RealLifeNumbers

V 1.0.0.0 mod for Farming Simulator 22

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description

This mod has two main objectives:

       To define a game environment mimicking real-life farming.

       To enable players to individualize the game using a simple editor.

 

This mod has not been written for Multiplayer mode.

Nor has it been tested in Multiplayer mode.

One group has reported that they use the mod on a server in multiplayer games.

So it is worth trying.

Play on hard economic level.

 

Version 1.0.3.0

  1. Disabled RealNumbersAnimalScaling.lua. Use MaizePlus and/or EnhancedAnimalsSystem.
  2. Adjustments to RealNumbersStorePrices.lua to make it compatible with Foil-, Net-, and Twine-addon.

 

Version 1.0.2.3

  1. Updated version of RealNumberAnimalScaling.xml for BallySpring v. 2.0.0.1
  2. BallySpring and MaizePlus are not well coordinated. This destribution includes a modified version of the file maizePlus_animalDataOverride.xml. This file must be included in a modified MaizePlus mod. This is needed if BallySpring, MaizePlus and RealLifeNumbers are all to work simultaneously. Modifying MaizePlus may have a negative effect when used with other maps.

 

Version 1.0.2.2

  1. Adapted to EnhancedAnimalSystem
  2. Disabled RealNumbersSprayTypes.lua                         Use precisionFarming instead
  3. Disabled RealNumbersContractRewards.lua                Use BetterContracts instead
  4. Disabled RealNumbersStoneScaling.lua
  5. Disabled RealNumbersLoans.lua                                  Use EnhancedLoanSystem instead
  6. Disabled Field lease.                                                     Use FieldLease instead.

 

Compatible with Court Farm, BallySpring V2.0.0.0 and Hof Bergman V1.3.0.1.

 

Version 1.0.2.1

  1. Added xml files for BallySpring and Ballam Rd.

Version 1.0.2.0

  1. Fixed an issue with harvest in RealNumbersContractRewards.lua and my_Contracts.xml
  2. Added xml files for Court Farm and Campagne Profond 1.0.

Version 1.0.1.9

  1. Updated my_animalTypes.xml for Hof Bergmann 1.2.0.0
  2. Added Clover and Silphie to my_fillTypes.xml and my_fruitTypes for Hof Bergmann 1.2.0.0

Version 1.0.1.8

  1. Added a default maps_Growth.xml file to replace customized versions in maps omitting crops, such as Ballam Road.
  2. Updated my_animalTypes.xml for Hof Bergmann 1.1.0.1

Version 1.0.1.7

  1. RealNumbersContractRewards.lua Added additional Platinum missions
  2. RealNumbersCropGrowth.lua Added multifruit
  3. RealNumbersFillTypes.lua Added multifruit
  4. RealNumbersFruitTypes.lua Added multifruit
  5. RealNumbersFieldPrices.lua Increased compatibility with mod DynamicFieldPrices.

Version 1.0.1.6

  1. Modified RealNumbersStorePrices.lua to be compatible with Grist Mill
  2. RealNumbersFieldPrices.lua: Fixed an error introduced in 1.0.1.5

Version 1.0.1.5 

  1. Modified RealNumbersStorePrices.lua to be compatible with Seed Cleaner
  2. Added more fillTypes to my_fillTypes.xml.
  3. Modified RealNumbersFieldPrices.lua to meet changes introduced in recent updates to the game.

Version 1.0.1.4

1. A few small changes have been made to remove some lua errors when playing with MaizePlus and with PumpsandHoses.

2. If you play with MaizePlus, you need to use a special version of the xml file my_animalTypes.xml. It is called my_animalTypes-maizePlus.xml but you need to rename it to my_animalTypes.xml after you have placed in a modSettings/RealLifeNumbers/savegame folder. This xml files is the same for all countries.

 

3. Field leases have in previous versions been terminated at the start of January with renewal possible at the start of February. In this version renewal of field leases is possible from the second gameday of January.

Version 1.0.1.3

1. Added xml files for the Hof Bergmann map.

2. Added xml files for other German maps.

Version 1.0.1.2

1. RealNumbersCropGrowth.lua: Made a few bug fixes so it is possible to have two winter crop cycles.

2. RealNumbersFieldPrices.lua: Made a few changes so lease contracts terminates in January. The lease cost decreases progressively toward January. A new lease contract can be signed from February till December.

3. RealNumberContractRewards.lua: Added the possibility of disabling some warning messages.

Version 1.0.1.1

1. RealNumbersFillTypes.lua. Have added the filltypes netwrap and twine, to make the mod compatible with the mods FS22_twine_addon and FS22_netwrap_addon. Store prices looks at first to be to low. However, the actual price shows inside the store. Set real-life prices in the respective mods, not in RealLifeNumbers.

2. All scripts reading xml files have been changed, so that savegame index 0 is used when no savegame index is defined. This is the case for multiplayer clients. Players wanting to be clients in a multiplayer game should place the xml files in a folder called modSettings/RealLifeNumbers/savegame0.

Version 1.0.1.0

1. Same as version 1.0.0.10. Renumbering was necessary to place the newest version at the top of the download list.

Version 1.0.0.10

1. RealNumbersContractRewards.lua. An aperiodic error has been observed. The cause is unknown, but it is likely to occcur when FS22 deletes a mission while the script is in the process of running a periodic update of mission data. Attempts have been made to make the script more tollerant toward this rare event.

2. RealNumbersFieldPrices.lua. Nothing new has been added to the script. It does not seem to cause game crash when also using the new mod FS22_Fieldlease by KR Software. However, Fieldlease will calculate its lease prices based on the buy or lease prices defined in RealNumbersFieldPrices. The consequence of running both scripts is a double scaling.

Version 1.0.0.9

1. RealNumbersContractRewards.lua. Upgraded with xml file and adapted to FS22_SupplyTransportContracts.

2. RealNumbersAnimalScaling.lua. Fixed an issue occuring at the end of the month.

Other additions: lAlt-rh prints a list of all keyboard commands.

 

Version 1.0.0.8

1. RealNumbersAnimalScaling.lua. Animal scaling parameters now in xml file.

2. RealNumbersLoan.lua.  Defines interest rate and max loan amount.

3. RealNumbersFieldPrices.lua. lAlt-ry lists predicted crop yield

4. RealNumbersSprayTypes.lua. Adjusted spray rates.

5. RealNumbersCropGrowth.lua. lAlt-rs changed to lAlt-rg

6. Three versions of all xml files: France, UK, US Heartland.

If you create a good set of xml files for another country, state or region, put your name in

the top of the files and mail me a copy for inclusion in a future update.

- Small fixes in parameter values.

Version 1.0.0.7

1. RealNumbersCropGrowth.lua. This script allows the mod user to define unique crop growth calendars for each savegame. This allows the user to design realistic crop calendars for maps in different regions/states/countries.

The user specifies the seed month and harvest month for each crop type. The script then adjusts the growth state transitions to make the crop reach its harvest state at the specified harvest month.

The script operates with two growth cycles for each crop. This way, you can achieve many different types of cycles.

1 cycle: make the parameters of both cycles identical. 

1 winter seed cycle and 1 spring seed cycle.

2 spring seed cycles in parallel.

2 crop cycles in sequence.

The script limits the harvest season to one month for each crop. Each cycle has its own harvest month.

The user can turn off the requirement for rolling for each crop.

Take a look at the uploaded images.

Warning. The script may alter the growth calendar for crops in your savegame. The safest approach is to start a new savegame. If you want to use the mod on an existing savegame, this is possible, but it may change the crop growth cycle of already seeded crops. Most likely the crop will not reach its harvest state in the specified harvest month. Things should work as intended, for crops seeded after installation of the script.

2. RealNumbersFieldPrices.lua. This script now uses an xml file. This allows the user to make unique lists of rentable fields for each savegame. Also the pricePerHa and the rent cost may be set uniquely for each savegame.

The distribution zip file now contains three additional folders.

FarmingData: Documents with growth calendars for EU and US. It also contains an Excel file with loads of relevant data for farming in the EU (yield, prices, etc.)

Docs: A library of pdf files with information about crops, animals, and farming technology.

 

Version 1.0.0.6

1. Reads modified game parameters XML files. This version meets a frequent request that modified game parameters should be stored in xml files. This has several advantages. (a) You do not need to repeat the editing of all your personalized game parameters each time a new version of the mod is published. (b) You can have multiple sets of xml files, one set for each savegame. This means that you can customize the game parameters to the region, state, or country of your maps.

You may edit the values in the xml files. If you change the parameter names, or add new parameter names, they will not be read.

2. XML files. At this moment, the xml files are customized versions of fruitTypes.xml, fillTypes.xml, and sprayTypes.xml.

3. RealNumbersHarvestBonusScaling.lua. This mod allows the user to modify the harvest bonus of rolling, mulching, plowing, etc. This has not been tested. Please report back, whether this actually works.

4. Unzip the distribution file. You need to unzip the distribution file. Read the installation instructions and place the xml files and mod zip file as explained.

 

Version 1.0.0.5

Fixed a few issues in version 1.0.0.4 RealNumbersAnimalScaling.lua.

Nothing new added.

Version 1.0.0.4

1. RealNumbersAnimalScaling.lua: Added a script for scaling animal parameters

With this script the mod user will be able to adjust many parameters associated with farm animals, such as buy, sell, and transport prices, feed and straw input, and milk, manure, liquid manure, and pallet output. 

Grazing period: The script defines a grazing period and scales relevant parameters to new values during the grazing season. By default it will reduce cow and sheep feed intake to 10%, assuming that the remaining 90% is obtained from eating grass. Similar scaling is done for straw input, and manure and liquid manure output. Sheep winter feed intake is based on dry matter content of hay, not grass. Wool production is upscaled by a factor of 10 during the grazing season.

Cow milk yield is set to be 29 Liters per month and egg production is set to 29 eggs per month per chicken.

Cow issue. In the vanilla game, cows start producing milk, when they are 12 months old. In real life they start producing milk after the first calving. In the present script, lactation starts when the cows are 29 months old. The user can change the lactation month.

Pig issue. In the vanilla game, sows give birth to only ONE pig every 4 months. In real life, a sow gives birth to a litter of 10 - 14 pigs (Landrace ~14) every 4 months. While it is possible to reduce the gestation duration from 4 to 1 month, this will only increase the piglet output by a factor of 4. 

In the present script pig gestation duration is kept at 4 months. To play pig farming in a realistic manner, the player should forget about breeding piglets and instead simulate a hog farm for fattening bacon pigs. Every month you bring a full load of 6 month old pigs to the animal dealer and buy a full load of 0 month piglets to take with you back to the pig pen. The pen capacity should be big enough to hold 6 full loads of pigs, one load each ranging from 0 to 5 months old.

 

2. RealNumbersCalenderInfo.lua: Added script for printing calendar information to the log file.

Version 1.0.0.3

1. RealNumbersStoneScaling.lua: Added a script to scale the size of field stones.

In the downloaded version, the size scaling parameter is set to one. You need to pick up all existing field stones before changing the stone size scaling factor. If you downscale the size, the stone picker will not recognize the stones with the original size.

In this case you have two options:

    1. Cultivate the field again. This will delete the old stones and spawn new ones.
    2. Set the stone scaling parameter back to its previous value and pick up the old stones.

I have tried setting the scaling parameter to 1/2. This gives smaller but visible stones. For very small scaling factors, the stones become invisible. If you make the stone size very small, you might as well turn off the stone system.

The equipment wear factor it set to scale as the square of the stone size scaling. If the stone size is scaled by 1/2, the wear factor on equipment is scaled by 1/4. If you increase the stone size by 1.41, the wear factor doubles.

The stone yield while stone picking can also be scaled. However, I have not been able to adjust the density of stone spawning. 

2. RealNumbersStorePrices.lua: Added an opportunity to set dailyUpkeep as a percentage of the retail price. Unique scaling parameters have been defined for a range of item categories.

 

Version 1.0.0.2

Added a script RealNumbersTreeLogPrices.lua to adjust prices of the 19 wood types in the game.

The mod user may adjust the price of milled wood to desired price levels. The mod then calculates the sales price of logs. A table is printed to the log file.

To adjust the helper fee, please use the mod AIcost by HappyLooser.

Version 1.0.0.1

Fixed price scaling when buying multiple bales, bigbags and bigbag pallets.

Version 1.0.0.0

Consider this a beta version. Testing has been very sparse.

Play on economy-level HARD!!

This mod is very downscaled compared to the original mod for FS19. The FS22 version includes the following scripts:

RealNumbersFieldPrices.lua: (press lAlt-rf to get a list of field area and other information)

-       Adjusted prices of farmland

-       Defines a fraction of the farmlands as leaseable at a reduced cost (can be turned off)

RealNumbersFillTypes.lua:

-       Adjusted pricePerLiter (only fillTypes, not buildings or equipment)

RealNumbersFruitTypes.lua

-       Adjustable yield, windrow yield and seedUsage (default is no scale)

RealNumbersStorePrices.lua:

-       Adjustable prices for bales, bigbags, bigbagpallets and pallets

RealNumbersLeasing.lua:

-       Adjustable leasing cost for equipment (default: flat daily fraction of trade value)

RealNumberContractRewards.lua:

-       Adjusted rewards for missions

RealNumbersSellingStations.lua

-       Reduced price variation between sellPoints

Still to do: reduce helper wages.

Each script is independent. All scripts, except RealNumbersFieldPrices.lua, can be commented out in modDesc.xml.

There is only one universal version of the mod. Mod users in different parts of the world may need to adjust the price scaling inside each script to fit price levels in their part of the world.

In the FS19 version, a unique set of parameter values were defined for each item. I do not have the time to repeat this detailed approach in FS22. In the FS22 version, items are scaled in large groups. E.g., all fillTypes are scaled by the same number.

 

 

Credits

Model: Kaj-Aage Henneberg
Texture: 
Script: Kaj-Aage Henneberg
Idea / Concept: Kaj-Aage Henneberg
Testing: Kaj-Aage Henneberg
Other: 

  • 20 Nov 20:46
    Version 1.0.0.0

    New adapted version for FS25.

  • 20 Nov 20:37
    Version 1.0.0.0

    Adapted for Farming Simulator 2025.

  • 23 Jun 11:10
    Version 1.0.3.0

    Version 1.0.3.0
    - Disabled RealNumbersAnimalScaling.lua. Use MaizePlus and/or EnhancedAnimalsSystem.
    - Adjustments to RealNumbersStorePrices.lua to make it compatible with FoilWrap-, NetWrap-, and Twine-addon.

  • 03 Mar 18:06
    Version 1.0.2.3

    Changelog 1.0.2.3
    - Made an updated version of RealNumberAnimalScaling.xml for BallySpring v. 2.0.0.1
    - Included a modified version of the file maizePlus_animalDataOverride.xml to be included in a modified MaizePlus mod. Needed if BallySpring, MaizePlus and RealLifeNumbers are all enabled.

  • 02 Jan 17:21
    Version 1.0.2.2

    Changelog 1.0.2.2
    - Adapted to EnhancedAnimalSystem
    - Disabled RealNumbersSprayTypes.lua Use precisionFarming instead
    - Disabled RealNumbersContractRewards.lua Use BetterContracts instead
    - Disabled RealNumbersStoneScaling.lua
    - Disabled RealNumbersLoans.lua Use EnhancedLoanSystem instead
    - Disabled Field lease. Use FieldLease instead.

  • 30 Jul 20:29
    Version 1.0.2.1

    Added xml files for the maps BallySpring and Ballam Rd.

  • 19 Jul 09:17
    Version 1.0.2.0

    - Fixed an issue with harvest in RealNumbersContractRewards.lua and my_Contracts.xml
    - Added xml files for Court Farm and Campagne Profond 1.0.

  • 30 Apr 20:29
    Version 1.0.1.9

    Updated to be compatible with Hof Bergmann 1.2.0.0.

  • 05 Feb 15:58
    Version 1.0.1.8

    - Updated my_animalTypes.xml file for Hof Bergmann 1.1.0.1
    - Added a default maps_Growth.xml file to replace customized versions in maps omitting crops, such as Ballam Road.

  • 28 Dec 19:58
    Version 1.0.1.7

    - RealNumbersContractRewards.lua: Added additional Platinum missions
    - RealNumbersCropGrowth.lua: Added multifruit
    - RealNumbersFillTypes.lua: Added multifruit
    - RealNumbersFruitTypes.lua: Added multifruit
    - RealNumbersFieldPrices.lua: Increased compatibility with mod DynamicFieldPrices.

  • 14 Dec 18:00
    Version 1.0.1.6

    Version 1.0.1.6
    - Modified RealNumbersStorePrices.lua to be compatible with Grist Mill
    - RealNumbersFieldPrices.lua: Fixed an error introduced in 1.0.1.5

  • 27 Nov 12:16
    Version 1.0.1.5

    - Modified RealNumbersStorePrices.lua to be compatible with Seed Cleaner
    - Added more fillTypes to my_fillTypes.xml
    - Modified RealNumbersFieldPrices.lua to meet changes introduced in recent updates to the game.

  • 15 Oct 10:09
    Version 1.0.1.4

    Changelog 1.0.1.4
    - Modified RealNumbersStorePrices.lua to be compatible with MaizePlus and PumpsandHoses
    - Added a modified version of my_AnimalTypes.xml to be compatible with MaizePlus
    - Farm lease now renewable on the second gameday in January.

  • 29 May 13:54
    Version 1.0.1.3

    Added xml files for Hof Bergman map and for other German maps.

  • 30 Apr 08:26
    Version 1.0.1.2

    RealNumbersCropGrowth.lua: Made a few bug fixes so it is possible to have two winter crop cycles.
    RealNumbersFieldPrices.lua: Made a few changes so lease contracts terminates in January. The lease cost decreases progressively toward January. A new lease contract can be signed from February till December.
    RealNumberContractRewards.lua: Added the possibility of disabling some warning messages.

  • 06 Mar 17:45
    Version 1.0.1.1

    Changelog 1.0.1.1
    - RealNumbersStorePrices.lua: Added net wrap and bale twine to filltypes.
    - Enabling multiplayer clients to read xml files placed in modSettings/RealLifeNumbers/savegame0

  • 19 Feb 13:37
    Version 1.0.1.0

    Modhoster lists mods in a way so version 1.0.0.10 is listed between version 1.0.0.1 and version 1.0.0.2. Version 1.0.0.10 was therefore to be found at the bottom of the list, not at the top. The mod has had its number changed to 1.0.1.0.

  • 19 Feb 13:08
    Version 1.0.0.10

    Version 1.0.0.10: In version 1.0.0.9 RealNumbersContractRewards.lua has had aperiodic failures when updating. The exact cause is unknown, However, the issue disappears when the savegame is restarted. This suggest that the issue might occur if the mission is being deleted by FS22 while RealNumbersContractRewards is running a periodic update. In Version 1.0.0.10 the script has been made more tollerant toward this situation.
    I have not observed the issue since the corrective measures have been added. However, the situation is rare and a one-person test team is not sufficient to determine, if the issue remains.

  • 30 Jan 20:11
    Version 1.0.0.9

    Changelog 1.0.0.9
    - RealNumbersContractRewards.lua: upgraded with xml file and supplyTransport
    - RealNumbersAnimalScaling.lua: fixed an issue at the end of the month

  • 23 Jan 10:49
    Version 1.0.0.8

    Version 1.0.0.8
    - Animal scaling parameters now in xml file
    - RealNumbersLoan.lua defines inrerest rate and max loan amount.
    - RealNumbersFieldPrices.lua lAlt-ry list predicted crop yield
    - RealNumbersSprayTypes.lua: adjusted spray rates
    - RealNumbersCropGrowth.lua: lAlt-rs changed to lAlt-rg
    - Small fixes in parameter values
    - Three sets of xml files for France, UK, and US Heartland, respectively.

  • 06 Jan 16:35
    Version 1.0.0.7

    Added a script to define unique crop growth calendars for each savegame.
    Extended the script for renting fields to use an xml file.

  • 27 Dec 15:46
    Version 1.0.0.6

    Reads modified game data from XML files in the folder modSettings.

  • 18 Dec 16:29
    Version 1.0.0.5

    Fixed a few issues in version 1.0.0.4. Nothing new added.

  • 18 Dec 10:20
    Version 1.0.0.4

    Added a script for scaling animal parameters.
    Added a script to print calender information to log file.

  • 10 Dec 16:01
    Version 1.0.0.3

    Added a script to scale size of field stones: RealNumbersStoneScaling.lua
    Added dailyUpKeep to shop items in: RealNumbersStoreOrices.lua

  • 06 Dec 16:14
    Version 1.0.0.2

    Added a script RealNumbersTreeLogPrices.lua to adjust prices for wood logs.

  • 30 Nov 16:50
    Version 1.0.0.1

    Fixed issue with purchase of multiple bales, bigbags and bigbag pallets.

  • 28 Nov 23:23
    Version 1.0.0.0





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28.11 2021
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V 1.0.3.0
Farming Simulator 22
FS22_RealLifeNumbers_UnzipMe.zip
116 KB 670
23. 06 2024 670
V 1.0.2.3
Farming Simulator 22
FS22_RealLifeNumbers_UnzipMe.zip
498 KB 575
03. 03 2024 575
V 1.0.2.2
Farming Simulator 22
FS22_RealLifeNumbers_UnzipMe.zip
143 MB 539
02. 01 2024 539
25 ältere Versionen

108 Comments for RealLifeNumbers

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  1. kahenneberg 29. 12 2023

    I have been working on an update to RLN, that includes the new crops (carrot, beetroot, parsnips) and also is compatible with EnhancedAnimalSystem v 2.2.0.3. I'm still testing, but so far no problems.
    ...Kaj-Åge

    1 replies

  2. JS39 13. 12 2023

    Hello,
    We haven't heard from you for a long time and hope you are well? On our server, the version we have customized is still running very well. Only at the turn of the year we always have to manually correct something because of the lease, but otherwise OK. Now our question is whether you also intend to include everything for the new DLC with carrots and so on for the RLN? that would certainly please a lot of people. It will certainly be another year before the new LS version ;-)

    Best regards and thanks for your work.

    JS39 and the team of the Real LS Server JS39 Agrar.

    ------------------------

    Hallo,
    wir haben schon lange nichts mehr von Ihnen gehört und hoffen es geht Ihnen gut? Bei uns auf Server läuft die von uns etwas angepasste Version nach wie vor Sehr gut. Nur beim Jahreswechsel müssen wir immer manuell wegen der Pacht etwas nachkorigieren aber sonst OK. Nun unsere Frage ob Sie für den RLN auch für das neue DLC mit Karotten und soweit vor haben alles mit einzupflegen? das würde sicher sehr viele freuen. Bis zur neuen LS Version wird ja sicher nochmal ein Jahr vergehen ;-)

    Beste Grüße und Danke für Ihre Arbeit.

    JS39 und das Team vom Real LS Server JS39 Agrar.

    1 replies

  3. awoibrhjpi 12. 09 2023

    kahenneberg

    As a heads up, they also made so cows will eat more after birth and produce less milk when reproduction is at 80% and 90%. This results in less milk on average because of the two months with less production.

    Since your mod already considers the average values of the whole year I chose to disable these new features (not hard to disable them), otherwise it would be more complicated to make the mods compatible right?


  4. awoibrhjpi 05. 09 2023

    kahenneberg

    What file do you use for my_animalTypes.xml then? Because RLN always returns an error when loading animals since the newer versions of Ehanced Animal System include male animals, goats and ducks. Basically their own animals.xml.

    I think it needs a new file to put in modSettings but I don't know how to configure it.

    Only way I got it to work was by using older versions or preventing Enhanced Animal System from overwriting the animals.xml file of the map.

    1 replies

  5. kahenneberg 29. 08 2023

    Hi awoibrhjpi

    I expect that new filltypes will be modifiable. If so, I will work on such an update.
    I use the mod Enhanced Animal System together with RLN. I have not noticed any issues between the two mods. I recall that I edited the size of pig litters inside the mod itself (not in RLN) to fit the average in my country.

    1 replies

  6. awoibrhjpi 23. 08 2023

    Hellom I created a temporary account because it is impossible to reset password on this site apparently.

    Is it possible to change the prices of fillTypes added by DLC like the productions from the Platinum Expansion or the upcoming carrots, parsnips, and red beet from the Premium Expansion?

    Have you seen the mod Enhanced Animal System? It adds male and female animals for any map. I think it uses its own animals.xml instead of the one the map normally uses. Can RLN work with it?


  7. JS39 25. 06 2023

    Hello, just wanted to check in again. In the new month we now have again 3 harvest orders to thresh after 10 days in August it is now september.


  8. kahenneberg 18. 06 2023

    Hello JS39:
    Just to let you know, that I have read your feedback. For a long time I have not had missions. They all disappeared within minutes when starting on a new map, and never to return. In the start after the launch of FS22 I think there was a fundamental problem with missions. Possibly it was fixed in a game update. But I never really got it working in my games. It is possible that RealLifeNumbers is somehow interfering with missions and that this is the reason why I never get missions in my games.
    When I find time, hopefully in July, I will take a look at it. My first step would be to disable the scripts in RLN one-by-one, and see if that changes the situation. You may try that as well.

    1 replies

  9. JS39 14. 06 2023

    Hello I have a question, we are now in year 2 with rln and have the problem that there are no more harvest orders. They even want you to plow in oats that are ripe with a plow order instead of harvesting. Does anyone else have this problem. We play very real on a server and solve normally all problems somehow. With acquaintances who play without rln there are harvest orders and therefore the assumption.
    Best regards and thanks for your work.


  10. akoo383 02. 05 2023

    Thank you kahenneberg for taking the time to update. Everything seems to be working fine now


  11. kahenneberg 29. 04 2023

    Hello ako083,

    I will look into the new version and see what I can do.


  12. akoo383 24. 04 2023

    Hello, is there any chance you can update your mod to be compatible with Hof Bergmann 1.2? I can't play it without your awesome edit. Thanks


  13. kahenneberg 01. 02 2023

    Modebcn, I have made some corrections to an xml file. This seems to work for me, but I would like to ask if you could test the modified file. Could you send me an e-mail to the mail address listed at the top of all lua files in RLN? Then I will forward you the corrected file. The corrections incorporates the addition of cats and a few other changes introduced on the latest edition of the Hof Bergmann map.


  14. kahenneberg 01. 02 2023

    Modebcn, I have made some corrections to an xml file. This seems to work for me, but I would like to ask if you could test the modified file. Could you send me an e-mail to the mail address listed at the top of all lua files in RLN? Then I will forward you the corrected file. The corrections incorporate the addition of cats and a few other changes introduced on the latest edition of the Hof Bergmann map.


  15. modebcn 27. 01 2023

    Thanks for checking out the mod, have fun in Tromsø.


  16. kahenneberg 26. 01 2023

    Hello Modebcn, I cannot get the reply button to work, so I answer your comment here. I have not played of the Hof Bergman map for a while and have not updated it because it usually means you have to start over. But I will take a look as soon as I get time. It will not be this weekend, as my sweet wife insists that we take an extended weekend in Tromsø in northern Norway.


  17. modebcn 25. 01 2023

    Hello, I have a problem with your mod in the latest version of FS22 Hof Bergmann with the latest version 1.1.0.1 the game does not go past 60% and I get this on the console (HOF BERGMANN/FS22_RealLifeNumbers/RealNumbersAnimalScaling.lua:1812: attempt to concatenate a nil value,) I have everything well installed in their corresponding folders. I've been playing with your mod for a long time because your mod is incredible and I really like the realism it gives to the game, greetings


  18. CatalinM 28. 12 2022

    I have this LUA error when I run the mod together with MaizePlus.

    022-12-28 23:05 Error: Running LUA method 'loadSharedI3DFileFinished'.
    FarmingSimulator2022/mods/FS22_RealLifeNumbers/RealNumbersAnimalScaling.lua:1788: attempt to index a nil value

    1 replies

  19. kahenneberg 20. 12 2022

    Hello Mafagafo, reply did not work, so here is my reply.

    I found somewhere a rule-of-thumb that straw yield is about 80% of grain yield, when measured in mass. This was for wheat and barley. I doubt that 80% is a good value for all types of straw. Oat has very light grains (about 0.4 kg / liter), but I expect the straw yield to be almost the same as for barley I'm guessing). For wheat the mass density is about 0.772 kg/Liter. The grain yield is set to 0.4535 Liter/m2. This is for 50% yield, so if you do all field work (plowing, fertilzing etc. the max yield is 0.907 Liters/m2. Multiplying this with the mass density we get 0.772 kg/L * 0.907 Liters/m2 = 0.700 kg/m2 which corresponds to 7000 kg/ha. Since the straw yield is 80% of the grain yield, the straw yield is 0.80*0.700 kg/m2 = 0.56 kg/m2 or 5600 kg/ha. I usually set the density of a straw bale to 0.13 kg/Liter, so 0.56 kg/m2 of straw equals 0.56kg/m2 / 0.13 kg/Liter = 4.3 Liters/m2.

    In the xml file my_fruitTypes.xml the litersPerSqm for wheat straw is set at 3.09 Liters/m2. That is a bit less than what I just calculated.

    It would be the same calculation for other crops with straw, just with other values.

    1 replies

  20. Mafagafo 16. 12 2022

    Hello, is it possible for you to add the values for multiplicaton to get straw yield for crops that don't have it? I want to add straw to other crops, but I have no idea what value I need to multiply the canola's litersPerSqm to get the windrow yield for example.

    I tried but I can't understand the 80% of grain yield mass part.



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