Skip to content

Field Health System

TisonK edited this page May 30, 2026 · 3 revisions

Field Health System

Three pressure scores (0–100) track biological threats to each field independently. Left unchecked, they reduce your yield at harvest. Treat them with the right product and pressure drops within a few days.


The three pressures

Pressure Driven by Max yield penalty Resets naturally
Weed Grows daily when untreated −30% Any tillage or plowing resets to 0
Pest Daily growth, peaks in summer −30% Harvest disperses population (resets to 30%)
Disease Rain is the primary driver −25% 3+ consecutive dry days cause decay

Weed pressure

Weed pressure builds steadily on any field that is not tilled or treated. It peaks in summer and is affected by crop type — some crops naturally suppress weeds more than others.

Treatment: Apply HERBICIDE with a sprayer. A single application reduces pressure and suppresses regrowth for several days. As of v2.2.5.0, partial herbicide applications no longer cause the weed bar to oscillate — the same-day sticky fix ensures that a partial-field pass holds the reduced pressure level until the next game day.

Natural reset: Any tillage operation (cultivating, plowing, mulching) resets weed pressure to zero.


Pest pressure

Insects colonize fields at low levels in spring, peak in summer, and go nearly dormant in winter. Rain slightly accelerates their spread.

Most vulnerable crops: potato, sugar beet, canola, soybean, maize, sunflower

Treatment: Apply INSECTICIDE with a liquid sprayer. Reduces pressure by 25 points and suppresses regrowth for 10 days.

Natural reset: Harvesting the field disperses the pest population — pressure resets to 30% of its current value after harvest.


Disease pressure

Fungal disease is driven primarily by rain. It has two seasonal windows — spring (cool and wet) and fall. Disease pressure decays naturally during dry spells.

Most vulnerable crops: potato, wheat, canola, soybean

Treatment: Apply FUNGICIDE with a liquid sprayer. Reduces pressure by 20 points and suppresses regrowth for 12 days.

Natural reset: After 3 or more consecutive days without rain, disease pressure decays at 0.5 points per day.


Yield penalties

Penalties are applied at harvest and stack multiplicatively with nutrient deficits.

Tier Pressure range Weed penalty Pest penalty Disease penalty
Low 0–20 0% 0% 0%
Medium 20–50 −10% −5% −5%
High 50–75 −20% −12% −15%
Peak 75–100 −30% −30% −25%

Monitoring

HUD: Weed (W), Pest (I), and Disease (D) rows appear at the bottom of the soil overlay when the respective settings are enabled. Color-coded by pressure level — green (0–25%), yellow (25–60%), red (60–100%).

Soil Report (K key): Pressure scores shown per field in the table. Click on any row to see the full detail view with pressure level labels (Low / Moderate / High) and whether a protective treatment is currently active. Fields above the medium threshold are flagged in the recommendations summary.


Settings

Each pressure system can be toggled independently in ESC → Settings → Soil & Fertilizer:

  • Weed Pressure (default on)
  • Pest Pressure (default on)
  • Disease Pressure (default on)

In multiplayer, these settings are server-authoritative. Only the host/admin can change them.


Fill types

Product Type Price Accepted by
Insecticide Liquid $1.20/L All liquid sprayers
Fungicide Liquid $1.30/L All liquid sprayers

Both products are available for purchase when compatible sprayer equipment mods are installed. They do not affect soil nutrients — they only reduce the relevant pressure score.

Clone this wiki locally