https://github.com/thecodingdad-tisonk/fs25_soilfertilizer
Realistic soil nutrient management for Farming Simulator 25. Track N/P/K, pH, and organic matter per field โ with crop-specific depletion, fertilizer replenishment, weather effects, and seasonal cycles.
https://github.com/thecodingdad-tisonk/fs25_soilfertilizer
agriculture farming-simulator farming-simulator-25 fertilizer fs25 fs25-mod game-mod giants-engine lua modding nutrients simulation soil
Last synced: 14 days ago
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Realistic soil nutrient management for Farming Simulator 25. Track N/P/K, pH, and organic matter per field โ with crop-specific depletion, fertilizer replenishment, weather effects, and seasonal cycles.
- Host: GitHub
- URL: https://github.com/thecodingdad-tisonk/fs25_soilfertilizer
- Owner: TheCodingDad-TisonK
- License: other
- Created: 2026-02-01T00:47:29.000Z (4 months ago)
- Default Branch: main
- Last Pushed: 2026-05-23T09:05:22.000Z (20 days ago)
- Last Synced: 2026-05-23T10:37:30.242Z (20 days ago)
- Topics: agriculture, farming-simulator, farming-simulator-25, fertilizer, fs25, fs25-mod, game-mod, giants-engine, lua, modding, nutrients, simulation, soil
- Language: Lua
- Homepage: https://discord.gg/8FcgxwJ3dM
- Size: 474 MB
- Stars: 64
- Watchers: 10
- Forks: 10
- Open Issues: 3
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- Contributing: CONTRIBUTING.md
- License: LICENSE
Awesome Lists containing this project
README
# ๐พ FS25 Soil & Fertilizer
### *Realistic Nutrient Management*
[](https://github.com/TheCodingDad-TisonK/FS25_SoilFertilizer/releases)
[](https://github.com/TheCodingDad-TisonK/FS25_SoilFertilizer/releases/latest)
[](https://creativecommons.org/licenses/by-nc-nd/4.0/)
> *"Applied liquid fertilizer three seasons straight because the yield looked fine. Then I checked the pH โ it was sitting at 5.4. The nutrients I'd been pouring in couldn't even be absorbed. One application of lime later and the next harvest told the whole story."*
**In base FS25, every field is born equal and stays that way forever. This mod remembers.**
Each field builds its own history. Nitrogen drops after a heavy wheat crop. Rain washes potassium out of sandy ground. Fallow fields slowly breathe back to life. The numbers you see in the HUD aren't arbitrary โ they're the consequence of every harvest, every storm, and every bag of fertilizer you did or didn't apply.
`Singleplayer` โข `Multiplayer (server-authoritative)` โข `Persistent saves` โข `26 languages`
> [!TIP]
> Want to be part of our community? Share tips, report issues, and chat with other farmers on the **[FS25 Modding Community Discord](https://discord.gg/Th2pnq36)**!
---
## ๐ What's New in v2.2.3.x
### Smart Sensor System
A new in-vehicle panel appears when you're in a VWW-capable sprayer. It shows pest, disease, and nutrient sensor states for each boom section โ and **blocks spraying on sections where no active need is detected**. Each sensor type (pest / disease / nutrient) has its own toggle via keybinds (Alt+1/2/3 by default, rebindable). Enable in **Settings โ Admin โ Smart Systems**.
### See & Spray System
A second vehicle panel shows live per-cell pressure readings at the sprayer's current position โ coloured bars that tell you in real time which sections of the boom are over cells that actually need treatment. Toggles per type via Alt+4/5/6.
### Variable Rate Application
A third vehicle panel shows per-section rate bars (green โ yellow โ red) and **automatically adjusts boom output rate** based on the soil deficit for the currently loaded product. Sections over well-stocked soil spray less; sections over depleted soil spray more. Toggle via Alt+7.
### Free Panel Layout
Enable **Free Panel Layout** in Settings โ Display โ Position to unlock independent positioning for all three smart system panels. Enter Shift+H edit mode and drag each panel to wherever you want it. Press **[โ]** in any panel's title bar to collapse it to just the title bar โ state is saved to `hud.xml` and restored on load.
### v2.2.3.2 โ Hotfix
- System panels now collapse cleanly โ stacked panels below no longer overlap when a panel above them is collapsed
- System panels now hide when the main HUD is toggled off with the H key
- Third-party fertilizers registered in the `fertilizer` fill category by map mods (e.g. POLIFOSKA on Etruria) now load into and refill from spreaders correctly
### v2.2.3.1 โ Hotfix
- Fixed `sensorPanel` naming mismatch that prevented Smart Sensor panel from being dragged independently
- Admin page Smart Systems / Vehicle Tools nav buttons moved to the top โ they were previously cut off below the visible area
- Disabled system panels now correctly contribute 0 height to stacked layout (no gaps)
- System panels are now visible and draggable in Shift+H edit mode even without being in a sprayer
- System panels are now correctly hidden when the SF settings panel (Shift+O) is open
---
## โจ Features
### ๐งช Per-Field Soil Chemistry
Five values tracked independently for every field on the map:
| | Nutrient | Role | Depleted By |
|---|---|---|---|
| ๐ข | **Nitrogen (N)** | Growth and leaf mass | Harvest, rain leaching, fall season |
| ๐ต | **Phosphorus (P)** | Root development and energy | Harvest |
| ๐ก | **Potassium (K)** | Water regulation and yield quality | Harvest, rain leaching |
| ๐ค | **Organic Matter (OM)** | Soil structure and nutrient buffering | Builds slowly via manure and plowing |
| โ๏ธ | **pH** | Unlocks nutrient availability | Rain acidification โ raised by lime and plowing |
All five values persist in your save. A field that's been growing canola for three seasons without lime will feel different from one you've been managing carefully.
### ๐พ Crop-Specific Extraction
Different crops take different amounts from your soil. Push the same field too hard and it shows.
| Crop | N drain | P drain | K drain | Notes |
|---|---|---|---|---|
| ๐ฅ Potato | โโโโโ | โโโโ | โโโโโ | Extreme K demand โ must rotate |
| ๐ฃ Sugar Beet | โโโโโ | โโโโโ | โโโโโ | Heaviest K of any crop |
| ๐ป Sunflower | โโโโโ | โโโโโ | โโโโโ | Moderate-high all round |
| ๐ผ Canola | โโโโโ | โโโโโ | โโโโโ | High N demand, oilseed crop |
| ๐ซ Soybean | โโโโโ | โโโโโ | โโโโโ | Highest N โ partial fixation assumed |
| ๐ฝ Maize | โโโโโ | โโโโโ | โโโโโ | Large biomass, needs N and K |
| ๐พ Wheat | โโโโโ | โโโโโ | โโโโโ | Moderate โ manageable with rotation |
| ๐พ Barley / Oats / Rye | โโโโโ | โโโโโ | โโโโโ | Light feeders, good rotation crops |
| ๐ซ Peas / Beans | โโโโโ | โโโโโ | โโโโโ | Legumes โ still need balanced soil |
### ๐ Crop Rotation
The mod tracks the last **3 harvested crops** per field and actively rewards good rotation practice โ and penalises lazy mono-cropping.
| Situation | Effect |
|---|---|
| **Legume โ Non-legume** (soybean, peas, or beans last season) | +0.5 N/day for the first 3 days of spring โ nitrogen fixation carry-over |
| **Same crop two seasons running** | ร1.15 extraction multiplier on that harvest โ 15% extra depletion across N, P, and K |
| **Healthy alternation** | No modifier in either direction |
The Soil Report now shows your rotation status per field alongside the nutrient recommendations: *Rotation Bonus*, *Fatigue: Same Crop*, or *Rotation: OK*. History is saved with your savegame and synced in multiplayer. Can be toggled off in settings.
### ๐ Field Health System
Three pressure scores (0โ100) track threats to each field independently. Left unchecked they reduce your actual harvest yield โ fewer liters in the combine hopper, less money at the sell point. Treat them with the right product and the pressure drops within a few days.
| Pressure | Source | Treatment | Resets naturally | Max penalty |
|----------|--------|-----------|-----------------|-------------|
| ๐ฟ **Weed** | Grows daily โ peaks without tillage | `HERBICIDE` spray | Any tillage / plowing | โ30% |
| ๐ **Pest** | Insects โ peaks in summer | `INSECTICIDE` spray | Harvest disperses population | โ30% |
| ๐ **Disease** | Fungal โ driven by rain | `FUNGICIDE` spray | 3+ dry days cause natural decay | โ25% |
All three are visible in the HUD and the full Soil Report. Each can be toggled off in settings.
### ๐ Fertilizer Types
25+ products tracked, each with a different nutrient job.
**Base game (always available):**
| Fertilizer | N | P | K | Organic Matter | Notes |
|---|---|---|---|---|---|
| **Liquid Fertilizer** | โโโโโ | โโโโโ | โโโโโ | โ | Fast-acting, balanced NPK |
| **Solid Fertilizer** | โโโโโ | โโโโโ | โโโโโ | โ | Higher N/P, granular |
| **Manure** | โโโโโ | โโโโโ | โโโโโ | โ | Slow-release, builds OM over time |
| **Slurry** | โโโโโ | โโโโโ | โโโโโ | โ | Liquid organic, K-dominant (real N:P:K ratio) |
| **Digestate** | โโโโโ | โโโโโ | โโโโโ | โ | Biogas byproduct, higher N availability than raw manure |
| **Lime** | โ | โ | โ | โ | Only raises pH โ but nothing else works properly without it |
**Custom liquid fertilizers (purchasable IBC liquid tanks in shop):**
| Product | Type | Primary benefit |
|---|---|---|
| UAN-32 / UAN-28 | Liquid nitrogen | Highest N/L of liquid sources |
| Anhydrous Ammonia | Liquid nitrogen | Maximum N concentration |
| Starter 10-34-0 | Liquid P | In-furrow high-P starter |
| Liquid Urea | Liquid N | Dissolved urea for sprayer application |
| Liquid AMS | Liquid N | Liquid ammonium sulphate |
| Liquid MAP | Liquid P+N | High-P liquid blend |
| Liquid DAP | Liquid P+N | Liquid DAP equivalent |
| Liquid Potash | Liquid K | Dissolved potassium for sprayers |
| Insecticide | Liquid | Pest pressure treatment (sprayer) |
| Fungicide | Liquid | Disease pressure treatment (sprayer) |
| Liquid Lime | Liquid pH agent | Raises pH via sprayer โ alternative to dry lime |
**Custom dry/solid fertilizers (purchasable big bags in shop):**
| Product | Type | Primary benefit |
|---|---|---|
| Urea / AMS | Dry nitrogen | Standard granular N sources |
| MAP / DAP | Dry P+N | Phosphorus-focused blends |
| Potash | Dry K | Pure potassium supplement |
| Gypsum | Dry amendment | Lowers pH and improves soil structure |
| Compost | Organic amendment | Best OM builder per application |
| Biosolids | Organic fertilizer | Municipal organic N+P amendment |
| Chicken Manure | Organic fertilizer | Concentrated N+P poultry litter |
| Pelletized Manure | Organic fertilizer | Dense balanced NPK+OM โ highest analysis |
**Organic / soil amendments (nutrient profiles):**
| Product | Application | N | P | K | OM | Notes |
|---|---|---|---|---|---|---|
| **Compost** | Spreader | Low | Low | Low | โโโโโ | Best OM builder per litre |
| **Biosolids** | Spreader | โโโโโ | โโโโโ | Low | โ | Municipal organic amendment |
| **Chicken Manure** | Spreader | โโโโโ | โโโโโ | โโโโโ | โ | Concentrated poultry litter |
| **Pelletized Manure** | Spreader | โโโโโ | โโโโโ | โโโโโ | โ | Dense balanced organic NPK |
| **Gypsum** | Spreader | โ | โ | โ | Low | Lowers pH, minor OM gain |
| **Liquid Lime** | Sprayer | โ | โ | โ | โ | Raises pH via sprayer equipment |
> [!NOTE]
> Organic matter builds slowly โ it takes many seasons to accumulate meaningfully. Soil with high OM buffers pH swings and slows nutrient loss from rain.
### ๐ Soil Compaction
Heavy vehicles compact the soil they drive over. Compaction is tracked per field (0โ100%) and
gradually reduces how effectively the field can absorb nutrients.
| Threshold | Vehicle weight | Effect |
|---|---|---|
| **Compaction hit** | โฅ 8 t total (tractor + implement) | +2% compaction per day (once per game day) |
| **Subsoiler pass** | Any cultivator with `isSubsoiler = true` | โ15% compaction per pass |
| **Natural decay** | Automatically | โ0.5% per game day |
At maximum compaction (100%), the field's nutrient extraction penalty reaches **20%** โ compacted
soil binds nutrients and reduces their availability to crops.
The HUD shows compaction as a colour-coded row (green < 20%, amber 20โ60%, red > 60%). It also
appears as **overlay layer 10** on the in-game map. Compaction is saved to `soilData.xml` and
synced to all clients in multiplayer. Toggle it in settings if you prefer to skip this mechanic.
### ๐ Coverage Tracking
The sprayer now tracks which individual soil cells have been covered in an application pass.
Coverage fraction is shown live in the HUD as `Coverage: X% / 70% min`. The fully-treated
field notification is gated on achieving **70% minimum coverage** โ a single-pass clip across
a field corner no longer triggers a false "field treated" popup.
### ๐ฆ๏ธ Environmental Effects
The mod isn't just about what you put in โ it's about what the world takes out.
| Effect | What happens |
|---|---|
| ๐ง๏ธ **Rain leaching** | Nitrogen and potassium wash out during heavy rain. Phosphorus binds tightly and barely moves. |
| ๐ **Fall nitrogen loss** | Biological activity slows in autumn, pulling N levels down naturally. |
| ๐ฑ **Spring nitrogen boost** | Microbial activity picks back up in spring, recovering a small amount of N. |
| ๐ง๏ธ **pH acidification** | Rain is slightly acidic. Ignore liming long enough and your soil will show it. |
| ๐พ **Fallow recovery** | Fields left unplanted for 7+ days slowly recover nutrients on their own. |
| ๐ **Plowing bonus** | Aerates soil, nudging pH toward neutral and boosting organic matter mixing. |
| ๐ฟ **Residue incorporation** | Working post-harvest stubble back into the soil releases a small NPK and OM pulse from decomposing straw. Deeper tillage releases more; direct-drills release the least. |
### ๐ค Smart Precision Systems (VWW sprayer required)
Three in-vehicle overlay panels activate when you enter a Variable Work Width (VWW) capable sprayer. Each appears as a collapsible HUD panel that can be independently repositioned in Free Panel Layout mode.
| System | What it does | Keybind |
|---|---|---|
| **Smart Sensor** | Monitors pest, disease, and nutrient need per section. Blocks spraying on sections with no active need detected. | Alt+1 / Alt+2 / Alt+3 (per type) |
| **See & Spray** | Shows live per-cell pressure for pest, disease, and weed at the sprayer's current position. Colour-coded per section. | Alt+4 / Alt+5 / Alt+6 (per type) |
| **Variable Rate** | Adjusts boom output rate per section based on soil deficits for the loaded product. Green bar = low rate; red bar = high rate. | Alt+7 (on/off) |
All three require a VWW-capable sprayer and must be enabled individually via **Settings โ Admin โ Smart Systems**.
**Free Panel Layout** โ Enable in Settings โ Display โ Position, then use the Shift+H edit mode to drag each panel independently. Press **[โ]** in any panel's title bar to collapse it to the title bar only. Positions and collapse states are saved to `hud.xml`.
### ๐ Soil HUD
A compact overlay shows the current field's soil status while you're working. Colour-coded indicators make problems visible at a glance:
๐ข **Green** โ healthy, no action needed ย |ย ๐ก **Amber** โ getting low, plan ahead ย |ย ๐ด **Red** โ depleted, yield is being reduced
The **yield forecast row** (e.g. `Yield ~-18%`) is not just a warning โ it reflects what the combine will actually collect. N/P/K deficits, weed, pest, and disease pressure all reduce real harvest liters. The HUD percentage is exactly the hit your tank takes.
Additional rows appear contextually: **Coverage** (`Coverage: X% / 70% min`) while a sprayer is active on a field, and **Compaction** (when soil compaction is above 0% and the setting is enabled). Both are colour-coded with the same green/amber/red tiers as nutrients.
Fully customisable: 5 positions, 4 colour themes, 5 transparency levels, 3 font sizes, and a compact mode that shrinks to one line per nutrient. The drag-to-reposition action (`SF_HUD_DRAG`, default: RMB) is now rebindable through the standard FS25 key bindings menu.
### ๐ Full Farm Soil Report
Press **`K`** to open a full farm overview sorted by urgency โ the fields that need the most attention appear at the top. Each row shows N/P/K, pH, OM, weed and pest pressure, and an overall status badge. Click **โบ** on any row to open a field detail view with a complete breakdown, yield forecast, and specific treatment recommendations.
### ๐ฑ Soil PDA Page
Press **`Shift+P`** to open the dedicated Soil & Fertilizer page inside the FS25 in-game menu (PDA). Accessible any time โ on foot, in a vehicle, or while paused.
**Left sidebar** โ live farm-wide snapshot updated each time the page opens:
- Fields tracked and fields owned
- Average N, P, K, pH, and Organic Matter across all your fields
- Weed, Pest, and Disease pressure field counts
- Fields currently below fertilizer threshold
**Two tabs:**
| Tab | What you see |
|---|---|
| **Farm Overview** | Full list of every tracked field โ N%, P%, K%, pH, OM, and an overall status badge. Click any row to open a per-field detail popup |
| **Treatment Plan** | Fields sorted by urgency (worst first) with the primary deficiency or pressure identified. Minor-urgency fields grouped at the bottom |
The interactive **Soil Map overlay** lives in the native PDA Map (ESC โ Map). Use the sidebar to select and cycle overlay layers (Nitrogen, Phosphorus, Potassium, pH, OM, Weed, Pest, Disease) without leaving the game map.
**Field Detail popup** (click any row in Farm Overview or Treatment Plan):
- All five nutrient values with colour-coded Good / Fair / Poor status
- Weed, Pest, and Disease pressure โ asterisk (`*`) shown when a protection product is active
- Last harvested crop and crop rotation status (Legume Bonus / Fatigue / OK)
---
## โ๏ธ Settings
Settings are split across two places.
### ESC โ Settings โ Game Settings โ Soil & Fertilizer
Three core settings live here so you can reach them quickly:
| Setting | Options | What it does |
|---|---|---|
| **Enable mod** | On / Off | Stops all simulation when off |
| **Notifications** | On / Off | Pop-up alerts when fields get critically low |
| **Debug mode** | On / Off | Verbose logging to the game log |
### SHIFT+O โ Full Settings Panel
Press **`Shift+O`** anywhere in-game (on foot or in a vehicle) to open the full settings panel. Settings are organised into three categories. The panel also includes an **Admin** button (previously labelled *Drain Vehicle*) โ pressing it opens a dedicated admin page with all console commands listed and executable as buttons directly in-game:
**๐ฑ Simulation** โ controls the core simulation behaviour
| Setting | Options | What it does |
|---|---|---|
| **Fertility system** | On / Off | Toggles the entire nutrient and pH simulation |
| **Nutrient cycles** | On / Off | Enables crop depletion and natural recovery |
| **Fertilizer costs** | On / Off | Adds running costs to fertilizer application |
| **Seasonal effects** | On / Off | Spring nitrogen boost and fall nitrogen loss |
| **Rain effects** | On / Off | Leaching and pH acidification from rain |
| **Plowing bonus** | On / Off | Whether plowing improves OM and pH |
| **Residue incorporation** | On / Off | Whether tillage tools release nutrients from worked-in straw residue |
| **Weed pressure** | On / Off | Track weed competition per field |
| **Pest pressure** | On / Off | Track insect pest populations per field |
| **Disease pressure** | On / Off | Track crop disease per field |
| **Crop rotation** | On / Off | Enable legume bonus and mono-crop fatigue multiplier |
| **Soil compaction** | On / Off | Heavy vehicles (โฅ 8 t) compact soil, reducing nutrient availability |
| **Imperial units** | On / Off | Sprayer rates in gal/ac and lb/ac instead of L/ha and kg/ha |
| **Difficulty** | Simple / Realistic / Hardcore | Scales depletion rate โ 0.7ร / 1ร / 1.5ร |
**๐ฅ๏ธ Display / HUD** โ controls what you see on screen
| Setting | Options | What it does |
|---|---|---|
| **HUD enabled** | On / Off | Show or hide the soil overlay |
| **HUD position** | 6 options | Top-right, top-left, bottom-right, bottom-left, centre-right, or custom |
| **HUD colour theme** | 4 themes | Green / Blue / Amber / Mono |
| **HUD transparency** | Clear โ Solid | 5 opacity levels |
| **HUD font size** | Small / Medium / Large | Scales all HUD text |
| **Auto rate control** | On / Off | Sprayer rate auto-adjusts toward the target rate for the current product |
**๐บ๏ธ Map** โ controls the PDA map overlay
| Setting | Options | What it does |
|---|---|---|
| **Active map layer** | Off / N / P / K / pH / OM / Urgency / Weed / Pest / Disease / Compaction | Nutrient layer shown on the PDA map |
| **Overlay density** | Low / Medium / High | Number of data points rendered on the map overlay โ Low (8k), Medium (20k), High (40k). Reduce if the map causes frame drops |
> [!NOTE]
> In multiplayer, settings are **server-authoritative** โ the host's settings are pushed to all clients on join. Non-admin clients can see but not change server settings. HUD display preferences are always local and can be changed by any player.
---
## ๐ฅ๏ธ Console Commands
Open the developer console with **`~`** and type `soilfertility` for the full list, or press **`Shift+O`** โ **Admin** to access all commands as buttons directly in-game.
| Command | Arguments | Description |
|---|---|---|
| `SoilEnable` / `SoilDisable` | โ | Toggle the mod on or off |
| `SoilSetDifficulty` | `1` `2` `3` | Simple / Realistic / Hardcore |
| `SoilSetFertility` | `true` / `false` | Toggle fertility simulation |
| `SoilSetNutrients` | `true` / `false` | Toggle nutrient cycles |
| `SoilSetFertilizerCosts` | `true` / `false` | Toggle fertilizer costs |
| `SoilSetNotifications` | `true` / `false` | Toggle alert popups |
| `SoilSetSeasonalEffects` | `true` / `false` | Toggle seasonal N changes |
| `SoilSetRainEffects` | `true` / `false` | Toggle rain leaching and acidification |
| `SoilSetPlowingBonus` | `true` / `false` | Toggle plowing OM/pH bonus |
| `SoilDrainVehicle` | โ | Drain custom fill types from vehicle + implements (50% refund) |
| `SoilFieldInfo` | `` | Detailed soil readout for one field |
| `SoilFieldForecast` | `` | Yield forecast and treatment recommendations for one field |
| `SoilListFields` | โ | List all tracked fields with current soil values |
| `SoilShowSettings` | โ | Print current settings to log |
| `SoilResetSettings` | โ | Reset everything to defaults |
| `SoilSaveData` | โ | Force-save soil state now |
| `SoilDebug` | โ | Toggle verbose debug logging |
---
## ๐ Mod Integrations
All integrations are detected automatically at runtime and fail gracefully if the mod isn't installed.
| Mod | Behaviour |
|---|---|
| **FS25_SeasonalCropStress** | Soil pH and organic matter influence evapotranspiration rates per field. |
| **FS25_NPCFavor** | NPC neighbour favour quests can reference your fields' soil state. |
| **FS25_MoistureSystem** | Compatible โ both mods use independent hooks. No conflicts. |
---
## ๐ ๏ธ Installation
**1. Download** `FS25_SoilFertilizer.zip` from the [latest release](https://github.com/TheCodingDad-TisonK/FS25_SoilFertilizer/releases/latest).
**2. Copy** the ZIP (do not extract) to your mods folder:
| Platform | Path |
|---|---|
| ๐ช Windows | `%USERPROFILE%\Documents\My Games\FarmingSimulator2025\mods\` |
| ๐ macOS | `~/Library/Application Support/FarmingSimulator2025/mods/` |
**3. Enable** *Realistic Soil & Fertilizer* in the in-game mod manager.
**4. Load** any career save โ soil data initialises automatically on first load.
---
## ๐ฎ Quick Start
```
1. Load your farm โ the soil HUD appears in the top-right corner
2. Drive to any field โ nutrient values update as you move
3. Amber or red values โ that field needs fertilizer or lime
4. Apply lime first โ it unlocks the full value of everything else
5. Apply fertilizer โ watch N/P/K climb in real time
6. Press K โ open the full farm soil report sorted by urgency
7. Press Shift+O โ open the full settings panel to tune the simulation
8. Let a field go fallow for a season โ it slowly recovers on its own
9. At harvest โ healthy soil means the full yield you worked for
```
> [!TIP]
> Fields start slightly acidic and with moderate nutrients โ matching the base game's starting state. Lime first, then fertilize. Nutrients in acidic soil have reduced availability no matter how much product you apply.
---
## โ ๏ธ Known Limitations
| Issue | Details |
|---|---|
| ๐ฑ **Base game lime indicator** | The base game's "needs liming" flag is a separate system from our pH tracking. Both update when you apply lime through the sprayer, but the indicators can show different states until the field is treated. Workaround: disable the base game's liming requirement in **Settings โ Farming โ Liming** to rely solely on our HUD. |
| ๐ **Multiplayer** | Soil simulation runs on the server only. Clients receive synced state on join and after each harvest or fertiliser event. |
| โ ๏ธ **Section Control** | Section-based nutrient credit scaling works correctly. When outer boom sections are shut off at field boundaries, nutrient credit scales to the active fraction. |
---
## ๐ค Contributing
Found a bug? [Open an issue](https://github.com/TheCodingDad-TisonK/FS25_SoilFertilizer/issues/new/choose) โ the template will walk you through what to include.
Want to contribute code? PRs are welcome on the `development` branch. See `CLAUDE.md` in the repo root for architecture notes and naming conventions.
---
## ๐ License
This mod is licensed under **[CC BY-NC-ND 4.0](https://creativecommons.org/licenses/by-nc-nd/4.0/)**.
You may share it in its original form with attribution. You may not sell it, modify and redistribute it, or reupload it under a different name or authorship. Contributions via pull request are explicitly permitted and encouraged.
**Author:** TisonK ย ยทย **Version:** 2.2.3.6
ยฉ 2026 TisonK โ See [LICENSE](LICENSE) for full terms.
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*Farming Simulator 25 is published by GIANTS Software. This is an independent fan creation, not affiliated with or endorsed by GIANTS Software.*
*Your soil remembers everything.* ๐ฑ