Userprofil von kahenneberg
Member since 6 / 2015

Punkte: 248
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Rank: #6776
Vorname: Kaj Alter & Geschlecht: m Wohnort: Farum Hobbys: keine Angabe Homepage keine Angabe

About kahenneberg

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7 Downloads heute
3.816 Downloads gesamt
90 Kommentare

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LS 19 : FS19_RealLifeNumbers v [sp]

Fs19_reallifenumbers FS19_RealLifeNumbers Mod
This mod has three main objectives: 1.  To define a game environment mimicking real-life farming in a well-defined area. 2.  To enable players to individualize the game using a simple editor. 3...
5 Downloads heute
1.084 Downloads gesamt
23 Kommentare

4 Danksagungen

LS 19 : FS19_RealLifeNumbers_US_Heartland v [sp]

Fs19_reallifenumbers_us_heartland FS19_RealLifeNumbers_US_Heartland Mod
This mod has three main objectives: To define a game environment mimicking real-life farming in a well-defined area. To enable players to individualize the game using a simple editor. To provide...
2 Downloads heute
1.002 Downloads gesamt
8 Kommentare

1 Danksagungen

LS 19 : FS19_RealLifeNumbers_UK v [sp]

Fs19_reallifenumbers_uk FS19_RealLifeNumbers_UK Mod
This mod has three main objectives: To define a game environment mimicking real-life farming in a well-defined area. To enable players to individualize the game using a simple editor. To provide...
  1. Mod: FS19_RealLifeNumbers_UK
    Hello miliniun,

    It appears that the main data table RN has not been defined. This happens in the script RealNumbersInitializationUK.lua. This is were all the parameters are defined. If a syntax error has been created while modifying parameter values, then this script will not run, and an error will arise when some other script is using an undefined parameter.

    You can tell from the log file if RealNumbersInitializatioUK.lua has run. If it has, then there should be two lines in the log:

    -----FS19_RealLifeNumbers_UK by ArmChairFarming-----

    FS19_RealLifeNumbers: RealNumbersInitialization active

    These two lines would be missing if RealNumbersInitializationUK.lua has not run.


  2. Mod: FS19_RealLifeNumbers_UK
    Hi miliniun, I will take look. I hear that the updated Real Dirt mod causes some issues with both this mod and others. Are you using the updated Real Dirt? Don't know why "reply to this comment" does not work for me, maybe an add blocker.

  3. kahenneberg 15. 12 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    In version I reset bale volumes to fit the geometry. However, there are so many different bale types with varying density in the game now, so it no longer seems a good idea. In the next update, bales are not reset to a specific volume.

  4. kahenneberg 13. 11 2019

    Mod: FS19_RealLifeNumbers
    Hi sootysax,

    I see. Thank you for letting me know. When Seasons come out in an updated version, I might reinstate the altered bale volumes for shop bales. As long as I don't have to reset all bales it will be fine. Many players have bales of many sizes.

  5. kahenneberg 30. 10 2019

    Mod: FS19_RealLifeNumbers
    Hi sootysax,

    Yes, funny things are happening with fertilizing jobs. Not sure what the cause is. I notice that the growthstate often is set to 11 in mission.xml but I recall reading that Seasons will not allow fertilizing beyond growthstate 4. I continue to experiment with different maps, but don't seem to get any closer to a clear explanation.

    I think Seasons sets some rules when you can fertilize. My mod does not do that, at least not intentionally.

    My mod does need to know the field fruit type in fertilizing jobs in order to calculate the amount of fertilizer to reimburse. However, this seems to cause failure, as the fruit type definition sometimes change or is deleted. Not sure why.

    Many scripts that deals with bales fails to read the actual volume but simply assume at the bale volume is 4000 L. I think this is why shop bales spawn at 4000 L although my mod used to change the volume of shop bales. I have dropped setting shop bales to realistic volumes for the same reason. I guess the other tools, like the one you use to cut open a bale also assumes a bale volume of 4000 L without reading the actual bale volume.

    1 Antworten

  6. kahenneberg 27. 10 2019

    Mod: Missouri Seasons Ready
    Thanks. Yes I realized later that this was a mod for FS17. My FS19 tick mark had disappeared.

  7. kahenneberg 26. 10 2019

    Mod: Missouri Seasons Ready
    Seasons for FS17. How can that be done?

    1 Antworten

  8. kahenneberg 09. 10 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    Hi Milinium,

    You can try and set the bale diameter to 1.8. This is done in RealNumbersInitialization in the code line:

    RN.roundBale.diameter = 1.3; -- m

    Change 1.3 to 1.8. Further down you should change the code

    RN.commodityVolume.ROUNDBALE = 1500;


    RN.commodityVolume.ROUNDBALE = RN.roundBale.volume;

    You will then have to rezip the mod and put it back in the mod folder.

    I'm close to releasing an update. I will change things so you only need to alter the diameter parameter.

    And thank you for getting back to me on this. I didn't know that there are roundbalers with different size bales in the game.

    Please let me know if this works for you.

    2 Antworten

  9. kahenneberg 07. 10 2019

    Mod: FS19_RealLifeNumbers
    Hi JusticeM, I have used RealLifeNumbers together with Seasons 19 for a month now and have not found conflicts between the two mods. Both seed usage and crop yield are in agreement with the settings in RealLifeNumbers, althought Seasons 19 will scale the yield slightly based on weather conditions and crop rotation plans. All components in RealLifeNumbers expected to cause conflicts with Seasons 19 were removed in version

    A few other issues have been reported: (1) Poplar seed usage was set to zero, (2) plow and cultivator contracts fail at the end of the contract, (3) interest on loans were not computed correctly. These issues have now been corrected and will soon be released. The next release will also redesign the field rent concept. Using the Seasons year, rent contracts will terminate on the first day of winter and can only be renewed on the second day of winter. One unresolved issue is that bales bought in the store spawn at 4000 L, despite being defined to 1500 L for round bales and 2600 L for square bales. They are reset to their correct volume upon restarting the save game. Another issue is fertilizing contracts. If the field has already been fertilized once, it may not be possible to complete the contract. I don't think this is an issue related to RealLifeNumbers. RealLifeNumbers is not 100% multiplayer compatible and probably will not work in multiplayer mode on dedicated servers.

    Real-life wages for hired help must be defined in Seasons 19.

    1 Antworten

  10. kahenneberg 16. 09 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    I found the problem. On this map the numbering of farmlands reaches more than 200. Not that there are more than 200 fields, there is not. But the numbers used to identify farmlands runs up to 254. My mod had set the limit to 200.

    In the script RealNumbersCommodities.lua locate the following lines of code:

    for k = 1, 300 do
    local randomFieldPriceFactor = 1 + randomness *
    1 * (math.random()-0.5)/10;
    RN.fieldPriceList[k] = randomFieldPriceFactor *
    RN.pricePerHa; -- list of purchase prices per hectare
    RN.fieldStatus[k] = " For sale";

    Change 200 to 300 as is done above, so that k runs from 1 to 300.

    Save the script, rezip the mod and put it back into your mod folder.

  11. kahenneberg 16. 09 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    'll try out the map and see.

    1 Antworten

  12. kahenneberg 16. 09 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    Hey zummm, what version re you playing? The latest release is This version has been adjusted to run with Seasons. All animal upkeep fees are set to zero in the script RealNumbersInitialization, so I don't understand how my mod can have an influence on this. Please remind me where I can read the animal upkeep and I'll have a look in my own game.

  13. kahenneberg 22. 08 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    This could be due to a conflict with another mod. It works for me. I suggest editing the Key reading statement in line 577 in RealNumbersSpraying.lua to test another key stroke combinations.

  14. kahenneberg 19. 08 2019

    Mod: FS19_RealLifeNumbers
    Hello Striker2379,

    My experience is, that it is better to change the numbers in the mod, than trying to overwrite it. In this case, drag a copy of Seasons to a another folder, unzip Seasons, go to the file src\vehicles\specs\SeasonsVehicleSpec.lua

    line 44:

    spec.nextRepair = 30 * 60 * 60

    If you want, say 100 hours service interval, change the "30" to 100 in the expression.

    Save the file, make a new zip file in the Seasons top directory and drag the new zip file to your mod folder.

    1 Antworten

  15. kahenneberg 16. 08 2019

    Mod: FS19_RealLifeNumbers
    You are correct. Some adjustments are being made.

  16. kahenneberg 16. 08 2019

    Mod: FS19_RealLifeNumbers
    Thank you for asking. I'm working on an update. This will be a preliminary version, which will work, but without the predictive information. A new approach is needed to predict annual feed intake as this now depends on the animal growth curve. Crop growth duration is also left for Seasons to manage.

  17. kahenneberg 15. 07 2019

    Mod: Suedhemmern
    I hope you understand my English. I enjoy playing Suedhemmern very much. But, is there a possibility that you in a future version can make it possible to tip the vegetable fruit to ground. This would allow me to store vegetable fruit in a proper storage shed and not treat them as if they were grain fruit. NF Marsch 2.0 is one of very few multifruit maps that has this feature. And excuse me, if this has been asked before.

  18. kahenneberg 15. 07 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    Yes, as much as possible. The mod is divided into several scripts just so it will be easier to localize conflicts with Seasons. In the FS17 version of Seasons, focus was on realism, not on real-life. I don't know if that will change. I doubt that Seasons will change the in-game economy since a large audience likes the elevated sell prices. So I expect there is a good possibility for both mods to add to different aspects of the game.

  19. kahenneberg 13. 07 2019

    Mod: New Sherwood Park Farm V.1 Multi Frucht
    Wonderful with a multifruit version. But, as with several other multifruit maps, I'm not allowed to tip the fruit to the ground. This means that I'm unable to store multifruits in storage sheds. I don't like to handle vegetable fruit as if they were grain. Grain silos are not a very realistic choice for storage of vegetable fruits. Many multifruit maps resort to this and I was wondering if this is just something people don't care about or if this is the only possible option.

    Both when loading redCabbage from a universal buy point and when tipping it into the grain silo, no animation of loading and offloading happens. The level increase/decrease in the tipper, but that is the only animation seen. When lading sugarbeets, the crop is seen coming out of the spout, and when offloading it in the storage shed, you see the animation of crops falling to the ground.

    The file densityMapHeightTypes.xml contains no information on the extra filltypes, only the standard filltypes. Is that the reason for this issue?

    1 Antworten

  20. kahenneberg 30. 06 2019

    Mod: FS19_RealLifeNumbers
    Hi JS39. In FS19 you buy a farmland area which may have one or more fields. Purchase and rent prices must therefore be specified for a farmland, not for a field. The mod has a set of redefinable numbers which points to the farmlands that can be rented. Farmland 1 can on a given map hold field 1 and field 9. Hence if farmland 1 is rentable, it means that both fields 1 and 9 will be rented. If fields comes in a bundle, it is not possible to choose arbitrary which fields you would like to be rentable.

    The new feature in the coming update assigns a number of real-life growth days to each crop. The data is taken from a variety of sources and requires a lot of time to process. Working on this at the moment. Data is not available for all crops and also not for every country. But I'll try my best to use the data I have. Spring oat is about 103 days in US Heartland, 119 in the Mountain region and 129 days in Northwest region. A game day is 30 real-life days, so it will be about 3.5 gamedays in the US Heartland, 4 gamedays in the Mountain region and 4.5 gamedays in the Northwest region. If players find that to be too long, they can reduce the numbers. Personally I hope the longer growth time will allow me time to try out some of the production mods that are coming into many maps now. I also hope that it will give me a better chance to spray for weed before the harvest stage. The growth of weeds is not controlled by the same parameters as ordinary crops. So at the moment I don't know how to control the growth of weed.

    I'm sure Seasons will control crop growth, so at that time I'll review the need for this feature in my mod.

    1 Antworten

  21. kahenneberg 26. 06 2019

    Mod: FS19_RealLifeNumbers
    Hello JS39. Yes an update is soon to be released. I was ready to do so, but then a couple of multifruit map updates came out with new fruits and I thought I would add them to the update. This is a bit time demanding, as many map makers spell fruit names as they please. The good news is that I'm replacing GrowthControl with my own simple add-on. GrowthControl has not been updated to handle multifruit. So I decided to add the possibility of entering the number of growth-days for each fruit defined by the mod. Growth-days is to be specified as real-life days, e.g. 45 for grasses, around a 100 for grain and even longer for sugarbeet.

    If a farmland holds more than one field, it will look as if you have paid for both fields, but in reality the price is for all the fields within this farmland.

    Some field numbers have been designated to Rentable fields. You can change the field numbers in an editor. There are 2 rentable fields for each 10 fields. The price for renting is taken from national statistics and depends on the location. The rent price is written together with the purchase price when you press lAlt-rf. In effect you are just paying a lower price for the field. Ideally you would have to pay rent once every year.
    PS. Couldn't make the reply button work. Hence a new post.

    1 Antworten

  22. kahenneberg 21. 06 2019

    Mod: FS19_RealLifeNumbers
    With patch 1.4 the store items have been renumbered. This causes a few store items to get incorrect prices in this mod. A correction is being tested.

  23. kahenneberg 13. 06 2019

    Mod: FS19_RealLifeNumbers

    Hello George15
    Economic difficulty level should be HARD.
    Der wirtschaftliche Schwierigkeitsgrad sollte HART sein.
    Bei NORMAL werden die Preise um 1,8 skaliert
    Bei EASY werden die Preise um 3 skaliert.

    1 Antworten

  24. kahenneberg 12. 06 2019

    Mod: Nordfriesische Marsch
    A great map, but why are fill types not translated to English when I choose to play Farming simulator in English. It is more a matter of avoiding the same fill type being represented under two different names than a religious war on language.

  25. kahenneberg 12. 06 2019

    Mod: FS19_RealLifeNumbers
    Version 1.1.3 is somewhat ready for multiplayer. Not on a dedicated server, but on a local host.

  26. kahenneberg 11. 06 2019

    Mod: FS19_RealLifeNumbers
    The old save will work fine. The only issue is if you regret and want to restore the game as it was before activating FS19RealLifeNumbers. To restore old prices and other parameters, you will need to reinstall the map and reinstall a backup of the savegame.

    1 Antworten

  27. kahenneberg 09. 06 2019

    Mod: FS19_RealLifeNumbers
    Thank you for your kind thought. I don't now what the problem is.

    1 Antworten

  28. kahenneberg 07. 06 2019

    Mod: FS19_RealLifeNumbers
    Hi JS39,

    I will try out the map and see what is causing the problem. Thanks for letting me know.

    1 Antworten

  29. kahenneberg 06. 06 2019

    Mod: FS19_RealLifeNumbers
    Yes, you read the spreading table correctly. It sounds like a lot, but in this mod, the liquid fertilizer is diluted by a factor of 20. Because liquid fertilizer is sprayed directly on the plants, the fertilizer has a higher plant availability factor. For this reason, the amount of pure fertilizer nutrients sprayed is reduced by a factor of 2. A liquid fertilizer sprayer needs a certain minimum nozzle flow rate to function properly. For this reason a large fraction of the tank is just water. The price of liquid fertilizer is reduced by 20, so that when filling a 2000 liter sprayer you only pay for the 100 liter of fertilizer, not the 1900 liter of water. Making video-guides is not a bad idea. Me making them would be a really bad idea.

  30. kahenneberg 05. 06 2019

    Mod: FS19_RealLifeNumbers
    Chickens are assumed to stay in the pen for two gamedays (2 months) before selling. Only then will they grow in numbers to lay the amount of eggs expected.

    1 Antworten

  31. kahenneberg 04. 06 2019

    Mod: FS19_RealLifeNumbers

    The log file says:


    pen : 1

    Pen type : Standard
    Animal color : BLACK
    Animal fillType : 77

    chicken start number = 42
    chicken end number = 91
    chicken pen capacity = 100
    chicken BirthRatePerDay = 1.3182
    chicken mean number = 70.6726
    chicken time to first birth = 00:44:42

    Trough food per year = 5544 Liter
    Wheat field for chicken feed = 0.5359 Ha
    Barley field for chicken feed = 0.5345 Ha
    Total egg volume per year = 578 Liter
    Total egg pallets per year = 8

    chicken feed per chicken per game day = 6.5372 Liter
    egg pallets per chicken per game day = 0.0091
    chicken food spillage per game day = 0.3269 Liter

    The number of egg pallets per day per chicken is 0.0091, almost 1/100. So 100 chicken should produce 1 egg pallet per gameday.

    In the script RealNumbersInitialization, you can adjust the volume of an egg pallet:
    RN.chicken.eggVolumePerPallet = 75; -- Liters/pallet

    A smaller pallet capacity should give you more pallets.

    You need a lot of chickens, so I would recommend a chicken pen with a large capacity (300 - 500) and keep the number of chickens close to max capacity. If you set the starting number of animals too high, the mod will reduce the number so mature plus offspring can fit in the pen.

    1 Antworten

  32. kahenneberg 28. 05 2019

    Mod: FS19_RealLifeNumbers_US_Heartland

    Fixed a couple of errors.

  33. kahenneberg 25. 05 2019

    Mod: FS19_RealLifeNumbers
    Thank you for letting me know. I will try out the map when I get back from a pc-free weekend trip.

  34. kahenneberg 25. 05 2019

    Mod: FS19_RealLifeNumbers
    Hi, honestly I don't know. I'm away on non-pc weekend trip and can't try things out. Maybe start a new savegame and copy files over from the old one one file at a time.

  35. kahenneberg 24. 05 2019

    Mod: FS19_RealLifeNumbers_US_Heartland
    Version A few errors were corrected. Further tests did not trigger new errors. However, the mod is very diverse and impossible for a single person to test completely. If you do find a problem, please send an e-mail, so it may be corrected. The mail address is listed at the top of each script file.

  36. kahenneberg 23. 05 2019

    Mod: FS19_RealLifeNumbers
    Thank you JS39. I'm sorry to say, that not everything is working as intended. Even in the latest version there are still a few issues. A mod with this much diversity turns out to be very hard to test. You may have tested for days, and things work fine. Then you set a worker to spray herbicide, and caboom. Lua error all over the screen. A few errors have no been fixed, an testing is going on.

    It would be very nice if the mod could be made to work in multiplayer mode. I just don't know how to do this yet.

  37. kahenneberg 22. 05 2019

    Mod: FS19_RealLifeNumbers
    Vielen Dank, german1955. I will copy this into the official description.

  38. kahenneberg 10. 05 2019

    Mod: New Sherwood Park Farm V.1 Multi Frucht
    Before I download. Have the fields got numbers in the updated map?

    1 Antworten

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