DeckerMMIV

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Only when harvesting/cutting/moving. The less remaining NPK/moisture there is in the soil, then the yield is lower. That probably won't be as apparent with grass, as with the other crops.

I had a quick though about this "no-till and less weeds and soil compaction", and relate it to [lindbejb's post on FS-UK](http://fs-uk.com/forum/index.php?topic=172152.msg1186667#msg1186667). it will not be possible with SoilMod 2.x,...

Please elaborate. Preferably with links to real-life information.

Hmm. That would be tricky to implement, to avoid continuous increases of N and PK at every growth-cycle, when there's grass (or dryGrass) "swath/windrow" on the terrain. The "swath/windrow" layer...

It will still not solve the problem. If cut grass was "spread wide", the "swath/windrow" layer's height would probably be 1 to 3. If cut grass was "windrowed", the "swath/windrow"...

That 'feature' does currently not work in multiplayer. [The code](https://github.com/DeckerMMIV/FarmSim_Mod_SoilMod/blob/master/SoilManagement/soilMod/fmcGrowthControl.lua#L620) Mainly because I have no possibility of developing/testing FS15 scripts in a local two-computer setup. - I did with FS2013,...

@Dzi4d3k - Some answers to your questions from me; 1) The reason that sprayed water increases soil moisture by ~28% (2 x ~14%) at next growth-cycle, is due to both...

> [..] your documentation counts growth stages is off-by-one from the way they're counted by the Field Status mod. Actually it is GIANTS Software's own **no**-documentation which have this "problem",...

- Are there any errors/warnings in either of your game's LOG.TXT files? - How different are the readings? - Are both of your avatars standing in the same spot, with...

> (5.4ph, 0%, -N, -PK, no weed) That sounds very much like the game-client did not correctly get synchronized with the foliage-multi-layers. - Those values you shown there corresponds to...