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Troubleshooting
All mod output is tagged [Soil Fertilizer] in log.txt:
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Windows:
Documents\My Games\FarmingSimulator2025\log.txt -
Mac:
~/Library/Application Support/FarmingSimulator2025/log.txt
Search for [Soil Fertilizer] and look for ERROR or WARNING lines. You can also enable verbose output with the SoilDebug console command.
- Press J to toggle — it may simply be hidden
- Check that Show HUD is enabled in Settings (ESC → Settings → Soil & Fertilizer)
- If you are a client in multiplayer, wait a few seconds after joining — the full sync may still be in progress
- Check
log.txtfor anyHUDorSoilHUDerror lines
This is a translation resolution issue. Make sure you are running version 1.3.2.0 or later — this was fixed in that release.
- You must be on foot — the K binding is registered in the PLAYER input context
- If you recently got out of a vehicle, wait 1–2 seconds for the input context to switch
- Check
log.txtfor anySoilReportDialogerrors
- You may be standing between fields or in a road/forest area not covered by any field polygon
- Move toward the center of the field and wait a moment for the field scan
- On large maps the field scan runs in the background — data may not be available for the first 10–30 seconds after load
- Check that Fertility System is enabled in Settings
- Check that Nutrient Cycles is enabled
- Check
log.txtfor[Soil Fertilizer] Harvest:lines — if none appear, the harvest hook may not be firing - Run
SoilDebugin console and harvest again to see verbose output
- Check that the fill type you are using is recognized (see Fertilizer Types)
- Custom fill types from equipment mods may not be in the profile table — check
log.txtforunknown fill typewarnings - Check
SoilFieldInfo <fieldId>before and after to confirm the values changed
- Disconnect and reconnect — the full sync runs on join with up to 3 retry attempts
- On the server, run
SoilShowSettingsand compare with the client'ssoilStatusoutput - If there is a persistent mismatch, open an issue with both log files
- Confirm the mod zip is in the server's mods folder
- Check the server log for
[Soil Fertilizer] Initializing...— if absent, the mod did not load - The GUI is intentionally disabled on dedicated servers —
GUI initialization skippedin the log is normal - Run
soilStatusfrom the server console to confirm the mod is running
The mod hooks FSCareerMissionInfo:saveToXMLFile to write soilData.xml. If saving fails:
- Check
log.txtforsoil data NOT savedorsave hookwarnings - Confirm the savegame directory is writable
- In multiplayer, only the server saves soil data — clients do not write
soilData.xml
Fixed in v1.8.1.0. If you are on an older version, update to v1.8.1.0 or later.
The helper's BUY mode hook had a shifted function signature that prevented the intercept from ever firing — the helper would spray as if it had unlimited product, but no money was deducted and the fill level was never correctly tracked.
If you see this on v1.8.1.0+, check:
- Confirm the AI job is set to "Buy" as the fertilizer source (not "Own supply")
- Check
log.txtfor anyBuyModeoraddFillUnitFillLevelerror lines withSoilDebugenabled - Open an issue with the helper type (vehicle + implement) — the backup path in the sprayer hook should catch all cases, but some unusual vehicle setups may need adjustment
Fixed in v1.8.1.0. Update to v1.8.1.0 or later.
On older versions, the ownership check was comparing against the wrong ID type (field index vs farmland ID), so every field silently passed the filter. After updating, open the PDA (Shift+P), go to the Fields tab, and toggle the filter button in the footer bar — only fields you own should appear.
Fixed in v1.8.1.0. The footer button label now updates immediately when you toggle the filter.
Fixed in v1.8.1.0. On older versions, if NetworkEvents.lua failed to load for any reason, three call sites in the update loop would throw a nil-call error and halt the simulation — nutrients would stop depleting and fertilizer effects would stop applying for the rest of the session.
After updating, if you still see nil-call errors tagged [Soil Fertilizer] in the log:
- Run
soilStatusto confirm the mod is fully initialized - Check that
src/NetworkEvents.luais present in the mod zip (not corrupted) - Look for any earlier Lua errors in
log.txtthat could interrupt the load sequence
Cause: Precision Farming (FS25_precisionFarming) was detected as active in the mod manager.
This mod is not compatible with Precision Farming. When PF is detected as active, this mod automatically disables itself at startup and shows an on-screen dialog explaining why. This is intentional behavior to prevent data corruption.
Solution:
- Open the mod manager (ESC → Mods)
- Disable FS25_precisionFarming
- Restart the game or reload the save
If you have PF installed but disabled in the mod manager, this mod will run normally. The detection only triggers when PF is actively enabled.
Fixed in v2.2.5.0. On older versions, there were two causes:
- If the mod had been previously disabled (via the Enable Mod toggle), the version dialog would not appear even after re-enabling. Fixed.
- If a crash occurred during mod initialization, the dialog was suppressed along with any other startup UI. Fixed — the dialog now appears independently of init errors.
After updating to v2.2.5.0, the dialog will appear on the next load. If it still does not appear, check log.txt for [Soil Fertilizer] error lines.
Please open an issue at GitHub Issues and include:
- Your
log.txt(filtered for[Soil Fertilizer]lines) - Mod version (visible in Mod Manager)
- Singleplayer or multiplayer
- Steps to reproduce
Fixed in v1.9.9.3. On older versions, settings were loaded before the savegame directory was available on dedicated servers, so the load always failed silently and fell back to defaults.
After updating, settings persist correctly across server restarts. If you still see defaults after restarting:
- Make sure your server is running v1.9.9.3 or later
- Change at least one setting from the Admin panel or console — this triggers a fresh save to the correct path
- Restart and confirm settings persist with
SoilShowSettings
Fixed in v1.9.9.3. On older versions, the setting change broadcast excluded the admin's own connection, so the admin's panel stayed out of sync while all other clients updated correctly.
After updating, the admin's panel refreshes on every setting change alongside all other clients.
Fixed in v1.9.9.1. On older versions, the server sent all field data in a single blocking network packet on client join. On maps with 255+ fields this exceeded the packet budget and caused the join to hang or crash.
As of v1.9.9.1, field data is streamed to the joining client in batches of 32 fields across multiple frames. The settings handshake is sent immediately so the client retry timer is cancelled right away.