Farm Manager 2018

Farm Manager 2018

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Rafał 11 Apr, 2018 @ 6:25pm
Patch release candidate branch [Update 2020-10-19]
For all those who are curious about the next update and want to participate in the development of the game, we created a new release candidate branch for the game.
If you are curious about the new version before releasing it, you can always check it yourself.
All comments are welcome.
The backup of savegames is highly recommended.
Please remember, if you have any problems on that branch try swapping to a default branch.

1.1.20201022.1
Fix for some cases with stuck chesttrailer on delivering harvested crops at final stage of harvesting

1.1.20201019.1
Fix for loading trees
Fix for broken work on field after unasigning worker from building and assigning to work on field while game is paused

1.1.20200414.1
Fixed some issues with loading chest trailer harvesting work which was interrupted by starting winter

1.1.20200310.1
Fixed issue with saving trees
Fixed another reason for game crash on game loading

1.1.20200306.1
Fix forchoosing infinity in market selling option
Fix for some crash problems

1.1.20200225.1
Fixes for performance issues on computers with better GPU
Fix for bug with feeding animals

1.1.20200116.1
Fixes for performance issues on computers with better GPU
Updated game engine
Changed trees renderer

1.0.20190612.1
Autorepair for machines (with training done)
Some fixes for savegames
Fixes for some cases of not working beer production

1.0.20190515.2
New 3 plants - soya, onion, watermelon
Fix for not destroying plants on cultivating
Fix for some crashes
Fix for some cases of stuck staff and machines
Some optimization fixes

1.0.20190204.2
Fix for some german translations on buttons in DLC
FIX for to low expiration date of 10 yr aged wine
New product "mead" added to DLC
Fix for some minor bugs
Fix for some cases of game crash on quit to Main Menu/Desktop


1.0.20190107.1
Some fixes for problems with field managers and field works
Fixes and improvements for overall optimization

1.0.20181217.1
Fix for autosave
Fix for autotrade
Additionality info for trader arrival in owners building
Fix for field manager season workers
Fix for production buildings (stuck workers)
Tooltips performance optimization
DualShock 4 gamepad support


1.0.20181113.1
Fix for Field Manager in scenarios without machines
More optimization fixes
Minor bugfixes
Xbox One gamepad support

1.0.20181025.1
Hotfix for texts in campaign window

1.0.20181018.1
Priority for spraying in Field Manager

1.0.20180921.1
Fix walking and driving speed on bridges
Fix for using orchard sprayer on non orchard fields for Field Manager
Fix for priority on staff autofill on fields (non drivers)

1.0.20180904.1
Added 4th speed in time control during the winter
Added machines list in owners building for quick fix and renovate option
Added some fixes for fieldworks (field manager and standard)

1.0.20180817.1
Added field manager for automatic management
Fix for being not able to fix machine when whole set is broken\
Fix for bug with not saved scenario progress
More optimization fixes


1.0.20180723.1
Smaller chance for breaking machine

1.0.20180720.1
Fix for field tooltips on TAB click

1.0.20180710.1
Another optimization fix - new tooltips engine
Adding or changing road on the end of dirt/paved road
Longer deadline for harvesting contract
FIX: Humidity on level lower than 100% after watering by hands
FIX: In the french version of the game, you can't see the building capacity.
Improvement for watering fields by rain
FIX: Wrong harvested amount on not enough space in warehouse
FIX: If a vehicle breaks down and the attachment afterwards, both can't be clicked and repaired anymore - attached machine to broken vehicle can't broke anymore
FIX: If a worker works in a greenhouse and it's got demolished, the worker gets stuck with the order


1.0.20180621.1
Fix in data format storage resources
Fix for multiply messages when working machine is break

1.0.20180612.1
Fix for stucking staff and machines when harvesting with chest trailer

1.0.20180608.1
Fix for stucking machines in sowing
Fix for machines movement speed from steam workshop
Fix for detection on complete "produce x" tasks
Fix in reports
Fix for sprinker working on field
Fix box and chest position on staff harvesting
Fix for autosave during loading
Fix in date format
Fix in staff modal (1600x900 resolution)
Visually fixes on potato planeter
Visually fixes on seeder
Added "Z" and "X" key for vertical camera movement

1.0.20180605.1
Completely changed machines movement mechanics
Optimization fixes for machines
Optimization fixes for staff
Smooth machines movements fix
Disabled autoexpanding trainings tree
Another improvement in game loading Time and savegame file size(which could provide also some gamecrashes)
Manual and machines work on field fixes
Many other fixes and modifications

1.0.20180507.1
Hotfix for vehicles not delivering (visually)

1.0.20180505.3
Hotfix for used machine prices in buying mode

1.0.20180505.2
Left shift for buying all animals at once
Optimization fixes for windturbines
Optimization fixed for beehives
Fix for goods reservation by slaughterhouse which makes empty stock in animals warehouse
Added Hungarian translations
Added Japanese translations
Fix for prices of used machines (it has to be lower (nonlinear) than buying price)
Better path for workers during harvesting with chest trailer
Restored all tractor types for planting trees

1.0.20180428.2
Fix for not loading game due to subscribed mods in Steam offline mode

1.0.20180428.1
Longer expiry date for meat and cucumber seeds
Fix for selling machine with number larger than 1
Fix for finishing contract for building

1.0.20180427.2
More optimization improvements
Fix for blinking rooftops of pigsty
Improvements and fixes for stopped production and delivering animals to slaughterhouses
Korean language

1.0.20180426.2
Hotfix for trees harvesting animation

1.0.20180426
Fixes in autofill
Changes and fixes in animals buildings feeding and producing
Disabled production building audio source on game loading
Other fixes and modifications

1.0.20180422
Some optimization fixes
Changes in feeding
Changes in factories
Fixes in mowing resources from animals building to warehouse
Fixes in amount of resources produced by animals
Allowing for mowing resources from animals building to warehouse when staff is going for food (in same target building)
Autoinsemination
Enabled first version of mods
Numbering fields and buildings of the same kind
Ukrainian translations

1.0.20180416
Fix for rounding tractor (reported on sprinkler watering)
Resources in animals and production building don't have expiry date any more. It's start counting only in warehouse
HUD scaler improvements
Fix for disabled autotrade right after upgrading to 3lvl of owners house
Fix for birds minitask
Fix for driver walking in machines
Fix for unavailable staff after canceling harvesting with autosell option
Few more fixes for collisions and paths
Now food for animals can be moved by more than one worker at once
Larger capacity of staff hand tools (moving food and resources)
Fix for payed loan

1.0.20180415.5
Changed amount of taken animals to slaughterhouse

1.0.20180415.4
Fix for broken machines being blockers for another vehicles on the road
Fix for unvisible haypiles

1.0.20180415
More fixes for stuck staff
Fix for some cases of stuck staff in building doors
Fix for allowing assigning staff during work after harvesting with chest trailer
Fix for staff climbing on collide with building mesh
Moving food for animals by all assigned employees instead of only one
Bigger capacity of staff box for moving resources
Fix for few glitches in production building waiting for resource to start production
Removing expired produced resource from factories and animals building
Showing broken machine by red outline, auto opening broken machine modal on click
Icon indicator for broken machine in garage
Spawning machine in its own parking if it was saved in different parking lot
Few fixes for counting loans
Lower beef price (based on many requests)
Lower volume of production buildings and demolish sound


1.0.20180413
Fix for manure spreader on 100x100 fields
More frequent moving food for animals
Crash on production without proper warehouse
More fixes for lading and saving
Fixed few reasons for huge savegame files hard to load
More fixes for loading and saving game
Fix for checking amount on harvested resources on campaign goals
More fixes for pathfinding
Info in machine windows about waiting for mechanic
And many more small issues...

1.0.20180412
More fixes with pathfinding after finishing machine work on field (exclamation mark issue)
More fixes with saving game and loading game
Smaller gamesave file
Prived manual collecting haypiles
Fixed issue with 50x50 max field size on 3rd level of house
Fixed loading game durring collecting haypiles restored harvest state
Last edited by Rafał; 22 Oct, 2020 @ 1:06pm
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Showing 1-15 of 344 comments
patrico12345 11 Apr, 2018 @ 7:55pm 
I'm not sure where you want us to report Release Branch problems, but I'll assume it's here.

On first loading my existing campaign save file, I've noticed that none of the paved road artwork appears to be showing but all vehicles and people seem to still be respecting that there are roads in the places where roads once appeared.

Placing new paved roads does cause new road artwork to appear.
Last edited by patrico12345; 11 Apr, 2018 @ 7:56pm
Rafał 11 Apr, 2018 @ 11:56pm 
Originally posted by patrico12345:
I'm not sure where you want us to report Release Branch problems, but I'll assume it's here.

On first loading my existing campaign save file, I've noticed that none of the paved road artwork appears to be showing but all vehicles and people seem to still be respecting that there are roads in the places where roads once appeared.

Placing new paved roads does cause new road artwork to appear.
IT shouldn't happen but it's possible. There were cases when roads in savegame were messed up which was generating bug with gameloading or pathfinding grach error. We will check it.
Last edited by Rafał; 12 Apr, 2018 @ 1:27am
Diego 12 Apr, 2018 @ 1:01am 
Yep same problem, no roads on RC Branch. Return on normal branch :)
BWasowski7 12 Apr, 2018 @ 1:16am 
No to pobieramy i testujemy :)
DutchFoodie 12 Apr, 2018 @ 1:17am 
I got some stuttering music when loading a game I started in the regular branch. It stopped stuttering after a minute or two.
Rafał 12 Apr, 2018 @ 1:30am 
For all who have a problem with roads - could anybody send your savegame?

Nevermind, found it
Last edited by Rafał; 12 Apr, 2018 @ 1:40am
Mentos 12 Apr, 2018 @ 1:39am 
A lista wprowadzanych zmian w wersji RC będzie ?
Rafał 12 Apr, 2018 @ 2:32am 
Roads are fixed now
Nileson 12 Apr, 2018 @ 4:11am 
it is too much work, if you write down the changes of the RC ? Then we can pay more attention to it. I also started a new campaign for this purpose
Rafał 12 Apr, 2018 @ 4:17am 
Originally posted by Nilebuzz:
it is too much work, if you write down the changes of the RC ? Then we can pay more attention to it. I also started a new campaign for this purpose
Added some of them
Nileson 12 Apr, 2018 @ 4:21am 
Originally posted by Rafał:
Added some of them
Thanks a lot. I love this way of communicating between the community and the developers. You are doing a great job and it's really fun to test it and help you to perfect the game. Let's make the game a leader! Keep it up !
DutchFoodie 12 Apr, 2018 @ 7:15am 
Not sure it is a RC thing, but everyone can drive a tractor now? Not only those with the skill needed to do so?
Rafał 12 Apr, 2018 @ 7:34am 
Originally posted by tim.bruls:
Not sure it is a RC thing, but everyone can drive a tractor now? Not only those with the skill needed to do so?
Skill is not needed to drive. All pernament employees can drive. Do you think it's good idea for requirement of that skill?
Mvelon 12 Apr, 2018 @ 7:48am 
Originally posted by Rafał:
Originally posted by tim.bruls:
Not sure it is a RC thing, but everyone can drive a tractor now? Not only those with the skill needed to do so?
Skill is not needed to drive. All pernament employees can drive. Do you think it's good idea for requirement of that skill?

Tbh i like the idea that machines and other "special" tasks does require the skill. Makes you pay a little more attention to who you hire.
DutchFoodie 12 Apr, 2018 @ 7:49am 
Originally posted by Rafał:
Originally posted by tim.bruls:
Not sure it is a RC thing, but everyone can drive a tractor now? Not only those with the skill needed to do so?
Skill is not needed to drive. All pernament employees can drive. Do you think it's good idea for requirement of that skill?

Not sure. I can see how many Farm workers can drive a tractor. But what does the skill influence then? Speed? Chance of errors?
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