Farming Simulator 25 mods

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Cow Farm Pack FS25
maps

Cow Farm Pack FS25

Metal Shed 20 x 11 meters: Price: $13,000 / $18,000 (With Workshop) Daily upkeep: $10 / $20 Metal Shed 20 x 31 meters: Price: $25,000 Daily upkeep: $25 Metal Shed 40 x 12 meters: Price: $15,000 Daily upkeep: $20 Open Cow Barn 40 x 14.5 meters: Price: $55,000 / $56,000 Daily upkeep: $100 Capacity: 20 / 40 Cows Large Cow Barn 65 x 38 / 65 x 51 meters: Price: $105,000 / $155,000 Daily upkeep: $100 / $120 Capacity: 200 / 300 Cows Credits: Original Authors: Kamilos0397 FS25 Conversion & Enhancements: DiamondWolf

FS25 Autosan DLC Pack
trailers

FS25 Autosan DLC Pack

FS25 Autosan DLC Pack Autosan DLC Pack v1.0 This mod is a free add-on that introduces the Autosan brand and iconic Polish trailers to the game. Contents: Autosan D34 Autosan D35 Autosan D50 Autosan D55 Autosan D46 for transporting bales Autosan D46 standard Autosan D47 Future additions: Autosan D-732 Autosan D-633 / D-613 Autosan D44 Autosan D45 Autosan D-663 Autosan D-744 Autosan D-766 Best regards and enjoy the game! – Polish_dlc and agro_LS17 Team

Joskin 8000 Black FS25
trailers

Joskin 8000 Black FS25

Store Category: Trailers Price: €74,000 Capacity: 28,700 L, 37,570 L, 42,120 L (roots), 46,250 L and 57,092 L (silage only) Lid: possibility of choosing 3 first capacities Lift axle: 1 and 3 axles raise and lower depending on weight Steering axle: 1 and 3 self-steering axles Settings: - 5 capacity options with lids - Window configuration: steel plate, galvanized bars and transparent plexiglass plate - tire configuration: MICHELIN, BKT, TRELLEBORG, VREDESTEIN, NOKIAN, ASCENSO - Side markers - Side lights - LED lights - Pour spout for standard grain chute - Rear lift - Toolbox - Large triangle on the back - Galvanized and bolted platform + rear ladder and front ladder (Animated ladder) - Additional stickers - Danger stickers - Interchangeable stickers for capacity

Develon DD100 FS25
other

Develon DD100 FS25

Hello, We decided to bring our bulldozer from LS22 over to LS25 and release it. It features color configuration. It also includes some Interactive Control functionality. It’s nothing fancy, but it works and gets the job done! Have fun with it. Best Regards, TCF

FS25 Realistic Diesel Start V1.1.0.0
other

FS25 Realistic Diesel Start V1.1.0.0

FS25 Realistic Diesel Start V1.1.0.0 Tired of starting an engine with a single key press? This mod turns ignition into a realistic sequence, just like a real diesel. MULTI-STAGE STARTING Short press of the engine key: ignition ON (the dashboard powers up). Glow plug pre-heating with a HUD indicator next to the speedometer that changes color as it heats up. Pre-heat time depends on temperature: in deep winter it can take up to 25 seconds; with a warm engine or in summer it’s nearly instant. Hold the key to crank. Crank before the glow plugs are ready and the engine may cough, fail to start, and take slight damage. After a cold start the engine idles for a few seconds before responding to the throttle. COMPRESSED AIR SYSTEM (trucks) HUD pressure gauge showing tank pressure. The compressor builds air while the engine runs (timings calibrated with real truck data). Pressure bleeds off while parked: leave the truck sitting and you’ll need to build air back up before leaving. Realistic air brakes: run out of pressure and the spring brakes engage, locking the truck in place — just like real life, you don’t lose your brakes, you get stuck! Audible low-pressure warning buzzer. FEATURES Keyboard and gamepad compatible. Uses the vanilla engine key, no new keybindings. Multiplayer and dedicated server support. Sounds: low-pressure buzzer, failed-start cough, air release. Configurable via console (`rdsConfig` command): toggle damage, air system, and adjust timings. Repositionable HUD (`rdsHudPos` command). Translated to Spanish, English and German. AI workers are not affected. Made with passion for realistic farming simulation. V1.1.0.0 New Features: The clutch must now be depressed to start the engine (X key, reassignable in Options → Controls). This is solely for starting the engine and has no other function. The engine warms up based on actual RPM/load, not a fixed time — and loses power when cold. Lights and hazard lights no longer turn off automatically when the ignition is switched off. Air pressure gauge and thermometer have been redesigned with realistic icons and more vibrant colors. The HUD now locks automatically to the in-game speedometer at any resolution. Italian translation. Sounds converted to OGG format. Various stability improvements. Credits: OGG sound and Italian translation provided by FirenzeIT. Thank you! Credits:GN Realism Tags: AIFEATURESHUDRPM

McHale V6750 FS25
other

McHale V6750 FS25

Price: 82000 € Required power: 140 hp Max. Working speed: 17 km / h Converted from FS22 - Version FS25 Shaders - Added new icon and store photos - Added bale Net support - Added Base colors - ModDesc changes - DescVersion changed - Version changed

Welger RP 235 Profi FS25
other

Welger RP 235 Profi FS25

Specifications: - Price 25,000€ - Round bale diameter 125 cm - Needed power 90 hp - ModDesc changes - DescVersion changed - Version changed

Veenhuis 3-axle trailer FS25
trailers

Veenhuis 3-axle trailer FS25

Base price: $74,200 Capacity: 30,000 liters Valve configuration included

FS25 Visual Mud Tracks V1.3.6.3
other

FS25 Visual Mud Tracks V1.3.6.3

FS25 Visual Mud Tracks V1.3.6.3 Visual Mud Tracks expands Farming Simulator 25 with a comprehensive simulation of lanes, soil moisture, tire behavior, compaction, fruit destruction, root damage and bogging. This means that vehicles react much more realistically to dry, moist and water-saturated soils. The mod is designed for single player and multiplayer and can work with the **Realistic Water & Soil Management System**. Soil moisture, load capacity and waterlogging not only influence the display, but also tire contamination, sinking, slippage, driving resistance and plant damage. Physical lanes and terrain grooves Tires can permanently lower the terrain and create real grooves in the terrain heightmap. The depth and width of the tracks are calculated individually for each wheel. To be taken into account: Vehicle weight actual wheel load Tire width and tire radius Tire pressure Soil moisture Soil saturation Carrying capacity Speed Wheel slip Cornering Number of previous crossings Trailers, levels and attachments Left and right bike lanes remain separate. The center of the vehicle is not lowered unnecessarily. The grooves have a narrow, steep cross section so that the edge areas do not sink over a large area. Existing tracks can be deepened by further difficult crossings. A maximum depth protects the terrain from extreme deformation. The groove is created directly at the actual wheel contact. There is no delayed post-processing behind the vehicle. Steered, mirror mounted and differently aligned wheels are taken into account. Restoration through tillage Physical lanes can be removed again through appropriate tillage. The following are supported, among others: Plows Cultivator Disc harrows Subsoiler Mulcher Reels Seeders Direct seeding machines Planters The terrain is only reset within the actual work area being worked on. Pending trace calculations and saved visual traces are also removed there. Safe Terrain Journal The mod uses separate savegame files: `visualMudTracksTerrainBackup.xml` `visualMudTracksActiveRuts.xml` `visualMudTracksState.xml` The original terrain height of a cell is saved during the first intervention and is not later overwritten by further passes. Active grooves and recovery information are managed separately. This allows tracks to be reset in a more controlled manner. Interrupted restores can be resumed the next time you start the game. Important note for updates: Before switching from an older version, existing lanes with the old version still installed should be removed using tillage equipment and the score saved. Grooves that have already been permanently written into the terrain height map may otherwise remain. Visible and physical sinking Tires visibly and physically sink on soft and wet surfaces. The sinking is implemented via the effective wheel physics radius. This means that the tires, suspension and ground contact react together. The sinking occurs progressively and not suddenly. On solid ground, the wheel lifts itself out of the ground in a controlled manner. The sinking depth depends on: Soil moisture Saturation Carrying capacity Wheel load Tire width Tire pressure Speed Slip existing track depth Wide tires distribute the load better. Narrow, heavily loaded tires cut deeper. Tire pressure system The tire pressure can be changed while driving. The value is saved for each wheel and synchronized in multiplayer. Low tire pressure: increases the contact area Improves grip on soft ground reduces cutting can make it easier to get out of soft tracks High tire pressure: reduces the contact area increases cutting increases the risk of getting stuck on wet ground may be cheaper on solid ground A compact HUD shows the current pressure in bar and evaluates it in color. Soil moisture HUD and RWSM connection The Soil Moisture HUD shows the current RWSM topsoil value in percent. The display uses the same soil moisture value as the RWSM field info. Values ​​above 100 percent can represent severe waterlogging or waterlogging. RWSM soil moisture affects: Sludge content Tire contamination Particle effects Carrying capacity Sinking depth Tire grip Wheel slip Groove depth Danger of getting stuck Fruit and root damage Increased soil moisture caused by irrigation can also change the soil physics. Tire dirt and mudThe amount of mud is stored individually for each tire. A tire remains dirty after leaving the field and cleans itself depending on the surface. Asphalt cleans quickly Gravel cleans slower Clean dirt roads only slightly high speed throws more mud out of the tread Rain also washes off the tires a light film of dirt may remain The particle effects distinguish between dry earth and wet mud. Included are: fine dry soil particles medium dry soil particles fine wet splashes medium mud particles rare heavy mud lumps The amount of particles depends on wheel rotation, slip, tire width, radius, moisture, sink factor and load capacity. Particles are only generated when there is suitable ground contact. Progressive stuck physics On heavily waterlogged and less stable ground, a vehicle can progressively become stuck. Continuous slippage causes driven wheels to dig in further. At the same time, the transferable grip decreases and the driving resistance increases. To be taken into account: Soil moisture and saturation Carrying capacity Wheel load Tire pressure Slip Speed Engine utilization Engine speed Tensile load Working resistance Duration of exposure Plows, cultivators, disc harrows, subsoilers, seed drills, power harrows and rollers produce different pulling resistances. Working width and working depth influence the power requirement. In extreme conditions, propulsion can be almost completely lost. Lifting or uncoupling an implement immediately reduces the additional load. Controlled reversing can reduce the digging condition and free the vehicle along its own lane. Soil compaction Vehicles compact the top and bottom soil depending on wheel load, soil moisture, slip and number of passes. Included are: Topsoil compaction Subsoil compaction Stronger compaction in wet soil Multiple experiences Additional load due to cornering and slipping Plow sole for frequent plowing Different effects of plow, cultivator and subsoiler Targeted reconsolidation by rolling slow biological recovery Compaction and soil structure can be viewed in the field info. Fruit destruction Plants in the immediate tire area may be damaged or completely removed. The native LS25 fruit destruction is used for this. The damage depends on: Wheel load Tire width Soil moisture Slip Cornering Growth stage Root health Soil structure Number of crossings Young plants react more sensitively. Repeated crossings significantly increase the damage. Normal tires remove plants after several trips over the same spot at the latest. Detected maintenance tires reduce the damage, but do not prevent it completely if the vehicle is driven frequently. Root Health Each contaminated soil cell can receive its own root health value. Root damage occurs due to: high wheel load wet ground strong slip Cornering Multiple crossings unfavorable growth stages compacted soil If root health declines, the risk of visible plant damage increases. below 70 percent: increased sensitivity below 40 percent: further crossings lead to destruction more quickly less than 20 percent: very high risk of failure Root health is saved and can slowly recover biologically. Field info and settings menu The mod expands the field information to include numerous land values, including: Soil compaction Underbody status Root health Soil structure Sink factor Carrying capacity Fruit and root damage The settings menu contains detailed descriptions of all options. High and low values, interactions, performance consequences and save game effects are explained. The menu texts are available in twelve languages: German, English, French, Spanish, Italian, Dutch, Polish, Portuguese, Russian, Czech, Hungarian and Turkish. Multiplayer and performance The crucial physics calculations run on the server side. Tire pressure, contamination and important soil conditions are synchronized. To optimize performance, the mod uses: limited groove points adjustable storage intervals Event and bulk caches sleeping floor cells Reduced refresh rates for removed or inactive areas delayed safe initialization of the particle systems Clean release of particle effects when deleting vehicles V1.3.6.3 Slip reduced in extreme wet conditions. Added all tillage equipment. Required mods: Realistic Water & Soil Management (RWSM) Credits:Sherman200 Tags: Farming Simulator 25HUDRWSMSafe Terrain Journal

FS25 Realistic Water & Soil Management (RWSM) V1.3.6.4
other

FS25 Realistic Water & Soil Management (RWSM) V1.3.6.4

FS25 Realistic Water & Soil Management (RWSM) V1.3.6.4 Realistic Water & Soil Management – RWSM **Realistic Water & Soil Management*expands Farming Simulator 25 with a permanently stored water, soil and plant balance. Rain, irrigation, evaporation, soil type, terrain, compaction, tire pressure, tillage and plant development are directly intertwined. As a result, fields no longer only react with simple conditions such as “dry” or “wet”, but rather have a multi-layered water balance with topsoil, root zone and subsoil. Natural depressions stay moist longer, heavy vehicles compact wet soil more and inadequate tire pressure increases the load on the topsoil. These influences have long-term effects on soil structure, root health, plant development and yield. Features Multi-layered water balance The soil water balance is calculated separately for: Topsoil from 0 to 10 cm Root zone from 10 to 30 cm Subfloor from 30 to 60 cm Precipitation, irrigation, evaporation, seepage, drainage, surface runoff, plant water absorption, soil type, soil structure, compaction and landform are taken into account. The usable field capacity is displayed separately from the complete pore saturation. Water above field capacity appears as excess water and can seep away, run off or cause waterlogging. Different soil types RWSM differentiates between different types of soil with their own properties, including: loamy sand sandy loam Clay silty clay Each soil type has its own values for field capacity, wilting point, water retention, infiltration, drainage, bearing capacity, risk of compaction and sinking depth. Sandy soils dry faster. Loamy and clay-rich soils store more water, but remain soft longer and are at risk of compaction. Dynamic weather and climate Regional climate profiles influence: Precipitation Temperature Evaporation Wind Humidity Sunlight exposure seasonal distribution The game’s actual weather data directly affects soil moisture, drying and evaporation. Realistic drying Drying does not take place via a simple timer. Temperature, wind, sun, humidity, soil type, compaction and surface water determine the speed. A wetness memory prevents a field from becoming completely dry and viable again immediately after rain. Natural depressions and waterlogging RWSM detects local low areas within a field. These areas: collect water dry more slowly have lower load capacity Promote sinking and track formation increase the risk of compaction can cause oxygen deficiency to the roots The terrain evaluation is cached for better performance. Soil compaction The compression is saved separately for: Topsoil Root space Underbody Have an influence: Vehicle weight Payload Wheel load Axle load Tire width Tire pressure recommended field pressure Soil moisture Soil type Slip Speed Cornering Multiple crossings High tire pressure puts greater strain on the topsoil for the same wheel load. A suitable low field pressure increases the contact area and protects the ground. High axle loads can still compact deeper soil layers. Multiple crossings Repeated crossings of the same lane are taken into account. The first crossing usually causes the greatest immediate damage. Further passes further compact the already contaminated soil. Among other things, the following are saved: Crossings Compaction Track depth Shear damage Plant damage Edit history Roots and plant stress RWSM simulates: Root health Fine root health achievable root depth Drought stress Waterlogging Lack of oxygen Compaction stress Nutrient stress pH stress mechanical damage Damaged roots are less able to absorb water and nutrients. Impact on earnings The actual yield is influenced, among other things, by: Water balance Dryness Waterlogging Root health Compaction Soil structure Nutrients pH value Seedbed Weeds Lanes mechanical damage Damage does not take full effect immediately, but builds up depending on the strength and duration. Crop Vitality Visuals (Alpha Version) A stored vitality system creates local differences in the plant population. Possible are: different plant heights changed stock density incomplete stocks Visible stress zones weaker development Storage locations The plants remain technically ready for harvest. RWSM does not alter original growth or harvest maturity levels. Weed competition Weeds compete with cultivated plants for water, nutrients, light and development space. Strong weed pressure can reduce development and yield.Tillage Different devices have different effects: Plow Cultivator Disc harrow Rotary harrow Subsoiler Seeder Roller Working depth, soil moisture, compaction, soil structure, seedbed strength, multiple cultivation and possible plow soles are evaluated. Deep loosening is only fully effective when the soil moisture is suitable. Cultivating when the soil is too wet can cause additional structural and lubrication damage. Seedbed and rollers RWSM evaluates seedbed strength. A seedbed that is too loose offers poor soil sealing. Too much reconsolidation can impair air flow and root development. Rolling acts as a real area-wide reconsolidation and is evaluated depending on the type of soil, moisture and compaction. Irrigation system The mod includes a functional Rainstar irrigation system with: Motor pump Hose reel Sprinkling rail adjustable pump pressure adjustable radius real application rate Water consumption Soil input in millimeters automatic hose retraction Work and transport mode Parking brake Clutch aid Connection markers sound visible water jet The water applied changes the actual water balance of the soil. Extended field info The field info shows, among other things: Topsoil moisture Pore saturation Surface condition Excess water Water in all layers of soil Soil type Evaporation Temperature and wind Compaction Soil structure Seedbed strength Root condition Plant vitality visible height and density main cause of stress Climate values Water-Soil API RWSM provides a versioned interface for other mods. The API provides, among other things: Soil type Soil moisture Pore saturation water available to plants Surface moisture Carrying capacity Trafficability Sink factor possible sinking depth Compaction Track depth Root condition Evaporation recommended tire pressure Plant vitality Other mods can report traffic loads and ground effects back to RWSM. Connection with Visual Mud Tracks In connection with Visual Mud Tracks, among other things, the following are transmitted: Wheel load Axle load Tire pressure Tire width Slip Vehicle weight Payload Soil moisture Carrying capacity Sink factor possible track depth This allows visible tracks, sinking, mud and tire behavior to be linked to the actual ground condition. Saving and multiplayer The following are permanently stored and synchronized, among other things: Water balance Precipitation history Compaction Track depth Soil structure Root condition Edit history Plant vitality Irrigation data Pump pressure Irrigation radius Hose retraction The calculation is server authoritative and designed for multiplayer saves. Highlights 1. **Multi-layered water balance** Topsoil, root zone and subsoil react separately to rain, irrigation, evaporation and infiltration. 2. **Long-term compaction with an impact on yield** Tire pressure, wheel load, axle load, soil moisture, slip and multiple passes influence the soil and plants in the long term. 3. **Direct connection to Visual Mud Tracks** Soil moisture and load capacity control sinking, tracks, mud and tire behavior. 4. **Local waterlogging in natural depressions** Low areas stay wet for longer and become real problem areas. 5. **Visible Plant Vitality** Elevation, density and stress zones can vary locally without changing crop maturity. 6. **Realistic tire pressure influence** Excessive pressure increases topsoil stress, while appropriate field pressure protects the soil. 7. **Root Health and Long-Term Plant Stress** Dryness, waterlogging, compaction, pH value and nutrients work together. 8. **Functional irrigation** Pump pressure, radius and application rate determine the real water input. 9. **Different tillage systems** Plows, cultivators, subsoilers and rollers have their own effects and risks. 10. **Extensive field info** Water, soil, compaction, roots, seedbed and plant condition are directly visible. 11. **Persistent Multiplayer System** Ground and water damage is retained and synced after saving. 12. **Open Water-Soil API** Other mods can read land values and connect their own systems to them. 13. **No change in growth stages** RWSM assesses and visualizes plant stress without overwriting original harvest maturity levels. Many thanks to JD Power and da-hoffi for providing the 3D model of the Rainstar.** V1.3.6.4 New weather HUD Added modern weather HUD in weather app style. Multi-day weather forecast supplemented with symbols for sun, clouds, rain, heavy rain, thunderstorms, snow, hail and frost. Added current temperature and daily high and low temperatures. Probability of rain and forecast amount of precipitation in millimeters for today and the following days added. Added two weather icons for weather changes within a day. Weather region and climate region added. Added understandable month names instead of internal game periods. Account balance, time, date, year and time acceleration integrated into the display. Added choice between the original LS25 weather HUD and the enhanced RWSM weather HUD. Weather texts added in all existing languages. New RWSM in-game map menu Added custom RWSM category in existing LS25 map view. The following map levels added: soil moisture Navigability Topsoil compaction Root area compaction Subsoil compaction Waterlogging and drought stress Root health Earning potential Irrigation history Added custom color legends for all map layers. Local representation of actually irrigated, compacted or damaged areas added. Active crops are recognized directly from the game’s existing fruit and growth data. Added new neutral map class “Culture present – ​​not yet locally assessedâ€. This class realistically indicates that a culture exists, but there is not yet enough local RWSM data for a reliable assessment. Once sufficient information on soil, water, compaction and plant development is available, the neutral condition is automatically replaced by the actual local assessment. Missing data is no longer represented as optimal root health or 100 percent yield. Added persistent card values ​​for savegames and multiplayer. Map, tab and legend texts added in all existing languages. Required mods: Precision Farming Visual Mud Tracks Credits:Sherman200 Tags: Farming Simulator 25HUDRWSMVisual Mud Tracks

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FS25 New Holland T8 Series 2018 V1.0.0.3
tractors

FS25 New Holland T8 Series 2018 V1.0.0.3

FS25 New Holland T8 Series 2018 V1.0.0.3 New Holland T8 Series Base Price 265.000$ Engine Configurations T8.320 – 320 HP T8.380 – 382 HP T8.435 – 435 HP FS19 blauea credits FS25 conversation by me and editing for FS25 standards V1.0.0.3 added decal color option small changes on front grill, also cabin screen Required mods: Precision Farming Credits:DracoPhoenix, blauea Tags: FS19FS25HPPrecision Farming

FS25 Real Fuel Consumption V1.3.0.1
other

FS25 Real Fuel Consumption V1.3.0.1

FS25 Real Fuel Consumption V1.3.0.1 Real Fuel Consumption turns your farm’s fuel usage into something realistic and challenging. Unlike other mods that just multiply consumption by a fixed number, this mod uses a dynamic system that reads each vehicle’s real state in real-time. How it works: Base Multiplier configurable from 1.0x to 3.0x (default 1.5x) Load Bonus — the engine consumes more when under real stress: climbing hills, pulling heavy implements, towing loads Work Type Bonus — each task consumes differently, just like real life: Plowing / Cultivating: +40% Harvesting: +35% Baling: +25% Mowing / Tedding: +20% Spraying / Fertilizing: +15% Sowing: +10% RPM Sensitivity — higher engine RPM means more consumption Features: All options configured from the Game Settings menu (ESC), no commands or weird keys Compatible with ALL vehicles and mods Multiplayer compatible and Dedicated Server Saves your settings per savegame Tip: For balanced realism use 1.5x. For a hardcore challenge, go up to 2.5x or 3.0x with Load Sensitivity set to High. Made with passion for realistic farming simulation. V1.3.0.1 The Italian translation was added thanks to user FirenzeIT Credits:GN Realism Tags: Dedicated ServerGame SettingsmodsRPM

FS25 Inside Camera Zoom V1.0.0.2
other

FS25 Inside Camera Zoom V1.0.0.2

FS25 Inside Camera Zoom V1.0.0.2 Are you tired of the INSIDE CAMERA ZOOM mod no longer working on your FS25? Well, I was too! But now, with this mod, our problem has been solved! V1.0.0.2 Fixed the .lua bug where when entering a menu and scrolling the mouse the camera changes inside the vehicle Credits:SCModding, MrSkayer Tags: FS25

FS25 Lightning Shock V1.2.1.5
other

FS25 Lightning Shock V1.2.1.5

FS25 Lightning Shock V1.2.1.5 What if the storm were no longer just a visual effect? Lightning tears across the sky and thunder shakes the countryside—but this time, something else is happening. This mod goes beyond lights and sounds: the storm actively interferes with the gameplay, forcing you to adapt. GIANTS once rejected one of my ideas simply because I dared to create something unusual. This time, I’m not going to explain myself. I’ll let the storm answer for me. Read readme from file… I created this mod for my own enjoyment and according to my personal vision. I aim to recreate realistic situations. Regular updates are planned, as I still have plenty of ideas. Let’s push the limits of the GIANTS Engine… Overview BXR Lightning Shock adds a map-independent, weather-driven lightning and power outage system to Farming Simulator 25. Lightning selects targets and creates branching channels, impact particles, cloud and environmental illumination, thunder, and local power outages. Weather And Automatic Lightning – Active from early March through the end of October during rain, storms and hail. – During active precipitation, distant events normally occur every 55–65 seconds. – 80% of distant lightning is generated inside the player’s field of view. – Every rolling 10-minute storm window includes at least 2–3 separated close impacts within 100 metres of the player. – Distant strikes have a higher probability of creating a separately impacting wandering channel. – Precipitation weather settings use denser, more continuous cloud cover. Lightning And Cloud Effects – The main channel begins at an approximate cloud height of 185 metres and follows an irregular, unpredictable path with frequent direction changes. – Main and wandering channels taper towards the ground. Side branches follow their parent direction with a small outward angle and may grow additional child branches. – Branch count is unchanged, but branches now originate at actual turns of the parent channel. Their first section continues the pre-turn direction downward without a lateral kick. – Horizontal branch drift is strongly limited and downward fall is steeper. Child and descendant branches also follow the parent downward instead of forming near-horizontal spikes. – Fading downward branches now contain several pronounced direction breaks. One or two shorter offspring branches may grow from first-level turns under the same downward rules. – Channel formation is progressive. The light envelope, cloud flash and visible channel use the same timing. – Six large upper cloud flashes remain inside the cloud layer and use GIANTS cloud textures. – The unsuccessful local fog-emitter experiment was removed. The bluish exit-point environmental light and the six original upper cloud flashes remain unchanged. – Seven non-emitter static shader layers form an irregular 80–100 metre spray field below the main-channel start. Its top begins 5 metres below the start point, its edges fade continuously to transparency, and its visibility range is 10 km. – The spray uses a dedicated shader variation without distance fading and a stronger base density so that it remains clearly visible from long range. – The spray core now uses high alpha density, so the lower flash reads as light reflected by a dense underside instead of passing straight through it. The edge still fades fully transparent. The spray vanishes immediately when the flash ends. – Dust-style normal-mapped two-sided lighting is used. A 110-degree upward-facing, 100-metre spotlight below the start is now primary, making reflection strongest around the centre and smoothly attenuated towards the perimeter. – Because camera-facing billboards override a 180-degree node rotation, the flip is performed in the shader: only light arriving from below is accepted. Sky lighting from above and the separate emissive boost are disabled for the spray. – Reflected spray light now uses a dedicated radial mask centred on the exit point: it is strongest at the centre and fades completely through a long outward transition. – The channel is fully transparent at its start and smoothly reaches full visibility over the first 80 metres measured along its downward path. – Because the GIANTS line renderer has no alpha channel, a real visibility mask performs the transition: omitted or fully bright layers and segments replace darkened lines. – Main and wandering channel bodies now use 20 inner and 12 outer parallel layers, doubling the previous layer counts. – Every side-branch increment moves downward and forward. Its deviation from the parent direction is limited to 78 degrees, preventing backward growth. – Main and wandering channels grow simultaneously. Side branches and descendants are longer while continuing to follow their parent direction. – The wandering channel can no longer leave a black channel trace after its flash ends. – Both channels use one flash envelope and the same propagation speed; their different lengths mean that they do not need to reach the ground together. – Previously very short spikes, side branches and descendants have a greater minimum length. – Close environmental illumination is restrained, while distant lightning illuminates a wider area. Thunder – The mod uses 10 renamed and normalized original mono OGG samples and 10 normalized muffled counterparts. – Thunder uses reliable non-positional 2D sample playback instead of 3D audio sources. – Normal samples play outdoors, in external camera view and in an open cab. – Muffled samples play in a closed cab and in detected enclosed houses, garages, workshops or other roofed spaces bounded by walls. – Indoor detection checks for a roof and enclosing walls in multiple directions. – Distant thunder arrives later and quieter, but the waiting time is shortened to half of the real-world sound travel time. – Every impact owns a separate thunder queue. Sounds may overlap; double impacts retain a 90–220 ms separation. Target Selection – The system prefers tall and electrically plausible targets: streetlights, power poles, water towers, silos, storage and production buildings, factories and taller structures. – Trees, vehicles and ground points are fallback targets. – Previous impact locations are tracked and repeated hits are avoided when possible. – The active player vehicle has a lower strike chance, while AI-driven vehicles use a separate strike probability. Vehicles And AI – When a vehicle is struck, the complete consist is handled together. – The mod preserves the current GIANTS AI, Courseplay or AutoDrive controller where possible and attempts to resume the same controller after the outage. – Engine, lights and safely restorable work return with delays. Uncertain work states are never started automatically. Power Outages – An impact within 100 metres of the player creates a 200-metre local outage. – A distant impact creates a 150-metre local outage around its own impact point. – Affected lights, gates, barriers, railway crossings, LED and information panels, productions, buying stations and selling stations may stop operating. – Affected buying or selling cannot start and an active transaction is interrupted. – Lights and equipment may return at different times with a flashing recovery sequence. Multiplayer And Dedicated Servers — Test Branch – The authoritative server selects the target, event identifier, start time and random seed, then distributes the same event to every connected client. – Gameplay consequences — vehicle shutdown, production blocking, buying/selling restrictions and power outages — execute only on the server. Clients do not independently mutate these states. – Power outages use a separate network event and unique identifier. Clients use this state to reproduce local darkness and related visual changes. – A late joiner requests the current state. If lightning or an outage is active, the server also sends its remaining state and timing. – Automatic targeting rotates among active players instead of remaining centred exclusively on the host. – A dedicated server creates no local audio sources, lights, particles or visual caches; rendering clients handle those resources. – Closely arriving network strikes are kept as separate queued events so a newer event cannot silently overwrite a process already in progress. – During saving, the server restores temporarily disabled outage states and then resumes an outage that still has time remaining. – This multiplayer branch is a test version. Visual, audio, timing, late-join or state synchronization defects may still occur. Feedback should include `log.txt`, hosted/dedicated server type, player count, map name and in-game time of failure. Performance And Compatibility – The mod builds world, placeable and light caches while the map loads, then scans only the required target area during an impact. – Cache data is stored per map under modSettings/FS25_BXRLightningShock. – The mod is map-independent and declared as multiplayer-supported in modDesc. – Rain-based vehicle cleaning is provided separately by BXRVehicleCleaning. V1.2.1.5 Multiplayer and dedicated servers The complete lightning process is server-authoritative. The server determines: strike target; event identifier; start time; synchronized random seed; outage location, radius and duration. Every client receives the same lightning event and generation parameters. Gameplay consequences are applied exclusively by the server: vehicle shutdown; GIANTS AI, Courseplay and AutoDrive handling; production shutdown; buying and selling station blocking; gate, barrier and railway-crossing shutdown; local power-outage creation. Clients reproduce only synchronized visual and audio states. Every outage receives a separate network event and unique identifier. Main and wandering-channel impacts can no longer suppress one another by sharing an outage identifier. Late joiners send a dedicated state request. The server transfers the remaining active state, including: lightning development progress; timing; target position; synchronized random seed; remaining outage state and duration. Automatic targeting rotates among active players instead of remaining centred exclusively on the host. Closely arriving network strikes remain separate queued events, preventing a newer event from overwriting an active strike. Main-channel and wandering-channel timing values are generated from the same synchronized seed. Screen-space separation between the main and wandering channels now uses segment-based projection checks. Short hysteresis prevents the wandering channel from flickering on and off between frames. During saving, temporarily disabled outage states are restored. An outage that still has remaining time resumes after the save operation. Dedicated servers avoid creating unnecessary: light sources; audio sources; particle effects; local rendering caches. Test-version notice The multiplayer branch is currently a test version. Possible remaining issues include: visual or lightning-development differences; thunder and audio timing errors; late-join synchronization defects; power-outage state mismatches; behavioural differences between hosted and dedicated servers. Please include the following with feedback: log.txt; hosted or dedicated server type; number of connected players; map name; in-game time of the incident; a short description of what each affected player saw or heard. Credits:B O X E R Tags: CourseplayFarming Simulator 25GIANTSTarget Selection

FS25 Oilfield Wellhead v1.0.0.0
other

FS25 Oilfield Wellhead v1.0.0.0

FS25 Oilfield Wellhead v1.0.0.0 Bring realistic oilfield equipment to your Farming Simulator 25 maps with the BlackGold Studios API 6A Christmas Tree. Inspired by real production wellheads used across the Permian Basin and other oil & gas fields, this decorative placeable is perfect for building authentic leases, production pads, and industrial roleplay scenes. Designed from the ground up for FS25, this asset features optimized geometry, custom materials, and realistic proportions to fit naturally into any oilfield environment. Features Realistic API 6A Christmas Tree Custom BlackGold Studios branding Optimized for Farming Simulator 25 Working collision High-quality industrial materials Perfect for oilfield roleplay, production sites, and custom maps Coming Soon Frac Pump Horizontal Separator Tank Battery Pump Jack Pipe Racks Production Equipment Pack Oilfield Props & Decorations Credits:BlackGold Studios Tags: Coming SoonFarming Simulator 25FS25Permian Basin

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