Farming Simulator 22 mods
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FS25 Exhaust Plus v2.0.1.0
FS25 Exhaust Plus v2.0.1.0 Exhaust Plus — advanced exhaust system for Farming Simulator 25 Exhaust Plus is realistic smoke that completely reworks the standard exhaust of vehicles in Farming Simulator 25. The mod replaces the vanilla smoke with a multi-level particle system that dynamically reacts to engine load and RPM. Open the panel: Right Alt + Q. The key combination can be changed in the control settings. V2.0.1.0 – Bug fixes – Textures recompressed to the correct format – ESC now closes the HUD properly. V2.0.0.0 – Added a new exhaust settings panel (Open the panel: Right Alt + Q.) – Standard and particle smoke can now be activated independently: you can use one effect, both, or disable smoke completely. – Added a preset editor with sliders and numeric input. Available settings include particle density, size, lifetime, speed, color and opacity, as well as the smoke’s response to engine operation. – Added separate editing for smoke layers and the initial puff. – Added three preview modes: basic flow, low load and full load. – Custom presets can be saved under a custom name and deleted. The predefined presets remain unchanged. – Created presets are saved between game sessions and are available in the general list. – Reworked network synchronization: each machine transmits its selected preset and smoke settings to other players. – Smoke intensity calculation has been moved to the server, including for AI-controlled vehicles. V1.0.6.0 – Improved behavior of smoke on vehicles. (previously, the minimum and maximum speeds were set strictly in the script, now they are read from the engine from the equipment) – Slightly improved behavior of smoke under load V1.0.5.0 – Fixed an error that was in the log when switching presets on the go – Added new LightSmoke preset – Fixed a problem where when the Vanilla preset was turned on on a vehicle, it continued to work when the engine was turned off. – Fixed a problem where if a vehicle had a launcher, a second smoke would come from there. – Improved Hud line that appears when switching presets or disabling custom smoke V1.0.4.0 – Fixed a problem when smoke was coming out on two active pipes, but only one! V1.0.3.0 – Fixed client-server-client synchronization problem. (Well, sort of) V1.0.2.0 – The default keys have been replaced by left ctrl+left shift+K and ctrl+left shift+L (they can’t be reassigned themselves, the game can’t do that, this is for new users) or you can find the file inputBinding.xml in the documents find something like this in it and delete it (it’s easier to go to the control settings and change the keys) V1.0.1.0 – Added the ability to enable or disable Custom smoke on each vehicle. (K button, or set your own in the control) – Added the ability to select a preset for a vehicle from existing ones. (L button, or set your own in the control) All states are saved in a save and loaded from it.
FS25 Silo Helper
FS25 Silo Helper Everything for your bunker silos in one mod. Controls (at a bunker silo, on foot or in a vehicle): – Ctrl(L) + B: Open the silo menu Silo helper: – Compacts the silo to 100 % or levels it Auto helper: – Set up once per silo: Compacting, leveling or both – Starts automatically as soon as a vehicle has unloaded and left the silo Silo functions: – Cover the silo, reopen it, empty it – Overview of all your silos with status and fermentation time HUD: – Fill type, fill level, compaction, fermentation and remaining time – Vehicle weight (including implements) and actual remaining distance until 100 % compaction – Freely movable and scalable, saved per player
Has Sanayi Trailer FS22
Features: - Bale transport support - 4-ton additional option - 5-ton additional option - Different wheel options - Floor mat adjustment option - Trailer color options Prepared for Farming Simulator 22. Have fun! 🚜
Pack of old planters FS22
Pack of old planters containing the following models: STARA SS FILL HYTECH 5 to 13 rows TATU PST3 8 to 11 rows TATU ULTRA FLEX 7 to 17 rows JOHN DEERE 900 SERIES RADIAL METER 7 to 16 rows BALDAN PP SOLO 8 to 17 rows SEMEATO PSM 10 to 17 rows METSA PDM 7 to 13 rows
Agricultural Financial System FS25
Agricultural Financial System: current accounts, credit, taxes and cash flow 💵 Buy a tractor and the money vanishes from your pocket instantly? No farm works that way. Here you buy on account, get paid on terms, earn your credit, pay your taxes and settle your staff's wages at the end of the month. 🏢 YOUR COMPANY Company name, tax ID, bank, town and employee name, shown on the bank card, invoices, payslip and ATM. Every supplier and customer keeps the name you give it and its own history. 🏦 YOUR BANK The bank account as a home banking card, next to cash, committed funds and credit margin. Every row has its paper document: invoice, purchase order, cheque, promissory note, sale settlement or payslip, with its status stamp. Statement with Debit, Credit and Balance. Transfer money to another farm, with the bank cost of your country shown before confirming. Placeable 3D ATM of the same bank. 🛒 CURRENT ACCOUNTS Buy on credit in the shop, at the animal dealer, in construction, at buying stations and at the map's fuel stations. Cash, 30, 60 or 90 days, with a 0, 2, 5 or 10 % surcharge shown before you choose. A 25 % down payment halves it for machinery and buildings. Pay early and get 3 % per month off. 📊 ONE CREDIT LINE YOU HAVE TO EARN One line for the whole company: starts at 100,000 (50,000 or 250,000 in the settings) and grows 15 % each time you pay on time, up to 8 times. If the margin isn't enough, the purchase is rejected. 📝 PROMISSORY NOTES AND CHEQUES Above your margin, sign a promissory note: 180 days, 30 % surcharge, up to twice your earned limit. Deferred cheques at 30, 60 and 90 days. Two bounced cheques suspend your chequebook. ⚠️ ARREARS AND SEIZURE One overdue account drops your available credit to zero; the earned limit comes back when you settle. 3 % monthly penalty interest. Refinancing up to twice. An unpaid promissory note goes to seizure. 💰 RECEIVABLES Sales, contracts and animal sales are paid on terms. Collect by bank deposit or in cash at the factory counter, tax-free. Sometimes a customer pays late, always with a reason. 🧾 OPTIONAL TAXES BY COUNTRY Argentina, Brazil, Spain, Germany, France, Italy or the United States. Off by default. VAT, monthly VAT return and annual income tax with depreciation and losses. Invoicing tab like the tax authority's portal, with the invoice on paper. Contracts are invoiced to the NPC who owns the field. 🤝 INVOICES BETWEEN FARMS Invoice another farm for a job. It accepts or rejects it; you get paid when it pays. 🚜 FARM AND CONTRACTOR (optional) Two bank accounts in one company: contracts go to the Contractor, sales to the Farm. Automatic cover, free transfers, and you choose which account pays each purchase. 👷 STAFF Wages settled monthly with labour charges (Realistic 47.3 % or Low 15 %). A real payslip. Unpaid payroll: your staff won't take new jobs. 🌾 GRAIN BARTER Settle a debt with grain, valued 5 % above market, under a signed contract. ⚙️ SETTINGS Tax regime, starting credit, staff cost, commercial terms and Farm and Contractor, in the game menu. In multiplayer only the admin changes them. Works with Supply & Transport Contracts, and other mods can add their own accounts. Single player, multiplayer and dedicated server. Spanish, English, German, French and Italian. Made with a passion for realistic farming simulation. 🚜 Major update over the previously released 1.2.0.0. Everything listed below is new or changed. 💳 ONE CREDIT LINE · The four credit lines become one line for the whole company, starting at 100,000 (50,000 or 250,000 in the settings). · Your saved game adds up the credit you already earned with each supplier: nothing is lost. · Tax and payroll accounts don't use your credit margin. 🏦 BANK AND DOCUMENTS · New look: the bank account as a home banking card, next to cash, committed funds and credit margin. · Every tab shows the paper document of the selected row: invoice, purchase order, cheque, promissory note, sale settlement or payslip, with its status stamp. · The Statement is now a bank statement with Debit, Credit and Balance. · Transfer to another farm, with the bank cost of your country shown before confirming. · The ATM belongs to the same bank, has its own icon and shows the last operation on screen. · Its own sounds for the ATM, credits, debits, arrears, bounced cheques and stamps. ⚙️ SETTINGS IN THE GAME MENU · Tax regime, starting credit, staff cost (Realistic or Low), commercial terms (Realistic or Balanced) and Farm and Contractor. In multiplayer only the admin changes them. 🧾 TAXES (optional, off by default) · Argentina, Brazil, Spain, Germany, France, Italy and the United States. · VAT on every sale and purchase, monthly VAT return, annual income tax with depreciation and losses. · New Invoicing tab: the tax authority's portal with the book of invoices and the invoice on paper. · Contracts are invoiced to the NPC who owns the field. 🤝 INVOICES BETWEEN FARMS · From the Invoicing tab (C button) you invoice another farm. It accepts or rejects it in Pending. Once accepted, you get paid when they pay. 🚜 FARM AND CONTRACTOR (optional) · Two bank accounts in the same company: contracts go to the Contractor, sales to the Farm. · Automatic cover between them, free transfers, and you choose which account pays each purchase. · Helper wages on contract fields are charged to the Contractor. 👷 STAFF · Real labour charges: 47.3 % (Realistic) or 15 % (Low), instead of the fixed 35 %. · The Personnel tab shows a daily wage sheet and a real payslip. You can set the employee's name in Company Details. 💰 SALES AND CONTRACTS · Animal sales now go to Accounts Receivable like any other sale. · Contracts that pay with their own code (Supply & Transport Contracts, dead wood, tree transport and rocks) now go to Accounts Receivable. · Fuel bought at the map's fuel stations now goes on account. · Other mods can add their own instalments and fees to the current account. Compatible with save games from 1.2.0.0: no new game needed. Multiplayer and Dedicated Server supported. Major update over the previously released 1.0.2.0. Everything listed below is new or changed; anything not mentioned remains unchanged. 💳 **CREDIT LINES** · Two new categories with their own credit limits: **Construction** (starting at $250,000) and **Livestock** (starting at $120,000), in addition to **Inputs** ($50,000) and **Machinery** ($100,000). · Each farm has its own credit line with each supplier in each category. Paying on time increases that specific credit line by 15%, without affecting credit in other categories. · In multiplayer, one farm can no longer use credit earned by another farm. 🏗️ **CONSTRUCTION AND LIVESTOCK ON ACCOUNT** · Construction purchases can now be made on account. The fourth button in the construction screen activates this option. · Livestock purchases on account now work correctly. In version 1.0.2.0, the button was still charging the purchase immediately. ⏳ **PAYING LATER COSTS MONEY** · When assigning a purchase, you can choose **Cash, 30, 60, or 90 days**, with surcharges of **0%, 2%, 5%, or 10%**, respectively. The surcharge is shown in currency before confirming the option. · For machinery and construction purchases, a **25% down payment** reduces the surcharge by half. · A purchase that you do not assign to a payment term is no longer charged immediately: the supplier will invoice it at 30 days with a late-payment surcharge. 📄 **PROMISSORY NOTE** · If a shop purchase exceeds your available credit limit, a promissory note is offered **before the purchase is made**, with its terms clearly displayed. If you reject it, nothing is purchased. · **180 days with a 30% surcharge:** the monthly cost is higher than using a current account, as it should be. · The credit limit is reserved at the time of purchase. Promissory notes have their own orange color and status in the lists and cannot be settled using grain. 🏦 **RECEIVABLE PAYMENTS** · An overdue receivable is no longer collected automatically. You can choose between a **bank deposit (4% bank tax)** or collecting the payment **in cash at the factory counter**. You must personally go to the factory to collect it. · If you do not visit the counter, the payment will still be deposited into your account after a few days. 👷 **WAGES** · The hourly cost of hired workers is no longer charged immediately. It accumulates and is settled once per month as a payable account, consisting of the base wages plus **35% labor costs**. · If the payroll remains unpaid after its due date, workers will no longer accept new jobs. · New **Personnel** tab showing the current month. 🌾 **GRAIN BARTER** · A signed grain barter agreement is now displayed as a contract, with **seven clauses, status stamp, and signatures**. · Only one active contract is allowed per farm. · If you pay the barter debt in cash, the contract is terminated without penalty and the transaction is recorded in the **Statement**. 🌐 **MULTIPLAYER & DEDICATED SERVER** · ATM deposits and withdrawals made by clients are no longer discarded. · Client company information is saved and displayed instantly. · Bank balances and credit limits are synchronized with clients immediately, without waiting for the end of the day. · A client cannot create, pay, collect, or modify transactions belonging to another farm. · The mod tab no longer disappears from the menu bar. 🖼️ **INTERFACE** · Icons added to the balance and credit-limit rows, and the ATM interface has been redesigned. · **Company Information** can now be opened from any tab. · Lists are always sorted by the nearest due date. · Purchases made at purchase stations now display the product name in the game's selected language (e.g. **"Wheat Purchase"**). 💾 **SAVING** · Financial data is now saved together with the game save. · If you exit without saving, financial transactions are also discarded, just like the rest of the game. 🔧 **FIXES** · Paying livestock purchases on time now increases the livestock credit line instead of the machinery line. · Assigning a purchase to a supplier no longer changes the category of their credit line or removes previously earned credit. · Payroll settlement no longer creates a credit line. · Grain barter agreements no longer fill the error log. **Compatible with save games from version 1.0.2.0:** no new game is required, and previously earned credit is preserved in its respective category. **Multiplayer and Dedicated Server supported.** New: post-dated cheques (30/60/90 days) to settle an open current-account entry ("Issue Cheque" button). A bounced cheque adds a 5% surcharge, goes overdue and lowers the supplier limit; a second bounce suspends cheque issuing for 90 days. New: animal purchases on current account — choose Cash or Current Account when confirming at the dealer. Grain exchange is now valued 5% above market price. UI: named tabs (Pending, Payables, Receivables, Grain Exchange, Statement) and a more compact layout. Multiplayer: clients now receive the daily notices (automatic debits, overdue, seizure, late customers) and the full statement, including when joining later. The daily summary is per farm.
Massey Ferguson 5150 V1.0
Price: 50,000$ 160hp. Max speed: 40 kph Credits: ahmetmodstik Download mod File File size FS22_MF5400 117 MB
Peugeot 5008 2025 GN V1.0
– No interior – License plate selection – Custom – UDIM – Simple IC (protect) Features: – Price: 43500 – Power: 180 Credits: MG COMMUNITY FS jessy35 squir3d Download mod File File size FS22_Peugeot_5008_2025_GN 35 MB
Yugo 55 V Beta 2
This is my first mod ever made. This mod is not finished yet and i’m posting this yugo in beta version because i want to see your feedback about this mod. I will continue to work on this mod and i will post the full version when i fix some bugs. THANKS FOR SUPPORT AND THANKS FOR DOWNLOADING. Spec Info: 40KW / 55 hp 120 kph price: 700€ Changelog: + BETA 2 now the speedometer works and I fixed some other small bugs Credits: Shomy Jovan89 3.7/5 - (4 votes) Download mod File File size Yugo_55_FS22 54 MB
Realistic Livestock RM FS25
Replaces FS25's simple animal clusters with individually tracked animals - each with unique genetics, breeding, diseases, and production traits. A maintained version of Arrow-kb's Realistic Livestock mod. Every animal is tracked separately with its own identity, genetic makeup, health status, and production output. Genetics are inherited through breeding, diseases can spread and require treatment, and production is driven by each animal's individual traits. Everything is managed from the RL Menu - a dedicated tabbed interface for browsing, trading, moving, filtering, and automating your herds. This is a maintained version of the original Realistic Livestock mod by Arrow-kb, who has discontinued development. The goal is to keep the mod working, fix bugs, and make improvements where needed. Features ======== - Individual animal tracking with unique identity - Genetics system with heritable traits that affect production output - Genetics display in animal names with configurable detail level (average score or full trait breakdown) - Breeding and reproduction with pregnancy mechanics and genetic inheritance - AI insemination system with semen dewars - Disease simulation with ten diseases across cows, pigs, sheep, goats, chickens and horses - a hidden phase before symptoms on harder settings, spread within a pen, immunity, vaccination, paid treatment and culling, with five difficulty levels and a per-disease on/off list - Animal monitoring to track individual animals over time - Weight system tied to genetics and feeding - Animal marking and castration - RL Menu: a standalone tabbed menu covering all animal management - browsing, moving, selling, buying, AI straw purchases, messages, and trailer loading - Saveable animal filters, cycled with F across the menu tabs - Herdsman automation: daily sell/buy/castrate/naming/AI/move/horse-care tasks driven by saved filters - Animal Country of Origin setting for new animals - Dealer controls: choose which animals and age groups the dealer offers, and its stock quality (Budget, Standard, Premium) - Daily summary mode for message log - In-game help pages - Highland cattle bull support - Animal pack system: third-party mods can add new breeds or adjust animal balance - Map support: Hof Bergmann (ducks, geese, cats, rabbits, alpacas, quail) with automatic version-aware compatibility - Map support: Witcombe (UK breeds - Jersey, Gloucestershire Old Spot, Texel, Suffolk, Blue Faced Leicester, plus Hereford heritage profile) with automatic version-aware compatibility - Map support: Le Mechet (French breeds - Charolaise, Montbeliarde, Simmental, Vosgienne) with automatic version-aware compatibility - Simple support for butchers using Extended Production Point (EPP) mod - Mod compatibility checks at startup: hard-block dialog for incompatible mods, plus a dismissible warning tier for mods known to degrade gameplay - Mod compatibility bridges: coexists with Seasonal Wool Production (Argsy Gaming) without double wool output - Multiplayer support Supported Maps & Packs ====================== RLRM works on virtually any map out of the box. It does not need to be on a list. The maps below are special only because they add their own custom animal types or breeds, which need built-in support for those extras to get the full RLRM treatment (genetics, breeding, reproduction). On any other map, the standard animals just work. Maps: - Hof Bergmann (https://www.lsfarming-mods.com/) - ducks, geese, cats, rabbits, alpacas, quail with full breeding support - Witcombe (https://oxygendavid.itch.io/witcombe-park-farm) - UK breeds (Jersey, Gloucestershire Old Spot, Texel, Suffolk, Blue Faced Leicester) with full breeding support; Hereford heritage profile - Le Mechet (https://farming-simulator.com/mod.php?mod_id=357964) - French breeds (Charolaise, Montbeliarde, Simmental, Vosgienne) with full breeding support (NOT compatible with Cow Breeds Pack unless you use the latest development version - both replace the cow husbandry config) Animal Packs: - Cow Breeds Pack for RLRM by ConGan98 (https://github.com/ConGan98/FS25_CowBreedsRLRM) - additional cattle breeds - Sheep Breeds Pack for RLRM by ConGan98 (https://github.com/ConGan98/FS25_SheepBreedsRLRM) - additional sheep breeds ... https://github.com/rittermod/FS25_RealisticLivestockRM Documentation: https://rittermod.github.io/FS25_RealisticLivestockRM Source code and issue tracker: https://github.com/rittermod/FS25_RealisticLivestockRM You can now vaccinate animals for some diseases from the Diseases dialog, newborns of an immune mother start life protected, and footrot joins the diseases for cattle, sheep and goats. Saved filters come back to the trailer Transfer tab, starving animals lose health more slowly, and old-age and accident deaths no longer rise with longer months. Highlights: - Vaccination - from the Diseases dialog, protect cattle against BRD, pigs against PED, sheep and goats against pulpy kidney, and cows and female goats against mastitis. - Protection from the mother - piglets, lambs and goat kids born to an immune mother start life protected. - Footrot - a new disease for cattle, sheep and goats, with treatment and a vaccine. - Filters on the trailer - cycle your saved filters on the Transfer tab to load or unload only the animals you want. - A clearer Diseases dialog - the most urgent disease comes first, every row has a coloured icon, and a treatment asks before it starts, resumes or stops. - Fairer health and death odds - starving animals lose health more slowly, good health genetics now help, and old-age and accident deaths no longer rise when using more days per month. And much more https://github.com/rittermod/FS25_RealisticLivestockRM/releases/tag/v1.4.1.0 This is the disease release. The disease system has been rebuilt from the ground up: an illness now runs day by day, can hide for a while before any symptoms show on harder settings, and is tuned by a five-level difficulty setting. Four new diseases join the five you know, among them colic, the first disease for horses. And a sick animal can no longer be sold or sent to the butcher while it shows symptoms - treat it, or cull it from the Diseases dialog. Updating an existing save? Every disease, immunity, part-way treatment and CVM carrier in your save is cleared on first load, so your herd starts out healthy, and the Diseases setting becomes Normal (or Off, if diseases were off). Highlights: - Nine diseases - avian flu (HPAI), BRD, pulpy kidney and colic join mastitis, CVM, foot and mouth, PED and avian flu (LPAI). - A hidden phase - on Hard and Very hard, a newly infected animal looks healthy for a while before its symptoms show. - Five difficulty levels - Off, Easy, Normal, Hard and Very hard, plus a Choose Diseases list to switch single diseases off. - Treat or cull - a sick animal cannot be sold or butchered while it shows symptoms, by you or the herdsman; the new Cull button removes it for a share of its value. - Illness hits more than the milk yield - growth, breeding, eggs, wool and manure all suffer while an animal is ill. Heads up before you update: - Every disease infection, immunity, part-way treatment and CVM carrier in your save is cleared on first load - the new disease records cannot read the old ones. Your herd starts out disease-free and CVM-free. - The Diseases setting becomes a difficulty level: an existing save lands on Normal, or Off if diseases were off. The Disease Chance setting is gone. - A sick animal that shows symptoms can no longer be sold or taken to a butcher, by you or by the herdsman. A herdsman sell rule for animals with any disease now sells none - switch it off or change its filter. - Foot and mouth treatment is now a one-month course like every other disease, instead of three months. - Fixed newborn rabbits on the Witcombe map never gaining health, so many of them died at their first day change - rabbits of every age now eat and drink the amounts the Witcombe support sets. - Corrected the disease guide's spread ratings - Foot & Mouth is the one disease that sustains an outbreak on its own, while PED and avian flu outbreaks usually burn out. - Documented in the pack-creation guide which curves accept decimal values - food, water and straw do, every other curve reads whole numbers only. - Enabled animal packs to set decimal food, water and straw rates, such as 0.2 - they were previously cut down to whole numbers. What's changed: This is mostly a disease-fixes release. Treating a disease now costs money and runs the full course the disease is meant to take, an animal you cured stops dying of the disease it beat, and diseases finally reach every player in multiplayer. Some bugs still remain, but this release is a big step forward for disease management. Work on the disease system continues. It also finishes the teardown that started in v1.3.0.0: the old animal screen and the old per-pen herdsman are gone, and every route into animal management opens the RL Menu. Updating an existing save? Treating a disease starts charging your farm, and leftover per-pen herdsman settings are cleared the first time you save after updating. **Realistic Livestock - Ritter version v1.3.1.0** In this release, you can customise the animal dealer. You decide which animals and age groups it offers, and whether it deals in Budget, Standard or Premium stock - and its genetics now follow a natural bell curve, so a genuinely outstanding animal is a find rather than a routine restock. The herdsman also learns a new trade: Horse Care. **Updating an existing save?** The dealer's genetics curve changed, so high (or low) thresholds match far fewer animals than before. If a saved filter suddenly returns nothing at the dealer, lower its threshold. See the "Heads up before you update" section in the (https://github.com/rittermod/FS25_RealisticLivestockRM/blob/main/CHANGELOG.md) for details. **Highlights:** - **Choose Animals For Sale** - pick exactly which animals and age groups the dealer offers; it restocks to match. - **Dealer Animal Quality** - stock the dealer with Budget, Standard or Premium animals, priced accordingly. - **Realistic dealer genetics** - dealer stock follows a bell curve instead of piling up at the best and worst extremes. - **Horse Care herdsman task** - daily exercise and grooming for a chosen horse pen, for a wage, so your horses hold their value. - **Herdsman tasks that explain themselves** - a task that will not run now names the setting you need to repair. Full changelog: https://github.com/rittermod/FS25_RealisticLivestockRM/blob/main/CHANGELOG.md ### Heads up before you update Things that affect existing saves: - Dealer animal genetics follow a natural bell curve now. An "Extremely good" animal drops from roughly one in 25 to under one in 200, and "Very bad" ones from about one in 20 to about one in 160. Existing dealer stock is untouched and converges to the new curve as the dealer restocks. - Saved genetics filters and herdsman goals keep their stored 0-99 thresholds but now cover a different share of dealer stock. A filter like "overall genetics at least 90" goes from a few percent of the dealer's animals to well under one percent. If a saved filter suddenly returns nothing at the dealer, lower its threshold. - Changing "Dealer Animal Quality" discards the current dealer stock and restocks with new animals. ### Added - Added "Choose Animals For Sale" in RL Menu > Settings > General - pick which animals and age groups the animal dealer offers, and the dealer restocks to match. Admins can change it in multiplayer, and every player's dealer updates to match. - Added "Dealer Animal Quality" in RL Menu > Settings > General - choose whether the animal dealer stocks Budget, Standard or Premium animals. Budget stock is weaker and cheaper; Premium stock is stronger and costs more. Changing it discards the current dealer stock and restocks with new animals, and it does not affect the AI animals used for insemination. Admin only in multiplayer. - Added "Horse Care" as a Herdsman task - it exercises and grooms the horses in a chosen horse pen every day so their Daily Riding and Cleanliness stay up and they hold their sale value, charging a wage for every horse it looks after. - Added a "Select Section" control to "Choose Animals For Sale" - the S key, or its button, ticks or unticks just the animal group you are on and leaves the rest of the list alone. - Added a note on each Herdsman task setting that is required but empty, or that holds a number outside its allowed range, so a task that will not run now tells you which field to repair instead of showing the same neutral prompt as a setting you simply have not filled in yet. ### Changed - Changed animal dealer quality to follow a natural bell curve instead of piling animals up at the best and worst extremes. Most dealer animals are middling: an "Extremely good" one drops from roughly one in 25 to under one in 200, "Very bad" ones from about one in 20 to about one in 160, and an animal's traits now sit closer to each other. Existing dealer stock is untouched and converges to the new curve as the dealer restocks. - Changed what saved genetics filters and herdsman goals match - they keep their stored 0-99 thresholds but now cover a different share of dealer stock because of that curve change, so a filter like "overall genetics at least 90" goes from a few percent of the dealer's animals to well under one percent. If a saved filter suddenly returns nothing at the dealer, lower its threshold. - Changed the Herdsman task editor to put the task's on/off switch at the bottom of its settings instead of near the top - you fill in the job, filter and pens first and switch the task on last. - Changed Space in "Choose Animals For Sale" to tick or untick the whole list at once instead of only the group you were on, matching every other multi-select list in the mod. ### Fixed - Fixed the animal dealer's poorest stock lingering forever on established saves - listings now rotate off the shelf after at most two in-game days. - Fixed a Herdsman task keeping a filter its new job cannot use when you change the Operation - the filter and any now-unsuitable pens are cleared, so the task can be repaired instead of being stuck with a filter the picker will not offer. - Fixed a change to an already-enabled Herdsman task being thrown away when it left the task incomplete - the task is now switched off for you and keeps your change, ready to finish and switch back on. - Fixed saved filters and herdsman rules being lost (and overwritten on the next save) when loading a save that has no Realistic Livestock animal data. ### Translations - Fixed stray characters that had been shipping in ten of the translation files. ### Documentation - Added user-guide coverage for the two new dealer controls and the Herdsman's Horse Care task, plus a FAQ entry on why a pen can show only one animal in husbandry. - Fixed the user guide still listing a Shift + T keybind for the visual-animals control - that key was removed when the control moved into RL Menu > Settings > General. ### Compatibility - Listed the Sheep Breeds Pack for RLRM alongside the Cow Breeds Pack as a supported animal pack. The RL Menu is out of preview - it is now the mod's animal-management interface. Updating an existing save? ------------------------------- Re-create your herdsman automation in the new Herdsman tab, find all settings under RL Menu > Settings, and expect slightly adjusted breeding schedules. Check the keybind for the RL Menu if `Right Shift+O` does not work. See the "Heads up before you update" section in the changelog for more details. https://github.com/rittermod/FS25_RealisticLivestockRM/blob/main/CHANGELOG.md Highlights: ---------------------- - New RL Menu - one tabbed menu for everything: browse and manage animals, buy, sell, move, AI straws, and messages. Opens with Right Shift + O, or from your pens, dealers, trailers, and the R key. The old animal screen is gone. - Saveable filters - build reusable animal filters in-game and cycle them with F on any tab. - Herdsman automation - daily tasks (sell, buy, castrate, naming, AI, move) driven by your saved filters, with budgets and caps. - Butcher deliveries - move animals (or let the herdsman deliver) to EPP butchers. - New setting - Animal Country of Origin for new animals' ear tags. - Breeding ages tuned to real husbandry (goats, stallions, hens, roosters). - Multiplayer fixes - insemination now works from menu, live post-birth recovery, live husbandry log messages, DLC animal visual fix. - Other Fixes - Hof Bergmann cow milk, FPS stutter on implement switch. Full changelog: https://github.com/rittermod/FS25_RealisticLivestockRM/blob/main/CHANGELOG.md - Herdsman automation tasks (preview): a new Herdsman tab where you build tasks that sell, buy, castrate, name, AI-inseminate, or move filter-matched animals across your pens automatically each day - fully multiplayer-synced. - Trailer transfers in the RL Menu: load and unload livestock trailers from the menu - move animals at a pen, buy/sell straight into a held trailer at the dealer, or load loose horses out in the world. - More accurate breeding: pregnancies now track each animal's gestation period and young animals grow over their proper age range, especially at higher days-per-period settings. - Goats fixed in the genetics overview: they now correctly show milk production instead of wool, across the menu, info dialog, and on-foot look-at panel. - Multiplayer fix: RL Menu settings now sync to the server and persist across save/reload, instead of being silently lost on dedicated servers. All changes: https://github.com/rittermod/FS25_RealisticLivestockRM/releases/tag/v1.2.6.0 **New & improved** - In-game saveable filter editor: create and edit filters from Settings -> Filters (no more hand-editing XML). - Feed runway estimate: the Info and Move tabs now show how many months of feed are left, turning red below 2 months. - The Animal Dealer now opens the new RL Menu Buy tab at the shop counter and on walk-up. - Quick Filter dialog gains a "Save filter" button, plus title, scrollbar, and slider fixes. - Seasonal Wool Production (Argsy Gaming) now runs alongside RLRM without doubling wool output. **Multiplayer fixes** - Clients missing a DLC no longer see the wrong breed or species (the server was always correct). - Insemination started by a non-host player now syncs to everyone. - Empty semen dewars no longer linger after a save/load. **Other fixes** - Buying or selling animals from a trailer at the dealer no longer spams errors in the log. - AI insemination now correctly blocks dewar purchases you can't afford. - Pens no longer overflow when several pregnancies finish on the same day. **Full Changelog**: https://github.com/rittermod/FS25_RealisticLivestockRM/blob/main/CHANGELOG.md Added: - Map support: Le Mechet by MA7Studio (https://farming-simulator.com/mod.php?mod_id=357964) - four French cow breeds (Charolaise, Montbeliarde, Simmental, Vosgienne) with bull variants; full breeding, genetics, and reproduction; per-breed pricing, milk curves, and reproduction signatures preserved from the map's source XML. - In-game warning when two map bridges or animal packs replace the same animal type's husbandry. The second one wins and the first one's animals can become invisible (ghost animals); RLRM now shows a dismissible warning at mission start so the cause is visible instead of silent. - Witcombe Park Farm 1.3.0.0 (v4) now loads cleanly with the existing map bridge. Improved: - Hereford adult cow and bull skin updated to a more breed-accurate red-and-white coat. Texture contributed by BavarianRedneck. - French translation refreshed by community contributor @squall39 (PR #83): native-speaker corrections to existing strings and translations for the new RL Tabbed Menu strings (Messages, Info, Move, Sell, Buy, AI tabs). - User guide cattle milk chart now reconciles with the breed-range table; footnote spells out which factors compose into the table range (chart is the lifetime age envelope; the table folds in lactation-phase factor and genetics multiplier). Fixed: - Finance overview now shows "Medicine" for animal medicine costs instead of the `Missing 'finance_medicine' in l10n_en.xml` fallback. Compatibility: - Le Mechet is NOT compatible with the Cow Breeds Pack for RLRM (FS25_CowBreedsRLRM) unless you use the latest development version of the Cow Breeds Pack - both replace the cow husbandry config and only one can win. Use Le Mechet alone, or pair it with the latest dev Cow Breeds Pack. The new in-game warning will fire if you load both together. - Hereford is removed from the dealer when Le Mechet is the active map. RL Menu (preview - work in progress): - Added saveable animal filters: define filters that match on age, gender, pregnancy, lactation, genetics, subtype, weight, health, marks, and name, nested with AND/OR groups; filters persist across sessions in the savegame. For now filters are authored by hand-editing rm_RlSettings.xml - the in-game editor ships in a future release. - Press F on Info / Buy / Sell / Move tabs to cycle through saved filters; the active filter shows as a chip on the tab. Filter selection is shared across Info / Move / Sell; Buy keeps its own selection per dealer flow. - Multiplayer: filter create / update / delete sync across all connected players (admin or tradeAnimals permission required); late-joining clients receive the full filter set on connect. - Added Settings tab with two subtabs: surfaces the existing RL settings (now editable from both the new menu and the legacy GAME SETTINGS page, reordered into thematic groups - Mortality, Health & Disease, Husbandry & Economy, Custom Animals, Message Log, Display Preferences, Tools & Admin), and lists your saved filters (read-only view today; in-game editor in a future release). Toggling a setting on either General page reflects on the other when re-opened. - Added Filter Hand-Crafting reference page in the user guide for power users authoring saveable filters in rm_RlSettings.xml until the in-game editor lands. - Performance: large-herd bulk ops and MP reproduction sync no longer freeze the game; day-change collapses many updates into one. - New: non-blocking startup warning for known-trouble mods + Mod Compatibility reference page (hard-conflict mods unchanged). - Pregnancy consumption capped at 2x baseline (sows previously hit 4-9x); pregnant/lactating cows and goats actually drink more water now. - MP fixes: pig/horse pregnancies now sync to clients, per-animal trailer load/unload crash gone, hard-conflict dialog fires on every peer. - Witcombe: Highland and Hereford visuals correct, Jersey/sheep/pig marker & monitor mesh hidden when off, rabbits actually breed now. - Added multiplayer support for "Reset Animal Dealer" and "Reset AI Animals" buttons (admin-only in MP, syncs to all players) - Fixed multiplayer: straw pickup from dewar now syncs to server (dewar no longer "refills" on reconnect) - Fixed multiplayer: empty straw hand tool now deleted from client inventory after insemination or return - Fixed animal mark/unmark: 3D visual marker now updates immediately when unmarking (previously required relog) - Fixed potential multiplayer crash when receiving unknown mark keys from newer mod versions - Fixed straw hand tool crash when no player is carrying it - Fixed crash when selling an animal from a livestock trailer at the animal dealer - Fixed crash when opening the animal trailer screen near a rideable horse created by third-party mods (e.g. AdditionalContracts animal missions) - Fixed prop horses from third-party mods being incorrectly converted to real animals when loaded onto trailers or into pens - Fixed animals marked as non-sellable being sellable after loading onto a trailer RL Menu (preview - work in progress): - Added Sell tab with shopping cart summary (selected count, price, fee, total); animals marked as non-sellable are filtered out - Husbandry selector now sorted alphabetically by name - RL Menu now remembers selected husbandry and animal when switching between Manage, Move, and Sell tabs - Single sell/move no longer clears other checkbox selections - Renamed "Info" tab to "Manage" to better reflect its actions (mark, inseminate, monitor, etc.) - Reordered tabs: Sell, Move, Manage, Messages - Fixed status icons jumping position when switching between tabs - Fixed animal age not showing in the RL Menu stats area - Rewrote semen dewar as a vehicle/pallet - fixes game freeze when looking at dewar, multiplayer pickup failures, and invisible dewars after mid-game purchase - Dewar state (straws, bull genetics) now persists through save/load and object storage cycles - Fixed crash in third-party mods that inspect stored pallets (e.g. Time Saving Stock Check) when a semen dewar is placed in object storage - Fixed multiplayer desync: mark, castrate, monitor toggle, rename, and disease treatment changes from a client now sync to all other connected players - Fixed all pre-existing animals getting the same identity (e.g. "UK 1 1") when installing RL on an existing save for the first time - also self-heals saves already affected - Added Czech translation update (community contribution by Kynuska) - Added Hungarian translation (community contribution by Toamsz93) - Added missing translation keys across all 16 languages - Fixed fillType errors in log when third-party selling station mods reference the ANIMAL category New RL Menu (preview - work in progress): - Added new RL Menu (assign key in Settings -> Controls): a standalone tabbed menu. The legacy animal screen (R key) still works unchanged - Messages tab: chronological message feed with single and bulk delete - Info tab: husbandry selector, animal list with detail pane (pedigree, genetics, diseases, inputs/outputs), and action buttons (Mark, Monitor, Rename, Diseases, Inseminate, Castrate) - Move tab: move animals between husbandries or to butchers with single-move and bulk-move using checkbox multi-select - Status icons on animal list cards showing pregnancy, recovering, infertile/castrated, lactating, producing wool, and laying eggs at a glance Hof Bergmann 1.4 support and bug fixes: - Fixed horse breed visuals on Hof Bergmann: adult horses no longer display as foals, breed colors now match correctly, foal-to-adult model transition now works - Fixed horse riding and equipment on Hof Bergmann v1.4: saddles, carriages, and tools from the Horse Addon Pack now attach correctly - Disabled four horse breeds not natively supported by Hof Bergmann (Pinto, Chestnut, Bay, Dun) from the dealer - existing savegame horses of those breeds are unaffected - Fixed dealer generating sale animals for breeds marked as not purchasable on the current map - Fixed wool and chicken eggs not spawning on Hof Bergmann v1.4: bridge now remaps fillTypes to match HB's husbandry buildings - Fixed Hof Bergmann egg incubator failing to add hatched chicks to husbandry when RLRM is active - Fixed crash when animal output curve returns nil, which could silently stop all production in a building - Added diagnostic logging for fillType mismatches in pallet and milk output What's Changed - Mostly Hof Bergmann 1.4 compatibility fixes - Fixed bridge animals (rabbits, quail, etc.) getting duplicate IDs in multiplayer, causing animals to disappear on clients - Fixed bridge animal ID counter, now tracks per-type counters with savegame persistence - Fixed bulk buy silently failing when map husbandries reject animal breeds (e.g. Hereford in Hof Bergmann filtered pens) - Existing saves with duplicate bridge animal IDs are automatically repaired on load - Added pre-validation for bulk buy: shows which animals can't be purchased and why before confirming - Added diagnostic logging for animal loading, breeding, and pack compatibility troubleshooting - Added warnings when animals are lost due to removed packs or breed mismatches - Added animal pack system: third-party mods can add breeds, override animal properties, or provide custom balance - Added Hof Bergmann 1.4 support with alpacas, quail, corrected chicken visuals, and version detection - Added cross-color alpaca breeding (any male color can breed with any female color) - Added user documentation for Hof Bergmann map support - Added: Exiting the RL animal screen returns to ingame menu animals tab when opened from there - Added: RL animal screen opens on the Info tab by default when entered from ingame menu animals tab - Fixed: Animal list scroll position jumping every 5 seconds in the ESC menu animals tab - Fixed: Click sound playing every 5 seconds while viewing animal list - Fixed: Crash when husbandry doesn't register a pallet or milk fillType that its animals produce - Fixed: Animal model accumulation when maps redefine existing animal types - Fixed: Base game reloads no longer clobber RLRM's superset animal configs - Fixed: Random death money compensation (33% sell price) now correctly reaches farm balance - Fixed: Bridge animal descriptions showing "Missing" in animal info dialog - Fixed: Pig ear tag errors on Hof Bergmann maps - Fixed: Sale animals of non-reproductive subtypes could incorrectly become pregnant - Fixed: Bridge animals' offspring could receive wrong breed - Fixed: Map-defined subtypes for existing animal types not loading alongside base game configs - Improved Italian and German translations (community contributions) 1.1.0.0: - Added Move tab for transferring animals between husbandries with destination picker and bulk move - Added custom icons for all Animal Screen tabs - Hidden castration tab in herdsman screen for chickens (not applicable) - Fixed visual glitch in herdsman screen when enabling castration - Internal refactoring for code quality and testability 1.0.2.0: - Added genetics display in animal names (average score, or full breakdown per trait) - Added sort by genetics option for animal lists - Added selection count on bulk action buttons - Fixed move messages in husbandry message log (were silently failing due to incorrect message keys) - Fixed move messages showing wrong direction (to/from was swapped) - Fixed typo in move message ("1 animals" → "1 animal") v1.0.1.0 - Hof Bergmann and basic butcher support: - Added Hof Bergmann map support - exotic animals (ducks, geese, cats, rabbits) now support full breeding and reproduction - Added basic support for butchers using Extended Production Point (EPP) mod - Added missing translation keys across all languages - Improved offspring subtype selection for maps with non-standard animal configurations - Updated Italian translation - Fixed "Manage Animals" (R) key interfering with other mods' keybindings in different menu tabs - Fixed bulk move allowing more animals than target pen capacity - Fixed error when moving animals to Extended Production Points (EPP butchers) - Added "Manage Animals" (R) button to in-game animal menu for quick access - Added "Select" (A) action to check/uncheck selection boxes in buy and sell dialogs - Insemination button now disabled when female is ineligible (pregnant, too young, recovering) - Monitor button now shows "Removing..." state when removal is pending - Fixed keybinding collisions - each action now has a unique key - Fixed info buttons intercepting Mark/Castrate keypresses - now mouse-only - Fixed insemination button incorrectly showing on male animals - Fixed monitor visual not disappearing when removing monitor - Fixed milk/wool/goat milk info not showing on dedicated server clients Quite a few multiplayer fixes v0.6.1.0: - Fix AI dialog insemination not syncing in multiplayer - Fix AI dialog insemination blocked for cows that never gave birth - Fix server crash when client inseminates cow with straw - Fix stream corruption in AI auto-insemination event - Fix pregnancy event silently failing to match animals on client - Fix dewars bought mid-game not syncing to connected clients in multiplayer - Fix client-side error when buying semen in multiplayer - Fix disease treatment toggle not syncing to server in multiplayer - Fix settings dependency check using undefined variable - Fixed error spam when dismounting horse outside pen in multiplayer - Fix black screen when multiplayer client tries to ride a horse - Fix multiplayer client unable to clean horses v0.6.0.0 - Add user guides and factsheets https://rittermod.github.io/FS25_RealisticLivestockRM/ - Add optional daily summary mode for message log to reduce noise on large farms (new setting: Message Log Summaries) - Added "Reset AI Animals" button to settings to regenerate the AI straw catalog with new randomly generated animals - Fix potential milk production loss that could occur when birth errors were silently caught - Fix potential game freeze when selling animals with an active filter - Fix potential mod errors blocking crop growth and other periodic game updates - Fix texture warning for LED panel mask map - Add Danish translation update and Chinese translation (community contributions) v0.5.0.0 - Randomize father selection during breeding - eligible males are now chosen randomly instead of always the first one - Improve genetic inheritance with natural variation - offspring can now exceed or fall below parent trait values - Fix wrong text shown for straw in monitor menu - Detect conflicting mods (e.g., MoreVisualAnimals) and show a unified conflict dialog at startup - Add Italian translation (community contribution by @FirenzeIT)
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