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July 30, 2026

Progress Update: 07/30/26

How are we all doing today? Been a little quiet so I decided to make a post about what I'm working on and where I'm headed.

First off, an update to Advanced Map Features is almost ready. With this new version comes a couple of new features. The main one is the extended implement RCS capabilities. What this means is you will now be able to set up implements to work in rows like the planters do.

Unlike planters, other implements will need a configuration to activate. This is because, also unlike planters, most other implements don't make sense to work in actual rows unless it was intended for a special feature like strip till. Right now, cultivators have been updated to work with the system, but more are on the way.

The next new feature is something most won't notice but a lot will appreciate. I have been working for a while on some code to automatically adjust things that are not set up correctly for RCS (or other systems as well). The blinking warnings of the current public RCS have been replaced in AMF with this process. RCS now gets its own injected work areas, mirrored from the actual ones. This allows me to adjust and move things around without affecting the real vehicle work areas.

It also means, all those "mis-aligned" or "rotated" work area messages are no longer necessary, and no manual fixing of those vehicles will be required. I calculate out the most likely intention of the work area, whether the actual is correct or not. I still have to address old RCR work areas, because those literally process all of the work area functionality in each of those little boxes - which slows the game way down. I need to translate that to a single work area instead.

To keep this post from getting way too long, I'll talk more about the new features when I post the update.

The next new thing is more of a bug fix, but also a precursor to more new AMF features. The public version of PF config will be updated to address some issues introduced in this latest game patch (flickering soil maps, etc.).

From there, I have re-written the allocReg/TiledBitmapOperator fix in both public PF Config and AMF, so no extra mod will be needed to use AMF with PF after this next update. PF Config will still be usable with AMF for the sprays, but the allocReg fix will also be baked into AMF itself.

Finally, I am working on extending Precision Farming a little more for those who use that one. One of my guys, SoilStabilizer has been playing with an edit of PF to see what you can all make it do. Using the input of what he's found, I will be adding the ability for maps to have more soil types, higher quality map overlays, as well as more that can be done with the sprays themselves. This will all be doable right from the map xml, no editing of PF required. We're just looking for what is already in there before implementing things that they already implemented. Look for all that in a future announcement.

As I said before, I'm constantly talking about this in the Discord, and often forget to come out here and let everyone else know. I'm working on making it a habit to remember to make posts like this more often in the future.

More to come, later!