Releases: Realistic-Farming/FS25_SoilFertilizer
Release list
v2.4.6.0 - See & Spray on all sprayers, rotation foresight, disease scouting + fixes
Soil and Fertilizer v2.4.6.0.
This is an early release in a much larger plan. Three headline features land now, with a lot more to follow. We have mapped out a full roadmap for the whole connected farming suite, so expect steady additions from here.
New features
- See & Spray now works on every sprayer, not just a couple of vehicles. Per-section ground deposition shuts off on overlaps and field boundaries, and variable-rate spot spraying is supported. It applies to fertiliser as well.
- Rotation foresight: the field-detail screen projects the next crop's yield before you plant, so you can plan a rotation from the soil you actually have.
- Disease scouting gate: a field's named disease stays hidden on the Soil Monitor until you scout it (the monitor shows a "scout to identify" prompt instead). Scouting reveals it; re-infection hides it again.
- Multi-tank application support for dual and quad-tank sprayers.
- Organic Certification baseline groundwork.
Fixes
- #730: mowing meadows no longer floors N/P/K in a single pass.
- #730: soil data is no longer written on shutdown, so quitting without saving no longer persists unsaved soil.
- #728: the Vredo slurry spreader is no longer misidentified as a chemical sprayer.
- #720: crop tuning edits now persist through save and reload.
- #726: fixed a broken code path in direct fungicide application.
- Tolerates late-registering fill types and shifted indices on custom maps.
- Soil Monitor coverage rows no longer overlap the PASS label.
Under the hood
- Ecosystem bedrock delegation: StateLedger, MasterHUD and NetworkSync now delegate to the core mods when they are present, and stay fully standalone when they are not.
- Still zero Precision Farming dependency.
What's next
This release is the start of a broader rollout. A full ecosystem roadmap is in place across the connected farming mods (soil, economy, labor, markets and more), so a lot will follow soon.
v2.4.5.0 - Crop diseases and fungicides, compaction yield fix, Simplified Chinese
New: crop disease and fungicide system
- Fields now catch named, crop-specific fungal diseases
- Scout a field (Shift+K) to identify the disease and the best fungicide to use
- 23 real fungicides, each with per-disease effectiveness, timing and weather rules
- Match the right chemical to the disease, the wrong one only half works
- Crop rotation and soil health now raise or lower disease pressure
- New Disease Difficulty setting: Easy / Normal / Hard
- Console commands: SoilScout, SoilTreat, SoilFungicides, SoilSetDiseaseDifficulty
Fixes
- Field compaction can no longer read above 100%, the average is now capped (#713)
- High compaction now actually cuts yield (up to 15%), even with nutrients topped up (#713)
- Precision Farming is now detected only when it is actually enabled for your save, not just installed in the mods folder
- Soil Monitor and applied nutrients now follow the product physically in the tank, even when AI or Courseplay is driving
Other
- Field Info box refactored (removed redundant info, added new info lines)
- All help texts and documentation are now in sync
- Added a Simplified Chinese translation (中文) (#715)
v2.4.4.0 — Soil health, hay yield & monitor fixes
New
- Organic matter now affects yield: rich soil (5.0+) gives a small boost, healthy 3.5 to 5.0 is neutral, depleted soil is penalised. OM also builds more slowly, decays a little under constant cropping, and ploughing now burns some off (residue incorporation offsets it).
- Mowed hay and grass yield now responds to your soil nutrients (disc, drum and swather mowers included).
- Grassland compaction relief without reseeding (#680): grassland weeders/aerators now ease pasture compaction while keeping the sward, and deep grassland sward-lifters like the Latapia 5P1H get full relief with the grass preserved (snapshot before the pass, restored after). The sward-restore for deep tools is experimental, please watch for any flicker or odd grass on restored fields.
Fixed
- Subsoilers now FULLY clear compaction. A code quirk meant they were only relieving a small partial amount instead of the full deep-pan clear since the compaction update. All subsoilers now work as intended.
- Alfalfa, grass, clover and other perennials no longer get a false "tired field" penalty on later cuts. Alfalfa now behaves like luzerne everywhere.
- Subsoilers now properly work organic matter and nitrogen into the soil (the deep pass was barely registering before).
- Phantom burnt-weed patches no longer appear on clean fields after a reload. If a field already has them, cultivate or plough it once to clear the existing patches.
Changed
- Soil Monitor now shows "Meadow" instead of "Fallow" on meadow fields, and pauses the readouts (showing "Field asleep") for fields you've put to sleep in Field Sentry.
v2.4.3.0 - See & Spray on every sprayer, variable-rate spot spray + burn fix
Stable release. Brings the See & Spray features and the burn fix out of testing and into the main line (next stable after v2.4.2.9).
New
- See & Spray on every sprayer. Buy the single Yes/No See & Spray option in the shop on any sprayer and it spot-sprays weeds, pests, and disease together. Sections shut off over clean ground.
- Variable Rate drives See & Spray. With Variable Rate on, each boom section eases its spot-spray rate to match the weed/pest/disease pressure under it. Off keeps it simple on/off.
- Chinese added, both Simplified and Traditional (first pass from a community contributor, some newer text still falls back to English).
Fixed
- See & Spray buy option now actually shows in the shop on every sprayer.
- Burn penalty no longer sticks after replanting. Replanting a burned crop (including direct seeding), cultivating, or ploughing now clears it.
- Admin settings hotkey no longer needs a remap each session.
Also includes the earlier compaction, legume nitrogen, cover crop organic matter, and spreader/reload fixes.
v2.4.3.1 (Pre-release) - Burn build-up, seeding/mid-save fixes, taproot
Test build 2.4.3.1, on top of the 2.4.3.0 stable. A batch of burn fixes plus a couple of new things.
Burn
- The burn penalty now builds up as you spray instead of an instant -80%. An accidental brush or a slide onto the field costs only a small amount, giving you time to shut the sprayer off. Sustained spraying still reaches the full burn.
- Seeding with starter fertilizer no longer burns young crops.
- The burn penalty no longer sticks after you replant (clears on sow, cultivate or plough).
- The soil monitor now warns you before liming or manuring would scorch the crop.
Compaction
- Ploughing now relieves only a little compaction. A subsoiler is still the real fix.
- Oilseed radish and canola slowly ease compaction as they grow.
Other
- Fresh mid-save installs no longer start fields at 0/0/0/0.
- See & Spray buy option shows on every sprayer (from the 2.4.3.0 line).
How to test
- Drop the zip in your mods folder and load a save.
- Burn: lime or manure a fully grown crop and watch the penalty build up as you spray. Brushing the edge should cost very little.
- Mid-save: add the mod to an existing save and check fields start at sensible values, not zero.
- Please report anything odd in the issues.
v2.4.2.9 - Soil reload fixes + FieldSentry
2.4.2.9 brings two fixes you will notice straight away, plus the first full piece of FieldSentry — now with a Farm Tablet app to drive it.
Fixes
- Your soil readings stay put after saving and reloading. Compaction no longer resets to 0% after a reload, and a field's expected yield no longer drifts on its own. This also closes a loophole: if you lime a growing crop and pick up the burn penalty, you can no longer dodge it by saving and reloading, and it will not get stuck on the field.
- Texture warnings from the fertilizer piles are cleared. Big thanks to Sabo-7 for catching it and sending the corrected files.
- The "What's New" popup no longer runs its changelog text over the buttons at the bottom. The list is capped to what fits, with a pointer to the full changelog on GitHub.
FieldSentry
FieldSentry decides which fields the soil simulation should actually work on, so it leaves alone what it should and lets you take manual control when you want it:
- Put a field to sleep so its soil freezes exactly as it is.
- Mark a field as a meadow so it follows grassland rules instead of crop rules.
- Flag a decorative or fake field so the mod ignores it.
Set these from the console (SoilBlacklistField, SoilMeadowField, SoilDecoField, and SoilFieldSentry to check a field) or, new in this build, from the Farm Tablet FieldSentry app — per-field status with Sleep and Meadow toggles, admin-gated in multiplayer. Grab the matching Farm Tablet release to use it.
Everything works in multiplayer, and the on-screen status is translated into all 26 languages. Happy farming, and don't forget: your soil remembers everything.
v2.4.2.8 - dry spreader and fertilize-after-reload fixes
Maintenance release. Update by replacing the mod zip. Existing saves are fine.
Fixes
- Dry and broadcast spreaders count again (#650). Spreading lime or granular fertilizer painted the field but the Pass% and hectares-worked counters stayed at 0, while liquid sprayers worked. Spreaders now track coverage reliably regardless of how the field sits on the farmland.
- Fertilizing did nothing after a reload (#640). Any field you had fertilized before saving came back marked as already fully covered, so the spreader switched its sections off and applied nothing until a harvest, plow or new day reset it. A reload now starts a fresh spraying session.
- Cut grass no longer takes a burn penalty (#645). Spreading slurry, manure or digestate on freshly cut grass wrongly read as tall grass and took the organic-matter penalty. Only tall, harvest-ready forage is penalized now.
- Lime on young or cut pasture (#646). Liming a short or freshly cut sward to correct pH no longer triggers the amendment burn. Tall forage and annual crops still do.
- Over-application burn is now metered (#649). A brief boom overlap used to crater a field's pH and nitrogen. The burn is now scaled to how long you over-apply, so a short overlap costs only a small penalty and a wide boom no longer multiplies it.
- French translation updated (#644) - thanks to squall39.
Full details in CHANGELOG.md.
v2.4.2.7
A bug fix update. No new save needed, your existing save works fine.
Fixed
- Settings no longer reset between sessions. Difficulty, Replenishment Rate and other settings now save properly and survive a reload (#637).
- Crop names show in your language. The Soil Monitor, map overlay and field panel were showing crop names in English for everyone. They now use the game's translated names (#635).
- Weed and disease protection clears again. The protection status was effectively lasting forever. It now lasts the intended number of in-game days, and harvesting the field clears it too (#639).
- No more false "same crop" rotation penalty. A single harvest was being recorded as if you had grown the same crop three seasons running. Fixed (#638).
- No more sprayer crash in some mod setups. A function-name clash with another mod could cause error spam and a freeze around the sprayers. Renamed our functions so they no longer collide (#636).
Still being worked on
- Multiplayer liquid fertilizer refill on the John Deere sprayers, and the HUD values changing between on foot and in vehicle (part of #636).
v2.4.2.6 (Pre-release) - Issue Fixes
Stable release. Built from the development branch and merged to main. Thanks to everyone who tested the pre-release and sent feedback.
Fixes in this build (2.4.2.6)
- Dry / broadcast fertilizer spreaders now paint coverage markers and update the soil maps across the full spread width, just like liquid sprayers (#626)
- Big FPS drop while harvesting on dedicated servers is fixed. The per field soil update during harvest was firing on every cutter tick with no throttle, it is now throttled like the mower and fertilizer paths (#631)
- The admin / console field report now shows N, P and K in ppm, so it matches the Soil Monitor instead of disagreeing with it (#628)
- Slurry, manure and digestate on freshly cut grass or meadow no longer triggers the burn penalty. Only tall, harvest ready grass still does (#629)
- More crops have their own nutrient profiles instead of a generic fallback: rice, long grain rice, cotton, sugarcane, carrots, parsnip, beetroot, onion, spinach, spelt and more (#630, thanks Arissani for the crop data)
- New fields no longer all start with the same soil. The starting N, P, K, pH and organic matter now vary by region across the map, with extra per field variation on top, so unowned fields are no longer near identical (#632)
- Starting soil now varies much more from field to field. Some land is genuinely poor and some is rich, and organic matter starts lower on average instead of sitting high everywhere, so it pays to inspect a field before you buy it (#632)
Existing saves: getting the new soil variation (#632)
The variation only applies to fields created after the update, so an existing save keeps its old values. Two console commands let your current save pick up the new variation without starting over. Run them from the console (~ key), singleplayer or on the server / host. Your crop history, money and progression are not touched.
SoilRerollFieldsre-rolls the starting soil (N, P, K, pH, OM) for every field on the map.SoilRerollUnownedFieldsdoes the same but only for the fields you do not own, so you can shake up the rest of the map while keeping the soil you built up on your own farm.
Also included since the last public release (2.4.2.5)
- New Yield soil map layer, the overlay and minimap can show each field's yield potential, red to green. Use the Soil Layer Installer to add the soilYield layer to your map
- Soil monitor yield % now matches the grain you actually harvest, it no longer slides down as the combine crosses the field
- Soil monitor shows a Burn penalty line when lime or organic matter was applied to a growing crop
- Major texture loss after 2.4.1.0 is fixed (fill planes back to DDS)
- SF fertilizers, lime and organics now work in bulk and silo storage
- Minimap layer label shows the full translated name plus its short code
Known follow up
- Some dry fill plane textures still log a harmless mipmap warning (visual only). I will regenerate those DDS files in a later update.
v2.4.2.4 — German Translation & Fixes
Hotfix update
If you were on 2.4.1.0 or later and saw missing or white textures across the game, this update fixes it. No save migration needed, just replace the mod and keep playing.
- Fixed the major texture loss introduced in 2.4.1.0. The fill plane textures were switched to PNG in that release, which broke the game's shared pile texture array and dropped textures across the whole game. They are back to DDS now, so piles render correctly again and the unique colour per product is restored.
- New: SF fertilizers, lime and organics now work in bulk and silo storage. Any silo or storage bin that already accepts base game fertilizer, lime or manure will now also accept the matching SF products, including bins from third-party storage mods.
- Improved: the minimap layer label now shows the full localized name plus its short code, for example "Nitrogen [N]" or "Stickstoff [N]", using the same translations as the big map (thanks Drehverschluss).
Also in this release
- Full German translation, the mod is now fully translated into German (thanks to Drehverschluss for contributing it).
- Spray Pass% no longer jumps to 100% before the field is actually fully covered.
- The soil compaction layer now shows up on the map and trails heavy vehicles correctly, even when not spraying. A single heavy pass is now clearly visible.
- Boom section overlap prevention now works on the centre sections and on the JD R700i and R975i.
- Headland turns and nearly-finished fields behave correctly right up to full coverage.
- Session pass% now resets when you plow, cultivate, or a new day starts.
- A full-codebase review pass with 14 extra bug fixes and polish.