass (low moisture content) it does not need tedding but still needs to dry out a bit. This means that making hay now depends on the weather. Good planning is necessary. More detailed forecasts will certainly help here. If the hay is left in the rain, it will get wet again and eventually it will start to rot. Freshly mown wet grass will not rot until the second night after mowing.
Hay and straw rot when they are outside in the rain. However, piles of straw and hay inside buildings will no longer rot, as they did in Seasons 17. Grass still rots, as this material is wet. With the new drying system described above, it will take two days instead of a month for rot to start on piles of grass.
Improved graphics and audio
Seasons 19 received a new system for graphics: custom shaders. In collaboration with GIANTS, the team created new shaders and special custom textures. The trees gradually change in appearance, instead of the sudden change in color in Farming Simulator 17. The leaves grow in the spring until they are fully developed in the summer, after which they will turn brown for the fall. The color of the tree depends on the time of year, the tree and the weather.
Seasons lighting has been rewritten to fully accommodate Farming Simulator 19's new lighting system. It does away with the moon in favor of darker nights and improves dawn and dusk lighting. The amount of daylight depends on the time of year.
The new weather system integrates fully with the new cloud system. A varying amount of cloud is displayed throughout the day and moves with the direction of the wind. Seasons adds a new weather event: the tempêtes. They produce thunder and an occasional lightning effect that lights up your fields.
Immersive ambient sound system
Seasons replaces the wind and rain sounds in the base game with a new system. This new system is closely related to the visual elements: it is possible to hear the speed at which the wind is blowing or the force with which it is raining or hailing. A large set of sounds are mixed in real time to create the desired effects both inside and outside the vehicle.
Adjustment of vehicle maintenance and repair
The base game repair system has been improved with new algorithms. Visual wear and repair status are now independent. To improve the performance of your vehicle, you need to repair it. To make the vehicle in good visual condition, you will need to repaint it. This is expensive, depending on the size and complexity of the machine.
So much for the Season mode overview. It is available on PC and MAC, and probably later on consoles after many bug fixes.