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Cattle and Crops

 
Performance Update v1.3.5Mar 30, 2021 - Community AnnouncementsToday's performance update includes a completely new method of rendering the plants. This allows much higher visibility of the vegetation. In addition, the French translation has been reworked completely. {STEAM_CLAN_IMAGE}/31923312/068153edae6db053054f8d7cc0632f05171045cd.jpg The visibility is now allowed up to 300 meters when using “Ultra” and up to 500 meters when using the Photo mode. Basically, the problem with the previous CPU bottleneck has been fixed. In the options, the “Vegetation fading start distance” setting has been removed as it’s no longer needed. Because the new default values for the graphics settings are higher than before, every user should check or set them again. Changelog 1.3.5.5 NEW New vegetation rendering BUG FIX Missing button assignment and display with Xbox controller fixed Tutorial “Baling straw” can be finished again Maize feed animation when forage harvesting now shows single plants again instead of four at once Maize is harvestable again below BBCH 80, but a very low yield Fixed game freeze when fast forwarding for long periods of time while a lot of swath exists on the fields CHANGE French translation has been reworked completely Distance colors for all fruit types revised More shader markers placed at the farm for better performance Vegetation texts in graphic settings revised and simplified NOTES The soil tutorials, introduced with the previous update, are only available in German and English at the moment. Sorry for the inconvenience Soil update v1.3.0Mar 22, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/7b3c5fb9fa63d610f5250fcf1d1a48bf3a17c0b6.jpg With today's update, we are introducing a new soil system. Roughly summarized, fields now have different soil types that have different effects and must be worked with the appropriate machines (disc harrow, plow, subsoil loosener, power harrow, etc.) for optimal yield. This new function can also be deactivated in the options if required, and the same now applies to fertilization (NPK). To make it easier to get started, we have also created new tutorials concerning the soil. Soil elements and soil types: There are up to 31 different soil types, each consisting of different proportions of sand, silt and clay. For each field, you can view the current soil type, the definition of all soil types and their composition in the field menu using the soil texture triangle, which is also used in reality, below the map. By hovering over other soil types, their properties can be previewed. {STEAM_CLAN_IMAGE}/31923312/88936ab4d13237c72f4a818d3c00c7c0c5dec2fa.jpg Soil condition: There are now a total of four soil attributes that affect the plant: crumbliness, crumb density, upper density and lower density. The different implements have different effects on the soil. For example, the power harrow tends to increase crumbliness, while the subsoil loosener primarily loosens the lower soil. The plow, on the other hand, mixes the upper layers and loosens them up at the same time - but also increases the subsoil density due to the plow pan. Depending on the condition of the field and the soil type, different tillage implements must now be used. {STEAM_CLAN_IMAGE}/31923312/0b1e33c26f990fb00858952330fca67a6ac1061f.jpg General influences on the soil: In addition to active tillage, there are two other influencing factors. Firstly, the weather: higher temperatures, for example, cause the soil to dry out. A lot of rain, on the other hand, can make the soil silt up. These effects have a long-term impact over the season. Secondly, vehicle weight has a direct influence on density - pressure is exerted on the soil at the tires based on the wheel load, which in turn increases density. All this leads to the fact that at the end of the season, or the beginning of the next season, tillage is elementary. The crops also have different demands on the soil depending on the BBCH stage. It can therefore make sense to adapt the tillage to the demands of the crop. Plant growth and yield: As part of these soil enhancements, the plant growth system has been changed. The growth period is now regulated by temperature and sun hours instead of fertilization. The plants have a minimum growth temperature of 5 °C (41 °F), anything below will result in delayed growth. The warmer it is the faster the plant grows (growing degree days). Both the sowing date and the associated growth time, as well as soil cultivation and fertilization have a significant influence on the yield of the crops. Thus, in order to achieve the highest yield...Update 1.2.0.5Feb 12, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/fa6b789911356e6aa183b6b65a6ace2fbb175bf4.jpg As you have already noticed, our bugfix update has been delayed a bit. We've added a few new features to the game that didn't make it into last year's Christmas update. We have now added hose connections to just about all vehicles and implements that automatically connect when attached. There is a distinction between hydraulics (plus and minus), electrics and other circuits. Instructions for modders will be made available in the next few days. Additionally, the three-point and four-point hitch upper links are now put into a transport position when not in use. Furthermore, the Logitech SDK has been integrated, so you have the possibility to adjust the spring strength of your steering wheel. The vehicle preview in the store menu has received a garage hall instead of a simple black background, in which the vehicle can be viewed. There were also many other small changes and bug fixes that further improve the game experience. Among other things, we've also used the time since New Year's to look at attaching equipment to three- and four-point hydraulics. We’ve made significant improvements in the alignment logic: the upper link is now always adjusted, if possible, so that the attachment is straight at its working height. This results in implements being able to stand and work more cleanly on the field. As always, the changelog will give you all details. Changelog 1.2.0.5 NEW Radio cab controls in all tractors, including showing the stream title in the display Steering wheel stiffness adjustment: Logitech SDK integration (German) Hoses, hoses, hoses: Hydraulic and electrical connections between vehicles (currently not implemented in Lemken Juwel and Hammer corn seeder for technical reasons) Shop preview: garage model instead of solid color background Three- and four-point hitch upperlinks are now stored in a transport position when not in use There is a new script method "Cancel Event" to cancel Activate, Deactivate, Change and Relative Change You can specify a marker that indicates the camera position instead of calculating it using the bounding box when generating a shop preview image Hour meter and odometer installed in the cockpit of the vehicles BUG FIX Fixed a save game bug that prevented you from completing the first scenario The vehicle debug window is no longer displayed after loading a save game AI employees no longer circle backwards around waypoints when working in the field Animal transport task calculates transported quantity correctly Road connection from the contractor's liquid fertilizer tank back to the road added Harvesting tasks where you as the player drive the tractor can now be completed correctly AI tasks with mower no longer mow the field twice Vehicle camera no longer shakes at certain angles Fixed crash when reloading a machine while attaching it Helper AI ignores fill level of shovel attached to front loader Wheel dirt is saved correctly Vehicle combinat...Status Update 29 Jan. 2021Jan 29, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/b083f61600f39429df98308c74d2edf52cdd86bf.jpg We hope you had a good start into the new year. Our team has used the holidays to recover and recharge our batteries. Today we’re giving you a little preview of what we are planning for the next few weeks. First off, there is going to be an update that we will release at the beginning of February. This will mainly fix bugs that were introduced or included in the last update, as well as some older AI bugs and improvements. The test department will receive the first patch this week. A game update is planned for early March, In which we will further expand the soil parameters so that tractors and implements will have a greater impact on your fields. This will affect compaction as well as plant growth, meaning it will make a difference if you work your fields with a cultivator, or plow. In addition, the package includes a new implement tool. In parallel, we are working on further performance improvements such as vegetation clustering. Over the course of this year there will be a new map, which we have already begun working on. It will be located in southern Germany and will be much more mountainous than the current map "Albergtal". Furthermore, we plan to integrate more crops like canola, oats and sunflowers into the game. Update 1.1.0.8Dec 17, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/5780aa3facc84740516b091d2300bd6637613399.jpg Is it Christmas already? Well, almost. Christmas isn't until next week, but we’re not going to wait that long. In addition to a smaller Claas Vario 560, the large Claas Vario 1230 has also found its way into the game, along with a matching large cutterbar trailer. In addition, we have brought two larger Joskin Wagos (TR10 and TR12) into the game, so that you can transport more bales at once. With new silage pushing plades from Bressel und Lade, you can now also distribute silage in bunker silos. We’re releasing a completely new set of tires for all vehicles. Apart from their new looks, they can now deform and react to load. At the same time, they have received completely new dirt textures. Furthermore, with this update we introduce maintenance and wear for machines. This means: you now have to take care of your machines and should no longer drive like crazy - otherwise it will be expensive. So let’s go into detail. Steam Cloud Support This update introduces Steam Cloud support. For this purpose, there now is a "ProfilesCloud" folder in the "Cattle and Crops" home directory. If you enable cloud support in your profiles, they will be moved from "Profiles/" to "ProfilesCloud/" and automatically synced by Steam. This means that after exiting CNC, the savegames and game settings are uploaded to the cloud and downloaded before starting the game. This also allows you to switch computers and continue playing with the cloud savegames. Don't forget to enable Steam Cloud Support in the Steam client if it is turned off. In the game itself, Steam Cloud Support can be enabled and disabled individually for each profile. Performance This update includes the first part of a performance optimization package. Updating the machine nodes, a calculation step that happens every frame, is done on multiple CPU cores now. If many machines (incl. traffic vehicles) are active, this noticeably improves the performance. Replaced the rendering back end As part of the programming for console support, the entire renderer back end with its implementations for OpenGL, PS4 and Xbox One has been updated. This also includes some minor optimizations for OpenGL. Updates of the graphics card driver but also our shaders can cause delayed recompilation, which can cause potential lags when starting the map. We will address this issue in the future by shipping a shader cache with precompiled shaders. This will be part of a DX11 or Vulkan update. Controls Improvements have been made to the control of UserActions. All analog operation forms have been adjusted in their speed to each other. This means that mouse/controller/keyboard operations now all result in the same speed. In addition, the operation of UserActions by mouse in the radial menu now sends Change instead of RelativeChange events, which means, for example, that it is no longer possible to fold and unfold the Tucano unloading chute in an instant. Wear and main...Hotfix Update v1.0.2.14Nov 19, 2020 - Community AnnouncementsWe’re releasing a small hotfix update today that mainly fixes three crashes, as well as fixing a few errors. Changelog BUG FIX Game crash fixed when the AI collided with two implements that are attached to each other, but not to a vehicle Game crash fixed when a rental period of a deactivated mod ends Game crash fixed when deleting task templates Claas Tucano now folds in the pipe when going into transport mode Claas Jaguar: position of the non-suspension camera fixed Claas FL 100: inverted geometries fixed CHANGE Over-fertilization by the AI is now dependent on two options: general unlocking in the difficulty settings, and per-task option in the task creation. Left, middle and right mouse buttons can now be used when binding controls Update 1.0.2.12Nov 13, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/554950f0867ccfa9573b6af7d56ff48bdbdc79df.jpg In addition to numerous bug fixes, this update introduces a handful of new features to the game, which will especially improve your gaming experience inside the vehicle. As you know, you or your employees can get stuck in very wet fields. Especially during harvesting when full loader wagons are moved. To make it more authentic, all tractors and harvesters have received differential lock options, which, in case your wheels start spinning, can be activated in the radial menu. Please note that with this change all-wheel drive is deactivated by default. A new suspension system provides more dynamics and a significantly improved driving experience in the tractor and on the field. The seat and cab suspension ensure soft balancing and some trailing. In addition, the different soil types also provide different suspension characteristics. The option of whether the cab camera also moves with the suspension can be turned on and off in the gameplay settings. https://i.imgur.com/NhUob4a.gif In addition, a manual H-shift is now available, for which each gear can be bound in the controls assignments. Furthermore, an option has been added that enables head tracking only in the vehicle. The financial statistics were extended by more time periods and the Polish translation was completely improved and repaired. Another statistic has been added to the field menu with the surface wetness , at the same time the ground condition and grain colors in the map visualization have been improved. As always, a complete list of all changes can be found in the changelog. Changelog NEW Differential locks added Surface wetness is displayed in the field menu Seat suspension in vehicles: Vehicle seats react dynamically to the ground. By default, the indoor camera moves with the suspension. This can be deactivated in the options menu under "Move camera with seat suspension". Ground influence on driving behavior: the acre now has more influence on the vehicle suspension by being slightly more uneven. Different types of fields (plowed, cultivated, sown, ...) have different intensities. Manual H gear shift and clutch in vehicles, with pedal animation Head tracking options: "Head tracking only in vehicles" and "Prevent camera movement by other devices” Financial statistics: more time frames added Polish translation completely overhauled BUG FIX Crash fixed when selling an implement that is located directly behind a tractor AI now drives to the harbor silos again in harvesting tasks The Lacotec is now getting ready for work and transport in tasks again Dropdown menus no longer leave any remaining parts when the corresponding window is closed while the dropdown was open AI fieldwork tasks now select the ridge marker and rotates the plow correctly after loading a savegame The Hammer Seed Units and the Lemken Saphir can now work stubble fields with a helper (direct drill seeding capability added) When crops are destroye...Update v1.0.2.6Oct 30, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/4961846316fe17e7447e6426d03d6783f61cee52.jpg This update brings – besides many smaller fixes and improvements – a further reworking of the sales prices and revenues. First, after your feedback, a fourth sales difficulty level was added: realistic. In this level all sales prices and proceeds have, well, completely realistic values. In addition, the bale prices have been significantly reduced and have been given their own difficulty multipliers (easy: 3 / medium: 2.25 / difficult: 1.5 / real: 1). Field grass and field grass silage bales (hay not included) are now worth almost nothing. The biogas plant has received an extended revision and now uses much more realistic data as a basis for the revenue calculation. On the one hand, the ensiled fruit types now produce more real (i.e. lower) biogas quantities, on the other hand, the prices for methane gas have been adjusted. The generated energy has been split into electrical and thermal energy, with different prices. One kWhel results in a base price of €0.143, one kWhth results in a base price of €0.03 (the prices are slightly higher during winter and slightly lower during summer). The BGP control display has been adjusted accordingly. In addition, the BGA has received its own price multiplier: (easy: 5 / medium: 3.5 / hard: 2 / realistic: 1). Note: there is now a fermentation period of 20 days, which means the money generated from the silage loaded into the bunker — resp. the generated methane gas — is only paid out after this period. Together with the BGP and grain price changes, it’s no longer lucrative to buy grain and unload it directly at the BGP. A few calculation examples: The BGA silos have a capacity of approx. 5,800 m³. This corresponds to approx. 33.7 ha of maize chaff. If you fill the silos completely over a season, you get approx. (minus personnel and machine costs): Real: 55.200 € Hard: 110.400 € Medium: 193.200 € Easy: 276.000 € The same area planted with barley results in (threshed, i.e. with significantly less work and time required) approx.: Real: 18.000 € Hard: 54.100 € Medium: 99.300 € Easy: 144.400 € As always, all changes can be found in the changelog. Changelog NEW Additional sales price mode "Realistic", which offers completely realistic values Vehicles can now be cleaned at the contractor Claas Jaguar and Tucano have received unload chute/rear view cameras that can be activated in the cockpit displays. BUG FIX Analog devices in missions now show icons for both axis directions if only one axis direction is bound When grass grows back after a complete drying cycle and is then cut again, it is no longer immediately dry In the scenarios the memory consumption has been reduced when fast forwarding, this should also fix crashes and freezes of the game in those situations Display on Hammer MixKing repaired (digit size and position increased) Finance menu: better support for long dealer, tank and FillType names FillTypes that can’t be sold at the harbor are...Hotfix Update 1.0.2Oct 23, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/fa343e55f448125bebd2f690bb0851e1ebf5932a.png The first week after the release is behind us. Thanks to all of you who’ve supported us and thanks to everyone who enjoys playing Cattle and Crops. We hope that you like what we have done and have collected your feedback. So today we're releasing a hotfix update that fixes some bugs and crashes as well as includes a few optimizations. Regarding the selling prices: we have increased the selling prices of grain using the difficulty level price factors, and at the same time we have lowered the animal selling prices a bit (for values see the changelog). That way the profit gap has become much narrower and it is much more worth it to cultivate and harvest grain. In our calculations, the new values can be used very well. In addition we have generally repaired all selling price calculations in connection with the selling price difficulty. Another change is that bought grain, seeds or fertilizer can only be resold at a significant loss (90% deduction). This value is mixed with self-produced crops - a sale with e.g. 50% purchased and 50% harvested grain will result in a 45% deduction. Similarly, young (low weight) animals have a very low resale value. This increases exponentially the more they weigh, so that only selling nearly or fully grown animals results in a profit. These deductions are independent of the difficulty level. As always, you can find the complete overview in the changelog. Changelog: BUG FIX Textures are only set to Ultra for a new profile if 6 GB VRAM is detected. All in all Ultra can consume more than 4.5 GB VRAM in the Albergtal with many machines. Steam: Achievements are displayed in the Steam language Difficulty multiplier is calculated correctly when changing the difficulty level Completion window when exiting a scenario is now displayed centered If you tow a driver that is not controlled by the AI, the harvester will no longer ignore the driver Fieldgrass: Age calculation fixed while fast forwarding Field wetness in the tutorial "Forage maize chaser bin" reduced Animals no longer get stuck on edges or curbsides Harbor trader: driving through the unload area with incompatible FillTypes does not lead to a crash anymore Claas Tucano: Front wheels no longer drag on the chassis when Vario is attached Fruits are displayed where they should be Calculate Vegetation Grid Positions no longer causes errors EDITOR] You can paint grass outside the fields in the editor again Grass no longer sticks out on the road in the Albergtal in as many places as the vehicle trader (there will be more changes) It no longer doesn’t rain through the roof at the harbor trader load and unload area Trees without leaves are also displayed in the distance without leaves At the Physics level “Realistic”, the vehicles no longer slip when the handbrake is applied Farm - Seed pallets - FillType does not jump over if a wrong vehicle had been selected before Tutorial “Animal Feeding” can be complet...Cattle and Crops Release 15 Oct. 2020Oct 15, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/a8213ecb825e0606d8ac09cc12325ef1ef92bd29.png Today we’re proud to announce that Professional Farmer: Cattle and Crops Version 1.0 has been released. This is the seed for the new generation of agricultural simulation. But as befits a good farmer, the field will continue to be tended and cared for so that the game grows and develops well. Because we still have big plans for our "field" - this is just the beginning! Here is the extensive changelog that will make your screen burst: Changelog: NEW Become a farmer: Over 50 comprehensive tutorials explaining the entire game and procedures Scenarios for an exciting start in agriculture Numerous information on real agriculture by the Landwirtschaftsverlag Münster NEW Career vs. Sandbox Mode: It can be decided per savegame whether it should run in sandbox or career mode. The sandbox mode has no restrictions (for performance reasons there are still maximum level values for vehicles, animals and staff, but these correspond to the highest level value you could get). In career mode, the maximum number of vehicles, animals and employees is limited as before based on the profile’s XP. In addition, vehicles - except for a small starting fleet - must be unlocked by completing scenarios. This is displayed on the corresponding vehicle page in the shop. The restriction is defined in the vehicle - so it is also possible for modders to limit their vehicle in their career. Once set, savegames retain their mode and cannot be changed by "Save as" or similar. Old save games are handled as sandboxes. NEW New profile and savegame menu New design Better clarity, more space for the savegames Direct creation of an empty savegame (previously a new save game could only be created via "Save as") The selection of savegames is now done by clicking directly on the slot (previously separate button) The savegame active in the selected profile is marked with a tick The savegame active in the whole game is yellow and marked with a tick NEW New languages: Spanish, Italian, French, Polish and Russian NEW TerrainGrid storage optimizations: Saving is now much faster and save games are much smaller NEW Vegetation & trees now move according to real wind data NEW Steam Achievements added. Will be synchronised with the game's own achievements. Only available for newly created profiles. NEW Helper AI: The AI ignores the collision with objects that have an optional collision (e.g. trees) In harvest tasks with a combine, the drivers now wait at parking positions next to the field if they’re not full after emptying the combine If several drivers are waiting next to the field, the one with the highest fill level starts first When the driver is almost full when chopping, he warns the chopper with the horn and by switching on his rotating light AI workers automatically refuel diesel NEW Straw and hay bales can be fed using the MixKing NEW Hay drying revised: New parameters sunshine hours (incl. cloudiness), temperature and w...Status Update 28. Sep. 2020 - Release DateSep 28, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/b3031141f1cdfd9649ae8459bae6c845d2ba5c3e.jpg Dear CNC friends, players and supporters, We are on the home stretch to a huge milestone in the development of Cattle and Crops. On Oct 15 2020, version 1.0, which we all have been waiting for, will be released. This is an exciting moment for all those who have supported the game, some of them for years, because it will turn the crazy idea of creating a professional simulation as close to reality as possible — from the community of fans of agricultural games — into a tangible reality. We now also have a clear picture of what will be included in V1 at the start and what unfortunately will not make it into the game by then. Of course, this is the question that is of great interest to you as supporters of the development, some of whom have been with us for several years. And that's why it's also important for us to openly discuss with you the goals that have been achieved, but above all those that have not yet been achieved. Many of you have already supported us in the context of our Kickstarter campaign in 2016 and with this leap of faith you have contributed significantly to the financing of the project. In the course of the campaign, we have also described our goals regarding the content of V1. Without a doubt, these goals were also the impulse for you to support the project. Therefore it is even more difficult for us to inform you at this point that we are not yet able to deliver the following content planned for the start: Multiplayer: In the Kickstarter campaign we included the multiplayer. We had already informed you in a statement on December 5th, 2019, that it will not be released for V1, because we have to concentrate on the work on the AI drivers first. Stretch Goal 1: Multi Language (French, Italian, Polish, Russian, Spanish) is for the time being available in a basic version and has been extended to the new tutorials and scenarios. Other languages (Czech, Danish, Dutch) are not yet implemented. The missing languages as well as a revised version of the current languages will follow after V1 or will be completely translated. Stretch Goal 2: "The Golden Voice" (voiceoOvers for English, German and French) unfortunately won't make it into V1. Due to the extensive new content in tutorials and scenarios we have to do the basic translation first. Content: There will be no more maps or machines beyond the machines already delivered with the fieldwork package (v0.9.6) for the release. We are aware of the fact that you would have wished for "nicer" news especially concerning this aspect. But the extremely time-consuming creation and "ingaming" of new assets had to be put on hold in favor of working on enhanced gameplay content. So we are all the more thankful for the already many great machines that have been created from the community and are available at modhoster. Of course we know that these are no replacement for other machines we have created. But at least these mods wi...Status Update 02 Sep 2020Sep 2, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/87cbb8640e02009537d6914a230aebe6d8b7df8e.jpg In the holistic development of Cattle and Crops, we are working in parallel on many different levels - both "in" and "around" the game. Not all of this is immediately visible or tangible. Certain things can only be released in a package after completion and thus made visible to you. In the last few months we have paid special attention to how we can offer you a great gaming experience. As announced in the last status update, we have implemented an extensive tutorial system, which should answer any open questions you may have at any time. But especially for CNC beginners we want to make the access to the game much easier. The second pillar are the campaigns which are new to the game and which we have enriched with the expertise of the Landwirtschaftsverlag both in the implementation and with corresponding accompanying information. The campaigns guide you through independent scenarios that are theme-based. You will be guided by "Professor Farmstein" and repeatedly provided with interesting information on the individual work steps and the general conditions in real agriculture. Furthermore, the campaigns are linked to the new career mode. If you play the career mode, not all tractors and implements are available right from the start, but you have to unlock them through the tutorials and campaigns. But if you want to start right away, you have the possibility to do this in the sandbox mode. Here everything is immediately available and you can simply start without having to fulfil any requirements. {STEAM_CLAN_IMAGE}/31923312/a35c864b65b4213554146f12abf63200137e8247.png Furthermore there was an engine update to a pre-release version of the C4 7.0 engine, which will be the basis for the port to the consoles. But with this we have also opened the door (on all platforms) for new graphical features like HDR, God-Rays, better SSAO quality and through a slimmer renderer more performance. In addition, the new C4 engine offers the new Slug font system, which allows us to display pin-sharp fonts in any resolution. This is very beneficial for the new content, because we now offer much more text in the game. In addition, we have devoted a great deal of attention to AI in recent weeks to make it work better again. With the revised stand a relaxed chopping and threshing is possible again. Currently the AI is being optimised once again for normal soil cultivation. We have also made great progress in the field of "hay drying". We have revised and refined the complete drying system. The drying process is now not only influenced by temperature but also by wind. In addition, the hay no longer gets wet so quickly if it rains just a little. We have also integrated many small improvements into the game that improve the clarity and usability. Currently, a test version is being tested by our publisher Toplitz, who is putting it through their paces. With their feedback we will be able to announce more d...Status Update 07 Aug. 2020Aug 7, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/1bc0bf64cadb2b7ca0aa9133a34dcbfa7ea9e8f4.jpg With the status update of 28 Feb 2020 we mentioned tutorials as a topic and today we would like to go into it again. We have integrated an extensive tutorial system into the game that explains in detail the individual steps and possibilities in Cattle and Crops. We have separated the tutorials into various sections, all of them can be expanded later as needed. This is e.g. the operation of the player, vehicles operations and the interface; and extends further to soil cultivation, sowing, fertilization, harvesting, transport and processing, animal procedures, plants and objects, and helpers. The individual tutorials are listed in main categories. Each tutorial can be played by itself and independently. Furthermore, they can be repeated at any time. Even if you get stuck in-game, you can always start the fitting tutorial from within the game, which should answer all your questions. After finishing the tutorial you can begin the next tutorial in the same category or return to your game. With the tutorial system implemented at game release, we want to make it easier for all new players to get started to the world of Cattle and Crops and give the old hands a tool to explain the intricacies and complexities of Cattle and Crops. Landscape Tutorial MappingJul 10, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/46ae396ef42cf547309b68b5df7251c9886d0705.png With these tutorials we explain how to create the basics of a map (landscape) for Cattle and Crops using a 3D program and the engine editor. Basically it is about the terrain, roads, fields and vegetation. The first part explains all necessary steps in the 3D program Blender, the second part shows how to get the created landscape template from Blender into the engine. In the video description you can find the link to the sample files and the needed Blender addons. The tutorials are in German language, an English subtitle via the YouTube function will follow in the next days. Youtube Link: CNC Tutorial Mod Map Landscape Blender 3D (1/2) CNC Tutorial Mod Map Landscape Engine Editor (2/2) Language updateJul 2, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/d5dd1c926d938e1ff27c84bcb4db25864ab02ee6.png Today we publish a language update with which most of you can set your national language. In Cattle and Crops we not only support German and English, but now also French, Italian, Spanish, Russian and Polish. Some translations may contain even smaller errors. Furthermore, some translations are sometimes too long for mission and message windows. You can select the new languages in Steam under the Cattle and Crops properties: {STEAM_CLAN_IMAGE}/31923312/f56fcea90bd6af028b02d0245b1dcdc423f1d66c.png Changelog 0.9.8.5 NEW New languages Spanish, Italian, French, Polish and Russian BUG FIX Fixed missing action to chase away animals and added missing sounds The Lemken Azurit machines no longer lift the wheels of tractors NOTE Some GUI elements are not yet translated because they have not yet received a string ID Some panels still have minimal problems with Russian regarding text width recognition Polishing Update 23 June 2020Jun 23, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/10eb98e78fd2fdb6832b1ece77fe157cdaf334cb.png With update 0.9.8 we want to offer you more immersion and gameplay. Therefore, we have added environment sounds to this version. This means you can hear various sounds on the Albergtal map, which makes the game feel more realistic. The birdsong, rain and wind sounds are some examples. In addition, your character has now been given movement noise, which also differs depending on ground types. This is completed by sounds that attract and scare away animals. The Albergtal Map was further updated. The vehicle trader now has tractors in his showroom and the sewage plant has been made a bit nicer. The farmhouse and all buildings have been reworked and got a more realistic look. The barn is now finally a barn and does not look so clinically anymore. The farmhouse now has automatic opening doors and the annex and garage can now be used to park vehicles. Furthermore, new bushes have been placed on the Albergtal map which are also seasonable. An update to the current PhysX 4.1 version is also included in this update. This fixed the shaking in light vehicles (AI traffic). Furthermore, many bugfixes have been included in this update. All changes can be found in detail in the changelog. There will be a status update at the end of July and end of August until V1 in September. We are currently working full steam ahead on the completion of the V1 and will introduce to you some of the content of the V1 in the upcoming status updates. Changelog 0.9.8 NEW The vehicle specific physics were reworked and several heavy bugs were fixed that made light vehicles shake PhysX 4.1 update. Update to the latest stable PhysX version Environment sounds were added Footstep Sounds have been added and are configurable via XML Flashlight has received on/off sound Sounds to attract and scare away Animals Attract and scare off Animals improved Bushes were added Bushes Season Update The farmhouse has been given a garage The farmhouse has got a workshop 32 bit triangle indices support so that meshes can have more than 65336 vertices. so we can render more vegetation than before BUG FIX KI riders no longer automatically log off the field KI driver waits until chopper/thresher is ready on the field KI: Detection of potential collisions improved, NaN problem fixed Crashfix: Delete on vehicle Hide FieldGuidanceSystem window Fixed connecting NavPath ends to nodes in the editor This is important for modders: WheelJoint settings have been fixed. Unfortunately, an error had crept in during the engine upgrade and the brake settings of the WheelJoints could not be changed properly. When you drive with automatic, you don't shift from neutral to first gear anymore which was a conflict with the automatic of PhysX. Also the PhysX input smoothing for analog input events was fixed. A wrong time factor was calculated here. FontImporter settings were fixed PNG Tree Importer fixed Street Decals fixing Field menu: Added missing String...Early Access Update v0.9.6.5: Bug Fix ReleaseApr 9, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/e82b0115ee88575068f737ff57b9359e4b7d407d.jpg We’re releasing a small bug fix update today to get you through the easter days… and also to make sure some missions can work correctly again. Both Lemken Azurits and Lemken Saphir have received fill meshes and tank lids that can be opened. Unfortunately, we haven’t had time to add sounds to the recently released Lemken machines. In addition to that we’ve created a small tutorial for those interested in modding, showing how to change the player character’s clothing. You’ll find it in this thread. Happy easter, and stay healthy. NEW On/off sound added to the flash light Lemken Azurit, Saphir: tank fill meshes added, lids can be opened Editor function “Replace Geometries with Instances” now factors in the dummy objects’ respective scale. This way, you can place a lantern in Blender spread out on the map using curve and array modifiers, or spray them using particle tools, and then replace them in the editor with your target .wld with one click. BUG FIX Field menu: missing StringTable entries added for field grass and rye Mission “Golden Harvest”: Jaguar can drive to field 3 again using the autopilot Mission “The bulls are back in town!”: faulty navigation target points fixed Hammer CornKing: track markers can reach the ground again Hammer CornKing and seed units: seeding area improved: there should be fewer holes when an employee is working with both machines Hammer CornKing: actual fertilizer spread rate didn’t match the set value Claas Axion: rear three-point hitch attacher is not skewed anymore Claas Tucano, Geringhoff Mais Star: Unnecessary “You’re driving too fast” warning when in transport mode fixed Claas Tucano: screw conveyor rotates again when combine system is on Claas Quadrant: missing pickup texts fixed Lemken Azurit: dirt on the discs fixed Bugs fixed when baking impostor normals and shadows CHANGE Hammer CornKing corn seed unit & Lemken Azurit: seeds usage was too high (now ~60l/ha) Lemken Korund: roller particles extended Early Access Update v0.9.6: Field Work PackageMar 31, 2020 - Community AnnouncementsAs mentioned last week, here’s the little surprise package, in addition to multiple bug fixes and optimizations as part of v0.9.5 (Tombstone) recovery. {STEAM_CLAN_IMAGE}/31923312/2e7e6f1a66a9eb7b5f77a8d55be36931dbd71947.jpg In this update we’re releasing an eight-part field work package with Lemken machines. This includes power harrows, seedbed combinations as well as grain and maize drill machines. It’s completed by a fertilizer tank and a subsoil loosener. The new machinery allows farmers with smaller operations to work more precisely, as we’ve included a handful of 3m (9 ft 10”) machines. There are also 6m (19 ft 8”) variants of the same model series included, though, for the larger fields. {STEAM_CLAN_IMAGE}/31923312/d4bd3fd20c64c2fb93ae4dd80c1ca17145417327.jpg You’ll find a full overview in the change log. NEW Lemken Azurit 9/4.75 (3m maize seed drill machine) Lemken Azurit 9/8.75 (6m maize seed drill machine, foldable) Lemken Gemini 7/1000 (Front liquid fertilizer tank) Lemken Korund 8/600 (6m seedbed combination) Lemken Labrador 160 (2m subsoil loosener) Lemken Saphir 7/300-DS 125 (3m grain seed drill machine) Lemken Zirkon 8/300 (3m power harrow) Lemken Zirkon 12/600 K (6m power harrow, foldable) BUG FIX Shop images can be generated again and are no longer just gray NPCs in the village no longer have the wrong shading. General Shading problems with scaled models fixed Field information panels for swath are displayed again in front of the swath Oily graphics on Linux systems was fixed Fixed crash when selecting a dropdown during loading/unloading and leaving the trigger Fixed crash when trying to load without selecting the fill type first The "Washing" window is no longer visible after loading a savegame The factions in the profile menu are now translated Crash while loading the MixKing at the farm storage fixed Fixed wrong spawn location when account balance is less than the vehicle rental price The fence gate at the pasture closes again Fixed missing translation strings in Claas Quadrant Vehicle Shop: translated descriptions are displayed again Joint script methods now always return the correct rotation angle between -180° and 180° Pasture fence collision fixed: the cattle should not be able to escape now Fixed missing NPC models: no more yellow boxes running around the village Shader editor: Parameter dropdown in constants can be selected again CHANGE Traffic vehicles now execute less code Code optimized for machines (dirt, tire tracks) Certain console commands now have an additional output in the debug.log (listMachineStates, listPlayerAttributes, listGroundAttributes, listFruitAttributes) Removed anti-aliasing option from settings menu as MSAA 4x is used, with a custom resolve shader for better quality The player character has received new textures NOTE The new machines have no sounds yet Just like the Hammer seed units, the Saphir 7 also requires a front attachment machine: the Lemken Zirkon 8/300 power harrow. The Azurits can be at...Early-Access-Update-Release v0.9.5 TombstoneMar 12, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/a48ebb59f304efccd1c92aa0ffe07e148985d9a3.jpg After spending a long time on it, we’ve finished the migration of Cattle and Crops’ engine to Tombstone v2.91 for the most part. All gameplay relevant parts of the engine have been adapted - the remaining work will be mostly the integration of the editor and landscaping tools changes. In the last status update we have already given you an insight into the extent of the changes. During the last week and a half we used the time to fix bugs that were caused by the integration of the Tombstone Engine. An example would be field tessellation, but also internal editor or script problems. With the Tombstone conversion we have taken a big step into the future. You can see the changes mainly in the new calculation of the trees and the resulting increased performance. The new engine will allow us to make extensive improvements to the game, especially in terms of performance and looks: two areas in which we will gradually invest time. The currently integrated Tombstone version is v2.91, which is the basis for being able to integrate Tombstone v3.0. With that version, CNC will be able to offer a jump forward in the graphics area. As announced before, we have now also replaced the Strautmann brand with our house brand Hammer with this update. The models will be automatically replaced in your save games with the new vehicles. All in all, this update consists of countless small features, changes, and above all bug fixes. We have added support for existing tanks in field cultivation tasks, which means storage of seeds and fertilizer now makes a lot more sense. Also, some of the task creation wizards have been tidied up and improved, for both clarity and convenience. All other changes can be found in the changelog. NEW Trees in the distance are now rendered using imposter billboards, which leads to a performance improvement as there are 4000 fewer draw calls to be sent to the graphics card per frame Liquid fertilizer tank added at the cow shed (can both be filled and emptied) Dammann Land-Cruiser can now be used for liquid fertilizer transport Farm slurry tank can now be filled using vehicles Support for regular tanks in field work tasks You can now use your own fertilizer or seeds from your tanks (instead of re-purchasing them at the trader). For example: store NPK 15/15/15 in the grain storage, and use it in the task with the Rauch Axis. In addition, the BGP tank can be used, allowing you to fertilize using BGP digestate. Warning 1: the validation only checks for a potential fill type compatibility, not for the actual current fill type. Meaning: you’re responsible for the fill level and fill type of the tanks when the task is executed Warning 2: at the moment the vehicle will continue driving its tracks even when the refill storage tank is empty - and ignores all economic interests you might have. We’re working on that… - in the meantime you should activate the rebuy fill type in order to a...Status Update 28 Feb 2020Feb 28, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31923312/1bc0bf64cadb2b7ca0aa9133a34dcbfa7ea9e8f4.jpg As per the last update, we have been working hard on the Tombstone migration. This is almost finished and the first test version with Tombstone version 2.9.1 is heading to the test department today. Almost all features have been transferred over - except for the new font rendering (Slug) and the new sound format. Also the editor widgets are still displayed the old traditional C4 way, with rounded buttons instead of the new square layout. The rest of the engine migration will now mainly take place in the editor. The code under the hood is already almost completely transferred from Tombstone, but the GUI panels are still the old ones because they are harder to replace in the middle of production. CNC can load assets from both C4 and the Tombstone Engine. In principle, besides many basic tasks in this branch, almost the entire renderer was replaced/reworked. The renderer still works with OpenGL but with a much slimmer driver interface which actually requires OpenGL 4.3 with a Direct State Access API. The generation of the OpenGL shaders was heavily reworked and there were many changes that also broke our custom changes and had to be repaired first. Currently the tessellation on the field is still affected. All multithreading optimizations of the Tombstone Engine have also been adopted. This concerns especially the light/geometry interactions. So the culling - to see if a geometry should cast a shadow - is swapped to jobs which are calculated on as many cores as available. But if the tests go well and no further major problems occur, the update 0.9.5 for the community could follow in the next two weeks. We also continue to work, in addition to a multitude of fixes and improvements, on AI bug fixes and a new extensive tutorial system which should make it easier for beginners to get started and provide you with tips and infos. This should make it possible to pause the running game in order to play a specific tutorial mission to learn the operation and contexts, or even a whole tutorial chain from the main menu.