Bin mal gespannt wie es werklich funktioniert, habe auch noch nicht soviel info aber das hier soll der mod machen :
► Spoiler
### Seasons
- Changeable season lengths. (For best results, restart the game / server after changing season length)
- Plowable snow in the winter! Reduced tire friction when driving in snow.
- Soil temperature is properly modelled using thermodynamic equations and historical data, which introduces interesting aspects like soil is frozen in the winter and sometimes in the first few days of spring, so you can't work on it
- Changed the weather system to fit the seasons
- Rainy in autumn
- Sunny in summer
- Snow and rain in winter.
- Winters have longer nights than summers. In the winter it might be light only 8 hours while in summer it is near 17 hours.
- Pedestrians do not spawn in the Winter.
- When snow falls, tippers and shovels fill up. Put them in a shed (when the map has a snow mask) or activate the cover.
- Snow will melt from tippers and shovels when it is not freezing outside.
- Bunker Silo contents now take one third of a season to ferment.
- Tree and bush textures will change with season and weather (trees drop their leaves when temperature becomes low etc.)
### Weather forecast
- 7 day weather forecast
- Hail may occur unexpectedly
### Crops
- At the beginning of a new game, the mod will reset all fields to the harvested state. This is to simulate the fact that you just bought the farm and the fields haven't been worked since the last harvest.
- Using the mod on an existing save game is not recommended, but it is supported. The mod will prompt if you wish to reset all fields in this situation.
- Vanilla growth is completely disabled. The mod controls all growth of fruits, including pine trees (5 years to fully grown, harvestable after 2 years)
- Winter kills certain crops
- Grass is knocked back to state 2 in the winter
- Crop growth duration is much, much longer: for some crops more than half a year
- Growth is adjusted to match real life life as much as possible - for example, crops will not grow if planted at the wrong time of the year
- Winter and spring crops are possible now. Some crops can be planted in autumn (barley, wheat and canola) and in spring and will reach harvestable state by the summer. Some crops can only be planted at certain times of the year.
- Growth is configurable and can be changed by map makers to suit their map
- Germination of planted crops will only occur if the soil temperatures rise above the germination temperature.
- Swaths will reduce over time.
- Grass bales will rot and disappear after two days.
- Hay and straw bales exposed to rain will start to rot so keep them inside (only when the map has a snow mask)
- Wrapped bales needs time (one third of a season) to ferment before they are turned into silage
- Treshing can only be done when moisture content of the crop is sufficiently low. After rain the crop needs time and sunny weather to dry. Moist summer nights can also occur.
- Custom fruits are handled gracefully by using barley's growth patterns. Map makers can choose to modify the growth patterns of vanilla fruits and also make the mod aware of custom fruits by supplying custom growth patterns for them
- Plants are only harvestable in the final growth state, except for poplar, oilseedradish, sugarbeet and potato. Min forage growth state has not been modified
- Using a tedder when crops are wet or when it is raining, leaves wet grass, not dry grass.
### Maintenance
- Age in maintenance GUI is now days since last repair
- New maintenance algorithm with repair, maintenance and taxes
- Keep your machine clean to lower daily maintenance costs
- Machine not used? Pay less
- You can repair your vehicles at the vehicle workshop (placeable or on the map). It is more expensive at the dealer
- If you don't maintain your vehicle, starting of the vehicle takes longer, and after a while it may be very hard to start it.
### Economy
- Loan cap is set to 30% of your total owned land + placeable buildings value with a minimum of 300,000
- The interest has been adjusted to the new year length.
- Prices of almost everything changes during a year, realistically.
- You can't sell grass/hay/straw in an unbaled form. (Price is 0)
- You can't sell wet grass bales (price is 0)
- Income from missions is reduced to ~5x what a worker would earn if 100% of the time for a mission is used.
- Field prices can be adjusted via the economy xml file using fieldPriceFactor. 1 = default prices. < 1 for cheaper fields and > 1 for more expensive fields
### Helpers
- Wages have been changed to fit the new economy.
- Overtime, before 6AM and after 6PM or on the weekends, pays 150%
### Animals
- Animals have been adjusted to the seasons
- They drink more water in summer than in winter
- They need more straw in winter than in summer
- They only give birth to offspring in spring (pigs and sheep) or summer (cows)
- Milk and wool production depend on season (Wool only in spring, milk spread, mostly in winter and spring)
- Animals die when they have no food. (Disabled on 'Easy')
- Max feeding capacity is lowered to 3 days
### Warnings for gameplay
- Do not fast forward faster than 6000x on singleplayer (preferable even slower)
- Do not fast forward faster than 1200x on multiplayer (120x is even better)
The game will get out of sync with the extra load of Seasons
## Mod conflicts
Do not load multiple map mods. Only load the map you are using!
- Any mod that manipulates the weather, e.g. Multi overlay hud
- Any mod that manipulates growth
- Any mod that changes animals
- Any 'season manager' type mods
Known:
- Difficulties Improve by TyKonKet
- Changeable season lengths. (For best results, restart the game / server after changing season length)
- Plowable snow in the winter! Reduced tire friction when driving in snow.
- Soil temperature is properly modelled using thermodynamic equations and historical data, which introduces interesting aspects like soil is frozen in the winter and sometimes in the first few days of spring, so you can't work on it
- Changed the weather system to fit the seasons
- Rainy in autumn
- Sunny in summer
- Snow and rain in winter.
- Winters have longer nights than summers. In the winter it might be light only 8 hours while in summer it is near 17 hours.
- Pedestrians do not spawn in the Winter.
- When snow falls, tippers and shovels fill up. Put them in a shed (when the map has a snow mask) or activate the cover.
- Snow will melt from tippers and shovels when it is not freezing outside.
- Bunker Silo contents now take one third of a season to ferment.
- Tree and bush textures will change with season and weather (trees drop their leaves when temperature becomes low etc.)
### Weather forecast
- 7 day weather forecast
- Hail may occur unexpectedly
### Crops
- At the beginning of a new game, the mod will reset all fields to the harvested state. This is to simulate the fact that you just bought the farm and the fields haven't been worked since the last harvest.
- Using the mod on an existing save game is not recommended, but it is supported. The mod will prompt if you wish to reset all fields in this situation.
- Vanilla growth is completely disabled. The mod controls all growth of fruits, including pine trees (5 years to fully grown, harvestable after 2 years)
- Winter kills certain crops
- Grass is knocked back to state 2 in the winter
- Crop growth duration is much, much longer: for some crops more than half a year
- Growth is adjusted to match real life life as much as possible - for example, crops will not grow if planted at the wrong time of the year
- Winter and spring crops are possible now. Some crops can be planted in autumn (barley, wheat and canola) and in spring and will reach harvestable state by the summer. Some crops can only be planted at certain times of the year.
- Growth is configurable and can be changed by map makers to suit their map
- Germination of planted crops will only occur if the soil temperatures rise above the germination temperature.
- Swaths will reduce over time.
- Grass bales will rot and disappear after two days.
- Hay and straw bales exposed to rain will start to rot so keep them inside (only when the map has a snow mask)
- Wrapped bales needs time (one third of a season) to ferment before they are turned into silage
- Treshing can only be done when moisture content of the crop is sufficiently low. After rain the crop needs time and sunny weather to dry. Moist summer nights can also occur.
- Custom fruits are handled gracefully by using barley's growth patterns. Map makers can choose to modify the growth patterns of vanilla fruits and also make the mod aware of custom fruits by supplying custom growth patterns for them
- Plants are only harvestable in the final growth state, except for poplar, oilseedradish, sugarbeet and potato. Min forage growth state has not been modified
- Using a tedder when crops are wet or when it is raining, leaves wet grass, not dry grass.
### Maintenance
- Age in maintenance GUI is now days since last repair
- New maintenance algorithm with repair, maintenance and taxes
- Keep your machine clean to lower daily maintenance costs
- Machine not used? Pay less
- You can repair your vehicles at the vehicle workshop (placeable or on the map). It is more expensive at the dealer
- If you don't maintain your vehicle, starting of the vehicle takes longer, and after a while it may be very hard to start it.
### Economy
- Loan cap is set to 30% of your total owned land + placeable buildings value with a minimum of 300,000
- The interest has been adjusted to the new year length.
- Prices of almost everything changes during a year, realistically.
- You can't sell grass/hay/straw in an unbaled form. (Price is 0)
- You can't sell wet grass bales (price is 0)
- Income from missions is reduced to ~5x what a worker would earn if 100% of the time for a mission is used.
- Field prices can be adjusted via the economy xml file using fieldPriceFactor. 1 = default prices. < 1 for cheaper fields and > 1 for more expensive fields
### Helpers
- Wages have been changed to fit the new economy.
- Overtime, before 6AM and after 6PM or on the weekends, pays 150%
### Animals
- Animals have been adjusted to the seasons
- They drink more water in summer than in winter
- They need more straw in winter than in summer
- They only give birth to offspring in spring (pigs and sheep) or summer (cows)
- Milk and wool production depend on season (Wool only in spring, milk spread, mostly in winter and spring)
- Animals die when they have no food. (Disabled on 'Easy')
- Max feeding capacity is lowered to 3 days
### Warnings for gameplay
- Do not fast forward faster than 6000x on singleplayer (preferable even slower)
- Do not fast forward faster than 1200x on multiplayer (120x is even better)
The game will get out of sync with the extra load of Seasons
## Mod conflicts
Do not load multiple map mods. Only load the map you are using!
- Any mod that manipulates the weather, e.g. Multi overlay hud
- Any mod that manipulates growth
- Any mod that changes animals
- Any 'season manager' type mods
Known:
- Difficulties Improve by TyKonKet
Info von : https://fs-uk.com/forum/index.php?topic=187664.0