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Today's performance update includes a completely new method of rendering the plants. This allows much higher visibility of the vegetation. In addition, the French translation has been reworked completely.
The visibility is now allowed up to 300 meters when using Ultra and up to 500 meters when using the Photo mode. Basically, the problem with the previous CPU bottleneck has been fixed. In the options, the Vegetation fading start distance setting has been removed as its no longer needed.
Because the new default values for the graphics settings are higher than before, every user should check or set them again.
Changelog 1.3.5.5
NEW
With today's update, we are introducing a new soil system. Roughly summarized, fields now have different soil types that have different effects and must be worked with the appropriate machines (disc harrow, plow, subsoil loosener, power harrow, etc.) for optimal yield. This new function can also be deactivated in the options if required, and the same now applies to fertilization (NPK). To make it easier to get started, we have also created new tutorials concerning the soil.
Soil elements and soil types:
There are up to 31 different soil types, each consisting of different proportions of sand, silt and clay. For each field, you can view the current soil type, the definition of all soil types and their composition in the field menu using the soil texture triangle, which is also used in reality, below the map. By hovering over other soil types, their properties can be previewed.
Soil condition:
There are now a total of four soil attributes that affect the plant: crumbliness, crumb density, upper density and lower density. The different implements have different effects on the soil. For example, the power harrow tends to increase crumbliness, while the subsoil loosener primarily loosens the lower soil. The plow, on the other hand, mixes the upper layers and loosens them up at the same time - but also increases the subsoil density due to the plow pan. Depending on the condition of the field and the soil type, different tillage implements must now be used.
General influences on the soil:
In addition to active tillage, there are two other influencing factors. Firstly, the weather: higher temperatures, for example, cause the soil to dry out. A lot of rain, on the other hand, can make the soil silt up. These effects have a long-term impact over the season. Secondly, vehicle weight has a direct influence on density - pressure is exerted on the soil at the tires based on the wheel load, which in turn increases density.
All this leads to the fact that at the end of the season, or the beginning of the next season, tillage is elementary. The crops also have different demands on the soil depending on the BBCH stage. It can therefore make sense to adapt the tillage to the demands of the crop.
Plant growth and yield:
As part of these soil enhancements, the plant growth system has been changed. The growth period is now regulated by temperature and sun hours instead of fertilization. The plants have a minimum growth temperature of 5 C (41 F), anything below will result in delayed growth. The warmer it is the faster the plant grows (growing degree days).
Both the sowing date and the associated growth time, as well as soil cultivation and fertilization have a significant influence on the yield of the crops. Thus, in order to achieve the highest yield, optimal growing conditions must be created for the plant.
Calendar revised:
In order to be able to find the optimal time, the calendar has been extended by some information: the temperature and, if there is precipitation, the amount of rain are now displayed for each hour. A bug has also been fixed that caused incorrect weather conditions to be displayed. Lastly, the weather forecast has been limited to a maximum of two weeks. All days further in the future now wont display any weather information.
Fertilization:
As mentioned previously, the area of influence of fertilization shifts from growth time to crop yield. Depending on the condition and yield expectation of the plants, the nutrient consumption of the plant may change. Under optimal conditions it will consume the same amount of fertilizer as it has used previously. Apart from this, fertilization works as before.
Revised field menu:
The field menu now allows you to view the potential yield of a field based on the current conditions, as well as a theoretical crop type (under Fruit reference).
The statistics break down the exact condition of the soil, the fruit and the resulting effect on the yield. This allows you to closely monitor your fields and adjust tillage or fertilization to any problems.
Tire tracks:
Different tires now also have different tracks on the field that match the profile. For modders: The tracks can be configured in WheelJoint, if the wheel generates tracks. Further exact settings information will be provided later.
PTOs:
Thanks to our hose connection system from the last update, we were able to build a mesh connection system that allows PTO connections between vehicles relatively easily. All devices that require a PTO shaft have been equipped accordingly. These, like the hoses, are automatically attached when attaching an implement. The system is built very open and can be used for various connections between mod vehicles.
Connectors Collection (Modding):
The Hose Connectors Collection (found at "Base.zip shared\hoses\connectors\_connectors.wld") contains all possible new connectors for hydraulics, as well as two power connectors and a slurry funnel. The connectors are each an instance to which the hose path only has to be connected. "End connector" points to the instance, "End position connector" points to the instance as well, but must be called "Position".
At the same time, there is also a PTO set with the PTO system, which includes three different connection heads, four lengths and two colors. To be found under "Base.zip shared\pto\_ptos.wld".
Detailed info on how to use both collections/systems will be provided later.
New machines, Joskin slurry tanker and slurry cultivator:
A new vehicle combination in the form of the slurry tanker Joskin Cobra 13000ES together with three slurry cultivators (Terraflex XXL 6375/17SHK/2, Terrasoc 3600/9 SH and 5200/13 SH) offers you the possibility to inject the slurry directly and is thus the complementary alternative to the previous drag hose system.
Changelog 1.3.0.6
NEW
As you have already noticed, our bugfix update has been delayed a bit. We've added a few new features to the game that didn't make it into last year's Christmas update. We have now added hose connections to just about all vehicles and implements that automatically connect when attached. There is a distinction between hydraulics (plus and minus), electrics and other circuits. Instructions for modders will be made available in the next few days.
Additionally, the three-point and four-point hitch upper links are now put into a transport position when not in use. Furthermore, the Logitech SDK has been integrated, so you have the possibility to adjust the spring strength of your steering wheel.
The vehicle preview in the store menu has received a garage hall instead of a simple black background, in which the vehicle can be viewed. There were also many other small changes and bug fixes that further improve the game experience.
Among other things, we've also used the time since New Year's to look at attaching equipment to three- and four-point hydraulics. Weve made significant improvements in the alignment logic: the upper link is now always adjusted, if possible, so that the attachment is straight at its working height. This results in implements being able to stand and work more cleanly on the field.
As always, the changelog will give you all details.
Changelog 1.2.0.5
NEW
We hope you had a good start into the new year. Our team has used the holidays to recover and recharge our batteries.
Today were giving you a little preview of what we are planning for the next few weeks. First off, there is going to be an update that we will release at the beginning of February. This will mainly fix bugs that were introduced or included in the last update, as well as some older AI bugs and improvements. The test department will receive the first patch this week.
A game update is planned for early March, In which we will further expand the soil parameters so that tractors and implements will have a greater impact on your fields. This will affect compaction as well as plant growth, meaning it will make a difference if you work your fields with a cultivator, or plow. In addition, the package includes a new implement tool.
In parallel, we are working on further performance improvements such as vegetation clustering.
Over the course of this year there will be a new map, which we have already begun working on. It will be located in southern Germany and will be much more mountainous than the current map "Albergtal". Furthermore, we plan to integrate more crops like canola, oats and sunflowers into the game.
Is it Christmas already? Well, almost. Christmas isn't until next week, but were not going to wait that long.
In addition to a smaller Claas Vario 560, the large Claas Vario 1230 has also found its way into the game, along with a matching large cutterbar trailer. In addition, we have brought two larger Joskin Wagos (TR10 and TR12) into the game, so that you can transport more bales at once. With new silage pushing plades from Bressel und Lade, you can now also distribute silage in bunker silos.
Were releasing a completely new set of tires for all vehicles. Apart from their new looks, they can now deform and react to load. At the same time, they have received completely new dirt textures. Furthermore, with this update we introduce maintenance and wear for machines. This means: you now have to take care of your machines and should no longer drive like crazy - otherwise it will be expensive.
So lets go into detail.
Steam Cloud Support
This update introduces Steam Cloud support. For this purpose, there now is a "ProfilesCloud" folder in the "Cattle and Crops" home directory. If you enable cloud support in your profiles, they will be moved from "Profiles/" to "ProfilesCloud/" and automatically synced by Steam.
This means that after exiting CNC, the savegames and game settings are uploaded to the cloud and downloaded before starting the game. This also allows you to switch computers and continue playing with the cloud savegames.
Don't forget to enable Steam Cloud Support in the Steam client if it is turned off. In the game itself, Steam Cloud Support can be enabled and disabled individually for each profile.
Performance
This update includes the first part of a performance optimization package.
Updating the machine nodes, a calculation step that happens every frame, is done on multiple CPU cores now. If many machines (incl. traffic vehicles) are active, this noticeably improves the performance.
Replaced the rendering back end
As part of the programming for console support, the entire renderer back end with its implementations for OpenGL, PS4 and Xbox One has been updated. This also includes some minor optimizations for OpenGL.
Updates of the graphics card driver but also our shaders can cause delayed recompilation, which can cause potential lags when starting the map. We will address this issue in the future by shipping a shader cache with precompiled shaders. This will be part of a DX11 or Vulkan update.
Controls
Improvements have been made to the control of UserActions. All analog operation forms have been adjusted in their speed to each other. This means that mouse/controller/keyboard operations now all result in the same speed. In addition, the operation of UserActions by mouse in the radial menu now sends Change instead of RelativeChange events, which means, for example, that it is no longer possible to fold and unfold the Tucano unloading chute in an instant.
Wear and maintenance
With this update we introduce machine wear and their maintenance.
The condition value ("condition") decreases over the lifetime; the lower the carevalue ("care"), the faster the condition decreases. The care value deteriorates per operating hour and also in relation to the distance driven. When machines are parked under a roof, the condition value reduces more slowly. The operating hours are counted in real time, not ingame time.
The "condition" worsens, among other things, if you do not drive properly and constantly bump into things like trees, road signs or other objects. A low condition value reduces the engine power.
The two states can be fixed in the farm workshop (right half of the residential building) a.k.a. "Maintenance" and "Repair". Here, costs and time are calculated based on the condition values. While maintenance/repair is being done, the game is fast-forwarded by the corresponding time required. This also means that any urgent matters should be completed or taken care of beforehand. Were planning on making this feature AI ready in a future update, so employee and machines are unavailable but the game wont be fast-forwarded during the repair period.
Tires
The vehicles and tools have received a completely new set of tires with this update. Not only the appearance, but also the behavior is more realistic than before. Tires are now dented depending on the load, have a sideways bulge and can be coated with mud.
The amount of deformation varies depending on the vehicle and the tire: a big Hawe SLW tire takes on significantly more suspension than a thin Dammann Land Cruiser crop protection tire, for example. In most cases, the suspension travel is now split about 50/50 between the tires and the actual suspension. In the case of tractor tires mounted on rigid axles, on the other hand, the entire suspension travel goes to the tire.
The second part - the dirt - has been redesigned for the tires (and only the tires for now): there are now three layers - dust, dirt and mud. If the surface is not too wet, the dust builds up first, and then the dirt. On the other hand, if it is wet, there is no dust, and the dirt increases directly. Depending on the surface (plowed vs. cultivated vs. grass vs. road vs. dirt road vs. tarred road, etc.), dirt and dust build up and go down at different rates. If you drive through water, all three layers go down quickly. Mud gets to be seen when tires spin in the field (e.g., when stuck); normal driving reduces the mud again. In addition, the dust and dirt colors also differ depending on the surface - you can see this especially on the road and on grass with the dust.
Along with the tires there are now finally) tire labels and logos, initially for the tractors. Other vehicles, including attachments, trailers, etc., will be supplied with them later.
Pushing silage
With the new silage push blades from Bressel und Lade (W15, W22 5m and 6m), silage can now - surprise - be ... pushed ... in the bunker silos. If your silage heaps become once too tall you can use the blades to smooth and spread them. The blades can be lifted, lowered and rotated (radial menu or quick slots 3 and 4).
New vehicles
Two additional Claas Vario cutterbars, including a trailer, have finally found their way into the game. With 5.60 m and 12.30 m respectively, these offer good alternatives for the early and late game. In the course of this, there have also been small improvements to the Vario 930 (animated hydraulic hoses).
At the same time, there are two new bale transport trailers from Joskin, the Wago TR10 and TR12. These can transport 32 and 40 bales respectively.
We wish you a Merry Christmas and a Happy New Year. The Cattle and Crops team will go on winter vacation and will be back for you starting January 11, 2021. The support will remain available during this time.
Changelog 1.1.0.8
NEW
Were releasing a small hotfix update today that mainly fixes three crashes, as well as fixing a few errors. Changelog BUG FIX
In addition to numerous bug fixes, this update introduces a handful of new features to the game, which will especially improve your gaming experience inside the vehicle.
As you know, you or your employees can get stuck in very wet fields. Especially during harvesting when full loader wagons are moved. To make it more authentic, all tractors and harvesters have received differential lock options, which, in case your wheels start spinning, can be activated in the radial menu. Please note that with this change all-wheel drive is deactivated by default.
A new suspension system provides more dynamics and a significantly improved driving experience in the tractor and on the field. The seat and cab suspension ensure soft balancing and some trailing. In addition, the different soil types also provide different suspension characteristics. The option of whether the cab camera also moves with the suspension can be turned on and off in the gameplay settings.
In addition, a manual H-shift is now available, for which each gear can be bound in the controls assignments.
Furthermore, an option has been added that enables head tracking only in the vehicle. The financial statistics were extended by more time periods and the Polish translation was completely improved and repaired. Another statistic has been added to the field menu with the surface wetness , at the same time the ground condition and grain colors in the map visualization have been improved.
As always, a complete list of all changes can be found in the changelog.
Changelog
NEW
This update brings besides many smaller fixes and improvements a further reworking of the sales prices and revenues.
First, after your feedback, a fourth sales difficulty level was added: realistic. In this level all sales prices and proceeds have, well, completely realistic values.
In addition, the bale prices have been significantly reduced and have been given their own difficulty multipliers (easy: 3 / medium: 2.25 / difficult: 1.5 / real: 1). Field grass and field grass silage bales (hay not included) are now worth almost nothing.
The biogas plant has received an extended revision and now uses much more realistic data as a basis for the revenue calculation. On the one hand, the ensiled fruit types now produce more real (i.e. lower) biogas quantities, on the other hand, the prices for methane gas have been adjusted. The generated energy has been split into electrical and thermal energy, with different prices. One kWhel results in a base price of 0.143, one kWhth results in a base price of 0.03 (the prices are slightly higher during winter and slightly lower during summer). The BGP control display has been adjusted accordingly.
In addition, the BGA has received its own price multiplier: (easy: 5 / medium: 3.5 / hard: 2 / realistic: 1).
Note: there is now a fermentation period of 20 days, which means the money generated from the silage loaded into the bunker resp. the generated methane gas is only paid out after this period.
Together with the BGP and grain price changes, its no longer lucrative to buy grain and unload it directly at the BGP.
A few calculation examples:
The BGA silos have a capacity of approx. 5,800 m. This corresponds to approx. 33.7 ha of maize chaff. If you fill the silos completely over a season, you get approx. (minus personnel and machine costs):
Real: 55.200
Hard: 110.400
Medium: 193.200
Easy: 276.000
The same area planted with barley results in (threshed, i.e. with significantly less work and time required) approx.:
Real: 18.000
Hard: 54.100
Medium: 99.300
Easy: 144.400
As always, all changes can be found in the changelog.
Changelog
NEW
The first week after the release is behind us. Thanks to all of you whove supported us and thanks to everyone who enjoys playing Cattle and Crops. We hope that you like what we have done and have collected your feedback. So today we're releasing a hotfix update that fixes some bugs and crashes as well as includes a few optimizations.
Regarding the selling prices: we have increased the selling prices of grain using the difficulty level price factors, and at the same time we have lowered the animal selling prices a bit (for values see the changelog). That way the profit gap has become much narrower and it is much more worth it to cultivate and harvest grain. In our calculations, the new values can be used very well.
In addition we have generally repaired all selling price calculations in connection with the selling price difficulty.
Another change is that bought grain, seeds or fertilizer can only be resold at a significant loss (90% deduction). This value is mixed with self-produced crops - a sale with e.g. 50% purchased and 50% harvested grain will result in a 45% deduction.
Similarly, young (low weight) animals have a very low resale value. This increases exponentially the more they weigh, so that only selling nearly or fully grown animals results in a profit.
These deductions are independent of the difficulty level.
As always, you can find the complete overview in the changelog.
Changelog:
BUG FIX
Today were proud to announce that Professional Farmer: Cattle and Crops Version 1.0 has been released.
This is the seed for the new generation of agricultural simulation. But as befits a good farmer, the field will continue to be tended and cared for so that the game grows and develops well. Because we still have big plans for our "field" - this is just the beginning!
Here is the extensive changelog that will make your screen burst:
Changelog:
Dear CNC friends, players and supporters,
We are on the home stretch to a huge milestone in the development of Cattle and Crops. On Oct 15 2020, version 1.0, which we all have been waiting for, will be released. This is an exciting moment for all those who have supported the game, some of them for years, because it will turn the crazy idea of creating a professional simulation as close to reality as possible from the community of fans of agricultural games into a tangible reality.
We now also have a clear picture of what will be included in V1 at the start and what unfortunately will not make it into the game by then. Of course, this is the question that is of great interest to you as supporters of the development, some of whom have been with us for several years. And that's why it's also important for us to openly discuss with you the goals that have been achieved, but above all those that have not yet been achieved.
Many of you have already supported us in the context of our Kickstarter campaign in 2016 and with this leap of faith you have contributed significantly to the financing of the project. In the course of the campaign, we have also described our goals regarding the content of V1. Without a doubt, these goals were also the impulse for you to support the project. Therefore it is even more difficult for us to inform you at this point that we are not yet able to deliver the following content planned for the start:
Multiplayer: In the Kickstarter campaign we included the multiplayer. We had already informed you in a statement on December 5th, 2019, that it will not be released for V1, because we have to concentrate on the work on the AI drivers first.
Stretch Goal 1: Multi Language (French, Italian, Polish, Russian, Spanish) is for the time being available in a basic version and has been extended to the new tutorials and scenarios. Other languages (Czech, Danish, Dutch) are not yet implemented. The missing languages as well as a revised version of the current languages will follow after V1 or will be completely translated.
Stretch Goal 2: "The Golden Voice" (voiceoOvers for English, German and French) unfortunately won't make it into V1. Due to the extensive new content in tutorials and scenarios we have to do the basic translation first.
Content: There will be no more maps or machines beyond the machines already delivered with the fieldwork package (v0.9.6) for the release. We are aware of the fact that you would have wished for "nicer" news especially concerning this aspect. But the extremely time-consuming creation and "ingaming" of new assets had to be put on hold in favor of working on enhanced gameplay content. So we are all the more thankful for the already many great machines that have been created from the community and are available at modhoster. Of course we know that these are no replacement for other machines we have created. But at least these mods will hopefully keep you busy for a while.
Exclusive Backers Tractor: To all of you whose Kickstarter package includes an exclusive one - we didn't forget you, of course! Unfortunately, because of the time-consuming creation the same applies here as already written above (content). We will hand you the tractor!
Launcher: With the release we will discontinue the launcher version of Cattle and Crops. The effort to manage and support multiple download platforms will be too much work at the latest with the release of the console versions and therefore we decided to end the launcher support with this release. For all those who are still using the Launcher, you have the possibility to generate a Steamkey in your Cattle and Crops account and activate it at Steam.
We understand that many of you may be disappointed about this. As you know, Cattle and Crops is our first project. To the best of our knowledge and conviction, we have set the goals described there as part of the Kickstarter campaign. With today's knowledge, we have to admit that in many places we underestimated the effort and overestimated the speed with which we can handle the numerous extensive tasks. It is a fact that the high and detailed level of reality that we want to present in the game, initially seemingly manageable tasks can quickly become very complex. But it is not an option for us to simply lower our demands on realism in favor of significantly faster results. We are convinced that this is the reason why you support Cattle and Crops. And that's why we emphasize that the goals we have set for ourselves will remain the same. Even if they are not yet implemented for V1, we will pursue them in the continuous development of Cattle and Crops, and of course you won't have to pay extra for any of the kickstarter goals later on. Please understand, however, that we cannot yet give any concrete dates.
But why are we launching the V1 "now" and not waiting until all the goals are implemented? This decision was not easy for us and is the result of conscientious consideration of all the "pros and cons". Of course, the version we are about to release is not the version we planned to release in 2016 as V1. But in fact it is true that not only one-sided features are missing. On the contrary, in many places we were able to surpass our goals and bring in additional extensive and valuable content that was not even on the schedule. We are now at the point where we believe we can release a game that will give you and many new players a great, motivating and educational gaming experience. In the last few months we have put together a package with a lot of new content that will be available for everyone when the game is released.
In the following, we will give you an overview of the features that are already included and go beyond the Kickstarter goals:
Drying system: We have added a complex weather-dependent drying system to the grassland area, which reacts to influences such as temperature, wind and sunshine hours!
Bale physics and handling: When handling hay bales, we have significantly enhanced the physical handling by adding appropriate weights and the possibility of collecting via front loader and bale spike!
Gamepad control for the PC version: Actually it was planned for the console version - but due to many requests from the community we preponed it, so that you can "plow" your fields with the controller on your PC!
Fertilizer calculator: There is not only too little, but also too much of a good thing! The right way to fertilize is a question of dosage - with the fertilizer calculator we give you a tool to calculate how much nutrients have to be applied!
Grain maize incl. cutter: You grow your maize not only for the silo! With the new type of crop and the appropriate machines we expand your possibilities for the cultivation of your farm.
Radial menu control: No stress! With this clever control system we have created the possibility to reach and operate the many functions of the machines comfortably in connection with the Quickbar.
Unloading into silos: Moving silos can be loaded individually and the piles can be distributed and compacted with the shovel!
In addition, you can look forward to the following content with the V1, which was not on the schedule in 2016:
Extensive tutorial mode: We give you about 50 tutorials that can be started at any time via the menu and explain the numerous functions & features in the game.
Career learning mode with certificates and scenarios: In addition to the simple sandbox mode, we have also included a complete career mode! Here you first have to earn certificates (as a result of successfully mastered tutorials) in order to unlock individual scenarios. The multi-level scenarios depict various agricultural tasks in a realistic sequence and at the same time convey well-founded specialist knowledge. In this form and scope this should be absolutely unique in the world of agricultural work simulations!
We will present more details about these two completely new points, which stand for several hours of fun, with the publication.
As you know, we have entered into two partnerships in the course of the last year to support our work. It was part of our learning curve to understand that we can't do the project without a partner as intended. The Landwirtschaftsverlag from Mnster is the largest European agricultural publishing house, providing us with extensive expertise and data that will ensure the level of realism we are striving for throughout the game and especially in the new campaigns. With Toplitz Productions from Irdning/Austria we have an experienced publisher on our side, who helps us to better coordinate the many levels of development to achieve a good gaming experience for you. Furthermore, Toplitz will of course mainly take care of the marketing of Cattle and Crops.
In this context, Cattle and Crops will also receive the title addition "Professional Farmer - Cattle and Crops" from V1 onwards, which is intended to concisely describe the content of the game. (For you and the game nothing will change because of this addition to the title, of course!)
We are very grateful to our partners for their support. This will enable us to achieve our goals better and faster.
We hope that this more detailed statement will answer many of your current questions. Furthermore, we are of course available in the forum for further questions, which we will answer - as far as we can to the best of our knowledge.
THANK YOU for your longtime loyalty & support! We are now looking forward to taking the next big step with you! THIS IS JUST THE BEGINNING!
Your Cattle and Crops team from Masterbrain Bytes
In the holistic development of Cattle and Crops, we are working in parallel on many different levels - both "in" and "around" the game. Not all of this is immediately visible or tangible. Certain things can only be released in a package after completion and thus made visible to you. In the last few months we have paid special attention to how we can offer you a great gaming experience. As announced in the last status update, we have implemented an extensive tutorial system, which should answer any open questions you may have at any time. But especially for CNC beginners we want to make the access to the game much easier. The second pillar are the campaigns which are new to the game and which we have enriched with the expertise of the Landwirtschaftsverlag both in the implementation and with corresponding accompanying information. The campaigns guide you through independent scenarios that are theme-based. You will be guided by "Professor Farmstein" and repeatedly provided with interesting information on the individual work steps and the general conditions in real agriculture. Furthermore, the campaigns are linked to the new career mode. If you play the career mode, not all tractors and implements are available right from the start, but you have to unlock them through the tutorials and campaigns. But if you want to start right away, you have the possibility to do this in the sandbox mode. Here everything is immediately available and you can simply start without having to fulfil any requirements.
Furthermore there was an engine update to a pre-release version of the C4 7.0 engine, which will be the basis for the port to the consoles. But with this we have also opened the door (on all platforms) for new graphical features like HDR, God-Rays, better SSAO quality and through a slimmer renderer more performance. In addition, the new C4 engine offers the new Slug font system, which allows us to display pin-sharp fonts in any resolution. This is very beneficial for the new content, because we now offer much more text in the game.
In addition, we have devoted a great deal of attention to AI in recent weeks to make it work better again. With the [soon for you available] revised stand a relaxed chopping and threshing is possible again. Currently the AI is being optimised once again for normal soil cultivation.
We have also made great progress in the field of "hay drying". We have revised and refined the complete drying system. The drying process is now not only influenced by temperature but also by wind. In addition, the hay no longer gets wet so quickly if it rains just a little.
We have also integrated many small improvements into the game that improve the clarity and usability.
Currently, a test version is being tested by our publisher Toplitz, who is putting it through their paces. With their feedback we will be able to announce more details about the release date.
With the status update of 28 Feb 2020 we mentioned tutorials as a topic and today we would like to go into it again.
We have integrated an extensive tutorial system into the game that explains in detail the individual steps and possibilities in Cattle and Crops.
[previewyoutube=ggOSLkkjP84;full][/previewyoutube]
We have separated the tutorials into various sections, all of them can be expanded later as needed. This is e.g. the operation of the player, vehicles operations and the interface; and extends further to soil cultivation, sowing, fertilization, harvesting, transport and processing, animal procedures, plants and objects, and helpers.
The individual tutorials are listed in main categories. Each tutorial can be played by itself and independently. Furthermore, they can be repeated at any time. Even if you get stuck in-game, you can always start the fitting tutorial from within the game, which should answer all your questions. After finishing the tutorial you can begin the next tutorial in the same category or return to your game.
With the tutorial system implemented at game release, we want to make it easier for all new players to get started to the world of Cattle and Crops and give the old hands a tool to explain the intricacies and complexities of Cattle and Crops.
With these tutorials we explain how to create the basics of a map (landscape) for Cattle and Crops using a 3D program and the engine editor. Basically it is about the terrain, roads, fields and vegetation.
The first part explains all necessary steps in the 3D program Blender, the second part shows how to get the created landscape template from Blender into the engine.
In the video description you can find the link to the sample files and the needed Blender addons. The tutorials are in German language, an English subtitle via the YouTube function will follow in the next days.
Youtube Link:
CNC Tutorial Mod Map Landscape Blender 3D (1/2)
CNC Tutorial Mod Map Landscape Engine Editor (2/2)
Today we publish a language update with which most of you can set your national language. In Cattle and Crops we not only support German and English, but now also French, Italian, Spanish, Russian and Polish.
Some translations may contain even smaller errors. Furthermore, some translations are sometimes too long for mission and message windows.
You can select the new languages in Steam under the Cattle and Crops properties:
Changelog 0.9.8.5
NEW
With update 0.9.8 we want to offer you more immersion and gameplay. Therefore, we have added environment sounds to this version. This means you can hear various sounds on the Albergtal map, which makes the game feel more realistic. The birdsong, rain and wind sounds are some examples. In addition, your character has now been given movement noise, which also differs depending on ground types. This is completed by sounds that attract and scare away animals.
The Albergtal Map was further updated. The vehicle trader now has tractors in his showroom and the sewage plant has been made a bit nicer. The farmhouse and all buildings have been reworked and got a more realistic look. The barn is now finally a barn and does not look so clinically anymore. The farmhouse now has automatic opening doors and the annex and garage can now be used to park vehicles. Furthermore, new bushes have been placed on the Albergtal map which are also seasonable.
An update to the current PhysX 4.1 version is also included in this update. This fixed the shaking in light vehicles (AI traffic).
Furthermore, many bugfixes have been included in this update. All changes can be found in detail in the changelog.
There will be a status update at the end of July and end of August until V1 in September. We are currently working full steam ahead on the completion of the V1 and will introduce to you some of the content of the V1 in the upcoming status updates.
Changelog 0.9.8
NEW
Were releasing a small bug fix update today to get you through the easter days and also to make sure some missions can work correctly again. Both Lemken Azurits and Lemken Saphir have received fill meshes and tank lids that can be opened. Unfortunately, we havent had time to add sounds to the recently released Lemken machines.
In addition to that weve created a small tutorial for those interested in modding, showing how to change the player characters clothing. Youll find it in this thread.
Happy easter, and stay healthy.
NEW
As mentioned last week, heres the little surprise package, in addition to multiple bug fixes and optimizations as part of v0.9.5 (Tombstone) recovery.
In this update were releasing an eight-part field work package with Lemken machines. This includes power harrows, seedbed combinations as well as grain and maize drill machines. Its completed by a fertilizer tank and a subsoil loosener. The new machinery allows farmers with smaller operations to work more precisely, as weve included a handful of 3m (9 ft 10) machines. There are also 6m (19 ft 8) variants of the same model series included, though, for the larger fields.
Youll find a full overview in the change log.
NEW
After spending a long time on it, weve finished the migration of Cattle and Crops engine to Tombstone v2.91 for the most part. All gameplay relevant parts of the engine have been adapted - the remaining work will be mostly the integration of the editor and landscaping tools changes.
In the last status update we have already given you an insight into the extent of the changes. During the last week and a half we used the time to fix bugs that were caused by the integration of the Tombstone Engine. An example would be field tessellation, but also internal editor or script problems.
With the Tombstone conversion we have taken a big step into the future. You can see the changes mainly in the new calculation of the trees and the resulting increased performance. The new engine will allow us to make extensive improvements to the game, especially in terms of performance and looks: two areas in which we will gradually invest time.
The currently integrated Tombstone version is v2.91, which is the basis for being able to integrate Tombstone v3.0. With that version, CNC will be able to offer a jump forward in the graphics area.
As announced before, we have now also replaced the Strautmann brand with our house brand Hammer with this update. The models will be automatically replaced in your save games with the new vehicles. All in all, this update consists of countless small features, changes, and above all bug fixes.
We have added support for existing tanks in field cultivation tasks, which means storage of seeds and fertilizer now makes a lot more sense. Also, some of the task creation wizards have been tidied up and improved, for both clarity and convenience.
All other changes can be found in the changelog.
NEW
As per the last update, we have been working hard on the Tombstone migration. This is almost finished and the first test version with Tombstone version 2.9.1 is heading to the test department today.
Almost all features have been transferred over - except for the new font rendering (Slug) and the new sound format. Also the editor widgets are still displayed the old traditional C4 way, with rounded buttons instead of the new square layout.
The rest of the engine migration will now mainly take place in the editor. The code under the hood is already almost completely transferred from Tombstone, but the GUI panels are still the old ones because they are harder to replace in the middle of production.
CNC can load assets from both C4 and the Tombstone Engine. In principle, besides many basic tasks in this branch, almost the entire renderer was replaced/reworked. The renderer still works with OpenGL but with a much slimmer driver interface which actually requires OpenGL 4.3 with a Direct State Access API.
The generation of the OpenGL shaders was heavily reworked and there were many changes that also broke our custom changes and had to be repaired first. Currently the tessellation on the field is still affected.
All multithreading optimizations of the Tombstone Engine have also been adopted. This concerns especially the light/geometry interactions. So the culling - to see if a geometry should cast a shadow - is swapped to jobs which are calculated on as many cores as available.
But if the tests go well and no further major problems occur, the update 0.9.5 for the community could follow in the next two weeks.
We also continue to work, in addition to a multitude of fixes and improvements, on AI bug fixes and a new extensive tutorial system which should make it easier for beginners to get started and provide you with tips and infos. This should make it possible to pause the running game in order to play a specific tutorial mission to learn the operation and contexts, or even a whole tutorial chain from the main menu.
Toplitz Productions is an experienced publisher who will take over the marketing and distribution of Cattle and Crops for us. These two areas are very important points that we as developers can hardly manage alone. For this reason, weve held time-consuming discussions and negotiations with several publishers in the last months to find the best possible partner for Cattle and Crops in this area.
With Toplitz Productions, we have found a partner with many years of experience in the games industry as well as the development and distribution of simulations in the genre.
Further information and a statement from Toplitz can be found in Toplitz' press release.
TL;DR
While we take care of the further planning and development of Cattle and Crops, Toplitz will assume marketing and publishing functions.
First things first (even if slightly belated): we hope youve had a great start into the new, golden decade and wish you an awesome new year!
Were currently working on one last update before the release of the final v1 version. This update is expected to primarily contain, in addition to general bug fixes, vegetation imposters, which will lead to performance improvements on most systems. Aside from that, weve extended the task system with adjustable settings for vehicles with variable work widths and spread rates, allowing vehicles such as the Rauch Axis, Dammann Land-Cruiser and Stapel VT to be configured directly in the task creation window.
Last but not least were in the process of converting the three Strautmann vehicles to our in-house brand Hammer, changing specifically the textures and vehicle names. This applies to the Giga-Vitesse, SZK and Verti-Mix vehicles.
The reason for that is the expiration of our license with the manufacturer Strautmann at the end of the month. We put a lot of effort into negotiating a renewal of said license agreement, however an extension has not been possible at this point in time due to duration terms and exclusivity clauses with other companies.
It has to be remembered that license agreements such as this are usually not set for life and can be revoked by both parties at any time. Were grateful to Strautmann for the successful cooperation so far and hope to be seeing the brand back in Cattle and Crops at a later time.
Nothing will change for you as the community, modders or Lets Players: no images, videos or mods need to be changed or removed.
Finally, a little good news, everyone! teaser: weve recently entered a new partnership which were certain will highly benefit the development of Cattle and Crops. Were going to provide detailed news within the next week.
Geringhoff
With this update were very excited to introduce our newest industry partner! The new header Mais Star* Horizon 800 FB by Geringhoff enables you to harvest maize grain with the Claas Tucano combine. During this type of harvest, the corn cob is completely separated from the plant and the kernels stored in the bunker; the rest of the plant is chopped up and left on the field. You can sell the harvested kernels at the harbor.
Weve added an introductory mission thats available immediately.
Sliding vehicles
Up until now, the vehicle wheels blocked too early during the braking process and it looked as if the machines would slip even at low speeds. We have adjusted the braking behavior and the handbrake for all machines: now the wheels decelerate not only visually but also physically slowly with the vehicle speed.
All other new items, bug fixes and changes can be found in the change log.
We wish you all a Merry Christmas and a Happy New Year!
Were going to be back on January 13.
Note to the modders
We have adjusted the fixed implement attachers (front loader, front loader tool, combine cutter, forage harvester cutter). Implements are now aligned to the attacher node so that the reference and attacher nodes have the same position and orientation. Existing mods may need to be adjusted.
NEW
As announced, well elaborate on the planned development up to the release of version 1.0 in the following.
Planning: We will The time until the release of version 1.0 of Cattle and Crops use to optimize existing content and bug fixing, as well as to process feedback from the testing department. However, a small update 0.9 will be released before Christmas. New content and features will be added into the game after v1.0 again. The exact release date of v1.0 will probably be announced at the beginning of 2020.
Short: Update v0.9 > Polishing > Gold Version > Release v1.0 > Day One Patch > Further development with features and DLCs.
Multiplayer: Were going to develop the multiplayer further after v1.0. As already mentioned a few weeks ago, we will dedicate much of the time to the helper AI first. We can't make a statement about the development time and the scope of the multiplayer mode at the moment, but this feature is high on our list of priorities.
Console: A second pillar of development is the port to consoles. We get a lot of feedback through our social media channels on this topic, including when and on which console CNC would appear. As the planning for this is still unfinished we can't give any details yet. e are planning to port it to Playstation 4 as the first console version after the release of v1.0, however.. As mentioned above, were going to work on new content and constant improvements for the PC version at the same time: the PC remains the base platform.
Performance: One of the biggest potentials for improvement is the area of performance in Cattle and Crops. We see this as still very inadequate. In the phase up to the v1.0 release, the main focus is on areas such as: total number of objects e.g. trees, vegetation, shadow optimization, multi-threading. After v1.0 we plan to fully integrate the latest version (v3.0) of the Tombstone engine - which will not only offer numerous optimizations but will also bring some graphic improvements.
Season Pass: Up until now, the Season Pass starts with CNC 1.0 version. Due to the delays we have decided to start it with the release of the first paid DLC. This way you won't lose any potential DLCs as part of your Season Pass.
User Interface: The structure will not change significantly until v1.0, but some sections will be revised or optimized.
Story & Tutorials: The story will be revised, e.g. the grassland and BGA missions will be taken over into the main story line. The tutorials will be separated and added as single missions (as it was the case for a short time in the Tech Demo). With the release of the "Albergtal" mMap we have added most of the explanations to the story. The goal is to be able to start the tutorials again individually, e.g.. "Buy a vehicle". These can then be easily extended with new features and changes to CNC.
Languages: The entire game will be translated into other languages - French, Italian, Polish, Portuguese (pt-br), Russian, Spanish - by v1.0. We are also working on the technical implementation for Chinese and Japanese.
Circulation weather/soil/plant: The partnership with Landwirtschaftsverlag has also brought about some changes in game design. Our goal was to release an extended system with v0.8. Partly thanks to the access to more detailed information as well as to technical experts, this complex topic has been delayed in development and implementation. Due to this fact, this feature is the only one that could be released before v1.0 by an intermediate update. Should this system cause any problems during the polishing phase, we will have to postpone the release until after the v1.0 release.
Difficulty: We plan to complete the categorization and direct integration of difficulty level elements up to v1.0. This includes the classification of the individual settings into "easy"/"medium"/"difficult", as well as the exact implementation of the effects of the options in the game.
We hope that these explanations of the individual production areas will provide a good insight into the coming months. Many thanks for the support and for the continuing detailed feedback! We wish you all a merry Santa Nicholas and a wonderful pre-Christmas time!
Happy Tuesday to all of you. Were here to bring you a nice little new game update: Cattle and Crops v0.8. In addition to many bug fixes and improvements this update includes a host of new features.
After long negotiations we can finally announce today the cooperation between Cattle and Crops and the Landwirtschaftsverlag (agricultural publishing house) based in Mnster, Germany.
Landwirtschaftsverlag (LV) joins in as a strategic partner in Masterbrain Bytes and will support us in many areas as well as provide technical information necessary for a realistic simulation. With specialist magazines such as profi, top agrar, Stark and many more, LV is Europe's leading industrial publishing house.
Why are we doing this?
Very early on after the first release, we realized that communicating with you, the community, coordinating with manufacturers, researching real data, and marketing meant a lot of time spent that we needed to actively develop the game. Basically there were two possible ways for us:
Plan A: We take care of all of the above points alone.
Plan B: We look for support to keep control of the project in order to continue to realize our vision of an agricultural simulation.
Due to the steadily increasing organizational effort for the Steam release, we finally opted for Plan B. This was the beginning of a time-consuming search process for a partner that lasted several months. In conjunction with the regular development of the milestones, the search contributed to the delays of the updates.
Effect on the project
In short, Landwirtschaftsverlag helps us in an advisory capacity in organisational matters, in relation to development, with a great deal of expertise and a unique access to the industry.
With its many years of versatile experience both in print and online sectors, LV will actively support us in various areas such as marketing.
Since Landwirtschaftsverlag is broadly positioned in a multitude of sectors such as vehicles, equipment (profi, traktorpool), soil and plants (top agrar) as well as pigs and cattle (SUS, Elite, vetconsult), we can profit from the expertise in almost all areas of the game and enhance it with data, systems, processes and optimizations.
A first result of the cooperation can already be seen in the plant growth and fertilization system presented in v0.6, which we developed in cooperation with the LV editorial team.
TL;DR
Together with Landwirtschaftsverlag and especially you, Cattle and Crops can continue to grow towards a more realistic simulation in the future. Thank you for your loyalty and support!
In this update we introduce the colorful autumn season optically, in addition there is a new steering aid system (FGS), extended machine functions and bug fixes.
Seasons: With the update v0.7 we added the seasons optically. The vegetation and all tree species have been reworked so that the leaves can change color and the trees can lose their color in autumn. We also connected the wind to the weather data. In the long run, the different cycles will influence the growth of the vegetation through temperature and frost, for example.
Driving assistance steering system: The new Field Guidance System will please all those who like to control their machines themselves. We have heard from many of you how difficult it is to find the right track on the field. The new FGS with its Parallel Track System not only shows you the correct lanes - configurable in width, position and angle - but also optionally lets you steer the vehicle independently to stay in the lane. You only have to accelerate or use the cruise control and turn around yourself. In short, you can now fade in changeable auxiliary lines on the ground and anchor the automatic steering to the center line. With the standard keys "P" and "O" you can call and activate the FGS. You can also change the keys in the options menu under Control. In the speedo display there are status icons in the blue area.
https://youtu.be/NTz1tePxdCE
Engine: We were able to successfully update large parts of the basic framework of the engine. However, CNC is still based on a mixture of the C4 Engine and the Tombstone Engine 2.9.1. Unfortunately, we could not yet take over the improvement of the Tomstone Engine regarding the editor and are still working on it.
Field Sprayer: Another area where we got a lot of feedback from you was the slope compensation of the Dammann Land-Cruiser, presented at the end of August. We took your comments and ... "suggestions" ... to the chest and rebuilt the inclination adjustment from scratch. It now really adapts the alignment of the boom to the terrain. Together with the manual height adjustment and the new adjustment of the spread rate, you now have full control over the Land Cruisers. And there's also a smaller 3000L version that's easy on your virtual purse. In addition, a new hose channel system has been built, you can watch the Dammann at the rear if you change the height.
Another wish in your feedback was that you can connect and disconnect the machines via the radial menu. Every single attacher on a vehicle can now be controlled directly, and thus vehicles can be addressed directly. And in addition: every attachment can now even be connected and disconnected via CabControl. Just drive close enough, go to the attacher and click on the corresponding icon.
The Strautmann Verti-Mix and Hawe SLW 50T both received completely new morph fillmeshes, like the Joskin Delta-Cap and Strautmann Vitesse before. In addition there is a set of brand-new unloading particle systems.
We are in the final stages of finishing up the update 0.7. While the red and yellow paint is still drying, the test department keeps throwing a few bugs and suggestions at us. Still, the update should find its way to your computers next week.
And for those who like to read, the latest issue of the Stark magazine features a new interview with us. Check out their website at http://www.starkmagazin.de/
Today we have new information about the current state of development and what we are working on at the moment. So far CNC has an engine basis of the C4 Engine with some parts of the successor of the Tombstone Engine. For the Season Update we want to take over even more modules of the Tombstone Engine. Since cherry picking is hardly possible, we're putting together almost half a million lines of code by hand to get almost all the features of the latest Tombstone Engine in one fell swoop. We're also doing this in preparation for the upcoming Tombstone version, which will bring some significant quality leaps in rendering like better SSAO, Godray effects through the trees and performance optimizations. The currently available Tombstone engine also contains many optimizations such as multi-threading improvements for increased performance, better material handling in the asset pipeline and sharp fonts in high resolutions that we have not yet been able to adopt. Also, our goal is to edit forests and hedges faster with the new Landscaping tool and also provides the basics for future map modding. Here is a video to show you how the Landscaping-Tool works. https://www.youtube.com/watch?v=C3LbJt-RkuM With your feedback from the last update we added the function to fill the bunker of the biogas plant with helpers. So you don't need shovels anymore. In addition you will soon have the possibility to control the attach and detach of your attachments via the radial menu.
Today there is a small hotfix update that fixes two bugs.
BUG FIX
No update release would be complete without the associated bug fix update that fixes all the small - and big - issues.
With the update 0.6.0 we introduce a new fertilization system. From now on your fertilizing actions have a big influence on plant growth. And with the revised biogas plant you can now generate electricity and sell it.
With the revised biogas plant (BGP) we give you the possibility to dump chopped maize into the new silos, to compress it and finally to cover it to activate the fermentation process. After 60 days this process is finished and you can use a front loader and shovel to transfer the silage into the BGP bunker. The BGP then starts to process the silage on its own and after 20 days produces the first methane gas which is converted into electricity and then credited to your account once a month. So in order to guarantee a continuous additional income, youll have to make sure the bunker is filled up on a regular basis. In upcoming updates the BGP will be expanded further in its complexity.
The new dynamic silos that can now be found in the Albergtal are fundamentally different from the old ones. If you drive the trailer loads into the silo and dump them, the silo fills up at the position where you unload. You should therefore take care to unload straight and evenly into the silo so that no too steep heaps stack up. At the moment these cannot be pushed flat yet and will be added in one of the next updates. The BGP uses 1250 meters silos, while the farm and harbor uses 1225 meters. As with the BGA silos, the silos at the farm can be compacted and covered for fermentation.
There are new interactive 3D-Panels, so that you can operate the BGP and silos. These have been installed at the appropriate locations, which you can easily operate with the activated mouse pointer.
The traders have been revised. We have installed a new slurry trader at the harbor where you can sell your surplus slurry or buy it if necessary. Additionally, the farm cooperative now offers a multitude of granular fertilizers for use with the new Rauch Axis spreader.
The new weather system is now based on accurate hourly data. In preparation for future plant growth, we have implemented a revised weather system that transfers numerous realistic measured weather data to the game for one year. The first step was to make the weather more credible and comprehensible. In the next step the weather will also affect plant growth as mentioned above.
The field menu has been greatly revised: if you now select a field in the menu, you will get various information about the status of the field or the plants. The status on the map is also shown in color. If you click on one of the eye icons, the status of the corresponding parameter will be displayed after a short loading time. If you now exit the menu, you can monitor the status on the minimap, very helpful if you are on the road with the fertilizer spreader. The update takes place every 5 seconds.
The fertilization is an essential component when planting crops, and this update finally implements it in large detail. Youre going to have to make sure that the plants are supplied with enough nutrients. With the revised field menu you can see at a glance if the NPK values are within the green range. The revised growth levels will be divided into 100 BBCH levels. Currently only the NPK values are included in the growth process. The appropriate solid fertilizer is offered for sale at the cooperative in the city, bull slurry is available at the harbor and the farm, fermentation residues (particularly efficient!) at the BGP, and sewage sludge at the sewage treatment plant.
Many values such as NPK concentrations but also prices have been adjusted to real-life values which are based on the current fertilizer guidelines.
For example: NPK concentrations in slurry are now real values. 50 fattening bulls consume about 450 tons of maize silage (9 hectares 50 tons fresh matter per hectare) in one year and produce 360 tons of liquid manure. Almost 360 tons of slurry are also required to fertilize 9 hectares of maize if 4.1 liters of slurry per square meter is spent. This results in NPK nutrients: N = 196 kg/ha, P = 90 kg/ha, K = 221 kg/ha, equivalent to the consumption of maize.
Let's assume that with Stapel liquid manure barrel you can spread 18 tons; that results in 2.2 trips per hectare. Farming is tough work: 9 hectares require about 37 trips. With this size of work, it is worth working with helpers.
But to make sure that the whole thing doesn't degenerate into a difficult math lesson, we have implemented a fertilizer strategy calculator, which you can find at the cooperative as well as at the port slurry trader. The tool helps you to calculate which types and quantities of fertilizer would bring how much nutrients to the field, and what that would cost you. To do this, open the desired field in the field menu, select the reference fruit and check the target NPK quantities (in kg per hectare or lbs per acre!). Now you can combine different fertilizer types and quantities in the calculator so that these target values are reached as close as possible. Multiply the calculated fertilizer quantities by the field size and you will have the total quantities you need.
We know that the topic of fertilizing can be overwhelming at first sight. In the near future we will go into this in more detail and give you instructions and/or tips.
The machines have numerous modifications. A separate fertilizer system has been added to the seed drill Hammer CornKing. The slurry barrel Stapel VT18000 now has an adjustable spread rate. In addition to that, were introducing the Rauch Axis 30.1 W granular fertilizer spreader, giving you a work width option from 12 m up to 42 m. All fertilizer machines have received an empty tank option that allows you to refill them with a different fertilizer type.
The AI helpers have received many changes and bugfixes. The complete strategy for the unloading combines has been revised. We also fixed some bugs which caused crashes. In addition, the road network has been adjusted, e.g. we have changed almost everything at the harbor to one-way roads. The AI does not have its final state yet and we are still working on it.
Community: What makes us very happy and motivated is seeing how active the community is. The multitude of ingenious mods, the exchange and feedback in the forum and the commitment of all volunteers!
Many thanks to all modders, moderators, testers and of course to the whole community! Have a look at our forum or have a look at the latest mods for CNC and give the modders feedback.
Your MBB Team
After having introduced the dynamic silo heaps recently, todays a good day to check out the silo fermentation covers and the silo control panels. We start off with a filled silo which can be covered using our new computer control system. After a fermentation time of about two months it can be uncovered piece by piece for the following removal. The texture is not final and will be adjusted in color. https://youtu.be/Lm86xnhuLuE
With the coming extensive plant growth changes wed like to present you one of the contained aspects in a small video, displaying the effects of NPK fertilizer during plant growth. You can see how on a maize field three lanes were spread with liquid manure. The time lapse shows that the maize grows better on the fertilized part than on the part where no liquid manure was used. https://youtu.be/SLPu4oMwNsE So in the upcoming update you will have a significant influence on your plant growth and fertilizing is not only for looks, but has a realistic influence on the soil. But that doesn't just mean throwing as much slurry or fertilizer as possible on the field - overfertilization also leads to less than optimal growth. In combination with the revised weather system, this results in very differentiated plant growth and new challenges. Since the balancing of weather, fertilization and the factors influencing soil and plant growth are very extensive and are currently being put through their paces in the test department, the planned update for Q2 will be delayed by about two to three weeks. We have to ensure that all plant growth parameters work coherently and optimally after these major changes.
Last week we presented the new dynamic silage heap. We have extended the morph mesh system extensively. Todays video shows how you can distribute an already unloaded pile further in the silo using the front loader silage bucket. The displacement (silage pushing) hasnt been integrated yet. https://youtu.be/ow-E51GDIdM We are also currently revising the biogas plant (BGP): the terrain and road paths are being adjusted with appropriate optimizations for the AI. We have equipped the map with new silos with a width of 12 meters (39.4 ft). So you have enough space in the silo when it comes to compacting, for example. The silage heaps can be up to 3.5 meters (11.5 ft) tall. Were programming the AI not to drive over the heap when it reaches a height of 2 meters and above, but rather to unload over in front of the silo, protecting the vehicles chassis. In order to explain the new and changed features, were in the process of creating a new mission encompassing unloading into the silo, fermentation, and loading into the BGPs bunker. With the introduction of the new weather system and the adjustments of the plant growth, we are also extending soil fertilisation. Not only the weather will influence your plant growth but also the fertilization and thus the nutrient content in the soil.
Due to the Community Managers vacation there were no separate threads concerning the news our moderators had posted here in the forum. We're still working on the most recently introduced systems and would like to briefly summarize the current development and progress of these features. Part of our work is currently focused on the visualization and function of the silos. Similar to the trailers, they will be able to be filled dynamically at any point and additionally will be able to compressed. Depending on the vehicle, weight and fruit type, the achievable compaction rates can be higher or lower. The end of this week, the focus was on the correct loading and unloading of the silos and the volume distribution when hitting a point in the silo. In the coming days we will refine the compaction in order to make the effects of the vehicles as real as possible. But as always, pictures say more than a thousand words: https://youtu.be/3Lon8souCCM The weather system related to plant growth is the second major building block for the upcoming update. Not only are we working on increasing the complexity of plant growth, but also on adjusting it to the new real weather data. Most recently, one of the main factors of the weather was rain, and thus water reserves in the soil. We have to make sure that our rainfall and soil conditions, with influences such as transpiration, soil evaporation and storage capacity, interact correctly with the fruit growth and that the plant develops as realistically as possible according to the parameters. After water, were going to deal with further growth parameters such as temperature and further develop fertilisation. Additionally were working on general bug fixing and AI improvements.
As you all know well from last year, the weather has a major influence on plant growth. Due to prolonged drought, the fruit grows very poorly or not at all, or dies in the worst case. At the same time rain can have a negative effect. The weather is therefore one of the great challenges in agriculture.
Up until now, we have calculated a simple daily average from historical weather data, but this was more difficult than expected to implement and led to undesirable side effects, such as too much fog or permanent turbidity. We are currently converting our system to real hourly data so that the weather can be mapped more accurately - and realistically.
Thanks to access to a large pool of historical data from the last decades we can show a very real weather development over the entire year. In particular, we can use the weather of a station that geographically matches the maps location. In the beginning we will implement the weather data of a specific year, later there will be several variations.
The image shows a daily analysis of the weather data - in this case a varied June day. While the morning brings a few sunny hours it gets more windy and cloudy at noon. From early evening until midnight it rains continuously.
Note: the charts shown are data visualizations in Excel. The ingame representation will differentiate.
The individual elements such as sun duration, precipitation and wind will be an important basis for plant growth in the game and will accordingly also have effects - both positive and negative. Therefore, it will be essential in the future not only to base your planning on machine and staff availability, but also to take weather forecasts into account.
Another advantage of actual weather data is that its not our fault if the weather doesn't play along when youre playing.
Our Community Manager is on vacation from Monday and will be back for you from 03 June.
The current condition of the biogas plant (BGP) is limited to the basic sale of chaff. We know how important a BGP is for the gameplay and have decided for a step-by-step feature implementation.
In the long term, the BGP will consist of various stations: the bunker will transport the silage to the digester, which will supply the CHP station and its connected power generator with methane gases via the secondary digester and thus contribute to energy generation. It will also transport liquid manure into the digestate storage container using an overflow system, which can be emptied into liquid manure barrels with a hose.
In the long run, there will be certain elements that can be controlled by the player. Keeping a BGP efficient and productive can be a complex task, so we won't include these controls until later and as part of the difficulty system.
The first part will focus on a simple fermentation and manure generation process in the next update. This means: unloading into the silo, compacting, covering the silo, letting it ferment and shovelling it into the bunker. The quantities shovelled into the bunker are rewarded financially after processing. As a player, you don't have to operate the BGP yourself, nor does it need any start-up times and cant die off. The remaining elements of the process (gas and digastate production) are automated.
The second stage will extend the complexity of the BGP. There will be certain parameters that will contribute to a better (or worse) plant performance and effectiveness. Here, for example, the quality of the chaff and the degree of fermentation come into play. In addition, it will be possible to improve the nutrient supply to the bacteria using the mixing tank for sludge supply.
At this stage it will also be important to be able to see the current status and progress, so a dedicated BGP window will provide information.
With the last expansion, the player will gain complex control of the BGP. Many more parameters and optimization possibilities will be included, allowing you to get the maximum out of the system - and of course a higher yield.
As mentioned at the beginning, the elements of the BGP will be adjustable by the degree of difficulty. Those who prefer a more simple gameplay will be able to as much as someone who has always wanted to control a system without having to go to college for it.
With the Hotfix Update v0.5.1 we have further improved the radial menu, applied the new design to many UI elements and fixed some bugs.
We'll be back at the beginning of May with another status update, until then we wish you all a relaxing holiday and happy Easter!
With today's v0.5.0 update we have made extensive changes to the gamepad controls, introduced a new radial menu system, upgraded to PhysX 4.0 and fixed several bugs.
The radial menu is a new control concept which was actually developed for the controller support, but is also easy to use with keyboard and mouse. We wanted to make sure the user has full and fast access to the numerous vehicle functions and that you don't have to remember too many key combinations. The previous UserAction menu on the right side has been switched off by default with this update, but can be reactivated via the options if required.
The grassland update v0.4.0 adds the Claas Direct Disc 520 cutterbar and a Strautmann Giga-Vitesse 4401 loader wagon to the game.
Fruit types: from now on multiple fruit types can be filled into the same trailer allowing you to collect grass, silage, hay and straw at the same time. Select the difficulty level of traders in the options menu under Gameplay Sale Mode. Depending on the setting you will get different prices for mixed loads.
Quest: the existing quest Bring in the hay has been split. After tedding you get two new quests, allowing you to decide if you want to press the hay into bales or collect it with the loader wagon.
Console: we have added multiple new commands. If you enter a command without any parameters it will show a info text in the console with all the available parameters.
Steam Winter Sale! Currently all supporters (upgrades) and those who want to become one will get a 40% discount for Cattle and Crops on our website and on Steam!
The Cattle and Crops Team wishes you a Merry Christmas and a Happy New Year! Our support team will be available again from 07 January 2019, more updates will be available in the week from 21 January 2019.
We are looking forward to your feedback! If you like CNC, dont forget to leave a review on Steam!
As always, changes, bug fixes and new features are listed below in the change log.
Your MBB Team
After releasing v0.3.0.0 last Friday, weve used the past few days to fix a multitude of reported bugs and improved on some things that didnt quite make it fully into the update.
Enjoy, and dont forget to leave your feedback and thumbs up on Steam!
The Grassland Update v0.3.0.0 is now available for download. This update brings the grassland cycle to Cattle and Crops.
Drying: The weather will affect the swaths drying process. In dry weather, the wetness in the swath decreases; when raining it increases greatly. The grass needs good weather for it to become hay. During drying the grass will go through different stages depending on its wetness, grass (over 70%), silage (70% - 40%) and hay (below 40%). After four hours of rain, the swath reaches 100% wetness and cant get any more wet. To dry completely, the hay needs about three days without any rain.
Volume: Windrows are based on realistic volumes and thus will have varying heights. Checking your speed when baling is now more important so your pickup wont get clogged up. Wetness and volume will also affect the particle systems visuals.
Calendar: You can find the perfect time for cutting and harvesting the grass by checking the calendar in the Planning Menu. Clouds are symbolized as grey, with LC (low cloudiness) and HC (heavy clouds) showing you the cloudiness. To everyones surprise, a big yellow dot means sun, while dark grey gives you rain. The forecast is valid for two weeks.
Three-point hitch: one would assume that bringing a tedder and a rake into the game would be easier than the previous machines. Making them behave as realistic as possible, we had to extend the three-point hitch system a lot. Thus, for example, trailing machines like the Volto 80 or Liner 500 are now possible as well. In addition, the three-point hitch wont push the tractor away from the ground as often as it did before. We have also minimised the lateral forces when pulling a plow.
Modding: The .pak file format has been replaced with more user-friendly .zips. Additionally, weve added a ton of joint options that currently come to fruition in the Claas Volto and Liner machines. Furthermore, weve opened up the translation and XML files - so if youre in the business of adding your local language, youre in luck.
Mission: Theres a new story quest in which you can try out the grassland process. The mission is not a requirement and can be skipped.
With grassland, in addition to grain and corn, we have reached another milestone on the way towards v1. This is our biggest and most comprehensive update so far, so we decided to split up it into two updates. The bigger part of grassland is included in this update - in the second part well add the loader wagon and the mowing unit for forage harvesters and continue to balance the update. After the second part is out well focus on bug fixing until Christmas. The timeline will be adjusted accordingly.
As always, changes, bug fixes and new features can be found in the changelog.
We are looking forward to your feedback! If you like CNC, leave a positive review on Steam!
Your MBB Team
https://youtu.be/s9oYpgrwZjU The grassland update progresses. Heres a sneak peek video of the Claas Volto 80. A first version of the update goes to the testing department today. In case there are no massive problems you should also be able to test the update next week! We wish you a pleasant weekend!
The grassland machines are almost completely finished and are doing their work on the fields. The infographics shows you the effect of weather and machines on the drying process.
Engine: Due to your feedback and the additional impact of the grassland update we have decided to expedite the performance improvements and not to wait with the optimizations until the end of the Early Access phase. In order to do that we have begun implementing the first upgrades from the Tombstone Engine, the successor of the C4 engine. Thanks to the new ring detail system the visibility tests will be strongly improved, which adds a load relief for both the CPU and video cards.
The Tombstone engine will additionally provide a better multicore support in the future.
Weather: The weather is essential for the drying of swath. Until now there was sporadically random weather with quantities of fog and rain. For the grassland update we are optimizing the weather system so that sunshine hours and rain have an influence on the drying process.
Drying: In order to recreate a realistic tedding procedure we have added wetness parameters for the upper and lower surface of the swath, where the upper surface dries faster than the lower surface for example. Tedding is therefore an important part of the drying process to produce hay fast and efficiently.
Tedder: With the grassland update the Claas Volto 80 will join the existing vehicle fleet.enabling you to tedd the cut grass or straw to guarantee an optimal drying process.
Joints: A small addition to the last modding news: the twist axis of joints has been separated in upper and lower limits so that asymmetrical angles can be set. Joints can now also be moved by movement and rotation controllers which enables more complex animations.
With the Hotfix Update 0.2.6.0 we have fixed some of the issues that have occured with the release of the Straw Update.
Today’s update is all about bales and the straw swath. There are new machines like the Claas Quadrant 3200 RC bale press, the Joskin Wago D15 bale wagon and the Hammer 5000 bale fork.
The front loader and the front loader controls have been reworked completely. You can now use the Euro controls, as you know it from reality. The axes, tipping angles and velocities have been adjusted. A parallel guide has been implemented, if you tilt the bale fork at 10 degrees for example, the front loader keeps its direction when you change the height. This should enable comfortable working!
In addition the collision of the front loader has been revised, it can’t fall through the floor any longer.
Freeze: the ones who might find the cautious handling of the bales too arduous can use the “freeze function” for the trailer or the bale fork. The bales are rigidly fixated and don’t slip out of position. You can find the function on the right hand side in the Useraction HUD with a new button as well as in the control options where you can assign a key. You can enable and disable the feature in the Gameplay menu. An optical display of the load restraint will follow later.
Auto collect: You don’t want to load the bales in a realistic manner? Then you can use this function with the trailer or the bale fork, drive close to a bale which is then automatically and professionally stacked. You can find this option on the right hand side in the UserAction HUD with a new button as well as in the control options where you can assign a key.
Auto collect and freeze in combination: collected bales aren’t frozen automatically. When you put new bales on the trailer next to ones which are already frozen, you can use the freeze feature again to fixate them as well. When all bales are fastened, they can be loosened again by activating the freeze function anew.
Clogging of the press: when you drive faster than 20 km/h, another fill level is being displayed in the lower right corner. The more you drive too fast, the more the pickup of the press is clogged and it stops in the end. Then you have to switch off the press, exit the vehicle and clear the pickup in the middle via CabControl. Afterwards you can get in again, activate the press and keep on driving. The option to deactivate this feature in the options is presumably following in the next update.
In the options under Gameplay it is now possible to enable and disable functions like auto collect and freeze as you wish. What is new here is that the UserAction buttons in the right HUD are hidden when the function is being deactivated.
Bales have weight and therefore a noticeable impact on the handling. When you’re standing next to a bale and press the ALT key, the bale HUD is called up.
Laying swath: The Tucano can no lay swath by activating the “cycle straw spreader position” twice.
In case you want to test a feature quickly or you’re running out of money, here’s a list of some console commands, with which you can speed things up. You can call up the ingame console by default with the “^” key:
skipCondition (Jumps to the next quest step). You can also assign this command to a key and finish single quest steps by pressing it. For the key “0” you can for example put in: bind 0 “skipCondition”
setPlayerLevel 99 (increases the player level, e.g. for a bigger vehicle fleet, in this case 99)
goldencrops (Increases the account balance by 10.000.000)
cmd (a list of more console commands)
Interesting for modders: With “body” you can now display the collision shapes in the game
Generally speaking it is helpful, if you save in a new save game slot before you test, start new work steps or start missions.
The Straw Update is shaping up, today we give you an insight into bale handling. The bales can now be skewered, stacked and transported.
Watch on Youtube: https://www.youtube.com/watch?v=YYabCo2ernA
We wish you a pleasant weekend!
It’s alive! Today we present to you a look under the hood of the Claas Quadrant baler. We have recreated a large amount of the inner workings and animated them successfully.
After some changes on our engine, the Quadrant is the first of our machines where parts are controlled via skeletal animations. This enables us to animate machines in connection with 3D programs better, in more detail and with less effort.
Keep in mind: until 09.13.18 we have a 30% discount on Cattle and Crops on our website, Steam, Humble Bundle and Gamesrocket.
We wish you a nice weekend!
Another important feature of the Straw Update will of course be the swath system. By now you can place down the swaths on the field and pick them up again with the press. The next thing we’ll take care of is the visual presentation.
We wish you a pleasant weekend!
With the update v0.2.3.0 we have reworked the hydraulics, it now doesn’t push the tractor into the air and the implements don’t sink into the ground too much.
You can now play the role of the driver during a harvest task und help your employees.
The game crashed with recent AMD drivers. We implemented a workaround to avoid the problem. At the same time our workaround also solves several rendering Bugs with the free Open Source drivers under Linux like missing wheel tracks on the field.
Don’t forget to also check in on our official Discord server:
https://discord.gg/5CbPZrR
We hope you have fun testing!
The MBB team
All changes, bug fixes and news you can check out in the changelog as always.
We have addressed several bugs with this Hotfix Update v0.2.2.2.
As always, you can find all other changes, bug fixes and new features in our changelog.
We are looking forward to your feedback!
The MBB team
Changelog:
This Hotfix Update v0.2.2.1 solves a crash when loading certain savegames.
As always, you can find all other changes, bug fixes and new features in our changelog.
We are looking forward to your feedback!
The MBB team
The latest update (v0.2.2.0) introduces four new vehicles: the Lacotec LH II mounted chopper, together with the Claas Orbis 750 cutterbar, brings a new, more intimate harvest experience. The MB Trac 1800, carrying a whopping 180 horses, and the Strautmann SZK-1802H bogy trailer complete the set.
This update’s highlight: muddy, messy dirt! Give your vehicles the dirt treatment on the fields, and clean them at the farm near the high pressure cleaner. Each vehicle and each implement gets its own dirt value, which increases the more they’re used on the fields. Also, driving on wet ground leads to a more dirty vehicle. Those in a hurry can also use the fleet menu to have their machines cleaned - for a little premium, of course. The active usage of the high pressure cleaner will be added in a later menu.
We have further expanded the game’s economy: prices now also fluctuate depending on the season - meaning it becomes sensible to store grain and wait for better financial yields in the winter.
In addition, our PBR implementation has been enhanced with various ambient occlusion techniques, eliminating the extreme glow of metallic surfaces on machines and making them more natural.
As always, you can find all other changes, bug fixes and new features in our changelog.
We are looking forward to your feedback!
The MBB team
Cattle and Crops 30% Sale
https://www.cattleandcrops.com/kickstarter
On June 6 2017 the first version of Cattle and Crops has been released. We have chosen this day as the official birthday for CNC and in celebration of this occasion we have started a discount action for all of you.
From now on (06/08/2018 until 06/16/2018) you get 30% discount in the shop on our homepage. The discounts also apply to upgrades of already existing accounts!
In addition we have also released an update. With v0.2.1.0 we again have made some improvements and fixed some bugs. The worker has been further reworked in the field of chopping and threshing. The vehicle/implement combinations shouldn’t take unnecessary turns any longer and a smooth transfer for chasers during driving now works as well.
The task system has been enhanced, you can assign yourself for more tasks as driver now. This works for the animal transport task and for harvesting, you can choose the Jaguar/Tucano here. More tasks will follow.
All other changes, bug fixes and news you can look up in our changelog as always.
We want to express our greatest gratitude for all the support that you have helped to shape the development of Cattle and Crops with. To a successful future!
Your MBB team
The hotfix update v0.2.0.1 has fixed a crash in the mission “The bulls are back in town!” The console command “skipCondition” to skip missions also works again as intended.
You can buy the Tucano directly at the farm again.
Calling all harvest enthusiasts! With today’s Combine Update v0.2.0.0 we have reached another milestone!
Today you get three new fruit types (wheat, barley and rye) that you can sow with the new seeding unit for the Hammer CornKing. For the harvest you have a Claas Tucano 570 at your disposal, together with the compatible Vario 930 cutterbar and a trailer. You can transport the crops with the Joskin Delta-Cap 5025/12DR100 and sell it at the harbor.
On the technical side we have considerably adjusted the AI to the new maneuvers and procedures of threshing.
For the loading and unloading system - in the combine harvester as well as in the trailer - we have developed two new systems: mesh morphing for the fill volume and goo particles for the offloading via the combine discharge pipe. They don’t just look far better but are also considerably more performant. We are planning to implement these techniques in other vehicles as well in the future.
The autopilot can now drive to the destination autonomously, this function can be activated in the gameplay options. It is now also possible to delete manually set waypoints.
With this update you’ll be able to assign yourself when creating a new task, e.g. cultivating a field. An automatic quest will then guide you through the task step by step.
We also have improved several aspects of the performance. Numerous LOD settings have been reworked and the entire render performance has been optimized.
In addition the physics have been enhanced, newly bought vehicles are going into sleep mode faster when they are not needed. We were also able to integrate drawbar trailer physics and their connections in the cutterbar transport trailer.
The update also contains numerous fixes for bugs which you have reported - the moderators have also recently begun to compile a Top 10 list of bugs, which they filter out of your feedback in the forum.
The next big milestone will be the grassland update which will introduce several new challenges like new machines types, windrowing, worker adjustments and much more. Until then, we’ll continue improving all areas of the game and listening to your feedback.
A small tipp regarding the crops: if you want to change the display of the grains on the fields, try experimenting a little in the graphics options. For example, set the “Vegetation fading start distance” to 100 and “Vegetation density” to 1 and try pushing the “Vegetation render distance” to its limits.
All other changes, bug fixes and news you can look up in our changelog as always.
We hope you have fun testing and wish you a successful crop season and a great weekend!
Your team from MBB
With today’s update v0.1.5.2 we have fixed a bug of the worker, where some fields weren’t cultivated after loading a save game. Other changes concern the MB Trac (new upper link) and the Deutz 7250 (adjustment of the length of the upper link and the rear hydraulics).
The MBB team
With today’s hotfix update v0.1.5.1 we have fixed the problem with the flawed seed (yellow boxes). The CornKing now sows maize again.
When you have created a savegame with the wrong seed, you have to cultivate or plow the according fields.
With today’s update v0.1.5.0 we have further improved the steering and added support for established head tracking systems which transfer your head movement into a very realistic camera feeling in the vehicle cabins.
Besides some bug fixes we have also attended the usability of the task system: from now on you can reuse created tasks for your workers by saving or copying them as templates. This is especially useful when you want to cultivate multiple fields in a row. Just copy the first task, change the field, the time or the vehicle/trailer combination as you please and it’s on!
We’re looking forward to your feedback on the subject in our forum.
At the same time we are working on the combine update, which brings you, apart from multiple crop sorts, a combine, as well as a seeding unit for the Hammer CornKing. At the moment we are researching a very promising, physics based solution for the loading and unloading of our 3-side-tipper. We are confident that this system could also be a part of our “Move That Mountain” stretch goal - and it is honestly quite sexy - so we decided to take a bit more time for this update.
Please check out all the changes, bug fixes and news in our changelog, as always.
We hope you have a nice weekend and fun testing!
The MBB team
Hello community,
today we answer more of your questions. We often get asked, when or if certain functions/features are planned. Unfortunately we can’t give you exact dates for that, but in the future we can give you information about certain features, e.g. if they are planned or not.
Please post your questions in this specially opened thread in the forum:
http://forum.cattleandcrops.com/thread/2406-your-questions-3/
Regards
the MBB team
In this hotfix we have removed a bug regarding the worker that has caused the game to crash on some fields. Furthermore, the Deutz Fahr 7250 has been equipped with a tow pin attacher and can now also pull the Joskin RDS for example.
With today’s update v0.1.4.0 we were able to fix some reported bugs regarding the AI. Multiple workers with the same task on a field are now working together better.
We also have a new vehicle for you, the Deutz Fahr 7250 TTV.
Crops are now placed in the way they are seeded. This can be seen in the headland and when sowing in curves.
As another addition, tutorial missions for the usage of the menu and the controls have been created. We enhanced the quest system for this, in order to highlight buttons and other elements in the menus.
We also took care of the topic steering, the first bugs with some steering wheels and the changed pedals have been fixed and the shuttle mode should now also work with a steering wheel, which many of you have requested. A further goal is to divide the steering, for example in “general”, “on foot”, “vehicle”, etc. It should then also be possible to assign a key for different situations. Subsequently we will have a look at the topic headtracking.
Please check out all the changes, bug fixes and news in our changelog, as always.
Unfortunately we had to postpone the answering of the community questions (Q&A) a little bit, but the answers will follow soon.
With the update 0.1.3.0 you can use the new worker system and new machines.
The new worker system now also takes the headland into account, so that most of the turning maneuvers can be performed without leaving the field. We also strongly improved the savegame support for the worker.
If there are no big problems with the new employee, we will subsequently address the topic of multiplayer! At the same time we are working on the gameplay, the physics, the controls and new content for the combine update and the following grassland update.
Did you buy Cattle and Crops on Steam? Then you can now register at the CnC forum with your Steam key:
https://www.cattleandcrops.com/users/auth/steam
We have received new backup in the forum and would like to welcome the new moderators Jeytav, DannyA4, Fck54, Florian1986, JP86 and Buttermaker.
We have created an archive for the bugreports in the forum, all “finished” topics are being closed and moved there for a better overview.
We hope you have fun and wish you a nice weekend!
The MBB team
All changes, bug fixes and news you can check out in the changelog as always.
Changelog:
With update 0.1.2.1, the errors of guiding lines within missions have been corrected. We also fixed some problems with the sample mods, they can now be opened in the editor without display errors.
We’re already working on update 0.1.3.0. It contains new features like for example the promised headland worker. The whole thing is being tested internally at the moment and we hope to release it in the course of next week.
With update 0.1.2.0 we have added new story missions for the second season, fixed some reported bugs and added some new features. For example, you can now see the assignment of keys ingame.
We have created a new section in or “Bugreports & Feedback” forum for “save games”. It would be very helpful if you could provide us with your defective save games. Please check the following link to see how to proceed: http://forum.cattleandcrops.com/thread/2076-defective-save-games/
All changes, bug fixes and new features you can check out in our changelog as always.
Changelog:
Hello community,
as promised we answer more of your questions today. We often get asked, when or if certain functions/features are planned. Unfortunately we can’t give you exact dates for that, but in the future we can give you information about certain features, e.g. if they are planned or not.
Please post your questions in this specially opened thread in the forum:
http://forum.cattleandcrops.com/thread/2026-your-questions-2/
Regards, the MBB team
With this hotfix update v0.1.1.1 you can start CnC with a connected Steam controller now. The control options can be correctly mapped now, problems occurred when opening the menu via the character view.
The worker now uses the horn and drives away animals that are in his way!
You can save inside of missions now, without problems after the loading. Please create a backup of your profile folder or use another save slot first. In a few weeks, we will enhance the savegame system with a backup and autosave feature to make testing a bit easier for all of us.
To all modders: We have released the first sample machines, more will follow as we go along. You can find the sample mods at https://cnc.modhoster.de/.
Have fun testing!
All changes, bug fixes and new features you can check out in our changelog as always.
Changelog:
Today is the day! As of now, the Early Access version v0.1.1.0 of Cattle and Crops is available on Steam.
We want to say a big thank you to everyone who has supported us until now. Another thank you goes to our community from the forum! Through your feedback, bugreports and suggestions we could constantly improve the fundamentals of Cattle and Crops in order to have a solid basis for the Steam release.
If you like the project, please help us to spread the word about Cattle and Crops. Inform your fellow gamers, friends and Let’s Players, who might not know it yet. We would also be delighted, if you could leave a review on Steam.
After we could successfully complete the Steam Greenlight Campaign with your help, the big day has come where Cattle and Crops is officially admitted in the Steam shop.
Cattle and Crops will presumably be available on Steam mid-February.
Put CnC on your wishlist and tell your friends! We see you on the field!
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