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Settings
Settings are split across two locations.
Three core settings live in the vanilla settings page for quick access:
| Setting | Default | Description |
|---|---|---|
| Enable Mod | On | Master switch - disabling stops all simulation but keeps saved data intact |
| Notifications | On | Pop-up alerts when fields reach critically low nutrient levels |
| Debug Mode | Off | Writes verbose diagnostic output to the game log |
The full panel ships with its key unbound so it never clashes with other mods. Bind Open Soil Settings (SF_OPEN_SETTINGS) once in Options → Controls → Mods - the mod's suggested key is Shift+O - then press it anywhere in-game (on foot or in a vehicle) to open the custom settings panel. Settings are grouped into the categories below, and the panel has an Admin button that opens the console commands as in-game buttons plus the Advanced Tuning controls.
Controls the core soil simulation. These settings are server-authoritative in multiplayer - only the server admin can change them.
| Setting | Default | Description |
|---|---|---|
| Fertility System | On | Enables nutrient depletion at harvest and fertilizer restoration |
| Nutrient Cycles | On | Enables rain leaching and seasonal nitrogen effects |
| Fertilizer Costs | On | Custom fertilizer types cost money to purchase |
| Seasonal Effects | On | Spring N boost (+0.03/day) and fall N loss (−0.02/day) |
| Rain Effects | On | Rain leaches N and K; slightly acidifies pH over time |
| Plowing Bonus | On | Deep plowing mixes organic matter and gives a small OM/pH boost |
| Residue Incorporation | On | Working post-harvest stubble back into soil releases nutrients and OM from decomposing straw; each tillage type has its own incorporation efficiency |
| Weed Pressure | On | Tracks per-field weed density; apply herbicide to reduce (max −30% yield) |
| Pest Pressure | On | Tracks insect pressure; apply insecticide to reduce (max −20% yield) |
| Disease Pressure | On | Tracks fungal disease; apply fungicide to reduce (max −25% yield) |
| Disease Climate | Temperate | How wet the map's climate runs (Arid · Temperate · Humid · Wet). Wetter climates push disease harder and shorten fungicide protection |
| Disease Difficulty | Normal | How aggressive named crop diseases are (Easy · Normal · Hard) |
| Crop Rotation | On | Enables legume nitrogen bonus and mono-crop fatigue multiplier |
| Soil Compaction | On | Heavy vehicles (≥ 8 t total) compact soil; accumulates 0–100% per field with up to 20% nutrient penalty at max |
| Imperial Units | Off | Shows sprayer rates in gal/ac and lb/ac instead of L/ha and kg/ha |
| Difficulty | Realistic | Scales all depletion and restoration rates (see below) |
| Replenishment Rate | Normal (1.0×) | Global multiplier on how fast fertilizer restores nutrients (Very Slow 0.25× → Very Fast 2.0×) |
| Level | Multiplier | Effect |
|---|---|---|
| Simple | 0.7× | 30% less depletion - easier for new players |
| Realistic | 1.0× | Balanced; calibrated to real-world agricultural rates |
| Hardcore | 1.5× | 50% more depletion - intensive soil management required |
Controls what appears on screen. These settings are per-player and never synced to the server - each player can customise their own view independently.
| Setting | Default | Options |
|---|---|---|
| HUD Enabled | On | Show or hide the soil overlay |
| HUD Position | Top Right | Top Right · Top Left · Bottom Right · Bottom Left · Center Right · Custom |
| Color Theme | Green | Green · Blue · Amber · Mono |
| Transparency | Medium (70%) | Clear 25% · Light 50% · Medium 70% · Dark 85% · Solid 100% |
| Font Size | Medium | Small · Medium · Large |
| Auto Rate Control | On | Sprayer rate auto-adjusts toward the target rate for the current product |
| Work Trail | On | Show the worked/sprayed coverage trail on the ground |
| Sprayer Info Panel | On | In-vehicle panel showing rate, coverage, and product while spraying |
| Harvester Info Panel | On | In-vehicle panel showing yield forecast and soil status while harvesting |
| Field Info Box | On | Small on-screen box summarising the current field |
| Colourblind Mode | Off | Swaps the status palette for colourblind-friendly colours |
| Free Panel Layout | Off | Drag each in-vehicle panel to its own position (Shift+H edit mode; press [-] in a title bar to collapse) |
Controls the nutrient overlay on the PDA map.
| Setting | Default | Options |
|---|---|---|
| Active Map Layer | Nitrogen | Off · Nitrogen · Phosphorus · Potassium · pH · Organic Matter · Urgency · Weed · Pest · Disease · Compaction · Yield |
| Overlay Density | Medium | Low (8k) · Medium (20k) · High (40k) - reduce if the map causes frame drops |
Select which of the 11 data layers is drawn over the PDA map. Cycle them with the Cycle Soil Map Layer action (ships unbound) or the overlay sidebar. Compaction shows field compaction from 0–100% in a dark brown/orange scale (green is low, red is high); Yield shows the forecast harvest percentage (green is high).
Precision-farming toggles, opened from the Admin button. Admin-only in multiplayer.
| Setting | Default | Description |
|---|---|---|
| Smart Sensor | On | Master switch for the per-section need sensor on VWW sprayers (blocks sections with no active need) |
| Variable Rate | On | Master switch for per-section variable-rate output based on soil deficits (default key Alt+7) |
| Field Boundary Control | On | Shut boom sections off past the field edge |
| Overlap Prevention | On | Shut sections off over already-treated ground |
See & Spray is not a global toggle - it comes with the JD R700i or JD R975i when you pick the See & Spray shop configuration, and shows live per-cell pest, disease, and weed pressure at the boom.
Opened from the Admin page, for players who want to hand-tune the model. Every core rate has its own multiplier: nutrient depletion, fertilizer efficiency, rain leaching, seasonal strength, pest growth, disease growth, fallow recovery, and compaction build-up / decay. You can also set the starting N / P / K / pH / OM that every new field rolls with. Defaults reproduce the standard simulation - move a value only if you want that part of the model faster, slower, or stronger.
- Server-authoritative settings (all Simulation settings): only the server admin (master user) can change these. Non-admin players can view the values but controls are locked.
- Local settings (Display/HUD, Map): each player controls their own view. Not sent to or from the server.
- Settings sync automatically - joining players receive the current server settings on load.