Grass Grow Again When You Delete a Building in Farming Simulator 17

The in-game icon for Grass.

The in-game icon for Loose Grass.

Grass is a blazon of Crop in Farming Simulator 19. It is a unique crop that requires multiple unique (but oftentimes cheap) machinery to grow and harvest. The end product, Loose Grass, is plentiful but extremely inexpensive. It is primarily useful in Animal Husbandry.

Grass grows by default on most of the map, betwixt fields. It can too be sown on actual fields using a Seeder, or even with a few models of Cultivators and Weeders. Information technology takes only 300 liters of Seeds to sow a hectare of field with Grass.

Grass grows l% more than slowly than basic crops similar Wheat, just it skips ii growth stages entirely to reach maturity almost 3 times as quickly. It ignores the "Needs Plowing" country, the "Needs Lime" state, and does non grow whatever Weeds. After each harvest, grass automatically resets to the beginning growth stage without the need for sowing. Information technology also retains 50% Fertilization afterwards the harvest.

Grass is harvested with a special automobile chosen a Mower. An unfertilized hectare of Grass produces 43,700 liters of Loose Grass, which is normally left on the field. It can and so be Windrowed and collected using a Loading Wagon. It can likewise exist Baled or picked upwardly by a Loader, and can even exist automatically harvested into a Tipper using a properly-equipped Forage Harvester.

In its bones class, Loose Grass is the cheapest of all crops, sold at the Barn for an average of just $81 per 1,000 liters. All the same, information technology can be fed to Sheep for maximum Productivity, or to Cows for minimum Productivity.

Instead, Grass can exist candy immediately with a Tedder to plow it into Hay, which is slightly more assisting and much more effective as Moo-cow feed. Hay is likewise a principal component of Total Mixed Ration, which is the best possible food for Cows.

Finally, Bales of Grass can be wrapped in order to create a modest amount of Silage, increasing their value several times over. Silage is also a primary component in Total Mixed Ration. All the same, the work of baling and wrapping Grass is non trivial, and is the least-efficient way to obtain big quantities of Silage.

Contents

  • 1 Meadows
    • 1.i Creating Meadows
  • 2 Sowing
  • 3 Growth
  • four Mowing
  • 5 Windrowing
  • vi Collecting
    • 6.1 Loading Wagons
    • 6.2 Forage Harvesters
    • 6.3 Storing Loose Grass
  • 7 Baling
    • 7.1 Wrapping
    • seven.ii Storing Grass Bales
  • eight Tedding
  • 9 Feeding
    • 9.1 Sheep
    • ix.2 Cows
  • 10 Selling
    • 10.1 Profit Analysis

Meadows [ ]

The about plentiful source of Grass is chosen "Meadows". Meadows are big areas of grass growing wild on practically any function of the map that isn't a field, road, building, or dirt. At the start of the game, almost 80-ninety% of the map should be covered in grass.

Meadows can be harvested merely like field-grown Grass (see below), and then long as you lot own the Parcel. You may non harvest Grass growing on non-owned Parcels.

Harvesting from Meadows is more than difficult due to the inability to use Hired Workers. Information technology is as well impossible to Fertilize a meadow, resulting in less potential yield per hectare than field-grown Grass.

Creating Meadows [ ]

You may plow most land into a Meadow by Landscaping information technology, using the "Paint Terrain" tool to place downwards one of the textures that includes grass.

Painting grass this way incurs a small cost for each foursquare meter you paint, just y'all do not need to spend any money sowing grass on the painted area.

Painting grass on a field will erase that particular function of the field. This is a much quicker and more accurate alternative to using Rollers (which are much more hard to utilise in this game). Note that Rollers do not automatically plant a meadow, either, making the Landscaping pick much more preferable.

The grass on a Painted Meadow starts at Growth Phase 1, just like sowed grass.

Sowing [ ]

Grass can exist sown in an organized manner on whatsoever existing field. This tin be done with whatever of the Seeders available in the base of operations game, but not with any Planters. There are also several models of Cultivators and Weeders that can sow Grass.

Each hectare of Grass sown requires approximately 300 liters of seeds. This is significantly less than almost other crops. Note that in one case a field has been sown with Grass, it no longer needs to exist sown after each harvest.

In that location is no need to Plow, Lime or Weed a field prior to sowing it with Grass, since Grass completely ignores all of these Soil Composition states. Nevertheless, it is still a good thought to Fertilizer the field later sowing, as it will increase the yield during the side by side harvest.

Sowing Grass on a field has 2 important advantages over simply using existing Meadows:

  1. Hired Workers can be used to Mow a field of Grass, every bit well equally perform some (but not all) of the follow-up jobs such equally Windrowing.
  2. Fields of Grass tin be Fertilized, whereas Meadows cannot. This can potentially double the Grass yield during the harvest.

Growth [ ]

Once Grass has been sown, or a new Meadow created, information technology immediately begins growing.

At "Normal" ingather growth speed the first growth stage will exist reached afterward 10 hours - about 50% longer than most other crops. All the same, afterward only ten more than hours the Grass will have reached its Harvestable phase - much faster than any other crop.

Grass but has one Harvest stage, and never advances past it. It never withers, even if the "Institute withering" option is turned on.

Grass resumes growing immediately after beingness mowed, and volition take the aforementioned corporeality of fourth dimension to reach the Harvest stage again.

Mowing [ ]

"Mowing" is the act of cutting Grass and turning it into Loose Grass - the Fabric grade that tin can be manipulated and carried every bit cargo.

Mowing Grass can only be performed with a Mower - special machinery designed for this item purpose. At that place are several models of Mower Implements in the base game, too every bit one cocky-propelled (Vehicle) Mower. The process and end upshot is identical in both cases.

An unfertilized hectare of Grass should yield approximately 43,700 liters of Loose Grass. Fertilizing to 100% should yield double this amount, approximately 87,400 liters. This is just possible when the Grass is growing on a field, every bit Meadow grass may not exist fertilized. Note that Grass does not benefit from Lime, and will never grow Weeds or require Plowing, so these effects practise non change the yield of Grass in any way.

Unlike with normal Harvesters, a Mower does non collect the Loose Grass created during the cutting process; Instead it leaves the Loose Grass in Heaps spread out across the entire Working Width of the Mower's cutting heads. This is essentially a "blanket" of Loose Grass that is hard to pick upwardly. For this reason, Windowers are typically used to accommodate the grass into long Heaps that are very easy to collect.

Mowing does not kill or remove Grass. Instead, whatsoever piece of land that is mowed will immediately render to the showtime stage of growth. Therefore, so long as y'all practice not supervene upon the Grass with another ingather, yous volition never need to re-sow information technology.

Annotation: If the Grass is fertilized, mowing it will reset the fertilization to l%. You lot tin can immediately spray the field once more to regain 100% fertilization.

Windrowing [ ]

Main article: Windrowers (Farming Simulator 19)

During Mowing, each mower caput spreads its Loose Grass on the ground in a wide, shallow Heap. Multiple cutting heads exit multiple heaps, resulting in a very wide blanket of Loose Grass on the ground behind the mower vehicle. This blanket would take a very long fourth dimension to pick up with whatsoever machinery.

Instead, you tin can use a Windrower to sort the Loose Grass into neat long lines, with each line containing all of the collected Loose Grass from a very wide surface area around it. Each line can then be picked up easily with any choice-up machinery, such equally a Loading Wagon.

Note: If you intend to plow Grass into Hay, wait until that job is washed earlier Windrowing.

Collecting [ ]

Subsequently Windrowing the product, Loose Grass tin can be picked upwards in loose form with ane of 2 different types of machines: Loading Wagons or Provender Harvesters. Each method has its own advantages and disadvantages.

Loading Wagons [ ]

Main commodity: Loading Wagons (Farming Simulator 19)

A Loading Wagon is a type of Container with a relatively large capacity that can pick up its own cargo from Heaps on the basis. When towed backside a vehicle and activated, it will automatically pick up any cargo it can carry.

To pick up Loose Grass, actuate FS17 KeyboardButton.png Turn On Auto Default Buttons: 30?cb=20170827234847 B 30?cb=20170827234910 ?? 30?cb=20170828002413 ?? and lower FS17 KeyboardButton.png Lower Automobile Default Buttons: 30?cb=20170827234847 V 30?cb=20170827234910 ?? 30?cb=20170828002413 ?? the pick-up header of your Loading Wagon and bulldoze information technology over each private windrow. The machine will stop automatically once it'south full, then there is no danger of losing whatsoever of the grass.

The Loading Wagon is significantly cheaper than any Forage Harvester, but has a slightly narrower working width. It is the about efficient fashion to collect Loose Grass, in nigh circumstances.

Forage Harvesters [ ]

Primary article: Pickup Headers (Farming Simulator 19)

Alternatively, you can employ a Forage Harvester equipped with a Pickup Header to collect Loose Grass from the basis. This has a similar issue to a Loading Wagon, merely with a few key differences.

The Forage Harvester has no internal storage, and must constantly empty itself into a nearby Loading Wagon or Tipper that is capable of collecting of Grass. This has to happen continuously; If the Forage Harvester cannot discover a valid container to empty itself into, it will non collect whatsoever Loose Grass.

Forage Harvesters are much more than expensive than Loading Wagons, but their primary advantage is in Multiplayer manner when multiple tractors or other vehicles can tow tippers into range of the harvester and then that it never has to stop during the work. Each time a container is total, the Forage Harvester tin can switch to another tipper almost instantly, as the tractor towing the total container drives away to unload.

Other than this, the available Pickup Header models are roughly 25% wider than whatsoever Loading Carriage model in the base of operations game, making information technology easier to avert missing $.25 of Loose Grass on the ground.

Storing Loose Grass [ ]

Loose Grass cannot be stored in a Silo or Hay Loft. Therefore, the only two ways to store loose Grass is either inside a Container (which makes that container unavailable for other jobs) or in a Heap (which takes up lots of space).

These storage issues are i reason why it may be better to collect Grass in Bale course (see next chapter), or to turn it into Hay (encounter below). Both those options take more work merely make the product easier to store.

Baling [ ]

Main article: Balers (Farming Simulator 19)

Instead of picking up Loose Grass in its loose class, it may be ameliorate to turn information technology into Bales. This can be done at any point after mowing, or even subsequently the grass has been collected, but it is generally easiest to bale grass right after it is Windrowed (run into higher up).

Balers pack the loose grass into Bale form - either Square Bales or Round Bales depending on the automobile. Each bale contains up to 4,000 liters of Grass, and is a solid object that can be pushed, lifted, or carried as a single unit. Bales never disintegrate dorsum into Loose Grass unless you intend them to. They can be used the aforementioned as Loose Grass in all circumstances.

The bales can then be picked upwards hands by a Bale Collector, or loaded onto a Bale Trailer for transportation. Bale Collectors are generally preferable (though more expensive), as explained below.

Wrapping [ ]

Master article: Bale Wrappers (Farming Simulator 19)

At any fourth dimension, you may apply a Bale Wrapper to turn your Grass bales into Silage bales. A Bale Wrapper grabs a nearby bale automatically, and takes several seconds to wrap information technology in plastic. As before long as the process is complete, the contents of the bale volition instantly turn into an equivalent quantity of Silage.

Different Bale Wrapper models can handle unlike bale shapes, then it is important to buy a Wrapper that matches your Baler.

Once the bale has been turned into Silage, its value volition have increased several times over. It can at present besides be used to create Total Mixed Ration, a super-nutrient for Cows that maximizes their Productivity and convenance rate.

Storing Grass Bales [ ]

Bales are much easier to shop than Loose Grass, as they take significantly less infinite. Furthermore, Bale Collectors can automatically stack multiple bales at the storage area, making a neat stack that takes up very little space relative to the corporeality of Grass it contains.

Though bales tin be used instead of Loose Grass in practically all circumstances, you may occasionally want to turn a Bale dorsum into Loose Grass, e.g. if y'all all of a sudden need to turn it into Hay with a Tedder. This can be accomplished by loading the bale into a Mixer Wagon and hit the "Unload Here" button FS17 KeyboardButton.png Unload Loose Material Default Buttons: 30?cb=20170827234847 50.Ctrl + I 30?cb=20170827234910 ?? 30?cb=20170828002413 ?? . This will create a Heap of Loose Grass which tin be worked ordinarily. You tin can then turn the Loose Grass dorsum into Bales, if necessary, with a Baler.

Tedding [ ]

Chief article: Tedders (Farming Simulator xix)

With just a single process, you can plow Loose Grass into an equal quantity of Hay by running over it with a working Tedder. The Tedder turns whatever Loose Grass it touches into Hay, spreading information technology on the ground.

It is mostly all-time to use the Tedder immediately later Mowing the grass (see to a higher place), as information technology will plow the blanket of Loose Grass into a blanket of Hay. You can then use a Windrower (above) to organize the Hay for collection.

Hay is not worth much more than than Grass when sold, but is significantly more useful as a material. It provides a much higher Productivity when fed to Cows, and tin be used as a component in Total Mixed Ration to accomplish maximum Cow productivity.

Withal, when feeding Sheep, it is generally better to skip this pace altogether, since Sheep gain the same productivity (100%) when fed with either Grass or Hay, and so the extra footstep is superfluous.

Feeding [ ]

The only apply for Grass is equally food for Sheep and/or Cows. You can dump Loose Grass or a whole Grass Bale into the animals' feeding trough to put it into their storage area. The animals volition automatically feed on the Grass, increasing their productivity value.

Grass has a different result on each type of animal.

Sheep [ ]

Chief commodity: Sheep (Farming Simulator 19)

When fed to Sheep, Grass provides the maximum Productivity value (90%). Grass and Hay give the same Productivity, so there is no point feeding Hay to sheep if Grass is available.

Grass and Hay make full the same storage inside the Sheep Pasture, and in fact any Hay placed into the pasture instantly turns back into Grass for all intents and purposes. You lot may store upwards to 500 liters of Grass within the Sheep Pasture per Sheep.

As long as Grass (or Hay) is available, each Sheep consumes l liters of Grass per day, producing Wool and convenance at a rate that depends on the Pasture's current Cleanliness level. A small amount of Grass will exist ejected from the pen onto the feeding surface area every fifteen minutes, reducing the Cleanliness level over time. At 100% Cleanliness, the Pasture gets a 10% bonus to Productivity. You can clean the feeding area by collecting the spilled Grass and pouring information technology back into the feeding trough.

Cows [ ]

Main commodity: Cows (Farming Simulator 19)

When fed to Cows, Grass provides only 20% Productivity, which is the everyman productivity possible. You may shop upward to 800 liters of Grass inside the Cow Pasture per Moo-cow.

While Grass is bachelor, each Cow will swallow 80 liters of Grass per day. If H2o is also available, the Cows will besides produce Milk and breed. You can increment productivity by a further 10% past also providing Straw to the Cows, and some other 10% by keeping the pasture clean. A small amount of Grass will be ejected from the pen onto the feeding area every 15 minutes, reducing the Cleanliness level over fourth dimension. At 100% Cleanliness, the Pasture gets a ten% bonus to Productivity. You can make clean the feeding surface area past collecting the spilled Grass and pouring it back into the feeding trough.

Grass is but consumed if the cows have no other food to eat (e.m. Hay, Silage, or Full Mixed Ration), otherwise they will consume that food and leave the Grass untouched. Providing a dissimilar nutrient also increases productivity by a significant corporeality.

NOTE: With just an extra stride - turning Grass into Hay as described above - you can increase Cow productivity to a base of 60%. This is a huge advantage, and means that Grass should not be fed to Cows at all if you own a Tedder.

Selling [ ]

You tin sell excess Grass at the Barn for a modest sum. Each liter of Grass sells for an boilerplate of $0.081 (on "Normal" economic difficulty), making it the second-cheapest material in the game (after Straw).

To sell Grass, simply dump information technology into the marked Sale Point at the Barn. Information technology will disappear instantly as it touches the ground, adding the money into your business relationship. Bales of grass are sold in the aforementioned way, past dropping them onto the ground at the sale point.

Turn a profit Analysis [ ]

Growing Grass is a prerequisite for feeding Sheep and Cows, and in both cases its profitability increases to a huge degree - even when accounting for the work and additional materials required to run those beast industries.

Every bit a sale crop, however, Grass is somewhat less profitable, though information technology too requires less work to process than nearly Crops - depending on which difficulty options y'all take enabled. This tin can seriously affect whether Grass is a viable auction product in your game.

Grass Wheat
Sowing and Cultivating Only once. Every harvest.
Extra Steps
(if enabled)
Windrowing,
Collecting
Plowing (only once),
Weeding (every harvest),
Liming (every 3 harvests).
Seed Costs per Hectare $300 once. $500 every harvest.
Other Materials Fertilizer one time every harvest. Fertilizer twice every harvest.
Lime every three harvests.
(Optional) Herbicide every harvest.
Manual Steps
(can't utilise Hired Worker)
Collecting None
Boilerplate Turn a profit per Hectare
(fully tended, normal economic system)
vii,079 10,786

To produce Grass, you will demand to process the field at least 3 times per harvest: Mowing, Windrowing and Collecting. Add to this a single Fertilizer laissez passer to instantly double your yield. Cultivating and Sowing are not counted here, as they but needs to exist performed one time, afterwards which you will never accept to sow the grass once again - saving a lot of money on Seeds. Grass also does non need Weeding nor Liming even if those settings are turned on - saving you fifty-fifty more than money and attempt.

By comparing, well-nigh crops require at least 5 steps: Cultivating, Sowing, Fertilizing twice, and Harvesting. Fortunately, many machines bachelor in the game can perform at least two of these steps simultaneously (east.yard. Cultivating, Sowing, and Fertilizing to l%), reducing this to just 3 steps total. However, you may also need to Plow, Lime, and/or Weed your fields depending on which options you lot accept turned on in the settings menu - potentially requiring at least 7.iii steps per harvest and increasing the amount of coin paid for all the required materials.

Fertilized Grass should provide about $7,079 per hectare, which is around 33% less than Wheat or Barley. Again, if you accept all the difficulty settings turned on, those regular crops will take many more steps to produce, and will require extra spending on Fertilizer, Lime, and/or Herbicide - whereas Grass requires merely 4 steps at most and only one Fertilizer pass.

The bottom line is that if the boosted steps (Lime, Weed, Turn) are turned on, Grass actually becomes a competitive product. Otherwise, the relatively low try required to process information technology is non justified. The merely exception is if you have Sheep or Cows to feed, in which example Grass is always assisting.

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Source: https://farmingsimulator.fandom.com/wiki/Grass/Farming_Simulator_19

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