Realistic Forage & Yield

ThatLoFiModding
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Project Update & A Quick Preview of the Planned UI

Hey everyone,

It’s been a while since the last update, so I wanted to share a quick life sign regarding Realistic Forage & Yield.

Due to long-term health reasons, I’ve had to slow down development significantly over the past few months. I won't be going into detail, but health and recovery take priority right now.

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Even though progress is currently on hold, the project is far from dead! Before taking a break, I was actively working on the Ingame UI Interface, and I’d love to give you a quick glimpse of what’s planned:

Live Status Display: An dynamic overlay showing real-time field data like current swath moisture, weather degradation factors, and dry matter content.

Smart UI Indicators: Color-coded warnings and notifications when your forage/straw quality is dropping due to rain or time, helping you decide when it’s time to ted, baling, or wrap.

Clean & Minimalist Design: Built to integrate seamlessly into the base game HUD without cluttering your screen.

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Thank you all for your patience and support. Things will take more time, but Quality Over Speed remains the core principle!

Stay tuned,
ThatLoFiModding

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I look forward to using this mod whenever it comes out, but by all means, take care of yourself! The people that are following this mod and that play this game aren't going anywhere. Might as well take it slow for your sake and for the quality of the mod. Get well soon brother!

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📢 Dev Update: Current Status & Forced Break 🚜

Hey everyone, just a quick update from my side on why things have been a bit quiet since May 2nd.

Unfortunately, I've come down with a pretty bad illness 🤒, and to make matters worse, a component in my current PC just decided to die. For Realistic Forage & Yield, this means the code is 100% finished and ready, but right now I simply cannot test it ingame to check for bugs and errors.

On top of that, prices for the replacement PC part have gone absolutely crazy over the last two weeks, which sadly pushes the testing phase back a bit.

It honestly breaks my heart because the script is ready to go, but I'm sticking to my motto "Quality Over Speed": I refuse to give you an untested mod that might end up corrupting your savegame. As soon as I'm back on my feet and this hardware hurdle is cleared, we'll head straight out to the test fields!

To show you that things are actually moving behind the scenes, I’ve attached a small snippet of the main logic below. Please note that certain parts are censored. I decided to blur out the core mathematical algorithms and exact engine thresholds to protect the original idea and layout of this mod from being copied before release. But as you can see, the dynamic drying and rotting mechanics are fully structured!

Thank you so much for your patience and support, it really means the world to me. Take care, everyone! ✨

Realistic Forage & Yield
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Courage!!!!

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