base game weeds #526
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so i have a field that has germinated and is full of weeds. |
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@FarmerSam87 Unlike lime (where the base game system and SF's pH system can conflict), weeds are a shared mechanic. SF reads directly from the game's native weed density map (FieldState.weedFactor) and uses that to calculate nutrient depletion. Weeds drain N, P, and K over time depending on how bad the weed pressure is on a field. The base game still handles everything about weeds: growth, spreading, canopy suppression, and removal. SF just observes the weed level and applies nutrient consequences. If you disable weeds, SF loses that input and its weed pressure feature goes blind. If you're looking for a weed indicator in SF's field view, it won't be there... SF doesn't duplicate what the base game already shows you. The effect of weeds shows up indirectly as faster nutrient decline on affected fields. Hope that clears some stuff up for you! |
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@FarmerSam87
Don't disable base game weeds.... SF works with them, not instead of them.
Unlike lime (where the base game system and SF's pH system can conflict), weeds are a shared mechanic. SF reads directly from the game's native weed density map (FieldState.weedFactor) and uses that to calculate nutrient depletion. Weeds drain N, P, and K over time depending on how bad the weed pressure is on a field.
The base game still handles everything about weeds: growth, spreading, canopy suppression, and removal. SF just observes the weed level and applies nutrient consequences. If you disable weeds, SF loses that input and its weed pressure feature goes blind.
If you're looking for a weed indic…