Farming Simulator 22 mods

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IPhone (Prefab) FS25
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IPhone (Prefab) FS25

iPhone Prefab for installation Have fun

Book (Prefab) FS25
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Book (Prefab) FS25

Hi, today I got around to making a prefab for you only for installation in your machines or buildings not a mod!!!

Seasonal Crop Stress FS25
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Seasonal Crop Stress FS25

FS25 Seasonal Crop Stress - Soil Moisture & Drought FS25 fields look lush even when your crops are quietly dying of thirst. This mod changes that. Real soil moisture physics: heat evaporates water, rain puts it back, sandy soil drains fast while clay holds on longer. Let moisture fall during the windows that matter most, wheat at heading or corn at pollination, and drought stress eats straight into your yield. Place a center-pivot irrigator, schedule it, and protect what you've grown. ✨ Features - Real Soil Moisture Physics - Soil-Type Drainage - Crop-Critical Stress Windows - Drought Yield Penalty - Field Moisture HUD & Forecast - Crop Consultant Risk Summary - Water Pump & Center-Pivot Irrigation - Multiplayer & 9 Languages 🎮 Controls - Toggle Field Moisture HUD: Shift + M - Open Crop Consultant: Shift + C - Set irrigation schedule: Shift + I (or E near a pivot) - Open Settings: Shift + S - Move / resize the HUD: Shift + H Note that drought stress only bites during each crop's critical growth window, so a Crop Consultant warning is your cue to irrigate before harvest, never after! =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_SeasonalCropStress =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Added - Finite irrigation water: pumps and water sources hold real water. Scheduled irrigation plans, covers and draws from them, Irrigate Now checks what is really there, and the Agronomy difficulty dial (with Settings Hub) sets how fast irrigation drains a pump. - Pivot rain key: pivots pause in rain and resume after it (fitted pause, sensor and gate), with Auto and Manual modes applied on load. A Reinke A22 pivot is included, and the shop pivot was swapped for a water tank and pump. - Thirsty Ground: dry ground absorbs irrigation more slowly, and water a patch rejects gets one chance to run off onto the lowest neighbouring patch of the same field. - Rainstar irrigation: walk-up watering, and control and reports from the PDA and the Realistic Farming Esc page. - Moisture map: the crop moisture map draws per-pixel moisture through the game's own map overlay, with irrigator water and seeds shown from load. - Crop Stress Field Guide and a live yield-loss readout. Field lists are grouped by GPS outline. - With Soil & Fertilizer installed, the moisture HUD flags each field's weeds (W), pests (P), scouted disease (D) and fertilizer need (F), and drought stress uses Soil's crop nutrient window when Soil reports it. - A moisture HUD show/hide toggle and actions in the Control Center; the HUD follows the base game's theme, with an independent forecast pane and width resizing. Changed - Soil moisture is Crop Stress's own. With Realistic Weather installed, Crop Stress takes only the weather (temperature and rain) from it and keeps its own moisture scale, so its Healthy and Critical thresholds no longer apply to Realistic Weather's crop ranges. - Moisture is saved and restored truthfully: an unknown reading stays unknown instead of reading as 0, and a field's ground recovers after a restore. - Switching Seasonal Crop Stress off now really switches it off: harvests take no drought cut, other mods stop reading its moisture, and its HUD, PDA and map show no readings. - Multiplayer: Show Moisture HUD, Crop Alerts and Alert Cooldown are each player's own; a setting changed from the Farm Tablet reaches every player at once; a client admin's heat wave runs on the host after a rights check. Fixed - The Crop Moisture map's labels show text again instead of "Missing ..." messages (reported on 1.2.5.96). - Translations: 1,137 garbled lines in all 26 language files are decoded, the PDA is fully translated, French Canadian reads French, the Korean Field Detail label is fixed, and the title and description read correctly in the mod manager. - Clicks on other Esc menu pages no longer open the Crop Stress screen or change the moisture map. - The pivot no longer grabs numpad 2, 4, 6 and 8, keyboard defaults are bound with live Controls hints, and the pump no longer plays a wood-chipper sound when turned on. - A HUD crash on fields with no moisture reading is fixed, and water source names and pump registration no longer stop saves from loading. - With Time Guard 1.0.0.0, the daily moisture settle runs on Crop Stress's own day tracking. This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released. New in this version: - Release gate. Seasonal Crop Stress now carries a lock registry that keeps experimental systems off until they are deliberately released, as an explicit opt-in that is independent of the difficulty setting. - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk. - Nothing gated yet. This release wires the mechanism in. The future #89 rebuild and moisture-coupling rows are noted but not built. The F93 temperature fix stays in the stable baseline. Everything else works exactly as before. Soil moisture, crop stress, irrigation, and the F93 temperature fix are untouched. - New: Center pivot irrigation arm now visually spins when irrigation is active. Speed is configurable via the armMinPerRev attribute in XML (default: 30 min/revolution). - New: Terrain-following support — pivot spans rise and fall as the arm rotates over uneven ground (requires updated model with span_N nodes). - New: Wheel animation — wheel rotation is physically tied to how far the arm travels. Inner towers spin slower than the tip, which is correct. - Fixed: Replaced a broken node lookup function that was silently failing, preventing the arm from animating at all. This update fixes the long-standing issue where players on dedicated servers saw no field data in the mod's menus, and brings a major new way to monitor your fields: the in-game Crop Moisture Monitor. What's new / what's fixed: • DEDICATED SERVER FIX — field moisture and stress data now syncs to all clients when they join. The Crop Moisture Monitor no longer shows a blank screen on dedi servers. • CROP MOISTURE MONITOR — a new tab in the ESC pause menu (look for the crop icon). Shows every field's moisture level, stress %, and irrigation status at a glance. Includes a farm-wide overview with average moisture, yield loss estimate, and healthy/warning/critical counts. No more needing to open the HUD overlay — everything is in the menu. • IRRIGATION TAB — the monitor's second tab lists all fields sorted by driest first. Click any irrigated field to jump straight to its schedule dialog. • FIELD FILTER — toggle between all fields and only your owned fields using the filter button in the monitor. • MAP OVERLAY — soil moisture is now shown as a colour-coded overlay on the in-game map (green = healthy, yellow = warning, red = critical). • RANDOM WORLD EVENTS — if you run FS25_RandomWorldEvents, heat waves and droughts now increase crop stress accumulation dynamically. • ALEX CHEN — the Agronomist NPC's relationship level now saves and loads correctly across game restarts (requires FS25_NPCFavor). • SETTINGS PANEL — press Shift+S to open the mod settings panel without going into the ESC menu. • DANISH TRANSLATION — full Danish localisation added (thanks to community contributor West). • Various fixes to the HUD overlay, translation files, and UI layout. Save compatibility: no migration needed — your existing save loads normally. Seasonal Crop Stress now connects with Random World Events — harsh field events make your crops more vulnerable, while good seasons give them a break. A new Crop Moisture PDA screen and several usability fixes round out this release. What's new / fixed: - Random World Events integration: active field events now affect how fast stress builds up — bad events (crop yield penalty, harvest penalty, etc.) increase the stress rate by up to 40%; good events reduce it by up to 20% - New Crop Moisture PDA screen with per-field moisture levels and a map overlay tab showing moisture across all your fields - Irrigation PDA: clicking an irrigated row now opens its schedule directly; clicking a non-irrigated row shows a clear explanation - Fixed: FarmTablet Crop Stress app now shows moisture bars correctly (was showing "not yet available" before this update) - Alex Chen (agronomist consultant) relationship now persists across save/load sessions - Custom settings panel (Shift+S) working correctly with Soil Fertilizer - Fixed a crash caused by an invalid map overlay draw call - Fixed positioning warnings in the settings panel - Ukrainian language added - Missing translation keys filled in for all supported languages Saves: No migration needed. - Removed the HUD -> We now have a page inside the pause menu :) - Some minor bug fixes A lot has been added since the last release. The mod now has a proper in-game interface so you can monitor your farm's moisture situation without relying solely on the HUD overlay. What's new: • Crop Moisture tab added to the PDA map — each field shows a colour-coded dot: green (healthy), amber (getting dry), red (irrigate now) • New Crop PDA screen in the InGameMenu — Overview tab shows average moisture, stress level, and estimated yield loss across your whole farm; Irrigation tab lists every field sorted driest-first so you can triage at a glance and see which fields already have irrigation coverage • "Open Crop PDA" button on the map sidebar for quick access • Alex Chen (Agronomist NPC) now remembers your relationship level across save reloads — no more starting from scratch every session • Custom Settings panel added (Shift+S) — adjust stress thresholds and irrigation behaviour without leaving the game • Fixed: moisture HUD scroll, right-click, and field count display bugs • Fixed: Shift+S keybind not showing in controls menu for all languages • Ukrainian language support added • FS25_SoilFertilizer integration improvements No save migration needed — fully compatible with existing saves. - Center pivots and drip lines were registering 0 covered fields. The field lookup used the wrong API that returns an empty list when a placeable is placed. All systems now find the correct fields. - Schedule activation was happening after the moisture simulation ran, so gains were always deferred to the next in-game hour. Fixed — gains now apply in the same hour the schedule activates. - The manual button activated the system but the schedule check on the next tick would immediately deactivate it before moisture updated. "Irrigate Now" now directly applies one hour of water to all covered fields, with immediate effect visible in the HUD. - Improved forecast logic: season-typical daily mean temperatures replace snapshot-temp evap (eliminates midday/dawn bias); rain duration persistence heuristic added for days 1–2; day-2 signal decay blends near-term and seasonal baseline - Added ~ visual indicator on HUD forecast strip — header shows 5-Day Forecast ~, projected columns (D+1–D+4) render in desaturated blue-grey with ~47% format; "Now" column shows live data unmodified - Added mission.cropStressManager cross-mod bridge for FarmTablet integration - Bumped version to 1.0.9.0 - Added cz translation Thanks to @Kynuska for providing the translated version of the mod :) - Added getLocalFarmId() and isFarmlandOwnedByFarm() to CropStressManager.lua for reliable ownership checks across singleplayer and multiplayer. - CropStressManager now re-scans for all map fields once per in-game day, ensuring newly purchased fields are correctly tracked. - The HUD and Crop Consultant dialog now correctly filter field lists to show only owned fields, with a fallback to all tracked fields to prevent blank menus. - Center pivot now reconnects to a pump regardless of placement order — fixed the "pump not connected" bug when pivot is placed before pump Drip irrigation lines were computing their coverage area locally on each machine, meaning clients in multiplayer could have a different coverage zone than the server — crops would dry out or be watered incorrectly for some players. This hotfix syncs the coverage data from the server to all clients. What's fixed: - Drip line start/end points and coverage zone now correctly sync to all players when joining a multiplayer or dedicated server session - Irrigation works consistently for everyone in the game No save migration needed. New Features: - Standard vehicle sprayers can now be used as manual irrigation. Fill them with WATER to boost field moisture. - Manual watering has been balanced with a 5x effectiveness multiplier for better gameplay. - Water applied via sprayers is fully synced with the Realistic Weather moisture system. - Added detection for Ozz's Moisture System mod with a warning about the Shift+M keybind conflict. - Added a new 'Sprayers & Watering' page to the Help menu. - Updated English, German, and Dutch translations. ## 🐛 Bug Fixes - When a field was harvested and immediately replanted, accumulated drought stress from the previous crop was incorrectly applied to the new one — silently reducing yield before a single dry hour had passed. This happened because FS25 can transition a field directly from the old fruitTypeIndex to the new one without a bare-soil tick in between. - The modifier now tracks the last seen crop type per field. When a new crop is detected, stress resets to zero before accumulation begins. Bare-soil transitions also clear the tracker so every new planting starts clean. **If you have saves with affected fields, stress will reset correctly on the first hourly tick after loading this update.** ## HUD showing full moisture panel while driving (HUDOverlay) - The "Overlay disabled in vehicle" panel was implemented but never actually rendered. The vehicle detection check relied on g_localPlayer.controlledVehicle, but in FS25, g_localPlayer is nil while driving — the player pawn is despawned when entering a vehicle. The check was always returning false. - Vehicle detection now uses a 5-check chain with g_currentMission.controlledVehicle as the primary check (the same flag that powers the in-game speedometer), with input binding context and pawn-nil fallbacks behind it. The HUD will now correctly show the compact red panel whenever you are seated in a vehicle. - Added scrollwheel and row selection to the HUD overlay Moveable HUD, Forecast Fix & More Crops The forecast strip was overlapping itself, and right-clicking to move another mod's HUD was accidentally dragging this one too. Both are fixed. The HUD can now be freely repositioned and resized. What's fixed: - Forecast strip day labels and percentage bars no longer overlap each other - Right-clicking NPCFavor or SoilFertilizer HUDs no longer affects this panel - Settings now sync correctly to all players in multiplayer What's new: - Right-click directly on the moisture panel to enter move mode, drag it anywhere on screen - Drag any corner handle to resize the panel (60%–160% scale), position is saved between sessions - Crop library expanded to 34 entries with corrected soil moisture absorption values A couple of bugs slipped through that affected multiplayer servers and NPC Favor compatibility. This update addresses both. What's fixed: - Settings changes on multiplayer servers now sync correctly to all connected players - If you don't have admin/master rights on a server, the settings will now properly revert instead of appearing to change but doing nothing - Fixed a conflict that prevented the Crop Consultant NPC (Alex Chen) from registering correctly when NPC Favor is installed - Fixed cross-mod detection so NPC Favor is now reliably detected when both mods run together No save migration needed — existing saves continue to work as normal.

Workplace Triggers FS25
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Workplace Triggers FS25

Turn any location on any map into a legitimate workplace. Open the Workplace Manager, add a trigger, give it a name and a wage, place it anywhere on the map — then walk in and clock in. Perfect for roleplayers who want their farmer to have a side job, or anyone looking to supplement farm income with off-farm work. FEATURES - Placeable trigger zones — invisible zones you drop anywhere, indoors or outdoors - Three pay schedules per trigger: Hourly, Flat Rate per shift, or Daily rate - Shift tracking HUD — live workplace name, time elapsed, and current earnings; drag and resize it anywhere on screen - Workplace Manager (F4) — view, edit, and delete all your triggers from one screen - Shift history log — last 50 completed shifts saved with name, duration, payout, and in-game day - Persistent saves — all triggers, names, wages, and schedules survive reloads; each savegame has its own set - Multiplayer — each player tracks their own shifts; earnings go to the shared farm account - Optional FS25_NPCFavor integration — completing shifts builds NPC relationships - Optional FS25_WorkerCosts integration — off-farm income tracked alongside AI worker wages HOW TO USE 1. Press F4 to open the Workplace Manager and click Add 2. Name the workplace, set a wage, choose a pay schedule, then confirm 3. Place the trigger at any location on the map 4. Walk into the zone and press E to start your shift 5. Press E again to end your shift and collect your wages CONTROLS E - Start / end shift (when inside a trigger zone) F4 - Open / close Workplace Manager Settings > General Settings > Workplace Triggers: - Show Shift HUD - HUD Scale - Show Notifications - Wage Multiplier (global modifier on top of per-trigger wages) - End Shift on Leave (auto-end shift when leaving the zone) - Show Earnings in HUD - Debug Mode Languages: EN / DE / FR / IT / NL / PL Multiplayer: Yes Added - Named farm sites: mark and name places on your farm (a yard, a storage area, a field entrance) separately from wage triggers. Open them from the Farm Sites entry in the Workplace list or the Control Center; your farm's sites show on the map in blue. Changed - Key defaults no longer collide with other suite mods: workplace interaction is now Right Ctrl + K and the Workplace HUD toggle is Right Ctrl + I (HUD edit stays Right Shift + C). Your own saved key bindings are not touched. - Translated help and store text is kept as it was. What's fixed - Ending a shift no longer pays the earned money twice What's new - Workplace HUD show/hide toggle is now available from the suite Control Center (with Settings Hub installed) - The workplace interact action now has a default E key binding No save migration needed. Drop-in replacement for v1.1.1.2. Previously, the server used a single shared slot to track the active shift. When a second player clocked in, it would silently end the first player's shift early — paying them out immediately and leaving their client stuck showing a running shift they could no longer stop. What was fixed: - The server now tracks shifts per farm using an independent slot per farmId. Multiple farms can have concurrent active shifts without interfering with each other. - A duplicate clock-in guard prevents the same farm from accidentally starting a second shift if the event fires twice. - Deleting a trigger now correctly cleans up any active per-farm shifts using that trigger, not just the single-slot state. - SP and listen-server host behaviour is unchanged — the single-slot fields used for zone checks and HUD updates are preserved and still work as before. This fix only matters in multiplayer / dedicated server sessions with two or more farms clocked in at the same time. Singleplayer and single-farm multiplayer sessions were unaffected by the original bug. - Fully rewrote the Workplace Manager list dialog using the proven structure from FS25_CustomTriggerCreator. Fixes columns (Wage, Sched/Radius, Edit, Del) stacking at center instead of spreading across the row. - List dialog matches Custom Trigger Creator dimensions exactly — intermediate base profiles carry anchorTopCenter, leaf profiles do not repeat it, all position attributes use single-space separators. Several bugs found during live MP testing have been fixed, plus a quality-of-life improvement based on tester feedback. What's fixed: - Other farms could start a shift but not stop it — fixed, all farms can now start and stop independently - Zone-leave countdown showed a frozen "10 seconds" warning that never moved — countdown now starts the moment you step outside the trigger - "End shift on leave" was stuck in the admin-only settings menu, making it useless for other players What's new: - "End shift on leave" is now a per-trigger option, set when creating or editing a trigger — choose End Shift (shift ends when you leave the zone) or Stay Active (shift keeps running even if you walk away). No admin access needed, works for everyone Notes: - No save migration needed - Existing triggers default to End Shift — no behaviour change - All MP fixes only affect listen-server and dedicated server play; singleplayer is unaffected If you run a dedicated server or play in multiplayer, this update is for you. Triggers now survive server restarts and client relogins, and pay the right farm every time. What's fixed / What's new: - Triggers now load correctly after a server restart — no more placing them again every session - Clients who relog now see all triggers within a few seconds of rejoining - Shift earnings now always go to your own farm, not just Farm 1 - Replaced the Real Time / In-Game toggle with a 5-step time multiplier: Auto, x1, x3, x5, x10 - Various dedicated server crash fixes from earlier versions Save compatibility: existing saves are fully supported — no reset needed. Several crashes and bugs were introduced in the 1.0.1.x series. This update resolves all of them and makes the mod fully functional on dedicated servers. What's fixed: - Dedicated server no longer crashes when placing or loading workplace triggers - Zone penalty (pay deductions for leaving work area) now works correctly in multiplayer - Various crash and regression fixes carried over from the 1.0.1.x audit No save migration needed — existing saves will load normally. What was broken: After creating a new workplace trigger, the map marker and floating 3-D beacon appeared to be queued ("pending") but were never actually placed in the world. Shift start, proximity detection, and deletion were also silently broken for any trigger created during that session. Fixed: Newly placed triggers now correctly inherit the server-assigned stable ID the moment the placeable loads. Map icons, 3-D markers, shift tracking, and trigger deletion all work as expected from the first placement. No save-game changes required; existing saves are unaffected. - Deleting a trigger no longer crashes with a "wrong type" error. The 3D marker was passing a file path where the game expected a numeric handle — fixed. - Left Shift no longer accidentally toggles HUD edit mode while sprinting. The key has been moved to F7 (rebindable in the key bindings menu). - Edit and Delete buttons in the trigger list dialog now show a tooltip on hover. - Shift payments no longer log an error on every payout. The broken economyManager call has been removed — farm:changeBalance is now used directly, which is the confirmed working path in FS25. Some players reported the mod failing silently on load, and others were confused about needing to buy something from the shop. This update fixes both and clarifies how the mod actually works. What's fixed: - Fixed a crash on load that caused all mod files to appear missing in the log — no functionality was available until this was resolved - Removed the Work Trigger Zone from the shop — it was never supposed to be there and was confusing people looking for an item that didn't behave like a normal placeable - Updated the in-game Help screen (ESC > Help > Workplace Triggers) to explain the correct way to create triggers - Removed raw texture warnings for the mod icon How to create a trigger (if you weren't sure): 1. Press F4 to open the Workplace Manager, click Add New Trigger, set a name and wage, and confirm. 2. The trigger is placed at your current position — no shop required. No migration needed. Existing saves load as normal.

Weather Guard FS25
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Weather Guard FS25

Bedrock Mod for the Realistic Farming suite (its not a standalone mod and should be used together with to other bedrock mods) -> https://www.realisticfarming.com <- Shared weather truth for the Realistic Farming mod ecosystem. One reading of the sky the whole suite agrees on: current conditions, the forward forecast, and one world-climate dial. It publishes the weather and never decides what a mod does about it. =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_WeatherGuard =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Fixed - Multiplayer: changing the weather mode (for example to Real World Weather) now works on a dedicated server and from a joined client. Before, the request reached the server empty and nothing changed. - The wgSetMode console command on a client now says the mode was requested, and that the server applies it if you are an admin, instead of showing the old mode as if it had changed.

Tax Mod FS25
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Tax Mod FS25

Fixed - The yearly tax cycle runs again. The December advisory and the March payment never fired, because the mod read a calendar field the game does not have. Tax now follows the game's named months in either hemisphere, and the year's bill is collected once in March. - Multiplayer (with Network Sync): players in a hosted game see the server's tax settings and their own farm's tax record, and get their daily and annual tax notices from it. The HUD's annual rate shows as a whole percentage. - Converting a multiplayer save to single player keeps each farm's tax history separate, so nothing is charged twice. - Tax settings are saved with the game reliably. - The mod's description, settings and Esc texts read correctly in every language, Ukrainian and Polish included, and the page legend shows a plain dot between page names. Added - A Tax HUD show/hide toggle in the Control Center. - The emergency loan in Income Mod can read the tax you will owe, so a loan offer accounts for the annual bill. Changed - The Realistic Farming Esc menu pages are shared with the other suite mods: scrollable breed tables, the Pro Staff page and the dairy barn cards work on any host, and the side panel's text is laid out in lines. Same tested build as the brief 1.1.5.60 release, with a corrected version number. What's fixed - A settings save during load could abort the game load with the full suite installed; that is fixed - Cleared the HUD toggle default key binding so it ships clean What's new - Economy scaling now follows the shared difficulty options - HUD styling and layout improvements No save migration needed. Existing saves load as normal. New - Irrigation operating costs now appear in your tax ledger. When you run irrigation with Seasonal Crop Stress, each day's pump running cost is recorded as a deductible "Irrigation Operations" expense. It reflects a cost you already pay, so it adds no extra charge. - Realistic Farming ecosystem integration. Tax Mod now saves its state through the shared save system, reports to the unified on-screen display, and its settings appear in the Farm Tablet's System Settings app. - Companion expense recording. Other Realistic Farming mods can now log deductible expenses into the tax ledger. Fixed - Multiplayer: the annual tax payment is now applied once on the host instead of once per connected player. - The tax HUD edit mode now opens with its own key binding, and the HUD no longer swallows right clicks. Localization - Added Danish, translated by a native speaker (DJWestDK). Note - Every ecosystem hook is optional. With none of the other Realistic Farming mods installed, Tax Mod works exactly as before. - Corrected `nRows` count so the background panel fully contains all rendered rows including Recent Activity and the hint at the bottom Changelog v1.1.3.1 -> https://github.com/TheCodingDad-TisonK/FS25_TaxMod/releases/tag/v1.1.3.0 - Taxes now work annually instead of per-transaction — more realistic farm business behaviour - Tax accumulates throughout the year; the full bill is deducted each March - In December you get an advisory notification showing your estimated tax bill, what % of your balance it is, and how much has accumulated — so you can plan your spending before year-end - HUD now shows an estimated March payment row and a countdown to your next tax event - New setting: Annual Tax Rate — choose Low (2%), Medium (5%), or High (10%) - New console command: taxAnnualRate — accepts low/medium/high or a custom value (e.g. 0.08 for 8%) - Bug fix: total taxes paid was being counted twice; now only the actual March deduction counts - Bumped version - Fixed issue since last HUD fix The Tax HUD previously could only be toggled via the developer console. Now you can show or hide it with a single keypress while playing. What's New - Press T to toggle the Tax HUD on/off (rebindable in Controls settings) - HUD hint text updated to reflect the new key No save migration needed — existing saves work as-is. This updates includes a complete rewrite of all code - Changed from 1 single file to multiple files - Settings have been rewritten to match correct FS25 behaviour - Added a HUD overlay (same as Income Mod)

Settings Hub FS25
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Settings Hub FS25

Bedrock Mod for the Realistic Farming suite (its not a standalone mod and should be used together with to other bedrock mods) -> https://www.realisticfarming.com <- The settings bedrock of the Realistic Farming mod ecosystem. SettingsHub is mod 4 in the load order. Companion mods hand it their settings and one callback; SettingsHub owns a throttled async queue so heavy setting changes (rebuilding a large array on a slider tick) apply smoothly in the background instead of freezing the Lua thread, and it routes admin-only changes through the server so multiplayer stays consistent. There are no settings of its own to configure. Install it, keep it loaded, and let the companion mods use it. =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_SettingsHub =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Fixed - Multiplayer: admin settings changed from a client now come back to that client and reach every other client, and the settings Settings Hub keeps itself survive a save and reload. The Sell Price Ratio arrows step again. - Multiplayer: an admin setting with options such as 0.6, 0.7, 0.8 or 0.9 (for example Fertilizer Depot's Sell Price Ratio) now applies when a client admin changes it, and reaches every client when the host changes it. Before, the change was dropped without a message. Added - Settings Hub can show a companion mod's own live setting, so a change made in that mod's own settings dialog appears in the Farm Tablet's System Settings on every player's screen within a second. Each companion opts in with its own update (Soil & Fertilizer does in this release wave). You can now change your Realistic Farming Suite mod settings and rebind keys right from the Control Center, without digging through separate menus. What's new: - New Settings tab in the Control Center: change any suite mod's settings on the spot, with the right control for each one (a toggle, a number, or a list to click through). A Settings button on the keybind screen opens it, and a Keybinds button swaps back. - Admin-only settings are locked and greyed out for regular players on a multiplayer server; the server still has the final say when a setting is applied. - Rebind keys directly from the Control Center: click Rebind on a key, press the new one, done. - New Reset Keys button restores only the suite's own keybinds to their defaults. Every other key in the game is left exactly as you set it. - A short "Realistic Farming Suite is running" notice appears in the corner about 25 seconds after loading a save, showing how many suite mods are active this session. What's fixed: - The key shown for each binding is now the actual key you pressed, not a jumbled combination of every key involved in the chord. - The Show/Hide button labels and status text on the Control Center now update immediately instead of lagging behind what you actually did. - Controls could stop responding correctly after getting in and out of a vehicle. Suite keybinds now stay reliable across vehicle entry and exit. - Fixed the Reset Keys and Settings buttons both responding to the same keypress. No save migration needed. Adds the Control Center, a single place to see and trigger the actions your Realistic Farming mods provide. What's new - Open the Control Center with Right Shift + A - See live key bindings and run registered actions (toggle HUDs, open reports, and more) from one dialog - Companion mods can hook their own actions into it No save migration needed. Existing saves load as normal.

Network Sync FS25
other

Network Sync FS25

Bedrock Mod for the Realistic Farming suite (its not a standalone mod and should be used together with to other bedrock mods) -> https://www.realisticfarming.com <- The multiplayer network bedrock of the Realistic Farming mod ecosystem. NetworkSync is mod 2 in the load order (after StateLedger). It replaces each companion mod's own network event classes with one batched sync cycle: companions register a schema and call markDirty, and NetworkSync serializes, batches at 1Hz, and delivers. This cuts multiplayer traffic and stops the cross-mod rubber-banding that comes from many mods each syncing on their own timer. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_NetworkSync =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Fixed - Multiplayer: a malformed or oversized sync or action message from a client can no longer stall a host or dedicated server. Each message is held to the size its sender can actually produce, and one that breaks that limit is dropped unread. - Multiplayer: a server no longer reads sync data that only a server should send. Changed - For mod authors: requestAction now warns once per action when it is given a keyed table instead of a list, because keyed arguments never reach the server. This update is mostly under the hood, for the other Realistic Farming Suite mods that rely on NetworkSync to keep multiplayer games in sync. Nothing here changes how you play. What's new: - Added a new private sync option that other Realistic Farming mods can use to send you information meant just for you, instead of broadcasting the same data to everyone. - NetworkSync no longer requires FS25_StateLedger to be installed alongside it. If you already run both, nothing changes for you; if a suite mod only needed NetworkSync, you may no longer need StateLedger too. No save migration needed. Fixes for players joining multiplayer sessions. What's fixed - A blank join filename no longer aborts the rest of the sync - The join handshake now waits on the server's reply, so clients connect more reliably No save migration needed. Existing saves load as normal.

NPC Favor FS25
other

NPC Favor FS25

FS25 NPC Favor – Living Neighborhood AI-driven neighbor farmers that live and work around your map. They follow their own daily routines, build a friendship with you over time, and ask for favors you can complete for cash and better relationships. Walk up and press E to talk, no clunky menus. ✨ Features - Living Neighbors - Relationship & Favor System - Walk-Up Interaction - Fully Configurable 🎮 Controls - Interact with an NPC: E Note that NPCs follow a daily schedule. They head out to their fields, take breaks, and return home, so where you meet them depends on the time of day! =================================================================== GitHub Repository: https://github.com/TheCodingDad-TisonK/FS25_NPCFavor =================================================================== GitHub Wiki: https://github.com/TheCodingDad-TisonK/FS25_NPCFavor/wiki =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK Original Idea from: Lion2008 =================================================================== Fixed - Multiplayer: neighbours stand where the server says, show their real names and personalities on every player's screen, and every button (talk, offer help, accept, complete, abandon) acts through the host on the exact person and job shown, by the player who pressed it. - Saved neighbours stay the same people after a reload, with their homes, trust and work, and a saved favour keeps its remaining destinations. - Neighbours work land they are actually allowed to work, and are no longer thrown off a field the farmer owns over and over. They work the whole field and stay on it, and a neighbour inspecting a field's edges follows the field's real shape. - An expiring favour no longer deletes a different, still valid favour, and accepted favours survive a deleted or reused farm: orphaned ones appear in the favour menu's Recovery view. - A favour number used before a save is never reused after loading. - The NPC Favor menu key no longer collides with Dashboard Live's map orientation, the favours HUD key is registered, keyboard defaults are bound, and the interact key shows the live key. - Translations: the page legend shows a plain dot between page names, and the title and description read correctly in the mod manager in nine languages. Added - The NPC Favor page on the Realistic Farming Esc menu: scrollable tables with a details card for each neighbour. - A favours HUD show/hide toggle in the Control Center, Control Center actions, and a HUD that follows the base game's theme and can be resized in width. - Experimental (off by default): an Experimental Systems switch saved with the game, and the first groundwork for companion mods to bring their own neighbours and jobs (offered to one farm, finished face to face, paid once, saved with the game, and free to let go). No companion mod uses it yet. - Fixed favors never completing (#62): every favor step within 30m of its target called a method that did not exist, throwing a Lua error on each check so no favor could progress. The borrow-tractor favor, for example, handed over the keys and then did nothing at the field marker. Step completion now flashes on the favor HUD and favors finish normally. - Favors now pay the farm that accepted them, stamped at accept time and applied at every money site, so the correct farm is paid even on a dedicated server and clients never apply money locally. - Favor completion, loan repayment, and gifts all route through the mod's own server-authoritative event. - Idempotency flags (persisted) so a reload can no longer double-pay a favor, and a live double-payout in the favor management dialog is fixed. - Bridges onto the four core services when installed (StateLedger, NetworkSync, MasterHUD, SettingsHub), with the mod's own paths kept as the standalone fallback. - A read-only relationship and favor API for Dairy Core and Pro Staff. NPC FIELD WORK (NEW) - Real base-game AI tillage: an NPC's tractor and implement runs a genuine field-work job and actually tills the ground. - Full job-to-field matching: each NPC gets a role and the matching gear - till (tractor + plow/cultivator), sow (tractor + seeder), or harvest (combine + header). The AI job only runs when the field state matches. - Crop safety: NPCs read the field's real crop and growth state and never plow or cut a growing crop. Harvesters only go to fields that are ripe. - Fallbacks: if the game AI cannot run (no implement, hire limit reached), the NPC drives its combo with base-game pathfinding or a visual pass, so it always looks busy without errors. ON-DEMAND EQUIPMENT - Equipment now spawns on demand at the field edge the moment an NPC starts working, matched to the field's current need, and despawns when they stop. This removes stale gear (like a plow left on a field that had since grown a crop). A growing field simply gets no equipment and the NPC visits on foot. - If an NPC leaves work while their vehicle is still loading, the load is cancelled before the implement spawns, so nothing is created just to be deleted. FIXES - Fixed a VehicleCharacter crash from a wrong argument order. - Fixed 5 no-op vehicle deletions that left stranded units behind. - Fixed a map-marker overlay render flood ("Unknown entity id ...") by sharing one overlay across all NPC markers. - Fixed harvester headers never attaching (the New Holland combo pointed at a header as its combine, so two headers were paired). It now uses the real combine and the header attaches and harvests. - Silenced the "Can't change money of spectator farm" log spam: NPC AI job cost is zeroed, NPC vehicles keep their fuel topped, and Worker Costs (when installed) drops any charge aimed at the spectator farm. AI BEHAVIOUR, MULTIPLAYER, EDGE CASES - Added the "loner" personality to the daily schedule. - Schedule-aware commute speed boost so NPCs running late move quicker at any time of day, not just the evening. - Group gatherings now show a speech bubble even with no partner nearby. - Reduced NPC-to-NPC social pairing distance to 50m for more natural pairing. - Preserved mood-based movement speed correctly across walk and run modes. - Cleared stale gathering data when an NPC sleeps, and unified scheduled activity lookups into one code path. - Client-side orphan-vehicle cleanup in multiplayer, so stranded NPC vehicles are removed on clients too. NEW CONSOLE COMMAND - npcDeleteVehicle : delete the nearest vehicle/implement to you (cleanup for stranded units). Never deletes the vehicle you are in. If you run Soil & Fertilizer alongside NPCFavor, neighbour fields used to be a problem: nobody manages their soil, so under the simulation their yields would crater and an NPC harvest favor could become impossible to complete. This release fixes that. NPCFavor now tells FieldSentry when a field is under an active favor, so that field is left out of the soil simulation while you work it — the harvest gets normal yields and the favor stays completable. The better your relationship with a neighbour, the more the integration trusts you: with a close friend the field stays in the simulation so you can actually prepare and benefit from managing it, while a hostile neighbour's field is simply masked for a plain vanilla harvest. Works on host and single player, syncs to clients through Soil & Fertilizer, and NPCFavor runs exactly as before if you do not have Soil & Fertilizer installed. Pairs with Soil & Fertilizer v2.4.2.9 or newer. - Synced all translation files - Updated the German translation (not native) This is a big one. Two development cycles rolled into one release, covering everything since v1.2.2.4. What's new: • Ask about work now shows what the NPC is doing right now (← NOW) plus their next two scheduled activities — no more guessing when to find them • Give Gift opens a choice panel: Small ($200), Standard ($500), or Generous ($1,000) — gifts now correctly deduct money from your account (they were free before — fixed) • Press F5 to open the new settings panel — cleaner, faster, and no longer jammed into the ESC menu • NPC roles actually matter now: farmers follow different schedules than shopkeepers and workers, and lean toward matching favor types • During severe weather, affected NPCs can send urgent favor requests • NPCs remember your history with them — repeated help warms them up; ignored favors cool them down — and this now shows in dialog and affects what they ask for • You can now walk up to a neighbor and offer to help before they ask — personality determines if they accept, and player-offered favors pay 15% more • The favor system was overhauled: stuck watch_property patrols, broken loan repayments, and duplicate completions are all fixed • NPC data now auto-saves every 5 minutes so a crash doesn't wipe your relationships • Backstory bios in Relationship Info are now fully translated into all 10 languages (EN, DE, FR, PL, ES, IT, CZ, BR, UK, RU) • French translation corrected by a native speaker • Fixed: relationship decay warning showed garbled format code instead of day count in non-English languages Saves: fully compatible — no migration needed. Your neighbors now pay attention. When a world event is active or market prices are moving, NPCs will bring it up in conversation. This update also delivers a substantial round of favor and contractor fixes. What's new / fixed: - NPCs now reference active world events in conversation — a market boom, a crop failure, a disease scare — they'll mention it when you talk to them - When Market Dynamics is installed and prices are significantly above or below baseline, NPCs give you market tips - Danish language added - ContractorMod integration: NPCs react when nearby contractor jobs complete or when you're working close to them in the field - Fixed favors sometimes never appearing when they should - Fixed the cancel button not properly abandoning an in-progress favor - Fixed NPC vehicles filling the map (tractors no longer used for NPC commutes) - Fixed NPC driving visuals being off when favors involve vehicles - Full favor system audit: 6 bugs fixed, cooldown logic simplified - borrow_tractor and fix_fence favors repaired; 3 new working favor types added - Fixed a crash with FS25 v1.17 API change (setImageColor nil state) - Pagination added to NPC list dialog for farms with many neighbors Saves: No migration needed. !!! THIS IS A TEMPORARY RELEASE! !!! Since this is a pretty big project, everything takes a lot more time than we first expected. But we still want you to see that we’re actively working on the mod and making progress. So for now, we’re sharing what we currently have. Please keep in mind: we *know* there are bugs. We *know* the favors aren’t fully polished yet. Our goal is to make each favor feel meaningful — not just a simple “do this, get that” task. We want it to feel more alive and rewarding. If you’d like to check out what we’ve added, changed, or removed, you can take a look at our GitHub repository here: 👉 https://github.com/TheCodingDad-TisonK/FS25_NPCFavor/tree/development Thanks so much for your patience and support. We really want to make this mod something great ❤️ - Restored working codebase from v1.2.2.4* *Im aware that the map is bugged and you get draw errors; You can see the names in the minimap. There will be a fix for this soon! - Added temp fix for mapHotspot error - Fixed map hotspot night visibility + addded NPC name labels - Improved NPC animations, clothing, field work pathing, and HUD rendering - Fixed settings persistence, expanded ESC menu, fixed dialog/icon ZIP loading - Improved teleport to always faces NPC - Improved text stabilization after teleport - Added console command `npcFavors` - Added binding F6|F7 for FavorManagementDialog and NPCListDialog (i might did a oopsie on this one) - Updated ZIP to github ZIP No the github issue is not fixed yet, i have dad duty so ill do this later :( Please check Github Repo; -> Thanks to XelaNull for forking the repo and all the changes that are made

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Master HUD FS25
other

Master HUD FS25

Bedrock Mod for the Realistic Farming suite (its not a standalone mod and should be used together with to other bedrock mods) -> https://www.realisticfarming.com <- The UI renderer bedrock of the Realistic Farming mod ecosystem. MasterHUD is mod 3 in the load order. It owns the single draw loop that renders every companion mod's overlay, in a pull model: companions flip a dirty flag instead of rebuilding HUD strings every frame, and MasterHUD calls their fetch callback only when the data actually changed. It also handles menu-suspend, corner stacking, and unload cleanup once for all of them. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_MasterHUD =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Fixed - With Master HUD installed, the HUD show/hide keys of Soil & Fertilizer, Seasonal Crop Stress, Fuel Costs, Income, NPC Favor, Random World Events and Workplace Triggers work again. Each key shows or hides that mod's HUD, as the Control Center button does; Soil, Crop Stress and Random World Events also work in a vehicle. Needs Settings Hub. - Hiding all HUDs no longer blanks a settings or tuning screen you have open: that screen stays drawn and keeps taking your mouse input until you close it. Hiding all HUDs used to hide everything, including displays you actually need while working, like sprayer rate. That's fixed. What's new: - Hide All HUDs now keeps in-cab tool readouts (sprayer rate and other work-related displays) visible. Only the glance overlays and panels are hidden, so you can hide the clutter without losing what you need while spraying or working a field. What's fixed: - Controls could stop responding correctly after getting in and out of a vehicle. The suite's HUD toggle keys now stay reliable across vehicle entry and exit. No save migration needed. This update gives Master HUD proper on-off and edit controls and wires it into the suite Control Center, so you can manage your HUD without digging through menus. What's new - Toggle all HUDs with Right Shift + G - Enter HUD edit mode with Right Shift + B to move and arrange elements - Control Center support (with SettingsHub installed): toggle and edit your HUD straight from the Control Center What's fixed - HUD controls now respond while you are seated in a vehicle - General stability fixes for showing, hiding, editing, and cleaning up HUD overlays No save migration needed. Existing saves load as normal.

Market Dynamics FS25
other

Market Dynamics FS25

FS25 Market Dynamics - Dynamic Crop Pricing Real-world inspired crop pricing for Farming Simulator 25. Prices rise and fall daily and intraday on world events, supply, and demand, so no two playthroughs feel the same. Lock in futures contracts, ride out market shocks, and watch it all on a live market screen. Markets stay volatile but never absurd, clamped between 50% and 200% of base. ✨ Features - Dynamic Pricing Engine - Ten World Events - Futures Contracts - Live Market Screen - Configurable Events - Multiplayer Sync - Mod Integrations - 26 Languages 🎮 Controls - Open New Contract dialog: N (or click "New Contract" on the Market screen) Note that everything is server-authoritative in multiplayer, and you can safely remove the mod mid-save, it simply ignores its data on next load! Works great with: FS25_FuturesMission and FS25_UsedPlus (integrations activate automatically when detected). FuturesMission: https://github.com/Mmtrx/FS25_FuturesMission =================================================================== GitHub Repository: https://github.com/TheCodingDad-TisonK/FS25_MarketDynamics] =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Changed - Market prices move with the in-game calendar: quotes step once per farming hour and history is kept per day, so prices behave the same at any time speed. World events and supply spikes expire on the same clock. - With Time Guard installed and Experimental Systems on, the calendar economy follows Time Guard's shared clock. - Random World Events' price changes now come through Market Dynamics (see above). - The Market Dynamics Esc page: the price graph has more room, event settings and New Contract are on the glance page, and the old "Open full Market" link is gone. - Market actions have keyboard defaults (Right Shift) that do not collide with other suite mods. Fixed - Saved prices and futures contracts are restored by product name, so adding or removing a mod that registers fill types no longer moves a price history or a contract onto the wrong product. - Multiplayer: market history reaches joining and seated players. - The aggregated median line no longer mixes livestock prices per head with crop prices per litre. - The market graph samples once every 20 seconds and reuses its numbers, so it costs less frame time. - Translations: the Esc pages fall back to English instead of showing raw keys, the Korean "Field Detail" label is fixed, the page legend shows a plain dot between page names, and the English description reads correctly in the mod manager. What's fixed - Price history no longer disappears from the market graph when you rejoin a multiplayer session - The market graph axis labels no longer overlap, so prices stay readable - The create-contract hint now shows the key you actually have bound, instead of a fixed label No save migration needed. Drop-in replacement for v1.3.0.56. This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released. New in this version: - Release gate. Market Dynamics now carries a lock registry that keeps experimental systems off until they are deliberately released, as an explicit opt-in that is independent of the difficulty setting. - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk. - Nothing gated yet. This release wires the mechanism in so future experimental systems can ship locked. Today there are no locked systems, so the mod behaves exactly as it did in v1.2.0.9. Everything else works exactly as before. Prices, world events, contracts, and the settings panel are untouched. New - Realistic Farming ecosystem integration. Market Dynamics now plugs into the shared ecosystem: your market and contract state is saved through the shared save system, kept in sync in multiplayer, shown on the unified on-screen display, and its settings appear in the Farm Tablet's System Settings app. - World event timing now scales with your season length. Longer seasons space events out, shorter seasons bring them closer together, so the pace matches how you play. Improved - Contracts and market data now sync cleanly to every player in multiplayer, including on dedicated servers. Fixed - Added the missing French translations on the settings panel. Note - The ecosystem integration is optional. Market Dynamics runs exactly as before on its own when the other Realistic Farming mods are not installed. - Dedicated server crash: replaced streamWriteFloat64 (unavailable on dedi builds) with streamWriteInt32 (seconds) for contract delivery time - Contract delivery double-counted: removed addFillLevelFromTool hook — standard selling stations call both hooks at the same stack level, bypassing the re-entrancy guard and inflating contract progress to 2× - Too many events on Rare: lowered Rare frequency scale from 0.4 → 0.15; added per-check cap of 1 new event with shuffled ordering to prevent event storms - Frequency setting change delayed: world event timer now resets immediately when eventFrequency or eventsEnabled changes in settings - Settings panel removed from ingame settings - Custom settings panel integrated (NEEDS TO BE BINDED) - Swapped out the ▲/▼ indicators since FS25 does not like it - Fixed `nill` error from missing l10n string - Updated all translation files (new keys have been added) - Click the Crop, Price, or Change column header in the Prices tab to sort the list — click again to flip the order. A small ▲/▼ arrow shows which column is active. - MDM now correctly uses base prices set by the Realistic Economy mod. If you have both installed, MDM's price swings and world events will layer on top of REM's real-world prices instead of ignoring them. Dedicated server admins were unable to add or remove custom fill types from world events — changes appeared to work but silently reverted every time. This update fixes that, and also makes it much easier to find crop names on servers running lots of crop mods. What's fixed / What's new: • Custom fill types now save correctly for dedicated server admins — no more changes disappearing after closing the dialog • Removing a fill type from an event list now actually sticks (closes #77) • "Browse Fill Types" dialog has a new real-time search bar — type part of a crop name to instantly filter the list instead of scrolling through 100+ entries • All existing languages updated with the new search label No save migration needed — existing savegames load normally. - Fix contract defaulting on restart by persisting absolute game time and adding a synchronization guard in the update loop. - Implement 'Forfeit' action for contract owners, allowing non-admin clients on dedicated servers to manage their own contracts. - Refactor XML serialization to use the modern FS25 XMLFile class API, improving stability and fixing type-related script errors. - Fix an infinite loop in UPIntegration load logic that caused game freezes at 100% loading. - Suppress 'Failed to open xml' errors for missing legacy configuration files. - Ensure proper permission checks for admins and master users across UI elements. Market Dynamics now reacts to what's happening in the world. If Random World Events fires a market crash, prices will reflect it. If your fields are under widespread crop stress, supply pressure nudges prices upward. What's new / fixed: - Random World Events integration: active economic and field events now directly shift crop prices (market boom +12%, crash -13%, export opportunity +18%, economic crisis -20%, and more) - Seasonal Crop Stress integration: when many of your fields are under critical stress, a mild supply-pressure price increase kicks in - Delivery time unit (real days vs. in-game days) is now a single global setting in ESC > Settings > Market Dynamics instead of a per-contract choice — existing contracts are not affected - New contract HUD showing your active contracts at a glance - Event alerts redesigned with cleaner notifications - Fixed contracts not completing correctly at selling points - Fixed delivery start time not being saved correctly across reloads - Fixed a time-scale warning that could trigger incorrectly during fast-forward - Browse Fill Types dialog for easier event configuration - Immediate contract delivery now available - Event settings sync properly in multiplayer Saves: No migration needed. Existing contracts carry over. - Added a new HUD for when there is a active contract - Added a dialog that shows up when a event has started - Added new strings to all 25 translation files - Fixed a issue where contracts made could not be fullfilled while unloading at selling station - Added missing strings across all translation files - Added a new HUD for when there is a active contract - Added a dialog that shows up when a event has started - Added new strings to all 25 translation files - Added missing deliveryStartTime and bcManaged fields to MarketSerializer and network sync (#64) - Fixed BCIntegration deadline offset to use daysPerPeriod (#64) - Added UPIntegration hooks and fixed modifier removal keys (#64) - Added onLoad and getExtraData fallbacks to all stateless events for save load safety (#64) - Fixed TradeDisruptionEvent duplicate extra filltype application (#64) - Added session start grace period to MarketDynamics to prevent immediate contract defaults on server restart (#63, #60) - Implemented MDMMarketSyncEvent to sync server prices and active events to clients, fixing desyncs (#62) - Added deterministic oldest-first contract fulfillment logic - Registered missing dialogs and added nil guards across core systems - Browse Types (extended) — You can now add individual fill types directly to events via the browser UI - Commodity handling expanded — events now support all fill types, not just crops - Multiplayer / dedicated server event settings improved for better consistency and reliability - Contract completion issue that could prevent contracts from finishing correctly - Created MDMSettingsSyncEvent.lua: A new network event that handles synchronizing all settings (Price toggles, Event Frequency, Volatility, Disabled Events, and Custom Fruit Types) between the server and all connected clients. - Sync on Join: When a new player joins the server, they now automatically receive the full current settings from the server so they see exactly what the host sees. - Real-time Updates: Whenever any player (with permission) changes a setting in the Settings UI or the Event Settings dialogs, that change is now instantly broadcasted to the server and all other clients. - Server-Side Persistence: Because the server now receives these updates in real-time, it will correctly include your custom fruit types the next time the game is saved. - Contracts now sync correctly to all clients on a dedicated server - Fixed a loading failure caused by incorrect file paths inside the mod zip - Time unit toggle (hours/days) moved into the contract dialog where it belongs - Contract input popup restyled and repositioned — no more clipped text field - Removed a leftover settings panel that was causing tab conflicts in multiplayer - Event Settings is now a footer button (alongside New Contract), easier to find - Improved all the dialogs (should feel less noisy) - 2 new options for contract creation (custom amount & custom days) - Time Unit toggle added to choose between in-game & real days - Rework of the admin commands - Several small bugs fixed Instead of picking from preset quantities, you can now enter any amount (liters or units) using the new custom input dialog. Same for delivery windows — type in any number of in-game or real-world days. [Save path fix] - The save file is no longer created inside a subfolder within your savegame directory. This fixes an issue where dedicated servers rejected uploaded savegames. Existing saves from v1.1.4.x are automatically migrated on first load. [Dialog button layout] - The quantity preset buttons in the futures contract dialog no longer overflow outside the dialog boundary. [Custom input dialog] - The hint text at the bottom of the custom input dialog is now fully visible (was being clipped in the previous layout). Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_MarketDynamics/blob/main/CHANGELOG.md FS25_FuturesMission has been updated -> https://github.com/Mmtrx/FS25_FuturesMission/releases/tag/v1.1.0.1 The Market Dynamics tab was overwriting the SERVER SETTINGS tab when playing on a multiplayer server. MDM's tab now always inserts after all existing game tabs (including the MP-only SERVER SETTINGS tab), and recovers automatically if anything shifts tab positions. 3 new events added! - ColdSnapEvent.lua — mixed-direction frost event; grain/oilseeds up, forage down; full save/load persistence via getExtraData/onLoad - FinancialPanicEvent.lua — black-swan macro shock; suppresses all crops simultaneously; rare, high intensity floor - ProteinPremiumEvent.lua — demand-pull protein trend; boosts soybean/canola and milling wheat/barley at different rates - Translation keys mdm_event_cold_snap, mdm_event_financial_panic, mdm_event_protein_premium added to all 26 language files - Futures contracts no longer immediately default on the first reload after signing - Full multiplayer support for futures contracts. All contract actions (create, complete, cancel, delete) are now sent to the server for authoritative execution and synced back to all connected clients. This update brings a full integration with FS25_FuturesMission (by Mmtrx), fixes several contract and pricing bugs that slipped through since launch, and cleans up confusing in-game messages so you always know where to go. What's new / fixed: • FuturesMission integration — when FS25_FuturesMission is installed, futures contracts are created through the BetterContracts mission flow and MDM handles the pricing side automatically • Savegame migration — existing MDM contracts are handed off to FuturesMission cleanly on first load; no manual steps needed • Fixed prices occasionally showing $0 in the market screen • Fixed contract list not responding to clicks in some situations • Fixed a game freeze that could occur when pressing New Contract with BetterContracts active • Fixed contract deadlines and event timers drifting out of sync over long play sessions • In-game messages now correctly name FS25_FuturesMission and tell you where to get it if you don't have it No save migration needed — your existing save works as-is. Futures contracts now correctly track crop deliveries. Previously, contracts were stuck at 0% filled regardless of how much was delivered. (PriceHook.lua — use fillDelta instead of sellFillType return value, which is not the accepted liter count in FS25.)

Income Mod FS25
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Income Mod FS25

Converted from FS22_IncomeMod Income Mod provides players with a simple, balanced way to receive passive income. Automatically earn money either hourly or daily, based on your chosen difficulty or a custom amount. Perfect for players who want steady cash flow without relying solely on missions or selling goods. Features: - Easy / Normal / Hard difficulty presets - Custom income amount option - In-game notifications - Fully configurable via console commands or in the pause menu - Settings saved automatically - Works in singleplayer and multiplayer - Lightweight and stable Please be aware: You need to have developer mode enabled in order for you to open the console. This can be done in your FS game folder, then look for the "game.xml". Change to "true" Enjoy you farming experience with my Income Mod <3 ========================================================= Github: https://github.com/TheCodingDad-TisonK/FS25_IncomeMod ========================================================= COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, or claiming this mod as your own is strictly prohibited. Original author: TisonK ========================================================= Changed - Income schedule (multiplayer): the pay amount and pay mode now change only on the host, after a preview you confirm. Switching mode or pressing Reset pays nothing at the moment of the switch, a non-administrator is refused, and Settings Hub no longer lists or writes the pay mode or amount. - The HUD, the income report and the Esc Realistic Farming page show the host's income schedule in multiplayer (not the joining player's own settings), say they are waiting until it arrives, and name the current seasonal adjustment. With Experimental Systems on, they also explain the month at this rate and that the amount applies to every active farm. Fixed - Emergency loans: an amount the game does not know yet shows as Unavailable instead of 0, and the buttons only act on known amounts. Paying a loan off keeps its history, so the next loan's rate and quote are worked out correctly, and accepting a Borrow quote checks that it still fits your current cash instead of refusing over small cash changes. - Setting the clock backwards within a day no longer pays out the "missed" hours; the next real hour pays normally. - Multiplayer: a settings change made through Settings Hub is saved only by the host. - With Master HUD installed, Income Mod no longer logs a false "HUD toggle registration failed" warning at load. - Translations: the settings labels, help pages, pay-mode options, title and description no longer show garbled characters in eleven languages, and the mod manager shows Income Mod's own name in nine languages that had carried another mod's name. The Esc page legend shows a plain dot between page names. The Emergency Loan feature now tells you what's actually happening with your finances instead of just showing a balance. What's new: - The loan report now shows a forecast: your expected regular income, your known upcoming bills, a separate estimate of your recent day-to-day spending, and a projection of how low your cash will get. If that projection goes negative, it's flagged as a shortage warning so you can act before you're actually broke. - You can now repay the loan for any amount you choose, not just pay it off in full. - New Income HUD show/hide toggle added to the suite Control Center (requires SettingsHub). No save migration needed. Quality-of-life additions for managing your income display. What's new - Toggle the income HUD with Right Shift + I, and enter edit mode with Right Shift + J - Open your income report from the suite Control Center (with Settings Hub installed) - HUD and settings styling improvements No save migration needed. Existing saves load as normal. This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on. New in this version: - Release gate. Experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting. - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk. - C3 loan elaboration locked. The emergency loan stays available as the interest-free bridge loan it has always been: grant, re-draw, forecast and repayment are untouched. What stays locked is the cost elaboration (the escalation and the Time Guard compounding). The floor escape is never removed: a broke farm can always reach the base-game loan. Everything else works exactly as before. The passive income system, the HUD, and the report dialog are untouched. Skip income payout during sleeping. The Income HUD position, scale, and visibility were lost every time you reloaded your save. The HUD would snap back to its default position and reappear even if you had hidden it with the I key. What's Fixed: - HUD position and scale now save on every game save and when exiting the game - Hiding the HUD with the I key now persists across reloads No save migration needed. Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_IncomeMod/releases/tag/v2.1.3.0 - The income panel can now be moved and resized to fit wherever you want it on screen. Right-click the panel to enter edit mode, drag it to a new position, drag a corner handle to scale it up or down, then right-click again to lock it in place. Your layout is saved between sessions. - Colors updated to match FS25's native panel style (dark, clean, no green border) Toggle visibility still works the same way via the I key. No save migration needed. - Fixed `MoneyType` crash (income never paid) - Fixed mod not loading due to wrong ZIP building inside the build.sh - HUD toggle desync fix - Added missing showHUD field to the console settings - Added explicit override that calls updateDisplay() on every open - Removed stray double blank lines - Replaced both notification calls (payment + startup) with the correct FS25 AP * Added **seasonal income modifiers** (Spring 0.8x, Summer 1.0x, Autumn 1.2x, Winter 0.7x) with optional toggle in the settings UI * Added **selectable income multipliers** (1x / 2x / 5x / 10x) in settings UI and via `IncomeSetMultiplier` console command * Added **per-farm multiplayer support** — each active farm now earns independently * Added **income state persistence** — `lastHour` and `lastDay` saved to `_state.xml` to prevent missed or duplicate payments after reload * Added **payment history tracking** — `IncomeHistory` console command shows last 10 payments (day, hour, amount, seasonal modifier) * Added **next payment timer** — `IncomeNext` console command displays time remaining until the next payout * Added missing **`IncomeSetDebug` console command** for toggling debug mode * Fixed critical **multiplayer duplicate payment bug** by adding a server-only guard in `giveMoney()` * Fixed duplicate startup notification (was triggering from both IncomeManager and IncomeSystem) * Fixed global namespace pollution from `getTextSafe` (moved to `UIHelper.getText()` module method) * Fixed debug print leak in `UIHelper.lua` * Fixed incorrect startup tip text (now shows: `Type 'income'`) - Rewrote entire code - Changed entire command list - Added new settings tab in the pause menu - Changed notification style - Optimized current code - Added support for: de, fr, pl, es, it, cz, br, uk, ru - Fixed console error

Realistic Fuel Costs FS25
other

Realistic Fuel Costs FS25

In real farming, diesel is one of the biggest operating costs — up to 50% of variable expenses on a working farm. In Farming Simulator 25, fuel is completely free. Realistic Fuel Costs fixes that. Fill up at any fuel station and pay the market rate. The price isn't fixed — it moves every game day based on seasonal demand, market forces, and occasional supply shocks. Plan your big harvest runs around cheap fuel days. Watch the price spike in autumn when everyone's combining. One mechanic. Universal impact. No new systems to learn. KEYBIND TO OPEN PANEL CAN BE SWITCHED!!!! DEFAULT -> SHIFT + F =================================================================== GitHub Repository: https://github.com/TheCodingDad-TisonK/FS25_FuelCosts =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Added - A Fuel HUD show/hide toggle in the Control Center, and Control Center actions for Fuel Costs. - The Fuel HUD follows the base game's HUD theme and can be resized in width. Changed - The economy dial uses the suite's shared option scaling. - Keyboard defaults are bound and no longer collide with other suite mods; the settings screen shows the live key. - Settings show their proper names in Settings Hub and the Farm Tablet instead of internal ids. Fixed - Key presses are registered only where they belong (on foot or in a vehicle), and editing the HUD in the suite editor works again. - Mod reloads during development no longer leave stale hooks behind.

WardrobeClothingPack версия 1.0.0 для Farming Simulator 2025 (v1.22)
other
John Deere X9 1100 crocodile версия 1.0.0.0 для Farming Simulator 2025 (v1.24x)
harvesters
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