The April devlog, a regular meeting point on the game's website where developers meet player expectations, is rather loaded with more than 30 questions. Below is a translation of the article available on cattleandcrops.com.
"Hello community"
Today the developers are answering a few questions. It is often asked whether or not features are planned, so they give some information on those to come.
# 1: Will there be different ways of working the soil?
Yes, and different equipment will have different impacts on soil and crops.
# 2: Will there be different fertilizer and spray treatment?
We should be able to make these own mixtures of products "by hand". The different treatments then have different effects on the soil or the plants, depending on their preparation.
# 3: Will there be realism for transmissions like the one brought by the Gearbox Mod of FS?
Other transmission options are planned. Of course, in addition to the current automatic mode, there will also be hydrostatic and manual transmissions (with gear change interruption, intermediate accelerator…). In addition, the clutch pedal of your steering wheels will not always be useless 😉
# 4: What kind of cattle will there be?
Until version V1, fattening and breeding are planned, maybe even milk, if we have enough time. You will be able to decide, what kind of shed you want to have, for example. fattening, bulls, slurry cellar. Depending on how you feed and care for the animal, you will ultimately have different qualities. But for that, we first need the building site system and a building menu.
# 5: Will you be able to give workers the option to cultivate several fields in a row?
This feature is under development, with the assignment of multiple workers to a domain, and will be integrated into the game with one of the following versions.
# 6: Will there be a tramline function?
Yes, the function will come.
# 7: Will the worker be able to tamp the silo?
When the silo system is reworked, the worker will be able to tamp it down.
# 8: Will you be able to overload the trailers?
Overloading should be possible later. If this is the case, a pile will be created on the ground with the corresponding type of crop and the corresponding quantity.
# 9: Would it be possible to pair the Lacotec with the Claas?
Theoretically, all Claas cutting units and implements that have a front PTO can be attached to the Lacotec.
# 10: Is Drivecontrol planned?
Parts of the Drivecontrol mod are already present in CnC, such as the shuttle or all-wheel mode. More functions, training and control aids will follow.
# 11: When will multithreading be supported?
Multithreading is already in use. The physics engine, plant growth, and some worker functions run in the background on separate threads to avoid waiting time or delays in the game loop.
# 12: Will we have an entry / exit animation?
When we find the time to tackle the animations, there will also be an entry / exit animation.
# 13: Will the Cropmaster 3000 be in the game with the release?
We don't know if the CropMaster 3000 will be in the game right off the bat. We may use a HUD first until the features for direct control on the console are programmed and ready.
# 14: What's going to happen with the physics when driving?
Driving physics are continuously improved. The current state can be seen as a technical prototype. In the medium to long term, we want vehicles and tractors to continue to feel more realistic. This means that we will mainly be working on the vehicle settings and on the engine and transmission data. A tire pressure simulation will follow soon. The most obvious change will likely be the adjustment of the physics of the soil on the fields, and the mud.
# 15: Is the functionality of rentals going to be improved when it comes to its display?
This will be improved at the appropriate time as there are even more options. But to do this, we need a more detailed financing system. The display in the user interface will also be improved.
# 16: Will user actions be included in vehicles as well?
Yes, there are plans to activate the controls directly via the vehicle display as well, but it will take a little longer.
# 17: Will the density of the vegetation be able to be adjusted more precisely?
Yes, there will be more options available.
# 18: What about a mobile mill?
It's planned but a little later on our Todo list.
# 19: Will there be older tractor models?
For the moment, we are limiting ourselves to a rather recent fleet of vehicles. When this is all done, older tools or modern day classics could be added. What brands or models it might be, we can't say. We hope the modders have a blast.
# 20: Will the vehicles be configurable?
An accessories store is planned. Equipment, wheels or weights are also intended to be configurable.
# 21: Will there be a function for several vehicles to follow each other?
The "single file march" is planned, we cannot yet say when it will be implemented. For now, this can be tested via the followVehicle console command.
# 22: Will it be possible to cut the crops?
Cutting crops will also be possible.
# 23: Will there be a fast farm truck or Unimog?
Something in this direction is planned but we cannot say what or when at the moment.
# 24: Will we be able to control the keyboard worker like FS?
Yes, it will come, a short press on the button activates the worker who starts immediately. On top of that, we create a background job with all the existing things for the operator, machine and field. When you want to start the worker by pressing the key longer, you will be redirected to the task and can edit it. We also plan to improve the employee so that he recognizes which parts of the field have already been cultivated by the player.
# 25: When will there be a manual to learn the basics of CnC?
We want to discuss this topic with you in the forum in the near future, some of you have already created things, especially in PDF. The second step is a wiki, directly in CnC. Within it, all the explanations are summarized with texts, images and videos for different parts of CnC such as cultures, modding, etc.
# 26: Will you implant crisis situations like illnesses?
Disasters and diseases for fields, plants, animals, machines and workers are foreseen.
# 27: Will it be possible to define multiple keyboard shortcuts?
We have a concept for double key binding with modifiers (Editor's note: If you understand what he wants to talk about ... come tell me in the forum). In conjunction with a throttle, this will significantly improve steering.
# 28: Can you place a pile next to the silos to make loading easier?
A static pile next to the silos wouldn't be nice, but maybe later on there will be alternatives for the telehandler like a small ramp.
# 29 Will there be a sound to enter / exit?
The Early Access version only includes the necessary sounds. We have already had different appointments for sound recordings. You can expect a more realistic and varied sound rendering.
# 30: Is the worker going to have a break feature?
Another HUD for the worker is planned. It will show where the worker is and his status. In addition, there must be more functionality per worker, controllable via buttons, one of which is a pause function.
# 31: Will there be an option to have the camera rotate in the direction of the character when directed at the keyboard?
This is expected and will then be adjustable in the options. The camera should then also automatically turn backwards when reversing.
# 32: Can we cover the silos with tarpaulins?
We will implement it during the EA phase - filling, rolling, coating and fermentation.
# 33: When will the farmhouse be improved?
We will add objects and rooms.
# 34: Will the points of interest be marked on the global map?
In the menu you can see the first overview. When you hover the mouse over the marks, an information text is displayed. You can now also set waypoints and trigger autopilot.
Translated from the site cattleandcrops.com