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.