Seasons 19 mod for Farming Simulator 19
Seasons 19 mod for Farming Simulator 19
Seasons 19 mod just released on PC and Mac! Download the mod in the article bellow:
Seasons 19: Update v1.0.1 for Farming Simulator 19
NOTE: We recommend removing all grass/semidry/hay from your map before updating. This updates fixes some issues with the grass system. The game does not break if you don’t remove your grass but it might give weird drying and rotting behavior for those heaps. This update also fixes the growth issues. Weirdness might persist until the next winter when everything dies and creates a clean slate.
When you read this Seasons for Farming Simulator 19 has been released
The Seasons mod changes the fundamental way to play Farming Simulator by introducing seasons and changing all aspects of the gameplay, such as weather, growth, economy, vehicle maintenance and animals to suit.
Seasons 19 has gotten even more immersive with new visuals and sounds that better integrate into the game and the gameplay.
Experience the trials and tribulations of a real life farmer worrying if you will get all your crops planted on time before it gets too cold, or too dry, for them to germinate and whether you will complete the harvest before the rainy days of autumn when crops will be wet.
Beautiful visuals to suit the seasons, such as the birth of life in spring, the richness of colour of autumn and bare trees on a bleak winter’s day when you are clearing the snow, or doing forestry, will help to fully immerse you in this new environment.
See to the management of your herds with the new breeds of cattle, pigs, sheep, and chickens, or take care of horses for a steady income.
Seasons is about more than just adding pretty textures corresponding to a season and snow. It is an attempt to better simulate a year in a farmer’s life. Nearly every aspect of Farming Simulator has been carefully rethought and rewritten from growth to weather, crop prices, loans and the vehicle maintenance system. It is a mod designed for the players who do not like being able to sow, harvest and sow again all in one day.
For Farming Simulator 19, Seasons 19 brings a complete rebuild of everything that was in Seasons for Farming Simulator 17, and much more. It brings revamped visuals and audio and new tools. It also includes a new, more elaborate weather system with more events and full integration with the new sky of Farming Simulator 19. The improved growth system now provides a less predictable year and provides crop rotation to keep you planning year-over-year. The animals have been improved with grazing and breeds, and working with grass has gotten a do-over to align more with the real life process.
Farming Simulator 19 – Seasons – Release trailer
How to download and install Seasons 19 mod
Seasons 19 Mod conflicts with other mods
The Seasons mod touches almost all parts of the game. It will therefore conflict with a lot of script mods. Here is a list of types of mods that will conflict if they have not been updated specifically for Seasons:
- Any mod that manipulates the weather
- Any mod that manipulates growth
- Any mod that changes animals
- Any ‘season manager’ type mods
- Any mod that changes fruit prices, but this conflict will mostly be unnoticeable to the player
So please update these mods if you want to use Seasons 19 mod.
What about Seasons 19 on console?
After FarmCon 19 we will continue resolving bugs and issues that arise. We will also start the QA process for the console. This will require some work and time. Then a game patch will be prepared. All in all, it will take some time. There is no release date, and we also don’t know whether we will have to cut features yet.
Where are the GEO mods?
We have put all our time and energy into Seasons 19 for now, so the GEO mods are not ready for release. We will do our best to test them and release them next week or the week after. We will release our U.S. Midwest, Wales and Northern Sweden GEOs first.
Hauer Snow Pack
Together with GIANTS Software we have created two brand new licensed tools from Hauer: the SRS-3 snow blade and the TS-215 salt spreader. Use it together with Seasons 19 to manage the snow around your yard and fields.
The mod requires Seasons to work. Seasons provides BigBags of road salt in the shop.
New Features in Seasons 19
The growth system in Seasons 19 has received a revamp. No longer is every year the same and neither is success predetermined. Look out for bad weather destroying your crops, whether it be frost or droughts. Crop rotation plays a large role in keeping the fields full of nutrients and ensuring good yields, so plan ahead by using the crop rotation planner.
Farming Simulator 19 added weeds, weeding and spraying. Seasons changes the default behavior of weeds by growing them slowly in patches instead of across entire fields.
Weeds grow in patches only when the temperature is right. They sprout all over the place as small weeds and mature when it gets warm. When it gets too cold they will start to die on their own. We have implemented preemptive spraying. If you spray early on you will not get weeds on the field until you harvest. Mechanical weeders can only remove young weeds and have no preemptive function.
Three new growth states have been added: planted, germinated and germination Failed
Germination happens every day, as long as the soil temperature is high enough.
In Seasons 17 entire fields of crops would die, if they were planted at the wrong time of the year. In Seasons 19 the growth and germination system have been redesigned to be more natural and life like. Dry spells and frost can damage parts of your fields, so it’s important to try and plant at the right time and when conditions look favourable in the weather forecast.
It is possible for crops planted too late to germinate, but they will never mature. Check the Seasons calendar and make sure to plant crops at the correct times.
Crops have 3 maturity states: planted, young and mature. All crops have 3 resistance ratings, depending on their maturity state. A new help page has been added into the Seasons menu to show the resistance ratings for each maturity state, per plant.
Crop rotation is the practice of growing different crops in succession that are beneficial to each other. Successful forward planning and execution of your rotations will bring increased yields and reduce the need to fertilize. A yield effect of 120% of vanilla is possible by using the most beneficial rotations and crops.
Crops are divided into crop categories and have dependencies that determine whether a preceding crop category is favourable, neutral or unfavourable for yield. Some crops are more suitable to grow several years in succession, while others require more variation.
It is also possible to leave a field to rest and restore for a year (in the mod this is termed keeping it fallow). Most common crop rotations should be possible to simulate, including the effects of double cropping.
In the field info HUD you will see the crop categories of the two previously planted crops. Together with a rotation planner this will be an important tool for planning the next crop to plant.
The crop rotation planner is a new tool specially made for players to plan their rotations ahead. It can hold four rotations (one per column) and they are saved, even in multiplayer.
The new sky and the removal of the skybox system asked for a complete rewrite of the weather system with more details, variety and immersion.
The new cloud system has been integrated with new weather generation that allows more events every day. Rain in the morning, cloudy in the afternoon and thunder at night: these are all possible.
Wind speed and direction is modelled. The wind speed is a key attribute to how quickly grass dries. The income from wind turbines are also dependent on wind speed and with very strong winds they will shut down. Visually turbines will also follow the wind direction.
Detailed forecast and uncertainty
The weather forecast is much more detailed. Not only does it feature minimum temperature, average temperature and maximum temperature, but also wind speed and probability of precipitation. Expected precipitation is also shown. As drying of hay requires good weather, the suitability of the weather for drying grass is indicated in the forecast (more information on this feature in the below section on grass). On top of that, the next 24 hours are detailed in 3-hour blocks for even more frequent information.
However, the forecast is not completely certain: the further away into the future, the more uncertain it is. A rain predicted in 5 days time might not actually happen.
The weather-people don’t know everything, so it is useful to check the forecast regularly!
Snow and the mask
Some small changes to the Seasons mask: we now fall back on the tip collision. This has become possible with new engine changes. This makes it possible to have high snow even on unprepared maps.
Bale rotting still requires a fully prepared map with a special Seasons mask, so that every spot that is expected to cover for rotting also performs that function.
Placeables from the basegame have received their own masking area so they fit better. Map makers likely need to do this as well to further improve their maps for snow.
The animals system has received a complete overhaul with new complexities and more depth. The age, weight and gender of each animal you own is simulated.
Food intake of each animal depends on their age and their weight. Weight gain also depends on their age and weight and on what they are fed. To maximize weight gain the best feed has to be provided.
Cattle can produce either manure, or slurry (liquid manure), but not both. What they produce depends on whether they have straw. This aligns better with how real farms are run. Not using straw will cause a slight decrease in productivity, but slurry is much easier to handle and worth more to a farmer than manure.
Care for the health of the animals has become of utter importance. Keeping them overnight in a trailer will kill the animals due to lack of food, water, and movement.
Hens lay eggs. To get chicks, get a rooster. Ideal is 1 rooster per 8 hens. The chance of breeding decreases with less roosters. If brooding, no eggs.
Raising animals for meat production is now possible. As animals gain weight and age, their growth rate decreases, while feed intake generally follows weight. The key to maximizing profits is to find the balance point between optimal weight and age of the animals. Price per kg is higher for younger animals and weight gain will slow down as an animal ages.
Seasons 19 includes real life animal breeds and each breed has its purpose. Some breeds are meant for meat production, while others are specific breeds for milk, wool and egg production.
For instance cattle is now divided into five breeds: Limousin, Saler, Holstein, Ayrshire and Brahman. These all are different. Limousin, Saler and Brahman are meat breeds, so steers are bought at 300 kg weight for fattening. They have different price and weight gains. Holstein and Ayrshire are meant for dairy operations, so 2 year old heifers are available for purchase. Their milk output will follow lactation cycles. The mod assumes that artificial insemination is carried out and that a 14 month gestation cycle is followed (9 month gestation and 5 months between gestations).
The other animals have similar characteristics to create a more varied, realistic and interesting animal gameplay.
The horses have received a special treatment. They have been redesigned into a different type of gameplay: a livery stable. The gameplay tries to emulate a farm that provides housing and basic care of a horse for its owner.
A horse can be brought to the farm in exchange of no money. It has to be fed, cleaned and ridden every day. Depending on how much care it gets, an income is provided every day. Some breeds require more riding to earn the same amount of money as other breeds. Horses also provide more money when they are very fit.
This all comes at a high risk: an unhealthy animal can die. This will cost quite a bit of money as repayment to the owner.
The grazing mod from Farming Simulator 17 has been integrated directly into Seasons 19. Animals in pens that have grass will consume the grass as a replacement for the grass in the trough. Be careful, as the grass in a pen can be completely eaten already. This depends on the size of the pen, the amount of animals, and the time of year.
The changes of the animal pens into placeables that plant their own grass, together with more engine changes, allow for automatic detection of the grass. No map changes are required. The only requirement is that the animal pen has grass.
The animals require a lot of attention. Daily feeding, daily watering, maybe even daily riding. The water requirements of the animals have been corrected to be more realistic. To make it easier for players to have water in the troughs a new water pump can be placed near the animal pen. It will automatically keep the water level of the water troughs at a minimum of 15%. The water cost is subtracted from your account.
Better grass handling
The engine and script changes in Farming Simulator 19 allowed for many new features. Two of those are a multi-step grass drying process and improved rotting.
A new multi-step drying process has been added to create hay. When cutting wet grass, it needs to be tedded. Afterwards it needs to dry in the sun to become hay. When cutting dry (low moisture) grass, it does not need tedding but still needs to dry. This means that making hay now depends on the weather. Good planning is required. The more detailed forecast will certainly help here.
If hay is left in the rain it will turn wet again, and afterwards it will start to rot. Freshly mown wet grass will not rot before the second night after mowing.
Hay and straw rots when kept outside in the rain. However, straw and hay heaps inside buildings will not rot anymore, like was the case in Seasons 17. Grass still always rots, as this material is wet. With the new drying system described above, it will take two days instead of one for the rotting to start on grass heaps.
Improved visuals and audio
Seasons 19 has received a new system for tree visuals: custom shaders. Together with GIANTS, the team has created new shaders and special custom textures. The trees gradually change their looks, instead of the sudden color switch in Farming Simulator 17. The leaves grow in spring until fully grown in summer, after which they will brown for autumn. The color of the tree depends on the time of year, the tree and on the weather.
The lighting of Seasons has been rewritten to fully fit the new lighting system of Farming Simulator 19. It removes the moon in favor of darker nights and improves the dawn and dusk lighting. The amount of daylight depends on the time of the year and the location of the GEO.
The new weather system fully integrates with the new cloud system. A varying amount of clouds are shown throughout the day and move with the wind direction. With these changes the weather during the night can be truly dramatic and beautiful.
On top of the cloud system, Seasons adds a new weather event: storms. Storms produce thunder and an occasional lightning effect that will light up your fields.
Immersive ambient sound system
Seasons replaces the wind and rain sounds of the basegame with a new system. This ties in tightly with the visuals: it is possible to hear how fast the wind is blowing, or how heavy it rains or hails.
A large set of sounds is being mixed in real time to create the desired effects both inside and outside a vehicle.
A new set of flags was added to the map sound system to allow for quiet birds in the winter.
Adjusted vehicle maintenance and repair
The Seasons 17 repair system has been replaced by the standard one from FS19, but new algorithms have been added to calculate sell and repair prices. Also, the scratches (visible wear) has been separated from the vehicle repair. To improve the performance of your vehicle you can repair. To make the vehicle nice and shiny again you will need to repaint the vehicle. This is costly, depending on the size and complexity of the machine.
Seasons 19 – A stormy day
Preview of the Seasons mod for Farming Simulator 19 – created by Realismus Modding.
In this video we are showcasing the new weather system for Seasons 19.
0:35 – Sunrise
2:25 – Storm incoming
3:20 – Heavy rain
4:33 – Thunderstorm
4:45 – Lighting
List of confirmed features
– snow sticks to tires Confirmed
– snowmasks for ingame maps Confirmed
– Two harvests in one season is possible(needs a geo) Confirmed
– A detailed users manual will be available Confirmed
– Birth rates is likely changed since Seasons -17 Confirmed
– Weeds are changed from vanilla game Confirmed
– New lighting, with visible sun rising and sets Confirmed
– Daddychop is not in the target group A question of definition
– Crop rotation is not a feature in Seasons Denied
– Maintnance is splitted into repair and repaint, and repair-time is set to 30h use. Confirmed, but with more tweaks
– Hay and straw heaps will not rot if stored under a roof Confirmed
– Grass swaths will not rot over night as earlier. Now rotting is affected by weather. If its sunny, you dont need to use a tedder. Partly true
– Changed weather forecast, and would vary a lot more than in vanilla game Confirmed
– Seasons will be launched within two weeks. I wish
– New tree shader Confirmed
– Crop-rotation is now (despite denying it)a feature and it will affect yield. Also for grass, but a minor effect on this. Its including an incame croprotation-planner. Correct rotation will give you an «free» fertilize-level. Confirmed
– Animals will graze in the animal-pens and affect the amount of food needed, at least if you dont feed them better food. Confirmed
– Its still possible to donate money at Realismus moddings website Confirmed
– New sound system for rain/wind/hail/storms that produces different sounds depending on the wind speed or amount of rain. Weather now also affects growth more but up to a limit Confirmed
– Some tweaks are made to the vanilla soil mechanichs, and some soil management can be expected Kinda
– No hydrating of crops Confirmed
– No flooding Confirmed
– No soilcompaction Confirmed
Additional mods for Seasons 19
We made additional mods to extend the experience of Seasons. All of them are geographical (GEO) mods.
Geographical mods change the weather, environment and possibly even the growth patterns of Seasons. They can provide a different region to play in. A new savegame is required.
Note that you can only load a single (1) GEO mod.