Realistic Weather v1.1.0.2






Realistic Weather v1.1.0.2
An overhaul to the weather system, focusing mainly on snow.
Features:
– Adds 3 new “disaster” weather events, blizzards, droughts and extremely thick fog
– New grass moisture system which dries tedded grass into hay over time
– Extends the info display in the top right, adding information on temperature, upcoming disasters and predicted snow amount
– Adds a moisture mechanic to fields; each type of crop has an ideal moisture range, being inside this range increases harvest yield
– Moisture changes constantly depending on sunlight, temperature and rainfall
– Crops with extremely low moisture will wither
– Hail will now cause damage and wear to vehicles left outside
– Wheel physics changed significantly
– Maximum amount of snow has been doubled
– Livestock will leave “footprints” in deep snow (only on high-end systems)
Blizzards:
– Blizzards are rare events that will cause significant snowfall in a short period of time, causing up to 1 metre high snow
– Temperature during blizzards can go as low as -15 celsius
– Snow will likely remain for much longer time
Droughts:
– Droughts result in extreme heat which will lead to rapid moisture loss in fields
Fog:
– Extremely thick fogs may occur where visibility is extremely low for up to 14 hours
Wheel Physics:
– Friction for all wheel types have been changed to be much more realistic
– Friction will now decrease more realistically based on road and vehicle conditions, including vehicle weight, snow amount, and snow wetness
– Braking times are now dependant on friction and number of wheels; lower friction will result in longer braking times, whereas more wheels result in faster times
– Wheels will gradually destroy snow more realistically, based on the weight the wheel is carrying, snow amount and snow wetness
– Heavier vehicles will sink in snow much more than lighter vehicles; sunk vehicles may get completely stuck
– Driving cars and heavy equipment in heavy snow will be almost impossible as a result, specific vehicles, such as vehicles with tracks, are required
Grass Moisture System:
– After tedding mowed grass, it will dry into hay over time based on its moisture
– Tedded grass has its own individual moisture content based on the moisture of the field when it was mowed
– Tedded grass will gain/lose moisture at different rates than fields
– New info box when standing on tedded grass, showing its moisture, required moisture, and whether it needs to be tedded (currently disabled on MP)
– Please bear in mind that this feature in its current state may cause lag on lower-end systems or on extremely large fields
Changelog 1.1.0.2
– Fixed an issue causing certain mods to freeze the game
– Fixed sprayers not increasing the moisture of every intended cell
– Fixed sprayers not having a visible spray effect for water
– Fixed wrapped bales being affected by rain
– Possible fix for game occasionally temporarily freezing when saving
– Lowered the volume of certain ambient sounds
– Lowered the cost of passive irrigation
– Sprayers are now limited to fields
– Lowered water usage of sprayers
– Increased moisture gain through passive irrigation and spraying
– Lowered passive moisture loss
– Harvesting contracts should now account for withering and different moisture values across the field
V1.1.0.1
– Fixed overloading being disabled
– Fixed irrigation context button disappearing after exiting a vehicle
– Fixed irrigation starting when pressing relevant keybind in a vehicle
– Tweaked irrigation costs and amounts
V1.1.0.0:
– Added new cell system covering the entire map, each cell has its own unique moisture and moisture retention based on surrounding cells (cells are 4×4 up to 15×15 depending on PC specs)
– Re-enabled and improved crop withering at low moisture
– Crops can now wither in small patches based on their cell’s moisture
– Crops now have a fluctuating percentage of withering every 4 hours
– Added 2 new irrigation systems; field irrigation through the context menu (paid daily), and irrigation using sprayers
– Sprayers can now be filled with water which will give 4x as much moisture when irrigating
– Added automatic grass -> hay drying based on moisture, further details above
– Bales left outside during rain will now slowly lose content based on rainfall amount
– Added 12 new ambient sounds, including new sounds for blizzards, different rain amounts, hail, birds and crickets
– Reduced moisture requirements for sugarcane and sugarbeet
– Fixed moisture not being synced on MP
– Fixed certain weather events not being synced on MP
– Fixed “attempt to index nil with ‘temperature'” error
Author: Arrow
It would be great if you could individually turn each type of disaster on or off.