Crop Protection — Realistic Plant Health & IPM for FS25
Work in progress — sharing early to gather feedback.
Crop Protection adds the missing layer between planting and harvest: real plant diseases, pests, and weeds that respond to your weather, your crop rotation, and your spraying — and punish you for ignoring them. It's built around actual Integrated Pest Management (IPM): prevention, scouting, thresholds, biological control, and chemistry with real‑world consequences like resistance and pollinator harm. Spray smart and time your harvest, or watch your yield and your grain quality suffer.
Standalone — needs only the base game.
✅ Already working
The living field
44+ crops tracked individually, per field, on a spatial infection grid
Weather‑driven disease & pest onset (temperature, humidity, leaf wetness, rain)
Infections progress, spread field‑to‑field, and physically wither the crop when they get out of hand
Crop rotation matters — soil‑borne inoculum carries over, so replanting the same crop bites back
Annual outbreak events — some years a broad‑host disease or pest explodes across the map, forecast ahead of time
Works at any day‑length setting (1–28 days/month)
Spraying & chemistry (34 products)
Fungicides, insecticides & herbicides — conventional, organic‑approved, and banned
Resistance builds when you overuse the same mode of action — rotate or lose efficacy
Pre‑harvest intervals, seasonal application limits, and organic certification you can lose
Spray window — wind (drift), rain (wash‑off) and temperature all change how well a spray works. Spray in a downpour and it's money down the drain
Sprays knock pests/disease down gradually over days, like real life — mis‑time it and you'll re‑spray
IPM & biology
Beneficial predators from insectary/cover crops suppress pests; broad‑spectrum sprays crash them
Full weed system — species, seed bank, green‑bridge, competition, and selective herbicides (kill grasses, keep the good broadleaves)
Wildflower margins you sow from the seeder — feed predators and pollinators
Pollinators — canola, sunflower, buckwheat & more yield more with healthy bees; bee‑toxic insecticides cost you that bonus
Seed treatment — pay a premium at drilling for early‑season protection
Economic‑threshold scouting — the field advisor tells you SPRAY / MONITOR / HOLD, so you stop spraying on sight
Harvest quality
Grain moisture — cut it wet and take a drying dock; harvest timing finally matters
Mycotoxin downgrade — fusarium & ergot don't just cut yield, they contaminate the grain and cut its value
The Field Advisor (Shift + I)
One panel per field: active diseases & pests, weather risk, soil carry‑over, predators, pollinators, grain moisture, spray window, and product recommendations grouped by what they treat.
🚧 Coming next
Organic economics — grow and sell certified‑organic crops at a premium, kept separate from conventional (in progress)
Precision Farming integration — optionally use PF's nitrogen & soil data if you have it installed
Grain drying facility — choose to dry wet grain instead of taking the dock
Placeable crops (rice, olives, grapes) support
In‑game info menu & a paid "field report" to inspect a field before you buy it
More crops, more polish, balancing from your feedback
💬 Feedback wanted
This is early and actively developed — bug reports, balance thoughts, and feature ideas are hugely welcome. Tell me what feels too harsh or too easy.