Tractor took no paint damage from the stoneless field and $1,961 in damage with the stony field. meanwhile the seeder took an additional $443 from the stones.
I think it was miscommunicated by Giants. The bulk of the damage is to your paint job, not maintenance. Using your seeder as the experiment: Control: $0 repaint cost After rocks: -$3,508 to repaint After no rocks: -$3,540 to repaint This tells us the damage to your paint job is 10x more on your equipment when running on rocks than without.
Before he does the stone-less (4:58) field he shows the seeder has $475 in paint damage already so it took $3065 in damages. saved $443 by removing stones when it came to the seeder.
From a personal bias I never looked at that as I rarly repaint anything. Growing up on the farm I cant recall su ever repainting a bit of machinery. I should remember it as a kid I would surly have been tasked with it.
@@FarmerKlein while that is true, it *does* help prevent rusting away. It's not going to matter in the game, I doubt. Just cosmetic. With the bulk of the "damage" from stones being on paint jobs, I don't think we have much to worry about with stones!
I did a similiar test.. The sme field that had a much higher density of stones/rocks that would not roll under my equipmemt suffered a 50% higher level of damage than after the stones were removed.
Interesting results there, but sadly not surprising to me. I had hoped that trying to seed over an especially rock-riddled field would have incurred a significantly higher repair cost than that, specifically by way of damage to the seeder itself as it would have more delicate parts that could be damaged by stones, more so than the tractor. I do appreciate you taking the time to test this, thankyou!
The additional damage was done to the paint he didn’t touch on it tho and most was done to the tractor around $1,900 while the seeder took an additional $400ish
paint damage. the cost difference is $2,408 more damage done if you don't pick the rocks. edit: redid the math to be exact. People seem to miss the baseline numbers change for the stone-less run. would like to see the cost of stone picker and damage to tractor and picker to see if you make enough selling the stones to warrant paying for the picker and maintenance to run it.
you can use the rock/stone picker to pick up rocks/stones and then use the roller to get the seedbed status, you don't need to have rocks/stones in the Field to use a "rock/stone" Roller, I tested that after you Last Video, lol, P.S. I play FS22 on the Basic PS4. With that knowledge for consoles I'd like to see a self-propelled Rock/stone picker with a rock/stone roller on the back, 10,000L for storage, lol I can see it in my head a lorry or semi tractor front, forage Harvester for the rest of the body and a three point hitch for the roller on the back, make it look like it's hobbled together but built right, doesn't have to be/look fancy just get the job done, lol
I think an option to pick up the rocks by hand would be cool, especially when first starting off. But this video made me wonder, does the equipment take damage if you hit something? Or say you run through a part that isn't a field, like overhang in the grass or lowering it on the road, just because
I take 50% damage on tracked vehicles when picking up rocks or working in fields with large rocks. Damage needs to be calculated across the season with all equipment used.
I think the costs add up when you've had to seed multiple fields then fertilized / weed and finally harvest / bale them. If youve done 4 or 5 runs over a field with implements and its full of stones since the beginning it's surely gonna add up. The stone collector pays itself off in the long run. Also worth a mention. Maintenance costs are huge on older/used vehicles and more expensive vehicles. Perhaps it's fine to leave stones in the beginning but when you eventually run your 500,000$ Harvester over them you're gonna want to de-stone it first.
I’ve seen a few of these tests and I think what is missing from analysis is cumulative effects. Don’t pick or roll any rocks for a few years and see what it’s like. On my current play through I took a seeding contract on an NPC field in year 4 and I almost got motion sickness from the camera jerking around as the tractor bumped over the rocks. There were so many rocks in that field that it looked more like a gravel pit than a field. I’ve been keeping an eye on it and the rocks get worse and worse every year.
I saw Klutch do a short saying maintenance really had no impact on vehicles. A vehicle that needed full maintenance performed just as good as a new one
not sure if that's correct. In FS19 fuel consumption went up as maintenance levels went down (maybe the same goes for other consumables like fert and seed per hectare). I'd think that'd still be the case in FS22, not read anywhere that it was changed. It indeed does not reduce the performance of the vehicle, but it does increase the operating cost.
Harvesters yielded less when low maintenance in FS19 so I'd assume its the same in FS22. If the header is damaged your max speed is lower. Most implements run slower when damaged. Vehicles use more fuel too.
I wonder if the harvester will take rock damage as well. I do not think anyone has tested that. If the rocks are large or numerous enough, then the header will take damage, IRL. I wonder if that is translated into FS22?
For this field it would actually be cheaper to not remove stones. It'll cost you more than $4 in maintenance on the stone picker to remove the stones lol.
What I'm wondering is what was the additional cost of the tractor and the stone picker maintenance. Just to see if you run without stone picking and then pick the stones and combine the two costs (and sale) together what would be the actual difference. For some people it might be more ocd, for others it's the extra time they would have to invest, not to mention that the stone picker isn't cheap and would have to pay for itself eventually ... hopefully.
in his demonstration he "saved" around $2,400 in paint costs when he picked stone. The cost of the stone picker itself, the to damage it, and the tractor running it will have to be offset by the value of stones for it to be worth it.
@@betagorilla5513 Interesting observation with the fact about the paint. I've just checked the difference and it's funny how the stones are affecting paint of the tractor not the implement ... also your number seems slightly off: orig 0-1324 + 0-27 + 0-0 => 1351 (baseline cost of getting back to new state) rocks 33-2385 + 0-27 + 29-3508 => 5504 (4153 extra after work) clear 33-1472 + 0-27 + 25-3540 => 3719 (2368 extra after work ... 1785 saved from rocky field) de-rocking $600- ... with unknown costs (if less than 1200 than still overal surplus ... with exception of time, and usually people don't value their time in a game like this anyways, seeing as you can change the time to 0.5 realtime).
@@betagorilla5513 Based on the showcased information it is exactly the same values as for the original for the repairs and repaints, so which one you're talking about taking a different math - as I've mentioned when not de-stoning the price is 4153 (difference from baseline) and is lowered to 3719 (_when destoning beforehand_) but it's not the 2.4k you mentioned (_2368 when comparing de-stoned to baseline_) because the discussion was around the difference in destoning ... which is the 1785 minus the price for stones ... 58x something and then raised by potentially the price of the gear that was use for the destoning. ... like am I missing something - thought I broke down all the numbers in the previous post thanks to your keen observation that the price of the repaint changed between the two ...
@@Kurruk007 I mean, I'm more interested in why anybody thought that the damage would start and stop with the seeder or planter. Wouldn't logic say it would damage the harvester and baler if using one? What if it was potatoes or SBs? I think a lot of variables got glossed over to just say 5 bucks imho. That's not even bringing up the question of whether rocks are non-visually compounding, damage wise. Usually really like the content here, but this one seemed rushed.
While only $4 on the small field for the seeder, that is roughly 15% more damage with stones than without. Seems to generally fall in with thier other debuffs. But I'm not a min/maxer so maybe missing or not remembering some other particularly bad debuff.
So basically the stones will pay for all the maintenance on your equipment for that field. $600 for the stones and your maintenance was less than $100 so you actually made a profit of $500 for doing stones
Seems to me to be not worth worrying about. The equipment damage is not significant, in order to deal with the rocks you're going to double the tractor maintenance cost - so definitely renting a picker is of dubious value - if you bought one outright then you can benefit from rock sales (which also benefit from the odd great demand!). I was more interested in how significant the small rock damage is - but if big rocks are negligible, then small rocks are possibly less so, though they will accumulate over successive seasons. But for the poor starting farmer, you're better off concentrating on making at least some money with basic equipment (some type of cultivator and seeder), and increase your equipment collection as and when you can afford to, to mitigate costs, and increase income through better yield! On the subject of rolling - before or after you plant???
You roll before you plant. Rolling turns a field into a seedbed which grants an improvement in the yield. It also pushes in small stones, but you get the yield bonus whether there are stones or not, so I always roll my fields.
@@IWasAllLikeG93 Good to know, thanks. I'm still "just testing" things out at the moment, I've not gotten into getting the hard and fast numbers from doing the different things yet.
I don't care if they do or not, but Giants has no fucking clue what they're doing with the values of things in FS22. How in the hell does my brand new 6R tractor with 10.8 hours on it need $22,000 in repairs and is at almost 2%? The cost of repainting and maintenance in this game are atrocious and makes no sense.
You may be interested in this mod Reduced maintenance costs which I did a video on. By default it cuts the costs in half if your on PC as it uses a script. If you want to further reduce it you could edit the lua in the zip to what ever value you want the costs to be divided by. Personally I never repaint I dont see the need for it.
@@FarmerKlein Thanks for the tip. I don't plan on painting as it does add some character, I just dislike how quickly things lose their new look. But the maintenance is crazy off compared to FS19. My tractors break before I run out of fuel lol.
The maintenance thing might be part of what's being fixed in the upcoming patch. I wish I knew but I dont have a list of whats being changed. I know console players dont have access to the mod I listed but if your on PC you can use that and adjust the formula if you want to further match what you think is correct on the cost.
Did you go to a workshop? In FS19 you could just press P and go to Garage under the store menu, but in FS22 it seems as you need to actually place the equipment in the workshop area to repair. Maybe it is intentional or a bug that will be patched.
Tractor took no paint damage from the stoneless field and $1,961 in damage with the stony field. meanwhile the seeder took an additional $443 from the stones.
i really dont care if they do or dont... i look at the field and just cant stand seeing them... giants really knows how to tap into mt ocd lmao
Same....I have a huge pile lol
I think it was miscommunicated by Giants. The bulk of the damage is to your paint job, not maintenance.
Using your seeder as the experiment:
Control: $0 repaint cost
After rocks: -$3,508 to repaint
After no rocks: -$3,540 to repaint
This tells us the damage to your paint job is 10x more on your equipment when running on rocks than without.
Before he does the stone-less (4:58) field he shows the seeder has $475 in paint damage already so it took $3065 in damages. saved $443 by removing stones when it came to the seeder.
From a personal bias I never looked at that as I rarly repaint anything. Growing up on the farm I cant recall su ever repainting a bit of machinery. I should remember it as a kid I would surly have been tasked with it.
@@FarmerKlein while that is true, it *does* help prevent rusting away. It's not going to matter in the game, I doubt. Just cosmetic.
With the bulk of the "damage" from stones being on paint jobs, I don't think we have much to worry about with stones!
I did a similiar test.. The sme field that had a much higher density of stones/rocks that would not roll under my equipmemt suffered a 50% higher level of damage than after the stones were removed.
This was also before the 1.2 update where stones seem to have become much more pervasive.
Interesting results there, but sadly not surprising to me. I had hoped that trying to seed over an especially rock-riddled field would have incurred a significantly higher repair cost than that, specifically by way of damage to the seeder itself as it would have more delicate parts that could be damaged by stones, more so than the tractor.
I do appreciate you taking the time to test this, thankyou!
The additional damage was done to the paint he didn’t touch on it tho and most was done to the tractor around $1,900 while the seeder took an additional $400ish
paint damage. the cost difference is $2,408 more damage done if you don't pick the rocks.
edit: redid the math to be exact. People seem to miss the baseline numbers change for the stone-less run. would like to see the cost of stone picker and damage to tractor and picker to see if you make enough selling the stones to warrant paying for the picker and maintenance to run it.
paint damage does literally nothing mechanically though, which is strange, as the costs for repainting are absurdly high...
you can use the rock/stone picker to pick up rocks/stones and then use the roller to get the seedbed status, you don't need to have rocks/stones in the Field to use a "rock/stone" Roller, I tested that after you Last Video, lol, P.S. I play FS22 on the Basic PS4.
With that knowledge for consoles I'd like to see a self-propelled Rock/stone picker with a rock/stone roller on the back, 10,000L for storage, lol
I can see it in my head a lorry or semi tractor front, forage Harvester for the rest of the body and a three point hitch for the roller on the back, make it look like it's hobbled together but built right, doesn't have to be/look fancy just get the job done, lol
I think an option to pick up the rocks by hand would be cool, especially when first starting off. But this video made me wonder, does the equipment take damage if you hit something? Or say you run through a part that isn't a field, like overhang in the grass or lowering it on the road, just because
I wonder if the greatest damage would be to the combine or the combine header, rather than the planter.
I take 50% damage on tracked vehicles when picking up rocks or working in fields with large rocks. Damage needs to be calculated across the season with all equipment used.
I think the costs add up when you've had to seed multiple fields then fertilized / weed and finally harvest / bale them. If youve done 4 or 5 runs over a field with implements and its full of stones since the beginning it's surely gonna add up. The stone collector pays itself off in the long run.
Also worth a mention. Maintenance costs are huge on older/used vehicles and more expensive vehicles. Perhaps it's fine to leave stones in the beginning but when you eventually run your 500,000$ Harvester over them you're gonna want to de-stone it first.
I’ve seen a few of these tests and I think what is missing from analysis is cumulative effects. Don’t pick or roll any rocks for a few years and see what it’s like. On my current play through I took a seeding contract on an NPC field in year 4 and I almost got motion sickness from the camera jerking around as the tractor bumped over the rocks. There were so many rocks in that field that it looked more like a gravel pit than a field. I’ve been keeping an eye on it and the rocks get worse and worse every year.
I could see that. every run with plow, space, subsoiler, cultivator would bring up more rocks each pass.
I saw Klutch do a short saying maintenance really had no impact on vehicles. A vehicle that needed full maintenance performed just as good as a new one
not sure if that's correct. In FS19 fuel consumption went up as maintenance levels went down (maybe the same goes for other consumables like fert and seed per hectare). I'd think that'd still be the case in FS22, not read anywhere that it was changed.
It indeed does not reduce the performance of the vehicle, but it does increase the operating cost.
Harvesters yielded less when low maintenance in FS19 so I'd assume its the same in FS22. If the header is damaged your max speed is lower. Most implements run slower when damaged. Vehicles use more fuel too.
I wonder if the harvester will take rock damage as well. I do not think anyone has tested that. If the rocks are large or numerous enough, then the header will take damage, IRL. I wonder if that is translated into FS22?
For this field it would actually be cheaper to not remove stones.
It'll cost you more than $4 in maintenance on the stone picker to remove the stones lol.
Your ignoring the profit from the stones which wipes out that cost
@@saber5694 that goes into paying for the stone picker
@@DonGorgen it doesn't cost that much to maintain the stone picker
What I'm wondering is what was the additional cost of the tractor and the stone picker maintenance. Just to see if you run without stone picking and then pick the stones and combine the two costs (and sale) together what would be the actual difference. For some people it might be more ocd, for others it's the extra time they would have to invest, not to mention that the stone picker isn't cheap and would have to pay for itself eventually ... hopefully.
in his demonstration he "saved" around $2,400 in paint costs when he picked stone. The cost of the stone picker itself, the to damage it, and the tractor running it will have to be offset by the value of stones for it to be worth it.
@@betagorilla5513 Interesting observation with the fact about the paint. I've just checked the difference and it's funny how the stones are affecting paint of the tractor not the implement ... also your number seems slightly off:
orig 0-1324 + 0-27 + 0-0 => 1351 (baseline cost of getting back to new state)
rocks 33-2385 + 0-27 + 29-3508 => 5504 (4153 extra after work)
clear 33-1472 + 0-27 + 25-3540 => 3719 (2368 extra after work ... 1785 saved from rocky field)
de-rocking $600- ... with unknown costs (if less than 1200 than still overal surplus ... with exception of time, and usually people don't value their time in a game like this anyways, seeing as you can change the time to 0.5 realtime).
4:58 in there is a different baseline for the clearing stage. if your gonna be picky about the math get all the numbers please.
@@betagorilla5513 Based on the showcased information it is exactly the same values as for the original for the repairs and repaints, so which one you're talking about taking a different math - as I've mentioned when not de-stoning the price is 4153 (difference from baseline) and is lowered to 3719 (_when destoning beforehand_) but it's not the 2.4k you mentioned (_2368 when comparing de-stoned to baseline_) because the discussion was around the difference in destoning ... which is the 1785 minus the price for stones ... 58x something and then raised by potentially the price of the gear that was use for the destoning.
... like am I missing something - thought I broke down all the numbers in the previous post thanks to your keen observation that the price of the repaint changed between the two ...
@@Kurruk007 I mean, I'm more interested in why anybody thought that the damage would start and stop with the seeder or planter. Wouldn't logic say it would damage the harvester and baler if using one? What if it was potatoes or SBs? I think a lot of variables got glossed over to just say 5 bucks imho. That's not even bringing up the question of whether rocks are non-visually compounding, damage wise. Usually really like the content here, but this one seemed rushed.
You will also have more where on the tractor as you are doing more work with it
You need to test it with the bug stones👌
Disc Harrow no stones, cultivator stones but no weeds, game is awesome
I think the tractor wear is related to the operating hours; not the field condition.
That was interesting. I was expecting about 10 times more maintanance cost for seeder with rocks than without.
This would make much more sense to be like you said, but involve giants to work lol
While only $4 on the small field for the seeder, that is roughly 15% more damage with stones than without. Seems to generally fall in with thier other debuffs. But I'm not a min/maxer so maybe missing or not remembering some other particularly bad debuff.
So basically the stones will pay for all the maintenance on your equipment for that field. $600 for the stones and your maintenance was less than $100 so you actually made a profit of $500 for doing stones
Is paint damage only cosmetic?
yes
It is cheaper to remove those, especially once I have a huge pile of rocks to sell.
Was there a yield difference
Yield was not the focus of this video.
Pick them up, find somewhere to put the Stone Crushing Lime Production factory mod and have free lime yaaaaaaaay
Seems to me to be not worth worrying about. The equipment damage is not significant, in order to deal with the rocks you're going to double the tractor maintenance cost - so definitely renting a picker is of dubious value - if you bought one outright then you can benefit from rock sales (which also benefit from the odd great demand!). I was more interested in how significant the small rock damage is - but if big rocks are negligible, then small rocks are possibly less so, though they will accumulate over successive seasons. But for the poor starting farmer, you're better off concentrating on making at least some money with basic equipment (some type of cultivator and seeder), and increase your equipment collection as and when you can afford to, to mitigate costs, and increase income through better yield!
On the subject of rolling - before or after you plant???
that indeed is the question. On the basic equipment a shallow cultivator or disk would not introduce any rocks.
You roll before you plant. Rolling turns a field into a seedbed which grants an improvement in the yield. It also pushes in small stones, but you get the yield bonus whether there are stones or not, so I always roll my fields.
@@IWasAllLikeG93 Good to know, thanks. I'm still "just testing" things out at the moment, I've not gotten into getting the hard and fast numbers from doing the different things yet.
What tractor is that
Selling the rocks makes it “worth it”.
I’m stockpiling rocks hoping for a mod that makes better use for them
perhaps being able to build landbridges with them would be neat
Rocks make you money if you stock pile them.
I made 500 or so from just that field. more than offset the maintenance costs.
Do you think you will do snowrunner season 6
Nope. Im done with Snowrunner back in Season 4. It was a fun time but to much to do and not enough time.
@@FarmerKlein understand cheers for replying
I turn the stones off. You don't save enough by removing them and only gain a few dollars from the stones themselves at the debris crusher.
I don't care if they do or not, but Giants has no fucking clue what they're doing with the values of things in FS22. How in the hell does my brand new 6R tractor with 10.8 hours on it need $22,000 in repairs and is at almost 2%? The cost of repainting and maintenance in this game are atrocious and makes no sense.
You may be interested in this mod Reduced maintenance costs which I did a video on. By default it cuts the costs in half if your on PC as it uses a script. If you want to further reduce it you could edit the lua in the zip to what ever value you want the costs to be divided by. Personally I never repaint I dont see the need for it.
@@FarmerKlein Thanks for the tip. I don't plan on painting as it does add some character, I just dislike how quickly things lose their new look. But the maintenance is crazy off compared to FS19. My tractors break before I run out of fuel lol.
The maintenance thing might be part of what's being fixed in the upcoming patch. I wish I knew but I dont have a list of whats being changed. I know console players dont have access to the mod I listed but if your on PC you can use that and adjust the formula if you want to further match what you think is correct on the cost.
@@FarmerKlein I'm on PC. Where should I be looking to adjust that? Thanks again for the mod tip. That makes a big difference.
This video should be done after they patched the game, since right now the fuel and maintenance bars are switched, at least that's what it feels like.
ikr, Feels awful repairing after a harvest and spending 10k+ on a large tractor.
My repair seems to be bugged. I can't repair my tractor.
Did you go to a workshop? In FS19 you could just press P and go to Garage under the store menu, but in FS22 it seems as you need to actually place the equipment in the workshop area to repair. Maybe it is intentional or a bug that will be patched.
i don't understand why would you roll rocks in your field......so you can dig them back up again. makes no sence.
you can sell rocks
ya i know. we sell them in this video.