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AI Farm Manager v3.1.9.0 — a Farm Manager page in the game menu

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@Hidden-History Hidden-History released this 12 Oct 11:28
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The first release since 3.0.0.0. Everything below was built and tested as versions 3.1.0.0 to 3.1.9.0; none of those test versions was published, so a player on 3.0.0.0 gets all of it at once.

Added

  • A Farm Manager page in the game menu, with five tabs: Farm, Fields, Productions, Messages and Settings. Open the game menu, or press Ctrl+Alt+Period. The Settings tab replaces the old settings window.
  • The time on every "as of" mark. Figures the manager wrote from your save now show when it read them, on every tab. Figures read from the running game are marked LIVE.
  • A Low fuel count on the Farm tab that matches the fuel alerts Cyrus sends, because both now come from one calculation.
  • Machines owned, Pallets owned and Bales owned as three separate lines on the Farm tab. The old "Vehicles owned" figure counted pallets as vehicles.
  • "No contract" in the Fields detail box for a field the game was checked for and that has none.
  • The next crop planned for a field, and your notes on it, in the Fields detail box. The manager keeps a crop plan for each field, builds one for every field at onboarding, keeps them current, shows what is unapproved and asks you to approve it.
  • The manager can say how full each building is (silos, production points, and the storage inside animal barns). A building it cannot match is named with the reason and no figure.
  • Planting windows and ready / dead dates per field come from a shipped script, given as windows with the assumptions stated. A date it cannot work out is "unknown" with the reason.
  • The Productions tab shows each building's own capacity. A building with no definition file to read (a pre-placed map object) keeps its refusal, with the reason.

Changed

  • The in-game mod description is correct again.
  • The download now includes the player documentation, the changelog and the licence files, and no longer includes the developer test cases.
  • Crops and ground states are shown in words ("Oat", "No crop", "Ploughed", "Sown") in place of upper-case codes.
  • A figure the manager refused to give now says why ("capacity refused").
  • The Productions detail's first column is headed "Fill type".
  • In German, Spanish, French and Polish, most of the Farm Manager page is still in English. Only a small group of labels is translated.
  • The manager's notes and messages no longer refer to our internal tracker. Wording only.

Fixed

  • Every savegame showed the same cards. Cards, on-screen messages and your in-game replies are now stored per savegame, so each save shows only its own. Cards you had not yet dismissed are cleared once, on upgrade; your panel position and settings are kept.
  • Replies could be credited to the wrong farm. Replies are now per savegame.
  • A savegame you have not set up a manager for now says so on the panel instead of sitting blank.
  • Accepting a field contract could break it until you reloaded the save. The manager now reads completion only from contracts that are running.
  • The contract figures on the Fields and Farm tabs were never filled in.
  • Cyrus told every farm it owned no sprayer. It never reports something as missing when it only failed to look.
  • Shortened lists hid entries Cyrus needed. Every shortened list can now be read in full.
  • The Fields tab could stay old after a refresh that said it had worked.
  • A field merged from several parcels raised a false "land sold" note.
  • The Farm tab and Cyrus's fuel alerts disagreed.
  • A round baler saved with a finished bale inside stopped the Farm tab updating.
  • A machine with an empty fuel tank was missing from the Low fuel count and raised no fuel alert.
  • An emptied water or liquid tanker, or a tanker carrying diesel as cargo, was reported as a low fuel tank.
  • Fuel and repair alerts are on for every farm.
  • Weeds at level 5 were sent to a weeder. The manager now follows the game's own weed table.
  • Lime level 0 was reported as "unknown".
  • Rates and days of cover built from two saves came with no warning. Any such figure now states the window it was measured over.
  • Page background, label positions, separator lines, list row heights and button padding on the new page.
  • Figures from the author's own farm appeared in shipped text. Removed.

Known gaps

  • Some layout differences from the design remain on the Farm and Messages tabs.
  • A crop plan you approve, or a field note the manager records, reaches the Fields tab only after the next game save, or after a refresh run by hand (refresh_state.py now).
  • The manager's save watcher can lapse during a long session; the manager then refuses to read old figures until it is started again and a refresh is run.
  • Two mods that define a production with the same name can confuse the Productions figures.
  • One unreadable mod file, such as a zero-byte mod zip, makes the production inputs unavailable, and the manager does not name the file.
  • On a farm with merged fields, the crop-state counts in a briefing can count the absorbed parcels as separate fields, so "harvest ready" can read too high.
  • The manager cannot report how many animals a barn holds or its feed capacity from its scripts, and purchase prices for animals are not readable at all, so it asks you for them.

It is read-only against your game. It never writes to your savegame — not once, not ever.

Full detail is in CHANGELOG.md and the docs/ folder.

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