Farming Simulator 22 mods
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Fendt 700/800 Vario TMS (Rust Edition) V1.0.0.5
Fendt 700/800 Vario TMS (Rust Edition) V1.0.0.5 Price: $107,000 Power: 115 – 212 hp Configurations: – Main color configuration with all base game fendt colors – Rims color configuration – Frontloader attacher – Front hydraulic – Exhaust – Front parts – Hood detail – Beacon Lights Engine configurations: 1st Gen.: – 711 Vario – 712 Vario – 714 Vario – 716 Vario – 815 Vario – 817 Vario – 818 Vario 2nd Gen.: – 712 Vario TMS – 714 Vario TMS – 716 Vario TMS – 718 Vario TMS – 818 Vario TMS – 820 Vario TMS Interactive control mod support Sounds prefabs for 700 series sounds and for 800 series sounds configurations Mods support: Interactive control Precision Farming Vehicle Years realGPS Dashboard live V1.0.0.5 Fendt Fir Green color added to configuration New Mod/Store icons (FS25 version) Required mods Interactive control Precision farming RealGPS Variable Tire Pressure Dashboard Live Vehicle Years
John Deere 8R Series V1.8.0.4
John Deere 8R Series V1.8.0.4 Price:250`000 Power: 290-450hp Configurations: Engine Wheels Carpet BeaconLights realGPS Rimscolor Interactive control for doors and back window V1.8.0.4 Left front wheel issue fixed Required mods Interactive control Precision farming RealGPS Variable Tire Pressure Dashboard Live
Animal Auctions BETA 2 v1.0.0.0
Animal Auctions BETA 2 v1.0.0.0 BETA 2 Whats New & Fixed Place Auction Animal The Place Auction Animal feature has been fixed. Animals are now correctly removed from their pen when placed into an auction. Important: You must wait until the auction opens before the animal will actually be sold. Auction House Logos Auction house logos have now been added throughout the auction system, making it easier to identify which auction house you are viewing. Todays Sales Reworked Todays Sales has been completely reworked to give you more useful information. You can now see: The auction house The catalogue of animals The lots coming up for auction Which animals you may want to bid on This should make it much easier to plan ahead and decide which lots you’re interested in. Pre-Bidding You can now pre-bid on lots before they reach the auction. Place your bid ahead of time and get your interest in the lot registered before the auction goes live. Beta 2 Thank you for helping us test Animal Auctions during the beta. These changes are aimed at making auctions easier to follow, plan for, and participate in. Animal Auctions Animal Auctions is designed to bring a more realistic and immersive auction system into Farming Simulator. The system is also integrated with Real Calendar, meaning auctions can take place on specific days of the week rather than simply being available whenever you want them. This gives your farm more of a weekly routine. You might know that Monday is cattle auction day, another day could be for different livestock, and perhaps Saturday becomes the day you take your animals to market. The idea is to make the world feel like it has its own schedule rather than everything being available 24/7. Current Features & Integrations Real Calendar integration Auctions can be scheduled around specific days of the week. Gives auctions a proper place within your farming schedule. Works alongside the Real Calendar system to add more immersion. Realistic Livestock integration Animal Auctions has been developed with compatibility for Realistic Livestock. A massive shout-out to Ritter for the inspiration and work that went into Realistic Livestock. Ritter was one of the people who inspired me to start modding after the fall of Arrow, and I wanted to acknowledge that influence. Animal Pack compatibility Animal Auctions is also designed to work with the animal packs made for Realistic Livestock. This means the foundation is there to expand the auction system beyond the standard livestock available in the base game. The Roadmap This is only the foundation. Now that the core auction system is in place, the next stage is building on top of it and expanding what the system can actually do. Phase 1 — Foundation Core auction system Real Calendar integration Realistic Livestock compatibility Compatibility with supported animal packs Bug fixing and stability Testing and feedback Phase 2 — More Auction Types The next stage will be looking at introducing more individual in-game auction systems. The aim is to create different types of auctions rather than having one basic system for everything. This could include livestock auctions, specialist auctions and other auction-based systems that fit naturally into Farming Simulator. Phase 3 — Expansion Once the individual auction systems are established, I’ll be looking at expanding the features further. More livestock. More auction types. More ways of buying and selling. More integration with other systems. More realistic scheduling. And more reasons to actually plan your farming week around auction days. The goal is to make auctions feel like an actual part of the farming world rather than simply another feature sitting inside a menu. Final Stage — The All-In-One Auction System The final stage of this roadmap is something I’ve wanted to build towards from the beginning: One complete, all-in-one auction system. The idea is to eventually bring the different auction systems together into one larger experience, with hopefully fully 3D-modelled assets to go alongside the system. That could mean dedicated auction environments, buildings, equipment, props and other assets that make the auction experience feel like an actual location within your farming world. That is the long-term goal. The foundation is now there. Now it’s time to build on it. Bugs & Feedback As with any mod, there may still be bugs, compatibility issues or things that need improving. If you find something that isn’t working correctly, please let me know. I will try my hardest to get to every report and fix things wherever I can. I might not always be able to respond immediately, but that doesn’t mean your report has been ignored. Your feedback helps me find things I may not encounter during my own testing. Thank You. Finally, I want to say a massive thank you to everyone who has supported me so far. Every download, comment, bug report, bit of feedback and message genuinely helps keep me motivated to continue developing these projects. There is a lot more planned. Animal Auctions is only the beginning of what I want to build, and now that the foundation is finally in place, I can start working towards the bigger vision. Thank you for supporting my mods, thank you for being patient with me while I deal with things in my personal life, and thank you for sticking around. More mods. More features. More auctions. And eventually… One complete auction system. Single player only i will look into multiplayer sync after this beta Required mods: Real Calendar Realistic Livestock RM
Realistic Water & Soil Management (RWSM) V1.3.9.2
Realistic Water & Soil Management (RWSM) V1.3.9.2 V1.3.9.2 With this update, Realistic Water & Soil Management has been extensively developed, stabilized and optimized in particular for performance, dedicated servers and multiplayer. The existing range of functions is retained, but many internal processes have been made significantly more efficient. Performance & Servers Large calculations are more spread out over multiple frames. Soil, water and agronomy processes further optimized on a chunk/cell basis. Reduced unnecessary constant field and map scans. Existing GIANTS values, WorkAreas and vehicle states are preferred instead of recalculating the same information in parallel. Additional device detection only remains as a fallback for unusual third-party mods. Time budgets for complex calculations introduced or further limited. Reduced temporary Lua tables and unnecessary memory allocations in frequently executed functions. Vehicle, tire and ground contact queries optimized. Detailed tire load, contact force and slip values ​​are only generated when actually needed. With Visual Mud Tracks (VMT) installed, all necessary extended contact information is retained. Storage system The RWSM storage system has been significantly relieved. No regular complete writing of rwsmState.xml during game operation. Saving occurs via the normal GIANTS save game process. Soil moisture, compaction, root health, plant water and other conditions remain in RAM throughout the game. Changes are managed via dirty cells and only synchronized when necessary. The previous periodic weather save has been removed. rainstarWeather.xml is no longer written to the server approximately every 30 seconds. Changes to region, climate or weather year continue to take effect immediately, but are only saved when the game is saved. This means significantly less hard drive access on dedicated and Nitrado servers. Existing save games remain compatible. No manual rescan required. Recovery and security functions for existing saves are retained. Soil & Compaction Soil model further optimized for topsoil, root zone and subsoil. Compression also takes into account, among other things: Vehicle weight Tire and axle load Tire pressure slip soil moisture Soil type Working device Different tillage implements continue to work at different depths. Plows, cultivators and subsoilers retain their respective effectiveness. Seeders and planters do not remove existing RWSM compaction. Tillage is preferably detected via native GIANTS WorkArea events. Roads and non-relevant areas are still excluded from unnecessary calculations. Water balance & plants The water balance remains separated according to soil layers. Precipitation, evaporation, water absorption and drainage are still taken into account. Plant water is calculated depending on soil moisture and root depth. Drought stress and waterlogging continue to influence plant and root health. Root health and fine root condition remain part of the agronomy system. Different crops continue to respond differently to water supply and soil conditions. No unnecessary writes to GIANTS plant growth states. Topography & waterlogging Detection of hollows in the terrain and areas of waterlogging remains completely intact. Topography cache designed to be more performance-friendly. Significantly fewer grid positions per frame. Computation more spread out over multiple frames. Reuse of existing data improved. Temporary tables reduced during terrain evaluation. The mathematical result remains unchanged. Cache is built automatically – no manual scan necessary. Plant heights Plant height/growth evaluation further optimized. Larger map areas are more limited and processed in a distributed manner. The existing 9-point evaluation is retained. Query positions and weights remain unchanged. Fewer temporary storage objects in frequently executed routines. Shader and Scenegraph updates further limited. Field information & map The RWSM field info also shows, among other things: Topsoil water Root zone water Subsoil water Plant water Root health waterlogging Compression Soil structure Precipitation The field info uses existing cell values as directly as possible, without additional complete field scans. The map overlay system has also been revised to be performance-oriented: No permanent overlay calculations when the RWSM card is closed. Map updates limited in time.Soil and agronomy data is fully preserved regardless of the overlay. Weather & Climate The weather and climate system remains completely intact. Precipitation and historical weather values ​​continue to flow into the water balance. Weather data is managed on the server side and synchronized to clients. Region, location and climate year can still be saved. Removing the periodic file save does not change the weather calculation. Rainstar & irrigation The Rainstar has been optimized in several areas. Feed system stabilized. Removed duplicate physical controls when retracting. Native animation no longer runs parallel against the RWSM joint control during autofeed. A defined joint path controls the retraction. Hose length is continuously calculated based on frame time. The entry speed of 60 m per hour of play is maintained. Behavior remains correct even at higher game speeds. Additional strong tension spring control when retracting removed. Regular tightening and unnecessary suspension response are reduced. Downhill protection only works on actual slopes. Automatic limit switch-off and pump off are retained. Transport mode and work mode are retained. Pump pressure, water volume, irrigation radius and water calculation remain fully available. Ground hose The visual Rainstar ground hose has been significantly optimized. Previously, with a segment length of around 4 cm and a hose of 220 m, up to around 5,500 segments could be processed. New: Segment length optimized to approx. 10 cm. This means a maximum of around 2,200 segments. Terrain positions are updated less frequently and only upon actual movement. Position buffers are reused. The appearance and function of the hose are retained. Network & Multiplayer Server remains the authoritative authority for RWSM states. Clients receive synchronized values. Dirty cells are transferred collectively. No complete soil map is constantly sent over the network. Distance and relevance are taken into account during synchronization. Network and server load further reduced. VMT compatibility The collaboration with Visual Mud Tracks has been further improved. RWSM also provides data on soil moisture, compaction, tire/soil contact, slip and other conditions. Once VMT is loaded, all the necessary extended bike and contact data will be generated. Without VMT, unnecessary additional calculations are avoided. Help, GUI & translations Help area extensively expanded. Texts on soil layers, water balance, compaction, tire pressure, slip, irrigation, pumping and field information added. Fixed GUI and DDS issues. Incorrect help graphics revised. All visible texts will continue to be maintained in all languages ​​included. For Czech, the correct identifier cz is still used. Bug fixes The following areas, among others, have been improved: Server stability in irrigation functions. Too frequent cell and terrain queries. Pump and hose conditions. Loading saved irrigation states. Unnecessary terrain and plant state writes. GUI/DDS error. Lua and XML issues. Regular hard drive accesses. Dual Rainstar physics controls. Performance peaks when loading cards. Realistic Water & Soil Management expands Farming Simulator 25 with a permanently stored water, soil and plant balance. Rain, irrigation, evaporation, soil type, terrain, compaction, tire pressure, tillage and plant development are directly intertwined. As a result, fields no longer only react with simple conditions such as “dry” or “wet”, but rather have a multi-layered water balance with topsoil, root zone and subsoil. Natural depressions stay moist longer, heavy vehicles compact wet soil more and inadequate tire pressure increases the load on the topsoil. These influences have long-term effects on soil structure, root health, plant development and yield. Features Multi-layered water balance The soil water balance is calculated separately for: Topsoil from 0 to 10 cm Root zone from 10 to 30 cm Subfloor from 30 to 60 cm Precipitation, irrigation, evaporation, seepage, drainage, surface runoff, plant water absorption, soil type, soil structure, compaction and landform are taken into account. The usable field capacity is displayed separately from the complete pore saturation. Water above field capacity appears as excess water and can seep away, run off or cause waterlogging. Different soil types RWSM differentiates between different types of soil with their own properties, including: loamy sand sandy loam Clay silty clay Each soil type has its own values for field capacity, wilting point, water retention, infiltration, drainage, bearing capacity, risk of compaction and sinking depth. Sandy soils dry faster. Loamy and clay-rich soils store more water, but remain soft longer and are at risk of compaction. Dynamic weather and climate Regional climate profiles influence: Precipitation Temperature Evaporation Wind Humidity Sunlight exposure Seasonal distribution The game’s actual weather data directly affects soil moisture, drying and evaporation. Realistic drying Drying does not take place via a simple timer. Temperature, wind, sun, humidity, soil type, compaction and surface water determine the speed. A wetness memory prevents a field from becoming completely dry and viable again immediately after rain. #Natural depressions and waterlogging RWSM detects local low areas within a field. These areas: collect water dry more slowly have lower load capacity Promote sinking and track formation increase the risk of compaction can cause oxygen deficiency to the roots The terrain evaluation is cached for better performance. Soil compaction The compression is saved separately for: Topsoil Root space Underbody have an influence: Vehicle weight Payload Wheel load Axle load Tire width Tire pressure recommended field pressure Soil moisture Soil type Slip Speed Cornering Multiple crossings High tire pressure puts greater strain on the topsoil for the same wheel load. A suitable low field pressure increases the contact area and protects the ground. High axle loads can still compact deeper soil layers. Multiple crossings Repeated crossings of the same lane are taken into account. The first crossing usually causes the greatest immediate damage. Further passes further compact the already contaminated soil. Among other things, the following are saved: Crossings Compaction Track depth Shear damage Plant damage Edit history Roots and plant stress RWSM simulates: Root health Fine root health achievable root depth Drought stress Waterlogging Lack of oxygen Compaction stress Nutrient stress pH stress mechanical damage Damaged roots are less able to absorb water and nutrients. Impact on earnings The actual yield is influenced, among other things, by: Water balance Dryness Waterlogging Root health Compaction Soil structure Nutrients pH value Seedbed Weeds Lanes mechanical damage Damage does not take full effect immediately, but builds up depending on the strength and duration. Crop Vitality Visuals (Alpha Version) A stored vitality system creates local differences in the plant population. Possible are: different plant heights changed stock density incomplete stocks Visible stress zones weaker development Storage locations The plants remain technically ready for harvest. RWSM does not alter original growth or harvest maturity levels. Weed competition Weeds compete with cultivated plants for water, nutrients, light and development space. Strong weed pressure can reduce development and yield.## Tillage Different devices have different effects: Plow Cultivator Disc harrow Rotary harrow Subsoiler Seeder Roller Working depth, soil moisture, compaction, soil structure, seedbed strength, multiple cultivation and possible plow soles are evaluated. Deep loosening is only fully effective when the soil moisture is suitable. Cultivating when the soil is too wet can cause additional structural and lubrication damage. Seedbed and rollers RWSM evaluates seedbed strength. A seedbed that is too loose offers poor soil sealing. Too much reconsolidation can impair air flow and root development. Rolling acts as a real area-wide reconsolidation and is evaluated depending on the type of soil, moisture and compaction. Irrigation system The mod includes a functional Rainstar irrigation system with: Motor pump Hose reel Sprinkling rail adjustable pump pressure adjustable radius real application rate Water consumption Soil input in millimeters automatic hose retraction Work and transport mode Parking brake Clutch aid Connection markers sound visible water jet The water applied changes the actual water balance of the soil. Extended field info The field info shows, among other things: Topsoil moisture Pore saturation Surface condition Excess water Water in all layers of soil Soil type Evaporation Temperature and wind Compaction Soil structure Seedbed strength Root condition Plant vitality visible height and density main cause of stress Climate values Water-Soil API RWSM provides a versioned interface for other mods. The API provides, among other things: Soil type Soil moisture Pore saturation water available to plants Surface moisture Carrying capacity Trafficability Sink factor possible sinking depth Compaction Track depth Root condition Evaporation recommended tire pressure Plant vitality Other mods can report traffic loads and ground effects back to RWSM. Connection with Visual Mud Tracks In connection with Visual Mud Tracks, among other things, the following are transmitted: Wheel load Axle load Tire pressure Tire width Slip Vehicle weight Payload Soil moisture Carrying capacity Sink factor possible track depth This allows visible tracks, sinking, mud and tire behavior to be linked to the actual ground condition. Saving and multiplayer The following are permanently stored and synchronized, among other things: Water balance Precipitation history Compaction Track depth Soil structure Root condition Edit history Plant vitality Irrigation data Pump pressure Irrigation radius Hose retraction The calculation is server authoritative and designed for multiplayer saves. Highlights 1. Multi-layered water balance Topsoil, root zone and subsoil react separately to rain, irrigation, evaporation and infiltration. 2. Long-term compaction with an impact on yield Tire pressure, wheel load, axle load, soil moisture, slip and multiple passes influence the soil and plants in the long term. 3. Direct connection to Visual Mud Tracks Soil moisture and load capacity control sinking, tracks, mud and tire behavior. 4. Local waterlogging in natural depressions Low areas stay wet for longer and become real problem areas. 5. Visible Plant Vitality Elevation, density and stress zones can vary locally without changing crop maturity. 6. Realistic tire pressure influence Excessive pressure increases topsoil stress, while appropriate field pressure protects the soil. 7. Root Health and Long-Term Plant Stress Dryness, waterlogging, compaction, pH value and nutrients work together. 8. Functional irrigation Pump pressure, radius and application rate determine the real water input. 9. Different tillage systems Plows, cultivators, subsoilers and rollers have their own effects and risks. 10. Extensive field info Water, soil, compaction, roots, seedbed and plant condition are directly visible. 11. Persistent Multiplayer System Ground and water damage is retained and synced after saving. 12. Open Water-Soil API Other mods can read land values and connect their own systems to them. 13. No change in growth stages RWSM assesses and visualizes plant stress without overwriting original harvest maturity levels. The pump only reads the real vanilla hose status: Hose not connected → Pump does not start Hose disconnected while pump is running → Pump switches off immediately Weather Hud 3 size adjustment options now available. Normal, small, very small And Vanilla Hud Performance fixes Required mods: Precision Farming Visual Mud Tracks
DF Agricultural Chemistry Center V1.1.0.0
DF Agricultural Chemistry Center V1.1.0.0 The DF Agricultural Chemistry Centre is the perfect, elaborately decorated addition to any future-oriented large-scale enterprise. As the 14th masterpiece in the popular Dieselpower tuning series, this placeable underground station brings a true industrial look to your farm. Equipped with detailed large tanks, robust piping systems, and clear hazardous materials safety features, it takes your farm’s logistics to the next level. The ultimate highlight for savvy players: the station is set up as a wholesale hub. Players receive a permanent 20% discount compared to the standard in-game trader! The high-end pump fills your seed drills and sprayers at a rapid 800 liters per second. Features & Specifications: Economic advantage: Attractive 20% wholesale discount on all listed operating supplies. High-speed pump: Enormous loading speed of 800 liters per second (perfectly matched to the DF Espro 6000 RC). Unlimited capacity: Reliable, unlimited replenishment directly from stock. Sophisticated appearance: High-quality industrial design with tanks, hoses, and prominent warning labels. 100% Flawless: The GIANTS TestRunner shows a clean PASS for PC and consoles. Supported goods: Seeds, Mineral fertilizer / Solid fertilizer, Liquid fertilizer, Lime, Herbicide / Weed killer Changelog (version history) Since this is the very first release upload of the station, you are using version 1.0.0.0 : Version 1.0.0.0 (Release) First publication of the DF Agricultural Chemistry Centre. Sophisticated industrial and hazardous materials decoration system integrated into the GIANTS Editor. 20% wholesale discount ( priceScale=”0.8″) activated for all included fruit varieties. Charging speed optimized to a powerful 800 L/s. The modDesc was created according to the latest GIANTS guidelines for error-free localization. GIANTS TestRunner protocol completely cleared (passed 100% without errors). V1.1.0.0 Double fences in the scene graph completely cleaned up, unused files removed and number of slots optimized to 3.
Realistic Shaders FS22
very realistic shaders, doesnt take away much FPS and is quite good.
Lemtech Duro 3 V1.0.1.0
Lemtech Duro 3 V1.0.1.0 shaft configuration color configuration LEMTECH Price: $1,800 Working width: 1.8M Required power: 80 HP V1.0.1.0 all errors in the log have been corrected
Opel Campo / Isuzu Faster 1997 V3.0.0.0
Opel Campo / Isuzu Faster 1997 V3.0.0.0 Opel Campo / Isuzu Faster 1997 is a pickup truck based on the Opel Frontera and also exists in Chevy Luv in the US, Holden Rodeo in Australia, in Bedford Brava in the UK and in Portugal (former brand has now disappeared and was a division of Vauxhall was only available in 1988 since the brand disappeared that year it became Vauxhall but it is no longer available in Portugal, Vauxhall was only available in the United Kingdom) and here of course I offer you the Opel and Isuzu in Portuguese version with wooden bodywork V3.0.0.0 add compatible with mod Years of the vehicle rebuilt the dumpster correct the internal cameras add foot step modify your engine Required mods: Interactive Control
Valtra 1280 2010 V3.0.0.0
Valtra 1280 2010 V3.0.0.0 Valtra 1280, 1580 and 1780 year 2010 Platform Price: €45,000 Cabinado Price: €50,000 Cavalry: 180-205 HP Speed: 43KM/H V3.0.0.0 added the 1580 and 1780 logos
Autodrive Krajów & Łaźniki BETA 2 v1.0.0.0
Autodrive Krajów & Łaźniki BETA 2 v1.0.0.0 I’d like to make my AD courses available to you. They’re far from finished, but the main approaches are already established. I hope the courses help you and/or provide a good foundation for your network. Of course, I’ll continue to develop them and release updates. If you notice any errors or have suggestions for improvement, I would greatly appreciate a comment. BETA 2 Hello I have now driven in all the roads, just like the BGA. Unfortunately, the first two unloading tracks don’t work yet, so I still have to think about how to do it with the large troughs there. WIP: 1 All fields with interception treatment, entrances and ÜLW tracks in the larger fields 2 gradually enter the yards Required mods Krajów & Łaźniki Autodrive
Chevrolet Corvette Z06 w Z07 Package 2023 V1.0.0.0
Chevrolet Corvette Z06 w Z07 Package 2023 V1.0.0.0 Characteristics: Selectable Body color. Selectable Interior color. Selectable Rim color. Selectable Caliper color. Roof Yes/No. Wing Yes/No. Supports license plates. Interactive Control Support. Price: $140.000 Engine: 5.5L V8 LT6, 670HP, 8 SPEED AUTO, 304KPH, Custom Sound.
Polish Small Garage V1.0.0.0
Polish Small Garage V1.0.0.0 Polish Small Garage You can repair your farm machinery there. Price: 10.000 $ Maintenance: 5 $/day
FS25 Automatic Hall Lights
FS25 Automatic Hall Lights This mod automatically handles the lighting of suitable halls. When it gets dark in the evening, suitable manual hall lights are switched on. When it gets light again in the morning or time skips forward after sleeping, the lights are switched off shortly afterwards. After a time skip, for example after sleeping, the lights are adjusted to the current time of day with a short delay. It can also take a short moment after loading a savegame until the lighting is switched on or off according to the current light conditions. GitHub: https://github.com/Nalathan01/FS25_AutomaticHallLights
FS25 Move Placeables Advanced v2.3.0.0
FS25 Move Placeables Advanced v2.3.0.0 This mod allows you to reposition placed objects. It supports movement along all three axes (X, Y, Z) as well as rotation around all three axes. Usage: – Open the construction screen (default: Shift+P) – Click on the placed object – Select the Move button – Left-click on one of the 3 displayed axes (green, blue, red) and move the mouse => Move the object along the selected axis – Right-click on one of the 3 axes and move the mouse => Change the object’s rotation around that axis – Confirm the change by clicking on the placeable object again or pressing the Escape key; a final confirmation prompt will appear – During editing, you can also reject or undo the change by pressing Escape When guides are enabled (default), the following markings are displayed: – White line frame: Leveling and texturing area – Pink line frame: Collision area (not available in free mode) – Yellow line frame: Fence path (only when moving) Settings for the mod are located under General Settings in the menu: – Free Movement: When enabled, moving objects incurs no cost. – Show Coordinate Overlay: Displays the start and current coordinates (position and rotation) as an overlay when moving. – Fence Undo Cost Refund: When enabled, undoing the last husbandry fence segment refunds its cost. – Align Axes to the Object: When enabled, the move gizmo aligns to the object’s own axes by default instead of world axes. – Show Guide Lines When Buying: Shows colored guide lines while buying/placing an object (collision area, ground clearing area). – Show Guide Lines When Moving: Shows colored guide lines while moving an object (collision area, ground clearing area, fence outline). ATTENTION! This mod is a complete remake of the mod “Rearrange Placeables” by Helfer B (myself). The new mod is not compatible with the old mod but replaces it. All functions have been revised and optimized to provide a better user experience. If you are using the mod “FS25_RearrangePlaceables.zip”, you must delete it first in order to use the new perfect version “Move Placeables Advanced”. Changelog 2.3: – Removed the “Fence Gate Fix” since Giants has since fixed this in the base game – Corrected the colors of the gizmo axes (Thanks and apologies, nilBrain) – NEW: Display of collision detection areas (non-free mode) when purchasing new placeables and moving them, indicated by white lines – NEW: Display of ground adjustment areas (leveling, texturing) when purchasing new placeables and moving them, indicated by pink lines – NEW: Options to show or hide guide lines when buying/moving placeables Changelog 2.2: – Added an option to specify whether the axis shift aligns with the object’s axes or with the world axes -> Default: Object axes, previously world axes (check last Screenshot) Changelog 2.1: # New Features – When moving animal barns, pasture fences are now also moved, indicated by yellow lines – Fences automatically adjust to the new ground level when moved – After moving an animal pen, you are asked whether a (new) pasture should be created within the fenced area – Map hotspots and teleport points for production facilities/animal pens/etc. are now also correctly moved and updated – Refund for barn/fence construction: Undoing the last element now also refunds the cost of that element (discovered and requested by DerElky) -> Configurable in the game settings (menu), default: enabled # Bug Fixes – Fixed collision areas when moving placeables & immediate release of previous collision areas – Fixed synchronization issues in multiplayer for pastures, fences, and animal displays – Pre-placed map placeables that are moved are now saved at the new position and loaded correctly with the save game (separate XML in the save game) – Multiplayer # Base Game Bug Fixes (Starting with Game Version 1.18) – In rare cases, fence gates float or sink into the ground after loading a save file -> All fence gates are repositioned at startup and adjusted to the terrain height (reported and requested by T4xs) Changelog 2.0.0.0: – Completely new code – Various minor bug fixes – Various logic optimizations – Pre-placed map objects can now be repositioned without errors – Added setting for repositioning costs – Added overlay showing before/after/diff for the object’s alignment and rotation (can be disabled in settings)
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