Day 01

Spent most of the day in the JD 6210. First up was filling the water troughs for the pigs and sheep, before I could feed the pigs though I needed to move some crops I had stored over at Nagce Grain Store to the bunkers on the farm. I set the Farmking auger up at one of the bins and jumped in the JD 8530 leaving the 6210 connected to the Farmking for power. I then spent the next hour or so moving my corn, barley. sunflower and soybeans from NV Grain store down to my bins. With a bit of practice I'm getting more proficient at moving the auger between the bins. The final run to NV Grain was to bring some sugarbeets to one of the root crop sheds.

After feeding the pigs I'm back in the JD 6210 to head up to PC-SG Tactor and Grain to buy some hay and straw bales. I'll be the fist to admit I'm a bit out of practice when it comes to stacking bales but in the end I got them loaded up and back down to the animal farm. After that it was a simple matter of feeding the sheep their hay and running a load of straw over to the pigs.


The rest of the day was spent mucking fileds 4 and 5 and getting about a third of field 3 done before the sun fell for the day. There's not much solid manure at the pig yard yet so I had to make repeated runs to the manure sell point at PC-SG to get these fields mucked.


On my last run up to PC-Sg the owner let me know that my new JD R4050 sprayer was fully preped and ready for pick up. Left the JD 6210 and manure spreader up at PC-SG and drove the new sprayer back to the farm. Fortunately there was no late night traffic to deal with, that 4050 really eats up a lot of the road.


Nagce Valley 24 Day Season Edition – The Challenge Reloaded

My first go at the 24 Day Seasons Challenge got a bit side tracked. You see there is a peculiarity of the map maker psyche that compels us to rip our maps apart after a few hours of game play because we just thought of a better way to bring our farms to life. Sometimes we spot something in our own maps that drives us back into GE other times we something in another map makers work that pushes us over the edge. I used to think that the Giants Editor was a way to make Farming Simulator more enjoyable but I’ve come to the realization that for myself, and I’m guessing for other map makers as well, Farming Simulator is merely a justification for all the time we spend in GE. While I’ve spent well over 500 hours building Nagce Valley it’s likely that I’ve spent less than a tenth of that actually playing the map, and I’ve heard enough other map builders make similar comments to come to believe that the modders fate may well be cast in stone.

The UMRV map has been gaining a lot of attention as of late. While officially still in beta the map is very well polished and the team has done an outstanding job brining the community a map that really pulls off the look and feel of the Upper Mississippi River Valley. The maps creator has committed to being a positive influence in the mod community and I wish him and his team the best with the maps release. Needless to say UMRV derailed any aspirations I had of focusing on my play through and pushed me right back into the waiting arms of GE. What impressed me most was that the map takes something that I implemented on Nagce Valley and takes it to the next level.

One of the early features of Nagce that drove the feel for the map throughout its development was the grain bin auger layout on the main farm. It was one of the first features I incorporated and the one that once it was laid down I knew without a doubt would make it to the final cut. While it delivered the look I wanted functionally it was no different than the farm silo that exists on most FS17 maps, a tip point to dump into, a global store for the crops, and a fill trigger to get your grain back out. UMRV takes this to the next level by utilizing functional augers for adding and removing grain from bins that are unconnected to each other. To fill a bin you first need to maneuver the auger into place, set it up, and connect a tractor to power it. To fill a different bin you need to retract the auger, move it to the next bin and repeat the set up process. There is a second auger for transferring grain from the bin into the tipper which has its own set up process. While it’s still possible to put more than one grain type in a bin a bit of self-control makes it possible to realize a one bin one crop playstyle.

The static augers and bins from the release version of Nagce Valley

The static augers and bins from the release version of Nagce Valley

The functional augers and bins that I have in the dev version of Nagce Valley. While they may look the same they are a whole new ball game in game play. If you want to see the augers in action watch the video below from the UMRV team DR Modding

The functional augers and bins that I have in the dev version of Nagce Valley. While they may look the same they are a whole new ball game in game play. If you want to see the augers in action watch the video below from the UMRV team DR Modding

DR Modding

The augers and bins have been available for some time on American Eagles Modding; in fact the augers already on Nagce Valley use the same visual model but lack the functionality of the AEM mods. While I knew of their existence it wasn’t until I saw a video on the UMRV YouTube channel demonstrating their use that I knew what I was missing. There’s a bit of a learning curve on the augers, they’re not overly complicated but they’re not terribly intuitive either, and the casual player may not find them very engaging, but if you’re looking to run a realistic American farm they are hard to beat.

There’s a second change that I’ve been meaning to incorporate on Nagce Valley but held off as it was not seasons ready Seasons. Thanks to some hard work by Darrin Casesell the Apple Orchard is now, at least visually, Seasons ready. Darrin added the necessary textures and xml to allow the Apple tree’s to change appearance with the seasons and was kind enough to allow me to include these changes on Nagce Valley. Unfortunately we were not able to find a way to control apple growth to coincide with the seasons. We both played around with the ProduktPerHour and factor settings but it didn’t lead to the results we were hoping for. It’s not an insurmountable problem though. Apples will only be produced after water and compost or manure have been added to the trees. By using some self-imposed rules about when these inputs can be added, such as July through November, we can keep are apple harvests in season. Neither of us has given up on finding the magic Seasons settings but for now controlling the inputs seems like a viable solution.

Nagce Valley apples

Nagce Valley apples

There were a few more changes, multi angle terrain has been added, I removed the seed and fert fill triggers from the farm, so buying and transporting pallets is somewhat more essential though the fill triggers are still in place at PC-SG Tractor and Seed.

24 day challenge

So, I’m sitting here drinking a Stone Ruination double IPA, I’ve just finished tweaking Nagce Valley in preparation for the 24-day Season challenge, perfect time to blog a bit before firing up FS17 and giving this challenge a go. The prevailing line of reasoning in the 24 days Seasons club that Farm Klein Kicked off on PC-SG is that the 24-hour challenge should be played at 15x speed. I’ve never played FS at anything other than 1X and while the guys in the club offer some compelling reasons of going 15x I’m going to stick with 1x at least off the bat.

A 24-day season works out to a 96-day year, so to avoid immeasurable spans of boredom I’ve tweaked things a bit to ensure that I’ll keep busy.

  • All fields will be player owned with the intent is that I plant and harvest all 225ha of arable field in addition to working all 44ha to grass pasture land.
  • Sugar beets and poplar suck up a bit of time so I’ll be throwing them into the year one mix.
  • Animals, the conventional wisdom is to hold off in year one, start with sheep and avoid pigs at all possible costs. So, we will start with pigs.
  • Minimal use of Course Play or the helper AI. My play styles always tended towards do the work yourself which should help to fill out a 1x day.
  • Removed the seed and fert triggers from the farm. Both will now need to be supplied through the use of pallets or by hitting the triggers at the PC-SG sell point

I’m guessing that this should keep me busy at 1x but I guess time will tell.