The Sarcastic Farmernot necessarily coherent content

Recently I had another idea for a mod and quickly put the mod together on a warm summer evening.

The idea was simple, make things weigh nothing and everything will be easy on consoles. Pitched the idea to a few friends and all responses were positive, as always. However, I wish I would get some resistance at times and make me double check my plan.

The mod was made easily and now I had to verify it did what I expected it to do. You know, like actual testing.

Test 1

  1. Place down the weighing station, buy a tractor + trailer, and weigh the empty set up.
  2. Fill the trailer with something (i.e. stones) and weigh again.
  3. Verify that the filled setup is the same weight as the empty setup.

Test 2

  1. Install Weight HUD mod.
  2. Get a tractor + auto load pallet trailer.
  3. Spawn pallets and load up the trailer
  4. Verify that the weight of vehicle setup has not changed.

You do not test for edge cases, outliers, whatever you want to call them. Things that happen 1 out of 10,000 times.


So, what happened shortly after release?

Turns out implements like spreaders and sprayers could not cope with the weight set to zero. Trailers which also use <FillUnit> have no issue with it.

Implements that process what you put in them on the ground seem to have a different calculation, other than just displaying how many liters are in. This really surprised me when Precision Farming came into play!

I have seen it on screen many times, but I never made the connection. Precision Farming fertilization uses tonnes per hectare, AKA weight applied on the surface. Not liters, just pure mass. We now have a mod conflict.

The initial bug report was the HUD showing a rather large number at the capacity fill bar, but when trying to reproduce that, I found a much bigger and interesting issue.

Precision Farming's application rate is calculated using the weight of the fillType to calculate how many liters it will spew out per time unit. Turns out, if you set the weight of fertilizer to 0, you ran out of fertilizer in the blink of an eye.

That leaves me with a problem that I cannot solve. How would I make lime, fertilizer, herbicide, and such lightweight, if it does not play nice with one of my personal favourite mods?

The solution: Change the weight to 0.001 and add a warning in the mod's description that it should not be used in combination with Precision Farming.

Problem solved.

Conclusion

Nobody can predict what can go wrong with a mod and not everything that can go wrong can be fixed.