To me, the fertilization issue is not a bug, it's just pure laziness from the devs. For me, a bug is something that couldn't be picked up by the devs in testing.
I'm thankful we got the Dewulf Kwatro as a mod so early into the games lifespan, makes big field less painful same with the changes around beetroot (red beet) . And I to miss the larger box handling harvester.
This is something that giants should have included, its plain boring now. They add new things woth literally ONE way of doing it. What do they do at work over there
They didn't when I did my horse video so if its there now its been added back in. EDIT: I need to correct this I went back and looked at my horse video and it does have an entry for root crops. but there is a phantom entry below that which I did recall. Rather frustrating the FS25 manual isn't accurate at this point.
3 crates and as I am sure I mentioned in the video it held 3 crates that you could unload all at once so you stopped once every 6K L of product to unload vs every 2K with the single. Less running around the field to pickup crates as you can grab 3 with each stop.
@@FarmerKlein 4 crates for the GCCI in FS22, costing 520 a time, hold 8000 total and redeem 230 each at drop off. I spent countless hours doing contracts for carrots and parsnips to have it etched in my brain.
@@jimmyrustle3784 I thought for sure it was three, oh well its been a long time since i did them in 22 and I doubt I will be doing much of them in 25 at this point. Same with sugarcane.
@@FarmerKlein I've ended up with 3 on the harvester. When close to the drop location and didn't want to transfer the pallets (not using autoload mod). You can drive the harvester over unload point and the pallets disappear. You then have to reset the harvester by doing a phantom unload, reset and buy 4 new boxes (Z Z comma). If you do this while still over the drop then there is always 3-8 litres of veg in the harvester which goes into the first box, and since you're over the unload point it disappears and you get paid for the tiny amount of veg in the box. The harvester now won't harvest, since it's set up to deposit in box 1 which is no longer there, making you unload and waste 3 empty boxes and pay for 4 more that can be used. Never be seduced by high paying veg harvest contracts. You will waste hours and be reduced to near tears.
Had a problem yesterday and today with field states not showing on the map. Laid down lime on three fields, stood on the field and looked down at the lime, and the fields and the map say I need to lime, three good-sized fields all with the same problem. Turned liming off in the option menu and everything is fine. Cultivated all my fields and the map says I have not cultivated, but the cultivation ridges are plainly shown on the fields as I stare at them. The map and fields do correctly show fertilization and mulching. Next game day I will sow Canola and see how that looks on the map. If it tells me I need to cultivate first, game over. Anyone else have this problem with field states? Everything was fine until two days ago. I uninstalled the three mods I had downloaded but the problem is still there. Been playing FS since 2013, thousands of hours, never ran into this before.
I've had field state issues just today. Harvested a field of barley, then cultivated, ready for sowing. The field now says it has potatoes in it. No growth on the growth menu. Tried plowing and cultivating but the potatoes are still there. Will try to seed with something else and see if that gets rid of them. Only just happened today. Definitely a bug that needs fixing
To me, the fertilization issue is not a bug, it's just pure laziness from the devs. For me, a bug is something that couldn't be picked up by the devs in testing.
I'm thankful we got the Dewulf Kwatro as a mod so early into the games lifespan, makes big field less painful same with the changes around beetroot (red beet) . And I to miss the larger box handling harvester.
This is something that giants should have included, its plain boring now. They add new things woth literally ONE way of doing it. What do they do at work over there
My simple guide:
By field with root veg in it.
Plow under.
Replant with something useful.
Profit.
Also the horses still have a root crop section on their feed so i think the mannual just missed out the root crops.
They didn't when I did my horse video so if its there now its been added back in. EDIT: I need to correct this I went back and looked at my horse video and it does have an entry for root crops. but there is a phantom entry below that which I did recall. Rather frustrating the FS25 manual isn't accurate at this point.
6:00 why was the one who was able to hold 4 crates your favorite?
3 crates and as I am sure I mentioned in the video it held 3 crates that you could unload all at once so you stopped once every 6K L of product to unload vs every 2K with the single. Less running around the field to pickup crates as you can grab 3 with each stop.
@@FarmerKlein 4 crates for the GCCI in FS22, costing 520 a time, hold 8000 total and redeem 230 each at drop off. I spent countless hours doing contracts for carrots and parsnips to have it etched in my brain.
@@jimmyrustle3784 same here , i even booted up fs22 just to confirm it
@@jimmyrustle3784 I thought for sure it was three, oh well its been a long time since i did them in 22 and I doubt I will be doing much of them in 25 at this point. Same with sugarcane.
@@FarmerKlein I've ended up with 3 on the harvester. When close to the drop location and didn't want to transfer the pallets (not using autoload mod). You can drive the harvester over unload point and the pallets disappear. You then have to reset the harvester by doing a phantom unload, reset and buy 4 new boxes (Z Z comma). If you do this while still over the drop then there is always 3-8 litres of veg in the harvester which goes into the first box, and since you're over the unload point it disappears and you get paid for the tiny amount of veg in the box. The harvester now won't harvest, since it's set up to deposit in box 1 which is no longer there, making you unload and waste 3 empty boxes and pay for 4 more that can be used. Never be seduced by high paying veg harvest contracts. You will waste hours and be reduced to near tears.
Just last night I was able to put parsnips into the pig barn.
Had a problem yesterday and today with field states not showing on the map. Laid down lime on three fields, stood on the field and looked down at the lime, and the fields and the map say I need to lime, three good-sized fields all with the same problem. Turned liming off in the option menu and everything is fine. Cultivated all my fields and the map says I have not cultivated, but the cultivation ridges are plainly shown on the fields as I stare at them. The map and fields do correctly show fertilization and mulching. Next game day I will sow Canola and see how that looks on the map. If it tells me I need to cultivate first, game over. Anyone else have this problem with field states? Everything was fine until two days ago. I uninstalled the three mods I had downloaded but the problem is still there. Been playing FS since 2013, thousands of hours, never ran into this before.
I've had field state issues just today. Harvested a field of barley, then cultivated, ready for sowing. The field now says it has potatoes in it. No growth on the growth menu. Tried plowing and cultivating but the potatoes are still there. Will try to seed with something else and see if that gets rid of them. Only just happened today. Definitely a bug that needs fixing
I put carrots to my horses and they are eating
Yep, sucks that the offical manual isn't accurate and how dare someone expect it to be an authority.