Ideas for the gameplay in Cattle and Crops

    • Ideas for the gameplay in Cattle and Crops

      Finally after some hours spent translating and some communication between, Celciur, Dylan, Memphis and I, this thread is ready to go live.

      This will be the english part of Celciur’s thread Ideen für das Gameplay von Cattle and Crops where you can post your ideas for things you would like to see in the game in the future.

      Celciur and I will work togther to keep both threads up to date with all your ideas and the plan is to keep this thread alive long after 1.0 is released. To make our lives a bit easier we ask that you check the list down below before suggesting ideas.

      Once EA is released we will start to mark ideas in the list that are either, being developed or are partially integrated, for now we have made marked 2 ideas as an example. There will be 2 colors used for this: Ideas marked in green are things we know are being developed and ideas marked in yellow are things that are partially integrated

      As a last note, I'll try and see if I can translate German post that has been referenced in this list as well as make a shortish translated version of the global market idea, where I more or less just summarize the basic ideas from that thread. All translation will be added as a post/comment to this thread and reference links to the posts will be added to the respective ideas in the list. However this will take some time to do so don't expect that to happen any time soon(but knowing me I'll probably pull a few all nighters to get it done fast). If any of you want to help translating those posts/comments then feel free to do so and post the translation down below and then throw me a pm so I can add a reference link in the list

      Some of the ideas in here comes from the old IDEAS and WISHES for the game thread, that has now been closed. I would at this point also like to encourage you to contact me in any way you want if you find/see an idea on the forum that you think should be added to the list.

      So get to work and start coming up with amazing ideas that can help make the game even better

      Overview:

      Manual Labor:

      - Manual labor at the farm (Using a manure fork to muck out and using a shovel to srabe the rest up and into a bucket which can be carried away, which is more realistic than doing it with a front loader).
      - Sweeping the farm with a broom if you want to(the farm will become more and more dirty if you don’t).
      - Milking the cows manually if you don’t have a milking facility if the barn is too small for one.
      - Milk containers (that you can put on pallet or on a truck where you can strap them down and take them to the local dealer/shop)
      - Manually fill small seeders with seeds(Moving sacks to the seeder and filling it with them)
      - Gathering eggs (there should be functional chickens and not just decorative)
      - Manually attach/detach machines/trailers etc (Is currently being developed)
      - Manually repairing vehicles/equipment or other defects on the farm or in the game.
      - Asparagus cultivation (Propably difficult to implement, because it would require many AI helpers in singleplayer mode)
      - Grapewine pruning (if this fruit makes it into the game)
      - Replacing silage foil

      Building functions:

      - Buildings that can be expanded (They will be small in the beginning of your career)
      - Detailed construction/extension of buildings (1. Framework; 2. Roof, interior, paneling, windows, doors, gates; 3. Electrical equipment, machinery, Storage tanks, external components)
      - Contractors (Where you can hire temporary staff members)
      - Other farmers that will compete with you on the map with the option to take over their farm or supporting/helping them (for example if they have fallen behind on their harvest schedule and are now risking loosing their crops)
      - Workshop for maintenance, reparing and upgrading vehicles and equipment(possibly with a restoration function for oldtimers)
      - Used machines dealership (Vehicles and equipment here have more hours on the clock and have a financially higher age-related maintenance and repair cost and you have the option to rent the machines for a price that depends on the age of the machine)
      - A bank where the amount of money you can loan is based on the farms economic value (interest rate depends on how long your farm has existed with you as the owner, for financing loans for new machines)
      - Advisors for famers (Function: Recommendation for crop proteciton, investments in new machines or wind power and solar systems etc)
      - Several agricultural machine dealers who are willing to give discounts to costumer who buys a lot of machines from them
      - Animated milking facility
      - Animated and accessible shops (E.g. Aunt-Emma’s shop, agricultural dealerships)
      - Other farms that compete with you and effects market prices when buying and selling stuff like price for seeds and selling value for crops
      - Placeable fence for creating boundaries with collision detection
      - An Office with a PC where you can check for news everyday (Email inbox/outbox for advertisement and offers from manufactures and dealerships, paying bills, ordering feed etc)
      - Auction buildings (Fields, Vehicles, Machines, Equipment)

      Machine/Equipment functions:
      Speciel thread for suggesting brands etc for the game - Wunschliste für Hersteller und Maschinen

      - Removable parts on equipment/vehicles (Removing/adding sides on tippers, additional cost for buying the parts)
      - 4 wheel drive and differential locks that interplay with driving physics (Using differential makes it hard to turn, not using 4wd in the field when it slippery will make it hard/impossible to move forward/backwards etc)
      - Adjustable PTO speed (depending on device, 540 or 1000 rpm)
      - The capacity of the trailer/machine is calculated on the actual volume of that model (for example, tippers/trailer can be filled as much and you want
      - Overfilling trailers (Slurry tanks can overflow as well)
      - Damage to the model and paint scratches which can be fixed at the workshop
      - Bicycles that you can ride on
      - Breakdowns / defects on vehicles that can happen at any moment and anywhere (option to repair yourself or call for a service repair)
      - Sprayers can be adjusted as needed (halfside turned on, spray nozzles can be turned on/off)
      - Wear and tear on equipment and vehicles.
      - DIY maintenance / repair to reduce the upkeep costs for your vehicles, machines and equipment (maybe in the form of a minigame, option to get a maintenance contract that will take care of everything, for those who don’t want to take care of their machines themselves).
      - Test drive a vehicle (You can use it for 8 hours free of charge after that you can extend it by more hours by paying a fee)
      - Newly bought vehicles wont have a full tank of fuel (Maybe around 5%)
      - Advanced combine/forager controls (Setting the height of the header, a button to stop the header while the tresher keeps going, reel control, Automatic and manual control of forage harvester pipe)
      - Different ”dirt” colors and placement of the ”dirt” (When compacting silage the wheels and hood gets a green’ish dirt color, when you are working in the field when it’s wet it gets a more muddy and brown color) – For illustration IDEAS and WISHES for the game

      - Sickle bar mower with or without a conditioner (Effect on the feed quality)
      - Baler must be emptied of any remaining straw or hay before you start baling a new material (For example you need to empty it for straw before you start baling hay and vice versa)
      - Smaller and more agile vehicles
      - Adjustable tyre pressure --> for more info go to post #5
      - Directional Tire grip --> same as above
      - Swapping left and right tire --> same as above
      - Batteries has an overall life time and leaving the lights on when the engine is not running drains the battery. Cold weather can drain a battery entirely.
      - Combi round baler (baling and wrapping). See post number #55 for more info
      - When lowering the plow it wont go into the ground immediately, it will rest on the ground and then dig into it when you drive forwards. Post #2 here
      - Manual and automatic adjustment of rpm, when you use the pto and the ability to set the exact amount of rpm you want for doing field work or when you just want to give you "foot" a break when you are on a long trip.
      - Incab control units for equipment that can be adjusted eletronically, if the machine can use the integrated screen(Claas arion) then it uses that and if it has it's own control unit then it should "popup" inside the cabin when that machine is equipped.

      Field, crop and meadow functions:

      - Manure/slurry from livestock (which can increase soil quality when it has been plowed into the soil)
      - Different populations of livestock have different effects on arable land and pastures
      - Intercrops(like radishes) can enhance or degrade the soil
      - Realistic and season-dependant field work (Crop specific period for the highest possible yields)
      - Leasing fields for a certain amount of time before buying it (Before potential competition leases it)
      - Planting grape for vine (if this fruit is added to the game)
      - Use your own seeds for each crop species with the possibility to produce them yourself (for more info go here This post is in german)
      - Producing hay is dependant on the weather and takes time before it’s ready (possibly with some sort of display telling how dry it is in percentage and maybe showing the loss in quality, mold etc.)
      - Organic farming without using chemicals (more effort > costs more > more expensive when selling) using useful insects.
      - Different variations of the same crop species
      - Hops for beer production
      - Different variations of the same plant species (With different advantages and disadvantages such as resistances, growth time, different yields, genetically modfied plants)
      - Expandable fruit varieties with economic cycles
      - Mixed crop variants (for example, if the adjacent field to your field with barley has been chemically treated then there can be up to 5% genetically modified barley in the beer)
      - Realistic density/volume of crops etc (20 ton of wheat doesn’t have the same density/volume as 20 tons of forage)
      - Free standing "silos" (you can make small silage clamps than can ferment directly on the field/pasture/meadow) cover it with foil and tires/sandbags
      - Silage can become bad with a low solidification (it will start to mold and the bad parts must be removed)
      - Root crops (Potatoes, turnips, asparagus)
      - Storage of manure on the field edges (Will affect soil quality near it, especially after rain, crops planted near it will be show signs of standing in a more nutrient rich soil)
      - Besides insects attacking your plants there should also be diseases (like fungus)
      - more cultivation options (for example using a disc harrow or subsoilers) for more info check post 183-187, Ideen für das Gameplay von Cattle and Crops
      - Orchards (Apple trees, etc)
      - Double seeding, You get double the straw but loose grain
      - Grass and Corn/maize silage is not the same thing, they should be treated as such --> more info in post #19
      - Cauli flower crop --> see post #24
      - Seeder needs to be emptied of previous crop type in order to change to a new crop type. In other words each crop type has it's own seed(wheat seeds, barley seeds, grass seeds etc)

      Livestock gameplay:

      - Cows, Sheep and pigs can be be moved by the player (from pastures or to milking station)
      - Selective breeding and production of animals using their individual attributes (Sex, maturity, age, weight, health, milk it produces/performance)
      - Extended cattle raising (for more info This post is in german)
      - Going for a pure livestock farmer(no crops) has it’s disadvantages (where the idea of a global market Global Market Idea - Translated may be a good approach for selling your manure/slurry, otherwise additional expenses would be needed to move it elsewhere to avoid groundwater pollution)
      - Horse breeding (where you need to keep them fed, watered, muck them out, maybe hire a person to train them)
      - Naming your animals
      - Veterinarians (Not using a vet can lead to epidemics which leads to emergency slaughter, which is punishable if it's your own fault(e.g neglect)). Global market would also be interesting here because that could also be affected if a player(hopefully not intentional) sells bad feed that can effect all the livestock (The consequences might be visible on the livestock, e.g on the skin, matte = bad or shining = good)
      - No more dropping bales near livestock and it then getting distributed magically - see post #78 for a deeper explanation

      Ambient/Immersive gameplay:

      - Traffic light and traffic rules (breaking any of these will be punished with a fine, option to disable this in the settings)
      - A farm that feels alive (for example, having a dog, cats, free range chicken running around and also needs to be fed and possibly family members and employees walking around/from one task to the other)
      - A town that feels more alive with small shops that sells things like food for your pets that you can buy.
      - Pedestrians and cyclists moving around (on dirt roads as well and some of them walking with their dogs)
      - Maybe give the residents of the map(humans and other animals) a solid body with collision(if you hit them they fall over and you get a heavy fine but they wont get hurt)
      - If people or other animals like cows keeps walking on the same route they will over time create a visible dirt path there (can be reverted back to it’s original state using some sort of equipment)
      - A wide range of traffic vehicles, Semi-trucks, cars, buses, sprinter trucks, bus stops and possibly workers driving to the farm each day(with the bus or own car)
      - Visible competing farmers working on their fields and even driving on the roads(could make the singplayer feel a lot more immersive)
      - Employees working at the farm (for example compacting the silage silos)
      - Small garden with a patch for growing vegtables, that you can work in using hand tools
      - Buildings decay/deterioate over time (for example the gate is broken so you can’t get out with your tractor / combine) and maintenance of the of the bio-gas system
      - Helping other farmers, including NPC’s (Helping them harvest before a major drought, a big storm or before winter comes)
      - Airplanes flying up in the sky
      - Birds and other insects flying/crawling around
      - A working lawn mower to mow your garden and grass around your yard
      - Various services for the municipality, which you get paid to do (snow clearing, lawn/roadside mowing etc)
      - Native wild animals (fox, deer, wild boars, etc.)
      - The dog from the ”welcome to your farm” video, that greets the player with a joyfull tail-wagging
      - You have to keep a certain distance to lakes and rivers to protect them from/against pollution damage etc.
      - Trees and bushes that plants them selves(like they do in real life) and grows over time
      - Character is affected by the temperature, so you need to remember to stay warm/cool by adding more clothes and/or turning on the aircondition
      - Purchasable Oil, grease cooland etc for maintenance

      User Interface:

      - Dynamic cockpit movement(the camera moves around realistically depending on the surface you are driving on and the speed)
      - A character menu where you can create your own character so we don’t have to choose between 3 different versions of male and female characters(Like fallout and the elder scrolls).
      - Global market that is controlled by the players (players can sell stuff like used tractors on there and then other players can buy those, even players using singleplayer can use it and everyone has an effect on it kinda like in ”Elite Dangerous” this would also benefit players who focuses on livestock breeding and doesn’t use the fields, this also means that the prices and the demand changes depending on what the majority wants at any given moment) go here for more info on the idea itself Global Market Idea - Translated
      - Editable marks when buying a new vehicle
      - Comprehensive setup menu (difficulty level, personal preferred simulation depth)
      - The ability to change control setting in-game, so you don't have to go back to the main menu to change a control and the reload your save.
      - FOV slider and POV slider and possibly advanced seat controls like in ETS2
      - Holding down LMB will move the sliders one way slowly and holding down RMB will move it the other way
      - More incab controls

      Other agricultural activities:

      - Production of your own fertilizer as an industry branch (using organic fartilizer from your livestock or the nature, this way you produce yor own and you can sell it on the global market to other players, see link above for more info on the global market)
      - Production of seeds, so you wont have to buy them from the dealer and this can also help shape the price
      - Realistic silage compacting (layer by layer)
      - Control pests using their predators(Don’t always go for the good old chemicals, instead implement the pests with their predatory counterparts, so you can fight pests in your crops by sending out insects that eat those pests) – Not sure if this is the correct translation, I will confide with some advisors and get back to you
      - Bales are pressed in a real weight ratio, they can go bad, realistic physics (even when approaching)

      Campaign and story relevant Gameplay:

      - Small campaign (Possiblity to make it yourself. Maybe linking it to the tutorials)
      - Suggestion for the Campaign: Your are the daughter/son or maybe just a new person and you are about to inherit/take over managing the farm, each time you complete a task the machine/equipment used become your. So You plow a field and once done you now own the plow(maybe even the tractor), then you cultivate and then you own the cultivator etc, once you have plowed, cultivated, sown and harvested field, you own the machines used and the fields. Same concept for the livestock.
      - Add voice over for the text parts in the tutorials and the campaign (doesn't need to be a well-known actor(s) but one with dedication and maybe using the appropriate dialect)
      - An era-module. (You begin in the 1950's with old machines and as time passes newer and more advances machines are developed and you can then test and buy those machines. Kinda like in games where you begin in the stone age and then work your way up the history and get more advanced tools etc)

      Other gameplay elements:

      - Placeable air pressure guns (common in wine cultivation in order to expel birds)
      - Realistic working speed (hard to implement when you can specify how long 1 game hour is according to real life)
      - Characteristics and needs for your character where driving comfort has an effect as well(Exhaustion --> break / sleep, hunger, thirst etc) weather also effects you(temperature, moist level) - Like the iNeed mod and the Frostfall mod for skyrim
      - Delivering time for new machines/equipment (things that are in stock takes less time), special offers and seasonal discounts.
      - Driving license (Starting with one for light or small tractors that can drive up to 25 km/h)
      - A very limited amount of money you can loan from the bank so you can’t buy the biggest and best machines from day one (high diffculty?)
      - A very realistic forestry branch (if it’s a planned feature)
      - The ability to dig trenches/streams and/or fill them with dirt
      - Possibility to become a pure organic farmer and be subject to regular controls
      - Maybe a train to transport goods
      - Bale quality can be influenced by bad weather, poor storage and the volume can change
      - Silage bales needs time to ferment
      - The ability to climb ladders etc (you can climb up then ladder to the cabin on the combine and climb of the maintenance ladders on machines)
      - Passenger script (You can sit next to your AI helper/friend in mp and just ride with them)
      - Visible hands on the steering wheels etc
      - Animation of entering and exiting a machine (If it’s relatively fast)
      - Missions where you can help the local quarry by driving product from the quarry to a sale point and getting paid for doing it
      - Number plates on your machines (Where you can choose what letters and numbers that should be used for each machine you own, or just have the game generate a random set and maybe have the ability to choose between different styles of number plates, English/German style)
      - Be able to play purely as a contractor. You only have machines and other npc farmers on the map and players online will then hire you to perform a job for them. Players who focuses on dairy etc can hire a contractor(another real player) to come and do the farming for them.
      - The machines dealer doesn't have everything in stock, sometimes you need to buy them "online". Some of the machines you can buy from the dealer will stand around so you can look at them before buying them.
      - Milk truck will drive up to the building containing the milk and physically attach the hose to the truck and the tank and the driver will be out side near the truck "monitoring" the process. Dream scenario would be to see the chauffor go out and manually attach the hose.

      Modding functions:

      - Mods should only be available in the game if they contain no errors or cause any (maybe have a mode that you can enable so mods that has or can cause errors are allowed)
      - Mods should only be accessible from official sources to prevent mod stealing (either via steam workshop or with a link to the official website)
      - Good modding tools (like a map editor)
      - Factory scripts implemented into the game for modders who would like to incorporate more processing on maps (for example Südhemmern-Map for FS)
      - Deactivateable vehicles or types for map Dev’s
      - Several architectural styles for diverse buildings see page 4 -> contribution 135
      - More types of equipment for tractors so you can do more in the early stages of your career without having to buy expensive machines (for example 2 row beet harvester, small baler, and things like that)
      - Map editor with premade setting when creating a new map, e.g choose map size(4x, 8x, 16x size), setting the region(different texutres, length of days, inverted seasons depending on what part of the hemisphere your map is located in, average temperature, etc).
      - A more intuitive in-editor road constructer making road consruction easier, possibly even are railroad constructor, easier/better spline creator(possibly automatic splines or premade splines that are a part of the different road segments).

      Multiplayer functions:

      - Very limited amount of things new players can do on a server, as time goes admins of the server can then via a check mark system promote them so they can start doing more stuff, as a way to prevent griefers from griefing (in the beginning a new player can only cultivate and sow, then once the admins feels like the new player is a trustworthy player they can add some check marks to their profile so they can plow, harvest and transport grain and so on and so forth) --> a nice example of how it could work Your thoughts on multiplayer.
      - Coop mode and competition mode (In coop you play together and in the other you compete and will occasionally get in the way of each other) look at post #22 5th segment, for more info on how it could work
      - Hourly wages for players who works on your farm(maybe even bonuses)
      - Certified mods if global market becomes a thing --> for more info go to post #11

      i5 4690k - 3,5 Ghz, EVGA gtx 1070 ftw hybrid - 8 gb vram, 16 gb 1600 Mhz ddr3 ram

      The post was edited 12 times, last by Jeytav ().

    • Taken from my other thread. Not sure if the links works.

      TL:DR
      Hoping for a more indepth dairy farming. Maybe not att release but maybe in a free expansion?


      Long version


      So from what i can see there is not much info on Dairy farming in either videos or anything they have posted. This give me the belief that we will not have it at release but hoppfully it will come as a free expansion later?


      What i would like to see in it would be manual milking (If you don't buy the expensive automatic milking machine) and that you'll have too milk the Cows regulary or they get ill. It would also be cool too have different sizes of stalls and a max count of cows for each One. The different stalls would have different kind of uppgrades you can do too them. (For exampel: a "medium" size can have an automatic feeding system like This or/and a milking system like this. Wile the large ones can have automatic milking machines and more sofisticated stuff and smaller ones less hightec stuff)


      During the Winter you bring the Cows inside and natrually you'll have too feed them more. (hoppfully you got enough of silage during summer too last it out or you'll have too buy from nearby farmers).
    • I have a lot to add to this list, but for now I'll keep it to this idea:

      I would love for it to be possible to play purely as a contractor. You don't own any land, but you own machinery and can be hired to help out farmers.

      You would, of course, start out with some smaller equipment, but maybe some more, bigger and better than you would on a regular farm e.g you could start out owning a forager.

      This would be a good option for players who aren't interested in the animal part of farmer. Furthermore it could be a way for those who prefers to focus on animal or dairy production to reduce time in the field and hire a contractor to do your fertilizing, seeding and silage for you. Because you only own a plough and a cultivator.

      The post was edited 2 times, last by ChiloopaBatman ().

    • Adjustable tyre pressures:
      This could be CTIS on upper end tractors (and lower end ones, if they have the IRL option), i.e. done by controls in the cab.
      Or
      Manually using an air pipe with palm coupling on one end attached to the tractors rear red air-brake palm coupling, then a conventional combined tyre inflator/deflator with pressure gauge on the other end of the pipe, which you attach to the tyre valve stem using the manual attaching process.

      This could then be use to:
      • reduce ground compaction on cultivated dry soils.
      • increase flotation on wet soils.
      • maximise lugging traction.
      • maximise friction traction.
      • maximise tyre cleaning ability in sticky mud.
      • maximise load carrying ability on-road.
      • maximise compaction of heaped grass/maze chaff in pits/clamp during the pit/clamp filling process.
      • etc. etc.


      Directional tyre grip:
      i.e. conventional tractor tyres are very good at producing grip in one direction, but in the opposite direction the grip is reduced by between 25% and 50% dependent on the surface and the type of "grip" you are achieving (lugging traction or friction traction, or combinations of both)

      Swapping left and right wheels:
      the ability to swap the front left and right wheels on fixed drive direction tractors so the tyre tread direction is reversed, and the ability to also swap left and right rear wheels on reverse drive tractors so the tyre tread direction is reversed, in order to maximise traction direction and/or braking forces and other abilities to match with the primary or currant significant use.

      e.g. swapping the wheels to opposite side to reverse the tread direction of the tyres on the front axle of a 4wd tractor dose have some advantages ultimately if maximum forward traction is not the main goal of the tractor, i.e. because its primarily a road transport tractor, a loader tractor, a tractor that works on very steep hills, or one that often works in forward and reverse gears, etc. etc. etc.

      disadvantages (front axle tyre direction change):
      • reduced forward traction.


      advantages (front axle tyre direction change):
      • increased rearward traction.
      • increased tyre life and steering stability on road (driving forwards).
      • increased braking force both on and off road (driving forwards).
      • increased ability of a front tyre under traction load to climb out of a wheel rut (driving forwards).
      • on tractors with equal size wheels forward and rearward traction and braking forces is balanced regardless of drive direction.
    • Jeytav wrote:

      Multiplayer functions:

      - Very limited amount of things new players can do on a server, as time goes admins of the server can then via a check mark system promote them so they can start doing more stuff, as a way to prevent griefers from griefing (in the beginning a new player can only cultivate and sow, then once the admins feels like the new player is a trustworthy player they can add some check marks to their profile so they can plow, harvest and transport grain and so on and so forth) --> a nice example of how it could work Your thoughts on multiplayer.
      - Coop mode and competition mode (In coop you play together and in the other you compete and will occasionally get in the way of each other)
      way's of permanently banning someone in multiplayer so they can never rejoin a server, would harvesting or transportantion and spraying and fertliszing have the less possibility for them to reck a server then cultivating and sowing but agree with everything you said.
      To make a good game takes and patients and time :)
    • The contractor part sounds nice. I'm not really in to the dairy part in farm games. In real life I always loved to plough, seed spray and harvest the fields. Next to that I had to drive sand to building sites or join roadwork companies because they needed tractors where trucks couldn't go. Would like to see a breakdown system for machinery and equipment. And start with used equipment and build your way up. And more old tractors :)
      Proper Sim gamer. Rally games tractor and truck games. Bus games and train games you name it :)

    • Jeytav wrote:

      - Planting grapefruits (if this fruit is added to the game)

      err don't they grow on trees like oranges, lemons, limes and other citrus fruits that take 3-5 years of tree growth before they even have their first fruit, and many more years before viable maturity is reach so would be part of:

      Jeytav wrote:

      - Orchards

      like apples, pares, plums etc, etc.



      unless something got lost in translation and you were referring to Grapes (fruit/berry), as in the ones that grow on vines and are used wine production etc (which also take years to grow to viable mature vine stock)
    • samgun95 wrote:

      Jeytav wrote:

      Multiplayer functions:

      - Very limited amount of things new players can do on a server, as time goes admins of the server can then via a check mark system promote them so they can start doing more stuff, as a way to prevent griefers from griefing (in the beginning a new player can only cultivate and sow, then once the admins feels like the new player is a trustworthy player they can add some check marks to their profile so they can plow, harvest and transport grain and so on and so forth) --> a nice example of how it could work Your thoughts on multiplayer.
      - Coop mode and competition mode (In coop you play together and in the other you compete and will occasionally get in the way of each other)
      way's of permanently banning someone in multiplayer so they can never rejoin a server, would harvesting or transportantion and spraying and fertliszing have the less possibility for them to reck a server then cultivating and sowing but agree with everything you said.
      I put I a link to a post that b101uk made in the multiplayer thread that gives a good example on how this idea should work

      b101uk wrote:

      Jeytav wrote:

      - Planting grapefruits (if this fruit is added to the game)
      err don't they grow on trees like oranges, lemons, limes and other citrus fruits that take 3-5 years of tree growth before they even have their first fruit, and many more years before viable maturity is reach so would be part of:

      Jeytav wrote:

      - Orchards
      like apples, pares, plums etc, etc.



      unless something got lost in translation and you were referring to Grapes (fruit/berry), as in the ones that grow on vines and are used wine production etc (which also take years to grow to viable mature vine stock)
      Yeah I'm not sure why I wrote grapefruit but I did mean grapes that you use for wine.

      and yes Orchards as in apple orchards etc.

      i5 4690k - 3,5 Ghz, EVGA gtx 1070 ftw hybrid - 8 gb vram, 16 gb 1600 Mhz ddr3 ram
    • So this is an idea that, well it kinda belongs tot he global market idea, but it also touches on the subject regarding mods.

      So on to the idea. Let's start with how it's related and how it's important important when it comes to the global market idea. One of the things that troubles me is the possibility for people to use money cheat mods to buy vehicles and the like and then sell them on the global market. Now it's most likely not going to be a big problem but still it would be nice to know that all the equipment etc sold on the global market has been bought with money that was earned, and this is where the idea comes in to play and why it will touch the modding part.

      As mentioned above this idea also touches on the modding part but first let me explain what the idea is. The idea is pretty simple, in order to use mods and still have access to the global market the mods needs to be certified, now asking the devs to certify them would probably be asking a bit much but the devs could assign trusted users and future moderators to check mods uploaded to what ever official mod site they are going to use and simply stamp them as certified or not.

      So in order for a mod to be certified it must live up to a few erhm control check points.

      • Price for the mod is realistic, if the mod based on something from the 70 and it's supposed to look old/used then the price should match that, if it's brand new and from 2017 then the price should match the price for something like that irl(not €1 for claas lexion 770)
      • If it's an actual money cheat then it can't be certified
      • if it changes the prices for seeds etc then it can't be certified
      • and the list could go on about what kind of mods can be certified.
      So what this means is that if you have a non certified mod in your mod folder then you wont be granted access to the global market and in order to prevent people from using a non certified mod to cheat in money, then removing the mod to then go on the global market to buy/sell stuff we also need to implement footprint into the save game meaning that once you use a non certified mod it will leave a small foot print behind in the save game which will stay there forever, no way to remove unless you revert back to an older save game file and because all zip files(I'm assuming it will be something like this the mods needs to be in, unless they go for an approach like bethesda games where they use esp and bsa files) they wont be able to just download a certified mod from another place where it has been tampered with because the hash file number will change when you edit it meaning, you can't cheat this system(unless you really want to annoy the users on the global market and decide to dedicate your life to editing hash file numbers to match old numbers but I doubt anyone with that technical knowledge would waste their time on that).

      There is still the option to simply changing some numbers in your savegame to give you more money and to prevent users from doing this every savegame is saved to a cloud server and each time you save the game ad exist the game is saved on the cloud and on your pc and when you load up the game again and enter your career savegame it checks to see if the savegame file matches the one on the cloud(requires an internet connection) if it doesn't well then you wont be able to access the global market any more or well you still have a chance, because not everyone has an internet connection and some might not be near one when they decide to play for a few hours, in this case I would need to come up with an idea on how to solve this problem and U haven't yet.

      So yeah that is the basic idea, funny how an idea that didn't fill more than a few lines in my head became so long ^^

      So I kinda wrote a short novel about quality control on mods in this post and I decided to save it in a document on my pc because it was starting to get way to long for this post, I'm not sure when I'll post it, but one thing is for sure, whenever someone starts talking about 100% error free mods and no mods that can cause errors with other mods that's the time I'll post the rest of my post.

      okay I better stop typing now before I end up writing another short novel.

      i5 4690k - 3,5 Ghz, EVGA gtx 1070 ftw hybrid - 8 gb vram, 16 gb 1600 Mhz ddr3 ram
    • Tl:dr A short introducion to Tl:dr

      A good time to introduce the Tl:dr. For those who do not know TL:DR is short for too long did not read. If you have wroten a really long comment you can write at the top of the comment Tl:dr and then folow by a summary of what you have written. This way people will get a quick over look of what you want to have said and can make a decision on if it's worth reading the whole thing.
    • Nybyggarn wrote:

      Tl:dr A short introducion to Tl:dr

      A good time to introduce the Tl:dr. For those who do not know TL:DR is short for too long did not read. If you have wroten a really long comment you can write at the top of the comment Tl:dr and then folow by a summary of what you have written. This way people will get a quick over look of what you want to have said and can make a decision on if it's worth reading the whole thing.
      Haha trust me, I know what tl:dr means but I can't make a tl:dr, my tl:dr's are as long as my non tl:dr's ;) that's my biggest flaw(a good flaw if you ask me), I can't stop typing because I want to flesh out my post as much as I can which usually means i end up writing and rewriting a post 4, 5, 6, 8, 10 times before I just give up and hit submit

      i5 4690k - 3,5 Ghz, EVGA gtx 1070 ftw hybrid - 8 gb vram, 16 gb 1600 Mhz ddr3 ram
    • Nybyggarn wrote:

      Tl:dr A short introducion to Tl:dr

      A good time to introduce the Tl:dr. For those who do not know TL:DR is short for too long did not read. If you have wroten a really long comment you can write at the top of the comment Tl:dr and then folow by a summary of what you have written. This way people will get a quick over look of what you want to have said and can make a decision on if it's worth reading the whole thing.
      @Jeytav can't do short :D :P
    • So another thing I would like to add is that grass silage and corn/maize silage is NOT the same thing, so they need to be treated as 2 different things both as a silage but also when you begin to create feedmix(TMR) which is another idea I would like to expand on as well later.

      There are different ways to make grass and corn silage, for grass three ways to make silage, two of the ways are pretty much the same both in the way it's made but also when it comes to test results that look at the different nutrient etc that you get in silage while the third is a different way of doing it and that the results aren't the same(at least when these tests was a carried out), while for corn silage there is no difference between the two methods.

      So you can make grass silage in 3 different ways, first one is in a stack on the field, second is in a plane silo and the last is by baling and wrapping it. The first 2 methods are pretty much the same and the best way to make silage because they give the best results, bale wraps on the other hand is an easy way to make them but you loose a decent amount of quality which I'll illustrate in a table down below using test results from 2004 and it's something I hope that will come into affect at some point both for when you feed your livestock with it(more on this later) but also in a sale value

      They performed 1698 test on grass silage and these are the results

      Field stackSiloBales
      Amount of tests749824125
      Percentage of tests44497
      Dry matter, %34,434,843,3
      Sugar, %4,24,07,5
      pH4,384,344,97
      pH compared to critical pH-0,27-0,260,14
      Lactic acid, %7,457,893,02
      Acetic acid, %1,972,021,38
      Ammonia number6,96,96,4
      ------------------------------------------------------------
      Amount of tests928526
      Anaerobic spores2,552,542,51


      They performed 3416 tests on corn silage and these are the results they came up with

      Field StackSilo
      Amount of tests16421774
      Percentage of tests4852
      Dry matter, %31,731,7
      pH4,023,99
      Lactic acid, %4,464,95
      Acetic acid, %1,131,26
      ---------------------------------------------
      Amount of tests7371
      Anaerobic spores2,62,49


      All of this is just a way to represent that they are not the same and also as a hope that this is something we will see in the game as well because you don't just make some silage and then mix it with some other stuff before you feed it to your livestock, you need to make sure that you balance out the different factors like pH, amounts of acid etc otherwise your livestock will become sick and when you are about to switch from one stack of say grass silage to another you need to gradually add more of the new stack and less of the other to prevent you livestock becoming sick but more on this later.

      That's all for now

      i5 4690k - 3,5 Ghz, EVGA gtx 1070 ftw hybrid - 8 gb vram, 16 gb 1600 Mhz ddr3 ram
    • @Jeytav

      corn/maize used only for animal feed silage is not the same as corn/maize used only as feedstock of a BGA, assuming the best varieties are picked for a specific purpose.

      as corn/maize for animal feed silage in the main are varieties with a high cob to foliage ratio, while varieties in the main for BGA feedstock have a low cob to foliage ratio.

      and the difference between the varieties can amount to ~30%, i.e. the former has ~30% more cobs than the other thus a lower % is dry matter, while the latter has ~30% less cobs than the others and a higher amount of dry matter, as a higher proportion of the plant is foliage.


      likewise you have to be cautious your interpreting test results correctly, for instance silage made from grass in the UK, France, Belgium, NL etc etc etc would all match German grass silage quite closely today just as in 2004, but if you were to look at a cross-section of corn/maize silage from the UK, France, Belgium, NL etc etc etc back in 2004, it too would be much the same as each other, as comparatively there was little uptake corn/maize energy crops, ware as Germany back in 2004 as today there was more uptake on corn/maize energy crops as farmers and companies were investing in BGA, so if you ware to do 3416 random tests on corn silage across Germany there would have been higher % of samples from corn/maize energy crop specific silage than in other country's.

      so realistically you could say there is grass silage (1), and corn/maize silage from varieties best suited for animal feed (2), and a third silage from corn/maize energy crops from varieties best suited for use in BGA (3).
    • Heres a few ideas I would love to see implemented in no particular order mainly to do with modding tools and support

      I would love to see a better mod/map editor with some build in guides for starting new maps. Say you choose "New Map" it will come up with a guide where you can choose size (1x, 4x, 16x maybe even 32x), what region you want which will impact what default set of textures are put on the map for grass, roads, gravel, buildings, trees etc.

      Next I would like to see some sort of in-editor road constructor where you can more easily construct roads of different kinds. Connected with that I would like to see a railroad constructor where you dont have to create a spline like in Giants but as long as it's a valid railroad track it will be created automatically (can we have drivable trains as well please) and with that a train contstructor where you can easily select the locomotive and cars you want.

      As mentioned above I would love to see out of the box support for bigger maps (for multiplayer games 4x and 16x support would be quite essential) which brings me to the next point.

      Some way to support individual farms each with their own economy. Say you have a 4x map which you as a modder divide into 4 areas each with their own farm, storage, vehicles, fields, animals etc. You then as the server "owner" can assign players to own these farms and they can in turn assign roles to other players on their farm. You should then only be able to use equipment from your own farm unless you go contracting for another player and he allows you to use his equipment.

      I would also love to see support for selling your farm and buying a bigger farm somewhere else on the map.
      -- Flying Viking
    • ChiloopaBatman wrote:

      Dbo911 wrote:

      Fields need to be watered by irrigation systems (maybe sprinklers would need to be set up and taken down, trenches would need to be dug, ponds made or stream/rivers used, pumps with hoses, water tanks, etc.)
      Irrigation is already part of the vanilla game :)
      Yes, irrigation will be implemented as a part of milestone 4 objectives

      But his idea is still valid because we don't know how in depth it will be + he also has some ideas that they haven't thought about yet. :)

      i5 4690k - 3,5 Ghz, EVGA gtx 1070 ftw hybrid - 8 gb vram, 16 gb 1600 Mhz ddr3 ram
    • The thing that I (and I'm guessing a lot of other people with experience around older farms) have always wanted to see is the use of swathers and pick-up headers for combines. It would really make the older smaller farms feel more realistic to me anyways. Pick-up headers also still play an important roll on newer farms as well. While most of the bigger farms around me have gone to strait cut headers for wheat, barley and oats almost all the canola is still swathed and the picked up from windrows so that it will ripen and dry out faster.

      Here are some Youtube links to show those that don't know about swathers: The last two vids are from the same guy. In the first you see him swathing the canola and you can see how green and unripe it is. In the last video you can that it has ripened on the ground. This happens much faster when its cut because it stops the growth right away and on all plants in the field at the same time.

      MacDon Windrowers

      Swathing Canola

      Swathing Canola 2

      Canola Swathing Alberta Canada 2013

      Canola Harvest Canada 2013 (Alberta)


      Dave

      The post was edited 1 time, last by NorthernDave: Found a better YT link ().

    • NorthernDave wrote:

      The thing that I (and I'm guessing a lot of other people with experience around older farms) have always wanted to see is the use of swathers and pick-up headers for combines. It would really make the older smaller farms feel more realistic to me anyways. Pick-up headers also still play an important roll on newer farms as well. While most of the bigger farms around me have gone to strait cut headers for wheat, barley and oats almost all the canola is still swathed and the picked up from windrows so that it will ripen and dry out faster.

      Here are some Youtube links to show those that don't know about swathers: The last two vids are from the same guy. In the first you see him swathing the canola and you can see how green and unripe it is. In the last video you can that it has ripened on the ground. This happens much faster when its cut because it stops the growth right away and on all plants in the field at the same time.
      +1 for that, would be cool. Although I was under the impression that the reason they swath canola green is because it shatters so bad if you cut it straight when it's dry...
    • Nybyggarn wrote:

      So one thing i've noticed is that the field edges is really hard. When i leave the feld it becomes a hard bump. I think it should get harder but more in a gradually way? Now it feels like hitting a concret edge!
      It would be good if they had the whole maps dirt areas to be somewhat disformable. Whilst being more soft around field edges. Either that or make it so that fields gradually get harder towards the edges, might make implementing that a bit easier.