Conservation Agriculture v1.0.1.7
Conservation Agriculture v1.0.1.7
This mod makes regenerative farming practices more beneficial.
v1.0.1.7:
– Fixed an issue where weed suppression would cause lua errors on mod maps with incomplete fruit types
v1.0.1.4:
– Added fertilizing bonus when chopping straw while harvesting (only to 50% in base game, configurable for PF)
– Added fertilizing bonus when cultivating cover crops (only to 50% in base game, configurable for PF)
– Added “Additional fertilizer level” strategy for base game
– Added several configurable nitrogen amounts for Precision Farming
– Replaced existing fertilizing strategy for PF by “Fixed nitrogen amount”
– Added Polish translation (provided by Ziuta)
– Fixed an issue where only wheat would be planted with certain mod combinations
– Fixed an issue with extremely high seed usage with field creation turned on
v1.0.0.8:
– Fixed an issue where seed usage would be extremely high with certain map/mod combinations
v1.0.0.7:
– Fixed a mod conflict with LFHA ForageOptima Standard and disabled weed suppression if it’s enabled since that mod causes lua errors with weeders in general
v1.0.0.6:
– Weed suppression should now work properly. Previously, the visual appearance was correct, but the weed map was not
v1.0.0.5:
– Fixed an issue where seeder field creation would work the wrong way round
v1.0.0.4:
– Fixed an error which would occur when precision farming was not in the mod folder
– Renamed “set/getLimitToField” to “set/getLimitSeederToField” to reduce likelyhood of mod conflicts
v1.0.0.3:
– Fixed an issue where field creation would not work on meadows
v1.0.0.2:
– Fixed compatibility issues with “Cultivator Field Creator” mod
It adds the following features:
– Grass crops, grain crops and root crops can be used as cover crops now.
– If cover crops have grown enough, they can be terminated with rollers, mulchers, cultivators and direct seeders.
– Terminating cover crops will fertilize the field (Precision Farming is supported, too) and prevent weeding until after the next harvest.
– Rolling or mulching cover crops will also grant a mulch bonus.
– When terminating cover crops, a thin layer of grass can be added to simulate the presence of biomatter (visual effect only, enabled by default).
– Chopping straw while harvesting will fertilize the field, so it is a more meaningful alternative to baling.
– Direct seeders get an option to allow field creation.
– Many modded crops are supported automatically.
– Most effects can be turned on or off in the settings (only admins can do this in multiplayer).
– Different fertilization strategies for base game and different fertilization amounts for Precision Farming.
The mod is related to real life farming in the following ways:
The mod is built around the tree principles of Conservation Agriculture (CA):
1. Minimum mechanical soil disturbance (i.e. no tillage)
2. Permanent soil organic cover (with crop residues and/or cover crops)
3. Species diversification (through proper crop rotation)
(Source: Food and Agriculture Organization of the United Nations)
The theory is that any system which respects these three principles is sustainable long-term, since it builds soil over time.
The approach has the potential to solve soil erosion and nutrient runoff issues which in turn leads to less additional fertilizer being required.
Regenerative farming is a complex topic, however, and there are many variations and factors which need to be considered, so it can’t be easily translated into a simulation game.
This mod therefore uses nitrogen levels and the mulching bonus in order to provide at least some kind of reward to the player for maintaining these principles.
It also tries to offer many configuration options so everyone can adjust it to what they believe is most realistic.
The mod uses measures to reduce the likelyhood of mod conflicts, but these can never be fully excluded.
Special thanks to Matthias, FS Gentleman and Cookie Cat for help and ideas provided to make this mod possible.