FS25 Realistic Soil & Fertilizer V2.6.0.0

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FS25 Realistic Soil & Fertilizer V2.6.0.0

Not compatible with Precision Farming. Realistic Soil & Fertilizer gives every field its own soil health values for nitrogen, phosphorus, potassium, organic matter, and pH, which change based on crops, applications, and weather.

Required mods: Density Layer Installer

Features

  • Per-field soil health
  • Realistic fertilizer types
  • Sprayer rate control
  • Yield penalties
  • Pest, weed, and disease pressure
  • Live soil HUD and map overlay
  • PDA soil report
  • Multiplayer and 26 languages

Controls

  • Open Settings panel: Shift + O
  • Sprayer Rate Up / Down: assignable, in the cab
  • Toggle HUD / open Soil Report: assignable keybindings

Low nitrogen, phosphorus, or potassium reduces your yield. Keep your fields fed, plow and rotate your crops, and watch the soil map for trouble before it spreads.

Changelog

  • V2.6.0.0
    PLEASE REMOVE EXTENDED FILLTYPE FROM YOUR SAVE
    • Sprayers and spreaders: On a field you have already fully sprayed this session, the overlap block holds on every pass. The tank stays put, the field is not fertilized twice, and you are not charged. Overlap prevention no longer switches sections off over ground the last row only grazed, or on their own pass.
    • Coverage, Pass %: A switched-off boom section, whether controlled by width control, the machine, or a mod such as Courseplay, no longer marks ground as sprayed. Pass % reaches 100% on rigs without section control at any rate. Multi-tank rigs build coverage as you spray. A fertilizer pass no longer counts twice. The base game’s insecticide builds coverage across passes. Protection switches on at 80% coverage even after the day’s pressure reduction is used up.
    • Smart Sensor, See & Spray, and Variable Rate: These systems read the ground under each boom section, so outer sections no longer decide from inner ground. See & Spray’s centre honours its no-target decision.
    • Herbicide: Herbicide is recognised by spray type, weed reduction scales with the sections actually spraying, reaching protection no longer repaints the whole field’s weeds, herbicide-withered weeds no longer count as pressure, and the daily weed read measures the whole field.
    • Switching Multi-tank application off works.
    • Lime spread by the Streumaster FW 212 TD Profi and the Bredal K105 is tracked at its real width.
    • Headland slivers are guarded by the boom’s real width.
    • With AUTO rate on, liming a field whose pH is not known yet keeps your rate instead of throwing an error every few seconds.
    • Fields, soil, and harvest: With Experimental Systems off, the default, a nutrient-depleted field yields less again at harvest, as before.
    • A field bought mid-session joins the soil simulation straight away, and a sold field leaves it. A fresh save whose fields load late is scanned once they arrive.
    • Fertilizing well-stocked ground or tilling low organic matter no longer overshoots the scale, and tillage nutrient changes no longer flip with travel direction.
    • Amendment burn accrues again, is measured on covered ground, and ignores cut, withered, and wheel-flattened crops. Crop establishment kills are written reliably and dead crops are cleared.
    • With Mud System Physics or Use Your Tyres, airing down, sinking, or tyre wear no longer raises the compaction estimate. With Seasonal Crop Stress installed, wet ground follows its soil moisture, so an irrigated field compacts under heavy machinery.
    • The harvest yield correction applies only to delivered grain, by Soil’s own share.
    • Multiplayer and servers: The dedicated-server stutter is fixed. Soil map sync is incremental and sent in small patches.
    • Multiplayer security: the sync, organic, sprayer, and fungicide-treatment requests are checked on the server. A client can only treat its own or contracted fields, and only the acting farm pays. Oversized messages are dropped.
    • The full field sync always sends bounded batches, so maps with more than 32 fields no longer get refused.
    • The farm dog’s sick-barn warning goes only to that barn’s own farm and works again with Realistic Livestock 1.4.
    • Interface and translations: 420 French Canadian texts read French instead of Chinese. Missing translations are filled in for every language. French and Czech HUD status words, the German ppm label, and the Korean Field Detail label are fixed. The title and description read correctly in the mod manager.
    • The DAP and AN big bags show their own labels. Multi-buy pricing on three liquid tanks is fixed. Drain Vehicle refunds at the shop price.
    • The field info box shows the amendment burn risk and the drilling-window advisory, and a growing field’s yield once. The settings panel’s Admin button has no blank space before its label.
    • Keyboard defaults no longer collide with other mods or the look keys, and help names the right keys.
    • Added: Farm dog early warning for sick animals in your barns.
    • Soil Esc page: a continuous pH map with a gradient legend, field fungicide resistance, why a soil patch is blocked or ahead, owned field lists grouped by GPS outline, and a note when a field’s simulation is asleep.
    • Soil test kit, handful: shows the band word and the figure for N, P, K, and pH.
    • A reworked version dialog, a Soil HUD that follows the base game’s theme and can be resized, a HUD show/hide toggle and actions in the Control Center, and Farm Tablet reading Soil’s ppm scale.
    • Sprayed-area lime and chemical pH: lime and pH products work on the area actually sprayed.
    • Experimental Systems, off by default:
      • Target N/P/K, AUTO: The sprayer meters N/P/K products against the crop’s remaining need under the boom, pauses with a reason when it should not spend, for example, no growing crop, and the PDA, HUD, and rate panel show the crop window and each target pass.
      • Ground material: Hay, grass, and straw on the ground keep their age and wetness through tedding, raking, mowing, and baling. Bales are born with the condition of what their chamber took in and keep it through saves and storage. The condition is saved together with the terrain.
      • Stock Guard integration: With Stock Guard installed, the condition of ground material travels with what loaders, balers, and forage wagons pick up.
      • Groundwork for local crop disease, with no visible change yet.
  • V2.5.0.0
    New in this version:Notes:
    • The release gate. New systems, including disease resistance, hybrid strains, tank mixes, the ground-material family, spatial soil, and Read the Dirt, now ship LOCKED until they are deliberately released. A stable playthrough never meets unfinished systems by default.
    • Turn experimental systems on under Settings > Experimental, independent of your difficulty, at your own risk.
    • A Release Gate status dialog, opened from the version/changelog screen, shows what is locked and why. The SoilRelease console command does the same.
    • The gate is orthogonal to difficulty: it has its own opt-in and the two locks stack. Everything from the proven baseline is unchanged: the per-pixel soil engine, pest and disease pressure, the six fungicides, harvesting-contract underwrite, weather presets, and the rotation planner.
    • Experimental systems stay locked until they are observed in-game, have a player-visible surface, pass their defect checks, and are balance-safe. Releasing them is a deliberate act, not a default.
    • Bug fixes flow freely past the gate; only new systems wait.
  • V2.4.6.0
    This is an early release. Three new features land now, and there is a lot more on the way. The roadmap covers the connected farming suite, including soil, economy, labor, markets, and more.
    NEW FEATURESALSO ADDEDFIXES
    • See & Spray now works on every sprayer, not just a couple of vehicles. It shuts off per section on overlaps and field boundaries, and supports variable-rate spot spraying. It works for fertiliser too.
    • Rotation foresight: the field detail screen now projects the next crop’s yield before you plant, so you can plan your rotation from the soil you already have.
    • Disease scouting: a field’s disease stays hidden on the Soil Monitor until you scout the field. Scouting reveals it, and re-infection hides it again.
    • Multi-tank support for dual and quad tank sprayers.
    • Organic Certification groundwork.
    • Mowing meadows no longer drops your soil nutrients to the floor in one pass.
    • Soil data is no longer saved on shutdown, so quitting without saving no longer keeps unsaved soil changes.
    • The Vredo slurry spreader is no longer treated as a chemical sprayer.
    • Crop tuning edits now survive save and reload.
    • Fixed a fungicide application error on some fields.

Author: tisonK
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