Realistic Soil & Fertilizer v2.2
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Realistic Soil & Fertilizer v2.2

Realistic Soil & Fertilizer v2.2 Adds meaningful depth to farming without overwhelming complexity. Every field has its own soil health — nitrogen, phosphorus, potassium, organic matter, and pH — that changes based on what you grow, what you apply, and what the weather does. Ignore your soil and yields will suffer. Manage it well and your farm runs more efficiently. SOIL NUTRIENTS Each field independently tracks five values: – Nitrogen (N) — depletes heavily from most crops, especially corn and canola – Phosphorus (P) — depletes more slowly, matters most for root crops – Potassium (K) — lost in large quantities with high-yield harvests; especially heavy for potatoes and sugarbeets – Organic Matter (OM) — improves long-term fertility; manure and compost build it up; chopped straw also contributes – pH — affects how well nutrients are absorbed; lime and gypsum adjust it Crops extract different amounts of each nutrient. Fallow fields slowly recover on their own. Legumes (soybeans, peas, beans) provide a spring nitrogen bonus. Growing the same crop consecutively increases nutrient extraction. FERTILIZER TYPES The mod supports all major fertilizer types used in the base game and common mods: Synthetic: – Liquid Fertilizer — balanced N/P/K, quick uptake – Solid Fertilizer — higher phosphorus, standard cost – Digestate — biogas byproduct, strong nitrogen and potassium – UAN28 / UAN32 — liquid nitrogen solutions – Anhydrous Ammonia — highest-concentration nitrogen source – AMS / Urea — dry and liquid nitrogen options – Starter Fertilizer — high-phosphorus pop-up fertilizer – MAP / DAP — phosphorus-heavy dry and liquid options – Potash — pure potassium source Organic: – Manure — slow-release, builds organic matter – Slurry — liquid organic, high in potassium – Compost — excellent organic matter boost – Biosolids — good all-around organic option – Chicken Manure — concentrated nutrients, builds organic matter – Pelletized Manure — processed for easier application pH Management: – Lime — raises pH significantly – Liquid Lime — slightly gentler than dry lime – Gypsum — lowers pH slightly, improves organic matter Crop Protection: – Insecticide — reduces pest pressure – Fungicide — reduces disease pressure Each type has realistic nutrient profiles with appropriate application rates in metric or imperial units. SPRAYER RATE CONTROL Control exactly how much fertilizer you apply per pass: – Rate Up / Rate Down keybindings let you adjust on the fly while in the cab – 20 stepped rate multipliers from 0.10x to 2.00x in 0.10 increments – Over-application risk: exceeding 1.25x risks pH and nitrogen burn; at 1.50x burn is guaranteed – Auto-Rate mode automatically sets the application rate based on how depleted the field is — heavy deficits get more, healthy soil gets less – Rate persists per vehicle so you don’t lose your setting when you get out YIELD PENALTY Low nutrient levels reduce yield. Fields need N, P, and K at or above the optimal threshold for full output. The further below that threshold, the larger the penalty — up to a hard cap depending on how demanding the crop is. PEST, WEED & DISEASE PRESSURE Fields track weed, pest, and disease pressure independently. Cultivation reduces weed and pest pressure. Plowing reduces pest and disease pressure more aggressively. Insecticide and fungicide applications reduce the respective pressures directly. HUD A real-time soil panel shows the current field’s nutrient levels at a glance: – 6 position presets (top right, top left, bottom right, bottom left, center right, or custom) – Custom position is draggable — put it exactly where you want it – 4 color themes: Green, Blue, Amber, Mono – 3 font sizes – 5 transparency levels – Compact mode for smaller displays – Toggle the HUD on/off with a keybinding – All HUD settings are per-player and don’t affect other players in multiplayer A full Soil Report is also available via keybinding, showing a detailed breakdown for the current field. SOIL MAP OVERLAY A color-coded map overlay is accessible while the in-game map is open. Switch between 9 data layers: Nitrogen, Phosphorus, Potassium, pH, Organic Matter, Urgency Score, Weed Pressure, Pest Pressure, and Disease Pressure. Each field cell is colored green/yellow/red based on its current status. PDA SCREEN A dedicated page in the in-game PDA with two tabs: – Farm Overview — full field list showing N/P/K/pH/OM and status for every tracked field, plus farm-wide averages – Treatment Plan — lists fields that need attention with a breakdown of what they need and why SETTINGS Open the settings panel with Shift+O. In multiplayer, gameplay settings are admin-controlled. HUD/display settings are always per-player. Toggleable systems: – Fertility system (enable/disable the whole mod) – Nutrient cycles – Fertilizer costs – Seasonal effects (nitrogen behavior changes by season) – Rain effects (rain causes nutrient leaching) – Plowing bonus (plowing improves soil health) – Auto-Rate Control – Notifications (low nutrient warnings) Difficulty levels: – Simple — reduced depletion, lower costs, more forgiving – Realistic — balanced, standard rates (default) – Hardcore — rapid depletion, higher costs, no room for neglect Units: Switch between metric (kg/ha) and imperial (lb/ac) per player. PRECISION FARMING COMPATIBILITY If the official Precision Farming DLC is active, this mod automatically enters read-only mode. It does not interfere with PF soil data — it just observes. No conflicts. MULTIPLAYER Fully supported. The server controls gameplay settings. Each player controls their own HUD preferences. Field soil data is synced to all clients. New players joining mid-session receive a full state sync automatically. CONSOLE COMMANDS Type soilfertility in the developer console (tilde key) to see all commands. Key ones: soilfertility — show all available commands SoilEnable / SoilDisable — toggle the mod SoilSetDifficulty 1/2/3 — set difficulty SoilFieldInfo — show soil data for a specific field SoilShowSettings — display current settings SoilResetSettings — reset everything to defaults SoilSaveData — force save soil data to disk SoilDebug — toggle debug logging COMPATIBILITY – Works with all maps – Works with all vehicles and sprayers – Compatible with crop rotation mods – No known conflicts with other mods – Save game compatible — existing saves load normally INSTALLATION Extract the zip into your mods folder. Open the settings panel with Shift+O to configure. No additional steps required. V2.2.0.0 This update brings full Precision Farming mod compatibility and a major rework of the soil map overlay — making it smarter, more accurate, and easier to read at a glance. A series of harvest and fertilizer bugs have also been squashed, some of which were silently under-reporting nutrient loss for certain crops. What’s new / What’s fixed: – Precision Farming integration — the soil map now works alongside the PF mod, sharing field data and respecting PF’s zone system – Map overlay tooltips now show the correct info for whichever layer you’re viewing (N / P / K / pH / OM) — previously all layers showed the same data – Overlay tiles that haven’t been sampled yet are now visibly dimmed so you know at a glance which areas still need attention – pH variation between zones is now preserved correctly on the map — over-limed fields are labelled clearly – Harvest nutrient depletion was using the wrong scale for field size — fixed, so large fields now deplete correctly instead of too fast – Straw chopping organic matter gain was tied to field size instead of concentration — fixed – Oat harvest was using the wrong nutrient extraction values — fixed – Crops harvested in swath/windrow mode now correctly deplete nutrients – Nitrogen bar tick marks were missing when Precision Farming was active — fixed – Sprayer field ID lookup and pH application logging repaired – Crop protection (fungicide / insecticide / herbicide) now reduces plant stress by the intended 50% — previously had little effect – Organic matter is now properly clamped when loading older saves Save compatibility: fully compatible with existing saves — no migration needed.

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