Progress Update: 10/02/26
Hello everyone! So, today is my 51st birthday first of all. Since it falls on a Friday this year, I'll probably take it a little easy for the weekend and just enjoy it.
That being said, I have some new things in store for next week. As I mentioned before, I kind of changed my mind about merging everything. Was making updates take a whole lot longer, mostly due to having to test everything every time I changed something in one of my shared scripts. So, I've been organizing the scripts themselves rather than merging all the features together.
Anyway, next week will be the next round of testing before updating the public releases of both RCS and PF Config. Both will include the allocReg/TiledBitmapOperator fix so you won't need both to run RCS maps anymore.
New RCS also has the extended implement functionality, so you'll be able to do things like strip till or other row-type operations with things like cultivators and plows.
You'll be able to create no-till planted fields using Easy Dev and/or gsFieldSetState,
NPCS and Easy Dev/gsFieldSetState can plant at any angle (no more lock to 0 degrees. That was done for performance reasons, and I have since found a quick way to do that.
Validator pop-ups being removed in favor of auto-correct and log warnings telling you when things are not correct. This means things I should be able to fix things like your fieldGround.xml being wrong with the script itself. Eventually, you should only have to worry about having proper RCS crops installed and making the necessary map i3d changes.
RCS is more forgiving with implement work areas. It now makes its own internally based on the ones set in the vehicle xml. This means "crooked" or "mis-aligned" or "old RCR" work areas should no longer be a concern.
Better handling of non-pixel aligned spacings. Still painting on a grid, that's just the game itself. It does try to match the actual spacing you want as best as it can on that grid, however.
Ability to use "spacingNodes" instead of a set spacing width in implements. This allows you to set exactly where you want the implement to make each row, which is more like the old RCR method - without all the performance loss. This is an optional configuration for those who want to set things up that way.
For PF Config, it's mainly just tweaks right now. One thing that was brought to my attention is with the spray effects. I have to look at that and see if I need to add something to address that. Also, I will be addressing an issue where mod registered spray types are overriding the map set ones. The map should have the final say.
Lastly, I am working on an "alias" system for sprays. This means, for example, if you create an "anhydrous" spray type and set the alias to "nh3" or vice versa, both of those spray types would register and work as the same one. This would allow maps to work with mods that have the same spray type just named a different name. System is similar to how I do the fruit type alias for harvesting hybrid versions of crops all to the same fill type.
Anyway, that is what is coming in the short term. I anticipate these things being at least in pre-release testing sometime next week, barring any weirdness or patch drops changing things around - which does happen, especially with an expansion looming.
Beyond that, I have to update the different collections/pages here to get things more organized and ready for the new things I have in store. And yes, I do still plan on posting a public release of both UC and Foliage Destruction very soon here. More on that when the time comes.
I will keep you posted! Later!
