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Why is soil compaction only bad? #31

@DarcReaver

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@DarcReaver

Hello,

I just wanted to point something out/start a discussion about the game mechanics:
Note that this is not meant as direct criticism, it's more about starting a discussion for possible improvements. I really love the idea behind this - to make soil working more interesting and unique.

One thing I'd like to point out first is:

Soil compaction isn't bad in general. To prepare the soil for seeding it's important to compact the top soil. Plants require a certain soil humidity - and compacting the top soil, with a packer roller for example, helps the soil to keep water for the plants to grow. Without proper compacting before seeding it's significantly harder for plants to start growing. And its much harder to keep fertilizer/nutrients in the ground.

Also, uncompacted soil can be washed away easily by stronger showers of rain. Which is problematic of course.

On the other hand, sub soil compaction doesn't really affect yields in a direct manner (but it's still bad of course). Because it keeps water from oozing, which leaves fields as mud holes that do not dry properly and keep plans from growing. This ultimately leads to problems with cultivating the field - more slipping for tractors and harvesters etc. - and of course this lowers the soil quality/yields in the long run.

To simulate this, the mechanics of this mod would need to be tweaked slightly:

  • compaction of soil affects ground humidity (higher compaction = more water on the field)
  • when above a certain level of compaction the fertilizer disappears from the field/yield is reduced (due to plants dying from being in mud/water all the time.
    (- Maybe it's possible to make yield dependant on the total soil humidity? so between 10-20% humidity you get reduced yields due to dryness, 30-60% "good-perfect" yield and 60-100% = reduced yield by ~30%)
  • ploughing/deep soil cultivation always resets compaction to 0
  • soil compaction level 0 automatically removes all kinds of fertilizers (erosion of non-compacted top soil) over time, similar to how slurry vanishes when not worked into the ground
    edit: if it's technically possible it would be cool to make this feature dependant on weather - if there is a longer shower of rain coming, the fertilizer levels are washed out. Like every 1 hour of rain removes 1 layer of fertilizer when the soil is not compacted at least once. And when the ground is heavily compacted the rain also removes fertilizer levels, too.
  • soil compaction level 1 enables the ground to keep fertilizer levels
  • catch crops could put the soil into "optimal" region, adding humidity and a fertilizer level and remove deep soil compaction
  • To make the system more flexible 2 or 3 additional compaction levels (at least if technically possible)
  • edit2: after playing a bit more, it would be sweet to add support for a "wetness" layer for soil, that puts a "mud" texture onto the ground. With a wetness of like 100% you'd get mud textures all over the field, that "dries" over time. This would allow players to easily see if a field is ready to be ploughed/cultivated or not, and also give proper response to slipping issues etc. Right now it's really hard to understand why a tractor is slipping on the field, because it looks the same - no matter if it's wet or not. Simply because there is no optical indicator on the ground humidity.

Just my thoughts so far. Please feel free to share your opinions with me :)

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