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
- Disabled RealNumbersAnimalScaling.lua. Use MaizePlus and/or EnhancedAnimalsSystem.
- Adjustments to RealNumbersStorePrices.lua to make it compatible with Foil-, Net-, and Twine-addon.
Version 1.0.2.3
- Updated version of RealNumberAnimalScaling.xml for BallySpring v. 2.0.0.1
- 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
- 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.
Compatible with Court Farm, BallySpring V2.0.0.0 and Hof Bergman V1.3.0.1.
Version 1.0.2.1
- Added xml files for BallySpring and Ballam Rd.
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.
Version 1.0.1.9
- Updated my_animalTypes.xml for Hof Bergmann 1.2.0.0
- Added Clover and Silphie to my_fillTypes.xml and my_fruitTypes for Hof Bergmann 1.2.0.0
Version 1.0.1.8
- Added a default maps_Growth.xml file to replace customized versions in maps omitting crops, such as Ballam Road.
- Updated my_animalTypes.xml for Hof Bergmann 1.1.0.1
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.
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
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.
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:
-
- Cultivate the field again. This will delete the old stones and spawn new ones.
- 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:
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20 Nov 20:46Version 1.0.0.0
New adapted version for FS25.
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20 Nov 20:37Version 1.0.0.0
Adapted for Farming Simulator 2025.
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23 Jun 11:10Version 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 18:06Version 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 17:21Version 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 20:29Version 1.0.2.1
Added xml files for the maps BallySpring and Ballam Rd.
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19 Jul 09:17Version 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 20:29Version 1.0.1.9
Updated to be compatible with Hof Bergmann 1.2.0.0.
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05 Feb 15:58Version 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 19:58Version 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 18:00Version 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 12:16Version 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 10:09Version 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 13:54Version 1.0.1.3
Added xml files for Hof Bergman map and for other German maps.
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30 Apr 08:26Version 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 17:45Version 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 13:37Version 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.
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19 Feb 13:08Version 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 20:11Version 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 10:49Version 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 16:35Version 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 15:46Version 1.0.0.6
Reads modified game data from XML files in the folder modSettings.
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18 Dec 16:29Version 1.0.0.5
Fixed a few issues in version 1.0.0.4. Nothing new added.
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18 Dec 10:20Version 1.0.0.4
Added a script for scaling animal parameters.
Added a script to print calender information to log file. -
10 Dec 16:01Version 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 16:14Version 1.0.0.2
Added a script RealNumbersTreeLogPrices.lua to adjust prices for wood logs.
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30 Nov 16:50Version 1.0.0.1
Fixed issue with purchase of multiple bales, bigbags and bigbag pallets.
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28 Nov 23:23Version 1.0.0.0
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by kahenneberg
ago about 2 years
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by kahenneberg
ago about 2 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago about 3 years
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by kahenneberg
ago over 3 years
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by JS39
ago 4 months
108 Comments for RealLifeNumbers
Hallo, wollte mich mal zurückmelden zu Version 1.0.0.9. Schon im Singleplayer haut es mir die Log mit Errors voll. Hier der besagte Error. ich würde Ihnen die gesamte Log bei Bedarf zukommen lassen da ich Sie hier leider nicht anhängen kann.Wir haben die Transportaufträge übrigens nicht im Spiel. Grüße JS39
2022-02-04 16:55 Error: Running LUA method 'update'.
C:/Users/Frank/Documents/My Games/FarmingSimulator2022/mods/FS22_RealLifeNumbers/RealNumbersContractRewards.lua:526: attempt to compare number with nil
2022-02-04 16:55 dataS/character/player01/clothes/bottoms/botJeans.i3d (5.66 ms)
Hello, wanted to log me back to version 1.0.0.9. Already in the singleplayer it hits me the log full of errors. Here’s the said error. I would send you the entire log if needed because I can’t attach you here unfortunately.We don’t have the transport orders in the game. Greetings JS39
It is not a lengthy task to disable a script.
To disable a script, thus preventing it from loading, you need to open the zip file and open the file named modDesc.xml
At the bottom of this file you will see lines like these
<sourceFile filename="RealNumbersLoans.lua"/>
<!-- <sourceFile filename="myTest.lua" /> -->
The first line loads the RealNumbersLoan.lua script. The last one has been commented out, so it will not be loaded.
<!-- This is commented out -->
When you are done. save the modDesc.xml file. Then zip the folder with the mod files and put the zip file back into the mod folder.
Hallo bei uns auf dem server verschwinden Gebäude mit der neuen Version.Mit der 1.0.0.8 sind sie wieder da- Ansonsten passt es bisher.Grüße und Danke
Hello with us on the server disappearing buildings with the new version.With the 1.0.0.8 they are back- Otherwise it fits so far.Greetings and thanks
Hi, loved using this mod in FS19 and super excited to see it available for 22, I see it has been setup quite differently for 22. How does someone install it when trying to use it on a dedicated server? Thanks
Hi Kaj, your mailbox returns Diagnostic-Code: smtp; 550 5.7.1 from my mailbox and also from eu and us check tools :(
Anyway, that error is figured out. There were unexpected values in the XML definition (my misunderstanding that mechanics implemented). More details in the e-mail, if it will work. Log and examples ready to send. I'll try it later. Cheers, Ticho
Hi Ticho,
I tried to install Erlengrat. I get no error on loading and I can do all the keyboard commands without errors. Mayby you have an issue with either some parameter values or a missing or invalid xml file.
The error message you get is typically due to an issue in a script running before the script giving the issue.
Could you e-mail me your log file? My adress is at the top of the scripts.
Hello again,
on the new (and prepared) savegame I've got an error:
2022-01-31 01:12 Error: Running LUA method 'loadSharedI3DFileFinished'.
D:/blablabla/FarmMods22/FS22_RealLifeNumbers/RealNumbersLoans.lua:23: bad argument #3 to 'format' (number expected, got string)
this row was quickly checked and compared with other lua scripts, but unfortunately, I'm not skilled in lua debugging.
Without source XML file (using the default) same error. What do I have to check or change in lua? Not related to that map is Erlengrat and w/o other mods.
Cheers, Ticho
Hi drewcZ,
I'm for some reason not able to reply to your message.
With version 1.0.0.8 you can lease equipment outside the mission. Here the cost of leasing is set in the script RealNumbersLeasing.lua:
RN.DEFAULT_RUNNING_LEASING_FACTOR = 0.0;
RN.PER_DAY_LEASING_FACTOR = 0.001;
RN.DEFAULT_LEASING_DEPOSIT_FACTOR = 0.0;
The per hour cost and deposit is set to zero. This is because the leasing adressed here is not long term leasing. It is more equivalent to hiring a contractor to do a job on a field you own.
If you only own 50 ha of grain fields, you would not be likely to own a combine. So this leasing style allow you to go hire a contractor for a one-day job. If you also put a helper on the leased combine, it seems quite realistic.
If you want to increase the lease cost per day simply increase 0.001 to a higher value. It is 0.1 % of the purchase price of the equipment.
In the next version, you will be able to adjust the deduction for leasing equipment inside a mission job.
Hi, thank you a lot for that mod! Love real playing.
And also thank you for testing the compatibility with FS22_SupplyTransportContracts!
I have one question about mission price, may I edit somewhere the ratio of change?
Thank you. Ticho aka DrewCZ
Version 1.0.0.8 is not compatible with the new mod FS22_SupplyTransportContracts. A new version of RealLifeNumber is being tested and will be uploaded after a few more hours of testing.
The reply button does not work for me, so here is the answer to ASCtoppi concerning the use of the log file for output.
The log file is the default output, and therefore the place scripts will send their output, if the print() command is used. This is by far the simplest way of producing output.
The mod has an unusally large amount of output, hence alternative means have not been considered in great length.
In mods with HUD displays, 80 - 90 percent of the code is dealing with the HUD. This also means that most of the developer time is used on non-core aspects. As I am alone in this project, I would not get much done, if I had to spend this much time on non-essentials.
To be fair, I have not tried to write text to files other than the log file. So I can't say if that is easy or hard.
When the savegame is on its way, I hardly use the log files. I use it mostly when setting up the game, and when trying out new mod parameter values. When I'm done with that I open the log file in an editor and strip it for all other content, even the date and times. I save it as a map specific log file.
When an error occurs, this is where the log file gets very long.
I'm not saying this is the best option for saving output, but it is the quickest in terms of developer time. It would clearly be preferable to have a dedicated log file located in the modSettings/RealLifeNumbers/savegamex folder. This way it is not overwritten when you play another map.
one question, why does the log file have to be used? I have one that is already 300 kB in size and is getting bigger and bigger, if there are other problems with a mod, you can no longer upload this file in forums - data limit
Think about something else, how to, the tracking of your scripts and xmls, a separate file that is renewed again and again, preferably then and ModSettings - Savegame - Number - LOG.Text
eine Frage, warum muss die Log Datei dabei benutzt werden?? Ich habe eine die jetzt schon 300 kB groß ist und immer größer wird, solltet es andere Probleme geben mit einem Mod, kann man in Foren nicht mehr diese Datei hoch laden - Datenlimit
Überlege dir etwas anderes wie man, die Nachverfolgung deiner Scripte und xmls, eine eigende Datei die sich immer wieder erneuert, am besten dann und ModSettings - Savegame - Nummer - LOG.Text
A temporary solution to the issue reported by ASCtoppi has been found.
In the script RealNumbersAnimalScaling.lua line 2284, change the old line to the new line.
-- local animalTypeName = RN.animalScaling.animalName[animalName]; -- old line
local animalTypeName = RN.animalValues[animalName].animalType; -- new line
I will update a new version when the script has had further testing.
Please let me know, how the fix works for you.
hallo, danke für den Mod, bekomme diesen Fehler immer beim beenden des Monats. Spiele auf der Mod Map von Pandahma und habe im NOV mit deinem Mod angefangen zu spielen, Daten wie in der Anleitung erstellt und kopiert. Vom NOV zu DEZ der gleiche Fehler und von DEZ zu JAN das gleiche, also immer wenn der Monat beendet ist.
hello, thanks for the mod, always get this error when ending the month. Play on Pandahma's mod map and started playing with your mod in NOV, created and copied data as instructed. The same error from NOV to DEC and the same from DEC to JAN, i.e. whenever the month ends.
D:/Documents/My Games/FarmingSimulator2022/mods/FS22_RealLifeNumbers/RealNumbersAnimalScaling.lua:2287: attempt to compare nil with number
2022-01-24 01:28 RealNumbersCalendarInfo:update
2022-01-24 01:28 current year = 1
2022-01-24 01:28 current Season = 3
2022-01-24 01:28 current period = 10
2022-01-24 01:28 current month = 12
2022-01-24 01:28 current year = 1
2022-01-24 01:28 current Day In Season = 1
2022-01-24 01:28 days Per Period = 5
2022-01-24 01:28 current Day In Period = 1
2022-01-24 01:28 current Monotonic Day = 22
2022-01-24 01:28 currentDay = 46
2022-01-24 01:28 current Hour = 0
2022-01-24 01:28 current Minute = 14
2022-01-24 01:28 curent month is not a grazing month
2022-01-24 01:28
2022-01-24 01:30 Info: Savegame Setting 'economicDifficulty': 2
2022-01-24 01:30 Game saved successfully.
Achso eine Frage noch wenn man pro Monat mit mehren Tagen spielen will, muss man da was ändern oder passt sich Dein Script an.
Ahso a question if you want to play a month with several days, you have to change something or adjust your script?
Hallo, Danke für die Version 8. Nun fehlt nur noch die reduzierte Wartung und ist beim Helferlohn auch was geplant in Richtung real? Dann wird es so langsam perfekt. Danke für dein tolle Arbeit.
Ich oder wir testen es übrigens auch im MP auf Server.
Hello, Thank you for version 8. Now only the reduced maintenance is missing and is what is planned in the direction of real at the helper’s salary? Then it’s going to be perfect. Thank you for your great work.
By the way, I or we also test it in the MP on server.
If you are playing the new UK map, Calmsden Farm, by Oygendavid, try the new updated distribution (Ver. 1.0.0.8). It now contains three different sets of xml data files for UK, France and US, respectively.
Hallo, wäre es möglich das Du die wartungskosten die viel zu hoch und somit unreal sind im LS22 auch mit reinnimmst? Es gibt ein script von Ifkonator wo die Wartungskosten um die Hälfte senkt also scheint nicht so aufwendig zu sein.
Grüße und Danke JS39
Hello, would it be possible that you have the maintenance costs that are much too high and therefore unreal in the LS22 with pure? There is a script from Ifkonator where the maintenance costs are halved so it doesn’t seem to be so expensive.
Greetings and thanks JS39
I have noticed two issues in version 1.0.0.7
1. The transport fee for sheep is way to high. You can edit them to be similar to pigs.
2. The price of land is reset to 25000€/ha automatically, even if you have changed it in my_farmland.xml.
To fix the latter you need to open RealNumbersFieldPrices.lua in an editor, find line 260.
It says:
g_farmlandManager.pricePerHa = 25000;
Change is to:
g_farmlandManager.pricePerHa = RN.fieldPrices.pricePerHa;
Then it will be using the number read from the xml file.
Gefällt mir super was Du Dir für 22 noch alles einfallen lässt. Wird der höhere Kreditrahmen auch noch kommen? % Sterne hast Du jetzt schon.
I there JS39, Thank you for your kind words. Are you talking about the max loan amount? I think that could easily be included in a future update.