Farming Simulator 22 mods
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Polish Flag (Prefab) FS25
Polish flag I3D ready to be added to your vehicle/machine, with waving animations that make it look realistic.
Financing FS25
Mod who can finance your vehicle and your tools during 6 months, 2, 5, and 10 years. In the finish version there will a gui for follow your financement of your vehicle. If you have suggestion don't hesitate.
Land Survey & Claims FS25
Create new farm yards in normally unbuyable areas by surveying a custom parcel on foot. Features: - Place physical survey stakes from Build Mode > Production > Cultivation - Remove any misplaced active stake with Construction Mode's normal Demolish tool - Closing Build Mode automatically closes and lists a valid parcel - Completed parcel stakes and temporary boundary lines disappear, leaving an illuminated registry sign - Physical FOR SALE sign with parcel number, area, asking price and market status - Live boundary, area and estimated asking-price preview - Polygon validation: minimum spacing, self-intersection, native farmland and parcel overlap checks - NPC seller and deterministic market RNG: seller mood, local demand, parcel size, terrain buildability and rare Lucky Find listings - Wide high-value RNG tiers can create High Demand, Strategic Site and rare Developer Bidding War valuations - Stronger premium custom-land valuation and a fixed registration fee keep special construction parcels meaningful before loyalty discounts - Every listed parcel requires a stable RNG total of 1-5 completed jobs for its NPC seller before purchase - Job-gate progress appears on the physical sign, map marker and interaction; completed NPC jobs persist as spendable credits - Buying a parcel consumes the seller's complete NPC job-credit balance in sync with Better Contracts, forcing fresh missions before another purchase from that NPC - Better Contracts loyalty discounts use the parcel seller NPC, show on the sign and are consumed after purchase - Buy a completed parcel beside its FOR SALE sign with the normal R interaction and a detailed confirmation dialog - Sell an owned parcel back to the market from the same sign; resale value is always below its saved purchase basis - After purchase the smaller sign remains as a PRIVATE PROPERTY registry marker - Native main-map markers identify listed and owned custom parcels at their polygon centre - Selecting a parcel marker shows its area, value, seller and Better Contracts discount; owned land is labelled MY PARCEL - Map markers are rebuilt cleanly after loading and update immediately after purchase or resale - Parcel markers use validated native icons and are skipped safely if the game cannot initialize one, so map controls remain available - Custom red FOR SALE and green MY PARCEL icons distinguish surveyed land from every native map hotspot - Selecting a parcel marker provides the native VISIT action and places the player safely in front of its registry sign - Purchased parcels grant land access, construction and landscaping ownership checks - Buying land never transfers an existing factory, production, shop or other placeable; those remain separate purchases - Independent savegame persistence; no map files are modified - Completely independent from Farmland Market Controls: - No survey hotkeys are required: place the corner stakes and leave Build Mode - Before leaving Build Mode, use Demolish on any misplaced survey stake - R beside a FOR SALE sign: buy the surveyed parcel Important limitations: - Use only in normally unbuyable areas; existing native farmland is deliberately protected - The physical sign uses a shared base-game model with surface-fitted one-sided lettering: red while listed and green after purchase - A short transaction chime confirms a successful parcel purchase - Automatic map scanning is not included; manual surveying deliberately allows roads, rivers and other custom projects - Single-player proof of concept; multiplayer synchronization is not implemented yet better contracts mod recomended for discount system Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers Survey signs now use Farming Simulator’s native contextual interaction system The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign Native map and placeable triggers retain their normal interaction priority Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers Survey signs now use Farming Simulator’s native contextual interaction system The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign Native map and placeable triggers retain their normal interaction priority Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible VERSION 1.0.4.1 — INTERACTION HOTFIX Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers Survey signs now use Farming Simulator’s native contextual interaction system The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign Native map and placeable triggers retain their normal interaction priority Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible INTERACTION HOTFIX - Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers - Survey signs now use Farming Simulator’s native contextual interaction system - The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign - Native map and placeable triggers retain their normal interaction priority - Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible
Turkish Agricultural Pallets FS25
Turkish agricultural pallet brands - Tigem Seed - Gübretaş Liquid Fertilizer - Hektaş Resital Herbicide - İgsaş Urea Fertilizer ---Added with the update------ -Silamix Silage Additive added -Cow Feed mod removed. (A new animal feeds mod was released and it was added there)
Animal Feeds FS25
Turkish Brand Animal Feeds - Nutri-d Horse Feed (Oats) - Abalım Chicken Feed (Wheat) - Tarım Kredi Cow Feed There was an issue with the version and link I posted yesterday; it has been fixed.
Realistic Water & Soil Management (RWSM) FS25
# 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. **Author: Sherman** **Many thanks to JD Power and da-hoffi for providing the 3D model of the Rainstar.** The processing of terrain and density map data has been optimized and distributed more evenly across multiple frames. Completely rewritten. This reduces load spikes and stuttering during tillage. Additionally, a Dedicated Server bug occurring during the day change has been fixed. It could interrupt the updating of NPC fields. The reduced and stress-dependent crop heights, as well as all terrain, weather and yield functions, remain unchanged. Previously removed or incompatible cell formats will not be read again. All new upcoming versions will be based on the new system and remain in place. Unfortunately, old savegame data, such as soil moisture and similar data, will not be loaded because there were problems with the old system. Rainstar retraction and road/field behavior optimized. Weather region is now reliably saved on dedicated servers. Server performance on very wet soils significantly improved. Compaction and DensityMap write operations batched and optimized. Topsoil, root-zone and subsoil compaction fully preserved. Fixed a bug on the server where land values were not being calculated. Bug fixed on 4 fold maps -- Fixed a bug with the Rainstar that caused the retraction to no longer stop automatically and was tightened too tightly at the beginning. -- Bug fixed with Rainstar, the logic of the pump didn't work and the drum couldn't be rotated correctly with the left mouse button. -- Fixed layer flickering in the map menu Soil and moisture system fundamentally converted to GIANTS Density Maps. Significantly improved performance and fewer permanent field/cell queries. Land values are saved and loaded securely in a save game. Removed old, error-prone savegame/cell loading logic. Soil moisture, topsoil, root and subsoil compaction revised. New, more realistic compaction calculation based on wheel/axle load, tire pressure, tire width, slip, soil moisture and soil type. Different depth effects of heavy vehicles and trailers added. Soil cultivation more realistic: cultivators, plows, disc harrows, rotary harrows and subsoilers work differently depending on the depth of cultivation. Compaction is more difficult or less effective when the soil is wet. Map layers and field information revised and accelerated. RWSM map colors are now automatically loaded when opened. GIANTS tillage functions are detected based on events instead of constantly scanning. Fixed several bugs with cultivators and other tillage equipment. GIANTS return values from density map functions are now safely preserved. FPS drops when driving on or approaching fields are further reduced. Roads and non-relevant areas are excluded more from RWSM calculations. Multiplayer/server stability and error handling improved. General performance, stability and compatibility optimizations. With this update, Realistic Water & Soil Management has been extensively developed, stabilized and optimized in particular for performance, dedicated servers and multiplayer. The existing range of functions is retained, but many internal processes have been made significantly more efficient. Performance & Servers Large calculations are more spread out over multiple frames. Soil, water and agronomy processes further optimized on a chunk/cell basis. Reduced unnecessary constant field and map scans. Existing GIANTS values, WorkAreas and vehicle states are preferred instead of recalculating the same information in parallel. Additional device detection only remains as a fallback for unusual third-party mods. Time budgets for complex calculations introduced or further limited. Reduced temporary Lua tables and unnecessary memory allocations in frequently executed functions. Vehicle, tire and ground contact queries optimized. Detailed tire load, contact force and slip values are only generated when actually needed. With Visual Mud Tracks (VMT) installed, all necessary extended contact information is retained. Storage system The RWSM storage system has been significantly relieved. No regular complete writing of rwsmState.xml during game operation. Saving occurs via the normal GIANTS save game process. Soil moisture, compaction, root health, plant water and other conditions remain in RAM throughout the game. Changes are managed via dirty cells and only synchronized when necessary. The previous periodic weather save has been removed. rainstarWeather.xml is no longer written to the server approximately every 30 seconds. Changes to region, climate or weather year continue to take effect immediately, but are only saved when the game is saved. This means significantly less hard drive access on dedicated and Nitrado servers. Existing save games remain compatible. No manual rescan required. Recovery and security functions for existing saves are retained. Soil & Compaction Soil model further optimized for topsoil, root zone and subsoil. Compression also takes into account, among other things: Vehicle weight Tire and axle load Tire pressure slip soil moisture Soil type Working device Different tillage implements continue to work at different depths. Plows, cultivators and subsoilers retain their respective effectiveness. Seeders and planters do not remove existing RWSM compaction. Tillage is preferably detected via native GIANTS WorkArea events. Roads and non-relevant areas are still excluded from unnecessary calculations. Water balance & plants The water balance remains separated according to soil layers. Precipitation, evaporation, water absorption and drainage are still taken into account. Plant water is calculated depending on soil moisture and root depth. Drought stress and waterlogging continue to influence plant and root health. Root health and fine root condition remain part of the agronomy system. Different crops continue to respond differently to water supply and soil conditions. No unnecessary writes to GIANTS plant growth states. Topography & waterlogging Detection of hollows in the terrain and areas of waterlogging remains completely intact. Topography cache designed to be more performance-friendly. Significantly fewer grid positions per frame. Computation more spread out over multiple frames. Reuse of existing data improved. Temporary tables reduced during terrain evaluation. The mathematical result remains unchanged. Cache is built automatically - no manual scan necessary. Plant heights Plant height/growth evaluation further optimized. Larger map areas are more limited and processed in a distributed manner. The existing 9-point evaluation is retained. Query positions and weights remain unchanged. Fewer temporary storage objects in frequently executed routines. Shader and Scenegraph updates further limited. Field information & map The RWSM field info also shows, among other things: Topsoil water Root zone water Subsoil water Plant water Root health waterlogging Compression Soil structure Precipitation The field info uses existing cell values as directly as possible, without additional complete field scans. The map overlay system has also been revised to be performance-oriented: No permanent overlay calculations when the RWSM card is closed. Map updates limited in time.Soil and agronomy data is fully preserved regardless of the overlay. Weather & Climate The weather and climate system remains completely intact. Precipitation and historical weather values continue to flow into the water balance. Weather data is managed on the server side and synchronized to clients. Region, location and climate year can still be saved. Removing the periodic file save does not change the weather calculation. Rainstar & irrigation The Rainstar has been optimized in several areas. Feed system stabilized. Removed duplicate physical controls when retracting. Native animation no longer runs parallel against the RWSM joint control during autofeed. A defined joint path controls the retraction. Hose length is continuously calculated based on frame time. The entry speed of 60 m per hour of play is maintained. Behavior remains correct even at higher game speeds. Additional strong tension spring control when retracting removed. Regular tightening and unnecessary suspension response are reduced. Downhill protection only works on actual slopes. Automatic limit switch-off and pump off are retained. Transport mode and work mode are retained. Pump pressure, water volume, irrigation radius and water calculation remain fully available. Ground hose The visual Rainstar ground hose has been significantly optimized. Previously, with a segment length of around 4 cm and a hose of 220 m, up to around 5,500 segments could be processed. New: Segment length optimized to approx. 10 cm. This means a maximum of around 2,200 segments. Terrain positions are updated less frequently and only upon actual movement. Position buffers are reused. The appearance and function of the hose are retained. Network & Multiplayer Server remains the authoritative authority for RWSM states. Clients receive synchronized values. Dirty cells are transferred collectively. No complete soil map is constantly sent over the network. Distance and relevance are taken into account during synchronization. Network and server load further reduced. VMT compatibility The collaboration with Visual Mud Tracks has been further improved. RWSM also provides data on soil moisture, compaction, tire/soil contact, slip and other conditions. Once VMT is loaded, all the necessary extended bike and contact data will be generated. Without VMT, unnecessary additional calculations are avoided. Help, GUI & translations Help area extensively expanded. Texts on soil layers, water balance, compaction, tire pressure, slip, irrigation, pumping and field information added. Fixed GUI and DDS issues. Incorrect help graphics revised. All visible texts will continue to be maintained in all languages included. For Czech, the correct identifier cz is still used. Bug fixes The following areas, among others, have been improved: Server stability in irrigation functions. Too frequent cell and terrain queries. Pump and hose conditions. Loading saved irrigation states. Unnecessary terrain and plant state writes. GUI/DDS error. Lua and XML issues. Regular hard drive accesses. Dual Rainstar physics controls. Performance peaks when loading cards. Performance Update Multiplayer Fixes The bug where the weather wasn't applied correctly and it was constantly raining has been fixed. REALISTIC WATER & SOIL MANAGEMENT – RWSM Changelog 1.38.42.0 to 1.38.45.112 Author: Sherman Rainstar / irrigation - Rainstar hose retraction technically revised and neatly coupled to the connected water pump; Removed duplicate input contexts and adjusted F1 HUD to actual pump/connection state. - Retraction speed of the Bauer Rainstar T32 increased from 30 to 60 m/h; Remaining time display adjusted accordingly. - Slow final approach is maintained so that the sprinkler carriage is pulled towards the drum in a controlled manner. - Automatic slope/holding brake for the sprinkler trolley added. As long as no retraction is running, rolling away is prevented; When starting, the brake remains active briefly until the hose tension is built up and then releases automatically. - The drum unit is held in work mode via the main physical body. A permanent X/Z anchor position prevents the drum from moving downhill or backwards as the sprinkler cart is further extended. - A tractor on the sprinkler truck no longer releases the drum lock; Only transporting the drum unit or leaving work mode releases the anchor. - Traction force significantly increased without further increasing the 60 m/h target speed. - Adaptive pulling force expanded to 9 finer levels. Smoothed readings, hysteresis and delayed downshifting reduce swinging between force levels and ensure more consistent feed-in, especially at 1x game speed. Irrifrance Optima 1036 (Handed over to honved4) - Optima fully integrated with RWSM water, pump, pressure, irrigation and soil moisture logic. - Own AutoReel implemented with up to 550 m of hose travel and GIANTS-native component/joint physics. - Active ingestion of Rainstar and Optima will be saved and resumed after dedicated server restart. - Traction force, wheel contact, braking effect, chassis/sway physics, straight-line stability and short-range centering optimized. - Original wheel, tire, suspension, fake wheel and component joint structure preserved as a technical basis. - Optima moved out of the normal RWSM shop and prepared for an independent addon; Devices that have already been purchased remain loadable via legacy compatibility. - RWSM remains the sole source for soil, water, weather and yield calculations. Gameplay/Multiplayer - RWSM menu expanded to include options for yield loss, waterlogging, drought stress, compaction, frost, weeds, root damage, plant stress optics, wet soil driving physics, vehicle compaction, rain crusting and field info. - Yield influence selectable between off, 50%, realistic and 125%. - Settings are saved savegame-safe and synchronized on the server side in multiplayer. - Menu/L10N bug fixed; New and changed visible texts are maintained synchronously in all existing mod languages. Soil / water / compaction - More realistic post-harvest soil model: Heavy traffic can cause real compaction when soil is wet; Rain alone does not create unrealistic deep compaction. - Heavy rain can cause siltation and surface crusting on uncovered, harvested or cultivated areas; Crop residues reduce the risk. - Crusting can reduce infiltration and is assessed in the field information with recommendations for action. - Deep loosening is only recommended if deep compaction is actually present and the soil is sufficiently stable. - The entire RWSM field grid was converted to a uniform 2 x 2 m grid. This means that soil water, topsoil/root space/subsoil, compaction, driving load, root damage, plant stress, waterlogging, irrigation, yield/agronomy cells, plant height assignment and field information work in a much finer spatial manner. - The previously tested separate 1m tramline solution has been completely removed after it caused instability when boarding vehicles. - Old 8/12m cells are migrated to the new 2m grid upon loading; Existing water, compaction, waterlogging and damage values are retained. - The topography auxiliary cache for sinks remains adaptive for performance reasons and is not kept as a 2m full map scan. Performance / management map - Extensively optimized management map and read caches without removing stored land values or map layers. - GIANTS terrainSize, ownership data and field masks are cached and reused; Farmland ownership is updated based on events. - Field/road masks are shared and only invalidated locally when there are real changes. - Finished screen rectangles are reused; Map layers are preloaded in the background with a small time budget. - Read proxy invalidation is cell-based instead of global. - GIANTS/Precision Farming data for soil type, nitrogen, pH, weeds, weather, ownership and field status will continue to be used directly. Plant Height/Crop Vitality- Plant height expanded from a special corn solution to a general cross-crop solution. - GIANTS growth states, harvest maturity and fruit density maps are not changed for the visual height change. - Five fixed RWSM height classes: 100 / 90 / 80 / 70 / 60%. - Fruit-specific render profiles for cereals, corn, oilseeds, legumes, grass, rice, leafy/root crops and compatible mod crops. - Beetroot, sugar beet, potatoes, carrots, parsnips and similar crops react visually more strongly than tall grain crops. - Bad cells that already exist are taken into account directly when the map starts. Multiple neighboring samples and stable treble mixing reduce hard block edges. - Shader writes are budgeted over multiple frames; no permanent full field scan and no additional parallel plant grid. - Plant height is locked after map start per real GIANTS growth phase. Changes in moisture, stress, irrigation or soil do not immediately change height within the same growing season. The level will only be reassessed at the next real growth state change. - Crop rotation or new sowing resets the phase lock correctly. - Remaining maintenance commands: rwsmCropHeightStatus, rwsmCropHeightRebuild, rwsmCropHeightVisualReset. Field Info - Field info uses current live values for weather, precision farming, culture and water stress. - “Plant water / root space” divided into two lines: first line Kc/Ks, second line available water/RAW. - Waterlogging is explicitly displayed again when the culture is active. - Root depth, root health, O2/drought stress, soil structure, compaction and yield factors are retained. Weather / Weather HUD - Weather HUD shows the time of the next actual weather change, e.g. B. → 6:30 p.m. or the following day → +1 2:00 a.m. - Time comes directly from the synchronized GIANTS/RWSM forecast queue; no additional weather calculation and no permanent polling. - Weather region, state/country and climate year have a config revision and are stored redundantly in rainstarWeather.xml and rwsmState.xml. - When loading, the newer valid configuration wins; Old save games without revision are automatically migrated and both sources are synchronized. - A mod/ZIP update should no longer reset the selected weather region. Savegame security / ground data - Persistence of soil, water and agronomy cells significantly secured against data loss during mod updates. - rwsmState.xml is first fully loaded into temporary tables and validated; only then are active cell tables replaced. - loaded=true is only set after a successful restore or when the game state is clearly new. - New saves store expected cell counts, cell sizes and a persistent state revision. - If the saved and loaded cell numbers do not match, the restore is rejected and save protection is activated. - In the event of loading, XML or schema errors, an existing rwsmState.xml is not overwritten by empty/default cells. - When loading successfully for the first time, rwsmState_backup.xml is created once as a recovery copy and is not automatically overwritten afterwards. - Older savegames remain readable and receive the new protection information the next time they are successfully saved. Compatibility - No additional write access to GIANTS Growth States or Fruit-DensityMaps for the plant height function. - Precision farming remains authoritative for its own soil, nutrient and pH data. - Multi-layered hydrology, compaction, root damage, waterlogging, irrigation and season/yield history remain persistently stored. - Existing save games should be able to continue to be used without restarting the career and migrated to the new 2 m grid. Current status: RWSM 1.38.45.112 --Coupling significantly simplified: The water pump can now be connected to the Rainstar from many more positions. The laborious, precise alignment at the coupling point is largely eliminated. ---Automatic traction control: During retraction, the pump or hose reel detects how much traction is actually required and automatically adapts it to the terrain and the current resistance. This means the sprinkler is drawn in more evenly. --Improved stability after loading: Physics and hose connections have been reworked so that the Rainstar should no longer tip over due to stored tension or joint forces after loading a save. Hose connection optimized: The connection between the water pump and Rainstar has been simplified and made more stable, without transferring unnecessary rigid mechanical forces to the device. -fixed version Major performance conversion, event-based vehicle register, work area optimization, weed cache, shared RWSM/VMT wheel contact core and fix of the critical wheel contact Lua error -Comprehensive reconstruction of the actual soil model: three-layer water balance, infiltration, runoff, deep drainage, Kc, TAW/RAW/Ks, dynamic root depth, frost, soil structure and seasonal yield -Multiplayer/Sync level B, quantized network data, terrain/density callback broker with VMT, only purchased real fields, streets hidden and event-driven ground calculation instead of permanent full field queries. -Consistent conversion against the seed machine FPS drops. Chunk-based processing and finally no more RWSM WorkArea geometry for Seeder/Planter -Field info revised: nFK, three water layers in mm, irrigation requirements, understandable soil status, adaptive scaling and concrete soil improvement recommendations. The Lua syntax error has been fixed. -Field info stabilized; in particular root health 0↔100% and changing compaction values were stabilized -New ground-following Rainstar hose and distance-independent auto-reel, so that the move continues even without a player right next to it. -Savegame start stabilization for Rainstar. 5-second protection phase prevents pulling impulses and the problem of the machine standing on its back or being unstable after loading. -GIANTS hose as a visibility fallback in case the new ground hose is not initialized correctly. -Fixed missing externalShapesFile reference so that the IrriFrance hose mesh actually loads -Major performance conversion, event-based vehicle register, work area optimization, weed cache, shared RWSM/VMT wheel contact core and fix of the critical wheel contact Lua error -Comprehensive reconstruction of the actual soil model: three-layer water balance, infiltration, runoff, deep drainage, Kc, TAW/RAW/Ks, dynamic root depth, frost, soil structure and seasonal yield -Multiplayer/Sync level B, quantized network data, terrain/density callback broker with VMT, only purchased real fields, streets hidden and event-driven ground calculation instead of permanent full field queries. -Consistent conversion against the seed machine FPS drops. Chunk-based processing and finally no more RWSM WorkArea geometry for Seeder/Planter -Field info revised: nFK, three water layers in mm, irrigation requirements, understandable soil status, adaptive scaling and concrete soil improvement recommendations. The Lua syntax error has been fixed. -Field info stabilized; in particular root health 0↔100% and changing compaction values were stabilized -New ground-following Rainstar hose and distance-independent auto-reel, so that the move continues even without a player right next to it. -Savegame start stabilization for Rainstar. 5-second protection phase prevents pulling impulses and the problem of the machine standing on its back or being unstable after loading. -GIANTS hose as a visibility fallback in case the new ground hose is not initialized correctly. -Fixed missing externalShapesFile reference so that the IrriFrance hose mesh can actually be loaded Work mode FIX Seed machine and implement performance Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized. Multiple sowing rows within the same RWSM soil cell are only calculated once. Duplicate and overlapping work areas are detected early and skipped. Grid cells that have already been reached are not completely processed again with each calculation run. Device and WorkArea discovery is cached. Several active vehicles are processed over different frames. Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas. Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported. More realistic topsoil compaction Topsoil compaction is no longer calculated primarily based on total weight. Tire pressure, tire width, contact patch, ground contact pressure, slip and ground moisture now have a greater influence. Even light vehicles can cause topsoil compaction on loose or wet soil. Low tire pressure and wide tires protect the topsoil more clearly. The first pass continues to cause the majority of topsoil compaction. Further passes increase the compaction increasingly slowly. Cornering, slipping and repeated trips in the same lane increase the stress on the ground. The compaction effect depends more on the field capacity and bearing capacity of the respective soil type. More realistic root zone compaction New sliding load assessment between topsoil and subsoil. The root zone reacts particularly to medium to high wheel loads. Depending on the moisture and soil type, the compaction effect begins with medium machine weights. High tire pressures, slippage and repeated passes increase root zone compaction. Subsoilers can loosen the root zone much more than normal cultivators or plows. More realistic subsoil compaction Previous blanket underbody compaction caused by light vehicles removed. Damage to the underbody no longer occurs automatically with every crossing. Low risk with axle loads below approximately 5 to 6 tonnes on stable ground. Significantly increasing risk between approximately 6 and 10 tons of axle load. High underbody impact with an axle load of around 10 to 12 tonnes, especially on damp or wet ground. Underbody compaction is primarily determined by wheel and axle loads. Low tire pressure continues to protect the topsoil, but cannot completely prevent high depth loads on heavy machinery. Tracked vehicles reduce the surface pressure, but retain a large part of their actual load effect in the underbody. Multiple passes in the same lane increase permanent depth compaction. Severe subsoil compaction can no longer be completely removed in a single operation. Soil cultivation and loosening Cultivators, disc harrows, rotary harrows and plows mainly loosen the topsoil. Normal tillage does not remove severe subsoil compaction. A plow can loosen topsoil and parts of the root zone. Repeated plowing at the same depth can create or reinforce a plow sole. Plowing when soil moisture is too high can cause additional shear and structural damage. Subsoilers and subsoilers work on the topsoil, root zone, plow sole and subsoil. The effect of a deep loosener depends heavily on the soil moisture. Best loosening effect in dry to moderately moist soil. If the ground is very wet, the effect is greatly reduced as the ground is more likely to be smeared and plastically deformed. A trailing packer or roller can specifically reconsolidate the loosened topsoil. Compaction in all field conditions Compaction works independently of the plant population. Topsoil, root zone and subsoil compaction also address: harvested areas stubble fields dug soil plowed ground seedbed uncultivated field Only additional plant, shoot and root damage requires an active plant population. Soil cultivation equipment can partially loosen the topsoil compaction that occurred immediately beforehand. Subsoil compaction remains intact unless a suitable subsoiler is used. Global field simulation Time-dependent ground values no longer only update near the player. Existing and saved ground cells continue to run on the server side even without a player nearby. Distant fields continue to develop in terms of: soil moisture Drainage Surface drying Soil structure Soil life Weed development root stress Yield factorsRemote helpers, AI vehicles and active machines are recorded regardless of the player position. The previous limit of a maximum of six active computing centers has been removed for vehicle and device operations. Newly created soil cells are permanently included in the global simulation after their first capture. Round robin calculation The global ground simulation is distributed in small packages over many frames. Not all stored ground cells are calculated simultaneously in a single frame. Each cell is updated one after the other and then placed back in the calculation order. Elapsed time between two updates is fully taken into account. This means that distant fields remain correctly simulated in time, without creating a large calculation block or severe FPS drops. Compatibility and unchanged functions WaterSoilAPI remains completely intact. Compatibility with Visual Mud Tracks remains. Saving and multiplayer support remain. Existing soil, moisture, crop and yield systems remain integrated. Rainstar, sprinkler cart, hose reel, manual attach, auto-reel and 3D model have not been changed compared to the new basic version 1.36.73.0. The author remains solely Sherman. Changelog – Version 1.36.76.0 Seed machine and implement performance Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized. Multiple sowing rows within the same RWSM soil cell are only calculated once. Duplicate and overlapping work areas are detected early and skipped. Grid cells that have already been reached are not completely processed again with each calculation run. Device and WorkArea discovery is cached. Several active vehicles are processed over different frames. Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas. Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported. More realistic topsoil compaction Topsoil compaction is no longer calculated primarily based on total weight. Tire pressure, tire width, contact patch, ground contact pressure, slip and ground moisture now have a greater influence. Even light vehicles can cause topsoil compaction on loose or wet soil. Low tire pressure and wide tires protect the topsoil more clearly. The first pass continues to cause the majority of topsoil compaction. Further passes increase the compaction increasingly slowly. Cornering, slipping and repeated trips in the same lane increase the stress on the ground. The compaction effect depends more on the field capacity and bearing capacity of the respective soil type. More realistic root zone compaction New sliding load assessment between topsoil and subsoil. The root zone reacts particularly to medium to high wheel loads. Depending on the moisture and soil type, the compaction effect begins with medium machine weights. High tire pressures, slippage and repeated passes increase root zone compaction. Subsoilers can loosen the root zone much more than normal cultivators or plows. More realistic subsoil compaction Previous blanket underbody compaction caused by light vehicles removed. Damage to the underbody no longer occurs automatically with every crossing. Low risk with axle loads below approximately 5 to 6 tonnes on stable ground. Significantly increasing risk between approximately 6 and 10 tons of axle load. High underbody impact with an axle load of around 10 to 12 tonnes, especially on damp or wet ground. Underbody compaction is primarily determined by wheel and axle loads. Low tire pressure continues to protect the topsoil, but cannot completely prevent high depth loads on heavy machinery. Tracked vehicles reduce the surface pressure, but retain a large part of their actual load effect in the underbody. Multiple passes in the same lane increase permanent depth compaction. Severe subsoil compaction can no longer be completely removed in a single operation. Soil cultivation and loosening Cultivators, disc harrows, rotary harrows and plows mainly loosen the topsoil. Normal tillage does not remove severe subsoil compaction. A plow can loosen topsoil and parts of the root zone. Repeated plowing at the same depth can create or reinforce a plow sole. Plowing when soil moisture is too high can cause additional shear and structural damage. Subsoilers and subsoilers work on the topsoil, root zone, plow sole and subsoil. The effect of a deep loosener depends heavily on the soil moisture. Best loosening effect in dry to moderately moist soil. If the ground is very wet, the effect is greatly reduced as the ground is more likely to be smeared and plastically deformed. A trailing packer or roller can specifically reconsolidate the loosened topsoil. Compaction in all field conditions Compaction works independently of the plant population. Topsoil, root zone and subsoil compaction also address: harvested areas stubble fields dug soil plowed ground seedbed uncultivated field Only additional plant, shoot and root damage requires an active plant population. Soil cultivation equipment can partially loosen the topsoil compaction that occurred immediately beforehand. Subsoil compaction remains intact unless a suitable subsoiler is used. Global field simulation Time-dependent ground values no longer only update near the player. Existing and saved ground cells continue to run on the server side even without a player nearby. Distant fields continue to develop in terms of: soil moisture Drainage Surface drying Soil structure Soil life Weed development root stress Yield factorsRemote helpers, AI vehicles and active machines are recorded regardless of the player position. The previous limit of a maximum of six active computing centers has been removed for vehicle and device operations. Newly created soil cells are permanently included in the global simulation after their first capture. Round robin calculation The global ground simulation is distributed in small packages over many frames. Not all stored ground cells are calculated simultaneously in a single frame. Each cell is updated one after the other and then placed back in the calculation order. Elapsed time between two updates is fully taken into account. This means that distant fields remain correctly simulated in time, without creating a large calculation block or severe FPS drops. Compatibility and unchanged functions WaterSoilAPI remains completely intact. Compatibility with Visual Mud Tracks remains. Saving and multiplayer support remain. Existing soil, moisture, crop and yield systems remain integrated. Rainstar, sprinkler cart, hose reel, manual attach, auto-reel and 3D model have not been changed compared to the new basic version 1.36.73.0. The author remains solely Sherman. -Fixed tires from the sprayer that was partially not turning -Performance update for field scanning of individual values -Sprinkler Fix Stop beforehand and no longer hit the hose reel when you stop. More performance fixes -Manual Attach Fix couple mechanically get out Connect the hose to the hose button Y assigned to you Before uncoupling, loosen the hose again with Y then uncouple mechanically ++Without manual attach++ normal coupling and uncoupling with Q LS25 automatically connects and disconnects the water hose The pump only reads the real vanilla hose status: Hose not connected → Pump does not start Hose disconnected while pump is running → Pump switches off immediately -Weather Hud 3 size adjustment options now available. Normal, small, very small And Vanilla Hud -Performance fixes 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 assessed”. 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. * Shader queries are now only executed on suitable shape nodes. Bad queries on LOD, Transform or other inappropriate nodes have been removed. * The warning about invalid entity types for `getShaderParameter` has been fixed. * The storage system has been linked to the regular LS25 storage process. * The previous independent full memory timer has been removed. * Manual save, autosave and regular exit are supported. * RWSM data remains temporally consistent with the actual save game. * Unnecessary XML, sorting and caching operations have been reduced. * Natural low areas and depressions in the fields are analyzed when the map starts. *Added adaptive topography grid for standard, 4x, 8x and larger maps. * Repeated elevation queries during gameplay have been replaced with cached topography data. * Several separate sinks can be recognized per field. * After rain and irrigation, water collects more in natural low areas. * Depressions dry more slowly and can develop permanent waterlogging. * Waterlogging affects bearing capacity, subsidence, slippage, compaction, oxygen supply, root development and yield. * All field info languages have been unified to a common complete key set. * Mixed German and English fixed texts have been removed from the field info. * Units and placeholders for percent, millimeters, hours and temperatures have been standardized. * Soil types, weather conditions, regions, compaction, seedbed and root conditions have been fully localized. * Rain, thunderstorms, hail and irrigation are passed on to other systems as tire and surface moisture. * A permanently stored surface wetness memory has been introduced. * Fields remain superficially wet for a long time after the end of precipitation, depending on the type of soil, depression, compaction and drainage. * Drying no longer takes place using a fixed timer. * Temperature, wind, humidity, sunlight, evaporation and seepage determine the actual drying rate. * Load capacity, tire moisture, mud intensity and sinking behavior use the saved surface condition. * Direct API fallbacks now also provide moisture, climate, evaporation, seedbed, plow sole, crossing and root values. * The Water-Soil API has been expanded and versioned. * Soil parameters for loamy sand, sandy loam, loam and silty clay have been revised. *Field capacity, wilting point, pore saturation, infiltration, drainage and water retention were separated by soil type. * Precipitation intensity, pre-moisture, soil structure and compaction influence infiltration and surface runoff. * Compaction is stored separately for topsoil, root zone and subsoil. * Vehicle weight, payload, level, wheel load, axle load, tire width, tire pressure, slip and multiple passes affect the ground load. * High slip can cause permanent shear and track depth damage. * Plow, cultivator, disc harrow, rotary harrow, subsoiler and roller work at different soil depths. * Deep loosening is only fully effective if the soil moisture is suitable. * Tilling on soil that is too wet can cause lubrication damage and loss of structure. * Root area compaction affects water flow, plant development and yield. * The nFK display has been limited to 0 to 100%. * Complete pore saturation is shown separately. * Water above field capacity is displayed as excess water in millimeters. * Live temperature, wind and current weather values are taken directly from the game. * Evaporation responds to actual playing conditions. * Maximum possible sinking depth was differentiated according to soil type. * Vehicle mass, load and axle load have a greater influence on the possible ground load. * Empty and loaded vehicles cause different compaction effects. * Crop Vitality Visuals 2.0 has been introduced. * Each active agronomy cell receives permanently stored values for vigor, height, density, lodging slope, emergence quality and damage. * Water balance, drought, waterlogging, nutrients, pH value, compaction, plow sole, roots, seedbed, weeds and crossings influence the visible population. * Young stands react more strongly to gaps, developed stands react more strongly to changes in plant height. * Mature plants remain technically ready for harvest. * Growth states and original fruit density maps are not overwritten. * FoliageBending has been removed from the plant visualization. * A foliage copy-only interface has been prepared.* Mature copy classes for different plant heights and stand densities have been added. * A flat field edge penalty has been removed. * Field edge effects only arise in conjunction with compaction, drought, wind, waterlogging or other real stresses. * Different effective ranges for corn, grain, oilseeds, legumes, root crops and grass have been added. * Tire moisture has been completely separated from nFK and plant-available water. * 100% nFK can be displayed on a dry surface without wet tires. * Old lanes and dry compaction no longer create an artificial wetness effect. * The field information for inventory development has been structured more clearly. * Long and overlapping field info texts have been corrected. * Technical abbreviations have been removed from visible labels. * Fixed outdated nFK values after rain, sprinkling and when loading older save games. * Water values of the three soil layers are now always the relevant basis for calculation. * nFK, saturation and excess water are currently being recalculated for field info and API access. * Irrigation updates soil moisture immediately. * A switch between Celsius and Fahrenheit has been added. * Internal calculations remain metric. * Climate, pump and field info displays use the selected temperature unit. * RWSM remains the significant source of local soil and tire moisture after rain. * A separate mud memory prevents tires from immediately appearing dry. * Local values for saturation, surface moisture, mud intensity, carrying capacity, sink factor and possible track depth are passed to Visual Mud Tracks. * Artificial ground patches and permanently altered terrain textures have been removed. * Improved connection with native FS25 wet and tire materials. * The moisture class in the field info is only determined from the current pore saturation. * The wetness memory continues to influence tires, mud, appearance and drivability, but no longer the visible moisture description. * “Soil moisture” was more precisely referred to as “topsoil moisture 0–10 cm”. * A separate surface condition has been added. * Water values for topsoil, root zone and subsoil are displayed separately and with depth ranges. * The soil structure is now clearly represented as a quality value: 100% corresponds to a very good structure, 0% to a severely damaged structure. * Traffic compaction now directly uses the ratio of actual tire pressure to recommended field pressure. * Excessive tire pressure increases topsoil compaction and shearing effects. * A low tire pressure appropriate to the wheel load reduces topsoil damage. * Deep compaction remains mainly dependent on wheel load and axle load. * Topsoil, root space and subsoil compaction continue to influence root health, soil structure, plant development and actual yield. * Savegame schemes and multiplayer synchronization have been expanded several times and remain compatible with older RWSM savegames. * Pump, irrigation, water, soil, compaction and vitality data is permanently stored and server authoritatively synchronized. Performance update - RWSM now saves its full state along with the real LS25 save operation via FSBaseMission.saveSavegame. - Manual saving and autosave are supported together. - Unnecessary complete table sorting and XML writing processes between real game states are no longer necessary. - The existing force save when leaving the map normally remains as a safety net. Thanks for the help goes to @Keana Bug Fixes and Performance Fix
Visual Mud Tracks FS25
# Visual Mud Tracks – full mod description **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 **Author: Sherman** -- Performance on multiplayer servers significantly improved, - -Fixed an error where the moisture of RWSM was not detected correctly, causing the vehicle to barely create deeper tracks. -- FPS drops significantly improved during heavy rain and on extremely wet fields. -- Fixed a bug on multiplayer servers where the dirt textures were under the tractor -- On a server, the server now completely calculates everything and only distributes it to the clients -- Fixed a bug that caused severe FPS drops on a 4x4 map. -- Fixed a bug that prevented soil compaction from being passed on to the mod RWSM on servers. -- Tire pressure display changed and prepared for later updates -- Lua bug fixed Thoroughly revised rut and mud system. Significantly improved performance through optimized, event-based calculations. Permanent and unnecessary vehicle/terrain queries reduced. Track depth more realistic depending on vehicle weight, wheel load, tire pressure and soil moisture. Heavy trailers and machines create stronger and deeper tracks. Rain and wet ground increase the risk of deep ruts and mud ruts. Tires leave different marks depending on the moisture and load. Tire contamination and mud effect further improved. Roads and paved areas are largely excluded from soil deformation. Reworked terrain deformation so that grooves no longer bounce upwards. Reduced errors when stopping and driving slowly in existing lanes. Original terrain height is taken into account more reliably. Cultivators, plows, subsoilers and other soil cultivation equipment remove existing lanes. Seeders and other equipment are treated according to their actual soil cultivation. Improved recognition of GIANTS tillage functions. Trace calculation more closely tied to existing GIANTS APIs and ground conditions. Interaction with RWSM optimized, but VMT can still be used independently. Cell/terrain queries around vehicles are greatly reduced. Further reworked the storage and restoration of lanes. Cleaned up old error-prone terrain/cell loading logic. FPS drops on already worked or wet fields further reduced. Multiplayer and server stability improved. Fixed numerous minor bugs with terrain deformation, vehicles and attachments. General performance, stability and compatibility optimizations. Particle system revised: Particles react more strongly to the driving speed and are ejected up to approx. 30 cm higher at higher speeds. Frozen ground no longer produces mud, soil or dust particles; Snow particles remain active when there is snow. Track grooves improved: Pressed-in grooves are no longer unintentionally pushed upwards while driving or when stopping. Even on trailers, the grooves created remain more stable. Saving and loading improved: Grooves are saved more reliably and fully restored when loaded. The saved file is additionally checked before it is accepted as valid. Tillage: Plowing, cultivating and other appropriate tillage operations continue to remove existing grooves and restore the original soil height. Tire pressure revised: Tire pressure no longer influences ground pressure and groove formation on attachments. This means that attached machines are no longer incorrectly influenced by the tire pressure calculation of the towing vehicle. Performance and stability: Ground, groove and particle calculations further optimized and unnecessary queries reduced. Performance Update Multiplayer Fixes Fixed bug when it was raining that you couldn't drive faster than 20 on the road. VISUAL MUD TRACKS – VMT Changelog 1.37.1.0 to 1.37.1.15 Author: Sherman Tire contamination / GIANTS-Washable - Tire contamination fully adapted to the original GIANTS washable system. - VMT leaves the original LS25 tire dirt as a basis and no longer writes its own dirt/wetness values on dry fields or grass. - Additional VMT mud is only activated when the ground is actually wet or soft. - Mud color tuned darker; Build-up and breakdown occur more slowly and naturally. - When exiting real mud conditions, the original GIANTS dirt/wetness/color condition will be restored and will not be overwritten further thereafter. - VMT-Radschlamm remains savegame and multiplayer capable. Driving physics / sinking / suspension - Stuck driven wheels can create a physical terrain groove directly at the wheel contact even without forward movement. - If there is a lot of slip when stationary, a short, elongated tire pocket is created in the direction of rolling instead of just a transverse line. - Temporary wheel radius sinking and permanent heightmap groove are offset against each other so that the same effect is not shown twice. - Transitions to real terrain deformation remain continuous so that vehicles do not jump up or sink additionally when a groove occurs. - Wet/soft floors affect wheel suspension via the native GIANTS interface setSuspensionMultipliers. - The original vehicle/axle suspension remains the technical basis; VMT does not replace XML spring values. - On heavily saturated ground, the suspension is softer, but the damping is deliberately kept higher. Low tire pressure increases compliance slightly. - Dry fields, roads and frozen ground continue to use the original GIANTS suspension. - Existing RWSM/VMT soil data will be reused; no additional full field or DensityMap queries for the suspension. Permanent terrain grooves - Permanent heightmap grooves are written directly on the actual wheel contact. - The previous delayed groove queue has been removed because batched subsequent terrain writes could cause larger sections of terrain to sink behind the vehicle. - Distance-based sampling is retained; there are still no heightmap writes in each frame. - Wheel contact may only leave grooves at the same depth or lower them further, never raise them. - Existing grooves no longer jump up when you drive over them again. - Before each write, the actual terrain height is taken into account; the effective groove depth is monotonic. - Tillage remains the normal path, which is allowed to consciously raise a saved groove again. Unchangeable original height - For each persistent groove, the original height is permanently locked when first detected. - originalHeight may not be replaced by later wheel contacts, loading, verification or migration. - When loading, the current heightmap depth is only observed and not adopted as the new logical groove depth. - This prevents saved grooves from being gradually committed deeper and deeper upon reboot or mod update. - VMT only stores the logical depth actually applied by VMT. - In legacy migrations, if several old entries meet the same new cell, the original height that was adopted first is retained. - Cultivator/plow always returns to this unchangeable original height. Savegame persistence/update security - Groove persistence extended to Format 7 / Restore Scheme 3. - Older save game formats 3, 4, 5 and 6 remain readable and are migrated in an update-safe manner. - Exact world position X/Z of each groove is stored in addition to grid indices. - The original height, applied depth and absolute target height are saved. - Old grooves are found again via their physical world position and not just via possibly differently quantized heightmap keys. - Primary and backup files use a monotonic save sequence; When loading, the newer valid generation wins. - Persistence files are reopened after writing and validated for format, restore scheme, sequence and groove count. - The dirty state is only reset after successful validation. - Temporary terrain write errors no longer discard loaded grooves; they remain until they are successfully processed. - The final save game callback is registered centrally via the VMTSaveCoordinator. Loaded grooves / double deformation - When loading, VMT first checks the heightmap already saved by GIANTS. - If the physical groove already exists, it will not be written into the terrain again. - This means that grooves are not applied deeper again after a restart or mod update. - If a groove actually needs to be added, this is done exclusively via the Lower-Only-Terrain-Writer. - A mod update cannot raise existing terrain.Tillage/Restoration - Cultivators and plows reset persistent grooves to the saved original height. - A groove entry is not deleted until the recovery is written successfully or the original height is already physically present. - In the event of temporary terrain write errors, the groove remains saved and can be reprocessed later. - After successful tillage, the groove will be removed from the persistent chunk record and will not appear again after restart. - Old or newly quantized groove cells at work area edges are reliably detected. - Terrain that is already higher than the original historical height due to landscaping or map updates will never be lowered to the old value again. Performance in old save games - A 16 m spatial index has been added for persistent grooves. - Cultivators and plows only check grooves in the immediate vicinity of their current work area. - Expensive wide heightmap/grid passes over large areas have been removed. - Legacy baselines are only reconstructed when necessary for the actual cell being edited; no full card scan. - Lazy load verification of old grooves heavily budgeted so that saves with many thousands of grooves do not produce large FPS spikes. - Chunk-based storage and local queries remain the foundation for large savegames. Stability / Entity Security - Added protection against GIANTS entities that have already been deleted. - Vehicle nodes are checked with entityExists before world position, speed and direction queries. - Invalid vehicles no longer enter the VMT physics cache; Wheel position queries only fall back to valid nodes. - Stuck, mud, groove, tire pressure and traction logic remains stable even when deleting or selling vehicles. User Interface/Localization - Fixed VMT menu header L10N error; “Visual Mud Tracks” appears without a missing translation key. - HUD, tire pressure, soil moisture and multiplayer displays are retained. Compatibility - RWSM connection for moisture, saturation, load capacity and compaction is retained. - Tire pressure, slip, sink physics, wet suspension, mud particles, compaction, multiplayer and savegame persistence continue to work together. - GIANTS-native tire contamination and vehicle physics remain the basis; VMT only supplements the wet/soft ground effects. - Existing saves with grooves from older VMT versions remain loadable and can be migrated without restarting the career. Current status: Visual Mud Tracks 1.37.1.15 Tire shader fix I've included all the individual changes and fixes, including runtime/LUA errors, stuck physics, multiplayer, tire/mud shaders, washing, particles, wet ground optics, RWSM compatibility, chunk storage and migration, as well as the complete seeder FPS fixes up to the complete removal of the seeders from the VMT work area paths. I've included all the individual changes and fixes, including runtime/LUA errors, stuck physics, multiplayer, tire/mud shaders, washing, particles, wet ground optics, RWSM compatibility, chunk storage and migration, as well as the complete seeder FPS fixes up to the complete removal of the seeders from the VMT work area paths. Washable texture fix Seed machine and implement performance Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized. Multiple sowing rows within the same RWSM soil cell are only calculated once. Duplicate and overlapping work areas are detected early and skipped. Grid cells that have already been reached are not completely processed again with each calculation run. Device and WorkArea discovery is cached. Several active vehicles are processed over different frames. Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas. Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported. Seed machine and implement performance Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized. Multiple sowing rows within the same RWSM soil cell are only calculated once. Duplicate and overlapping work areas are detected early and skipped. Grid cells that have already been reached are not completely processed again with each calculation run. Device and WorkArea discovery is cached. Several active vehicles are processed over different frames. Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas. Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported. - The code has been completely rewritten to significantly improve performance and reduce system load. Also tested in multiplayer with 10 players. -New grooves are now displayed much better, multiple crossings or vehicles with a lot of weight or heavy trailers now sink noticeably better and perform better. ***Important update notice*** There is no guarantee that tracks and grooves from older versions will be carried over correctly or completely removed. Before installing the new version, all existing traces should be removed by tilling the soil. Alternatively, remaining grooves can be smoothed out using the landscaping tool. Please write your comments if it has improved significantly. Please remember that other mods can also cause conflicts with mine and it doesn't have to be due to this mod. If everything continues to go well, this will serve as the basis for further renovations. Another performance fix that caused the FPS to drop after about an hour. (Please report) Big Performance Update: Tillage and groove reset Tillage equipment no longer searches all saved grooves across the entire map. Instead, only the grid cells within the actual workspace are checked. This concerns: active terrain grooves, secured original heights, waiting terrain changes, visible trace cells. This significantly reduces the effort, especially with older save games with many saved tracks. Deferred Recoveries Groove cells under a tire continue to not lift immediately. These cells now end up in a fixed queue. In the past, the entire groove table was regularly searched to find such cells. Only a few entries from the queue are processed per run. Device detection The classification of a device as a cultivator, seed drill, roller, plow, etc. is saved directly on the device. Names, specializations and work areas do not have to be constantly re-examined. The list of relevant devices is only updated approximately every five seconds. Desktop fallback runs every 500 ms instead of 350 ms. A maximum of 24 instead of 48 work surfaces are processed per run. Density map hooks The search for suitable tillage functions does not continue permanently. If three checks in a row find the same stable hook count, the search ends. This eliminates the need to repeatedly search through the engine functions. Mud particles with distance LOD The particles are updated depending on the distance to the camera: controlled vehicle and up to 50 m: full update; 50 to 120 m: approximately every 100 ms; 120 to 200 m: approximately every 250 ms; over 200 m: Particles completely deactivated. Physics, sinking and saved grooves still continue. Only the optical particles are reduced. Storage The complete terrain and groove journal is no longer written in full as XML at short intervals. Full saving occurs during the normal LS25 saving process. This reduces micro-stutters in large track files. However, this also means that if the game crashes before the next regular save, the most recent grooves since the last save may be missing. Log outputs These messages only appear when debug mode is activated: tire pressure changes per wheel; increase or decrease tire pressure; Initialization of the mud particles. This reduces log spam and unnecessary text output. -Slip reduced in extreme wet conditions. -Added all tillage equipment. * Complete connection to the Water-Soil API of **Realistic Water & Soil Management** added. * Soil moisture, pore saturation, surface wetness, bearing capacity, soil type and possible sinking depth are taken directly from RWSM. * Damp floors remain soft and at risk of traffic even after the basic game has visually dried. * Mud, tire, track and compaction data is permanently saved and synchronized in multiplayer. * Unified author name in all mod files to **Sherman**. ## Tire pressure and ground load *Adjustable tire pressure system with bar and PSI display added. * Recommended field pressure is calculated from tire width, tire size, wheel load, vehicle weight and payload. * Tire pressure that is too high reduces the contact area and increases the ground pressure. * Appropriate low field pressure reduces topsoil compaction and subsidence. * High wheel and axle loads can cause deep compaction despite low tire pressure. * Tire pressure HUD added with color evaluation of the optimal pressure range. * Actual tire pressure and calculated ground pressure are passed to RWSM. * High tire pressure increases topsoil compaction and shear damage. * Root space and subsoil compaction remain more dependent on wheel and axle loads. ## Sinking and vehicle physics * Sinking is calculated from soil moisture, load capacity, wheel load, tire width, tire pressure and slip. * Added different values for tractors, trailers and tracked vehicles. * Loaded vehicles and full trailers sink more than empty vehicles. * Heavy trailer wheels can create deep tracks even without traction. * Slip digging also works when driving slowly and no longer only when completely stationary. * Different FS25 slip values are recognized and unified. * Percentage slip information is correctly normalized. * If the slip continues, the vehicle will progressively sink additionally. * Visual wheel sink depth and physical terrain groove have been linked together. * Safety limits prevent unstable 50cm drops. * Maximum track depths have been limited separately for tractors, heavy trailers and caterpillars. * At 0°C or below the ground is considered frozen. * No new sinking, slipping or compaction effects occur on frozen ground. * Existing traces remain intact in the event of frost. ## Physical lanes * Added direct heightmap deformation for real terrain tracks. * Terrain grooves are saved permanently and restored after loading. * Maintained savegame compatibility with older versions from 0.35.5. * Removed incorrect automatic cleanups and aggressive groove migrations. * Old tracks are no longer deleted when a terrain check fails. * Terrain writing logic returned to the stable flow of the previous version 0.36.6. * Repeated instant checks and permanent post-corrections removed. * Terrain cells are only rewritten if the target depth changes significantly. * Small changes in the millimeter range are ignored. * Terrain brush is aligned to a fixed heightmap grid. * Brush position remains stable when stationary. * Slip only changes the depth of the existing track and does not constantly change brush position or width. * Terrain stamp has been reset to the actual tire contact patch. * Terrain no longer drops significantly in front of the tire. * Forward and reverse travel are taken into account in the contact position. * Tire width is used directly for track width. * Narrow tires only write the required heightmap cells. * Adjacent terrain columns are no longer lowered due to rounding errors. * Wide tires and tracks receive a limited, suitable contact area. * Lateral sinking of the terrain far next to the tire has been greatly reduced. * Very wet ground creates steeper track edges. * The previous bowl-shaped Smooth effect has been removed. * The track sole remains more evenly deep within the tire width. * Transitions to the unchanged terrain have been significantly reduced in size. * The visible edge sharpness remains dependent on the heightmap resolution of the map. ## Multiple crossings and slippage * Multiple passes are saved per lane or terrain cell. * The first crossing causes the most damage. * Further passes increase compaction and depth with decreasing additional effect. * Repeated trips through the same lane are detected. *Axles of the same vehicle are not automatically counted as completely separate passes. * Loaded trailers can create deeper tracks than the towing vehicle after several passes. * Multiple passes are retained after saving and loading.* Slip deepening and pure load compression are treated separately. * Sustained slipping gradually digs the wheel deeper. * Terrain is only rewritten with additional slip depth after a relevant change. ## Anti-jitter improvements * Reduced repeated changes to the physical wheel radius every frame. * Wheel position and friction are only updated on real changes. * Minimum interval between WheelPhysics updates added. * Small fluctuations in the sinking depth are smoothed out. * Minimal humidity or load changes do not trigger constant physics recalculations. * Vehicle suspension and artificial wheel lowering no longer work against each other permanently. * Removed repeated repair writes to the same terrain location. * Lateral tremor due to offset brush marks significantly reduced. ## Tire moisture and mud * Tire moisture was separated from nFK and plant available water. * 100% nFK does not automatically result in wet tires if the surface is dry. * Surface moisture, wetness memory, soil type and slip determine tire status. * Tires slowly become wet on wet ground and become increasingly muddy as they slip. * Tires remain visibly dirty after leaving a muddy field. * Immediate full cleaning on dry ground or road was prevented. * A residual film of mud remains. * Dry grass can remove some loose mud. * Wet grass will not clean tires. * Clean asphalt, concrete and gravel slowly depending on the route and speed. *Rain and wet roads can wash off extra mud. * Amount of mud is stored per tire. * Vehicles dry off again on solid surfaces and in halls. * Vehicles do not remain permanently wet in dry halls. * Pure wetness dries faster than mud. * Wet and dry transitions have been significantly smoothed. * Small fluctuations in humidity are ignored by a tolerance zone. * Shaders no longer immediately switch between fully wet and dry. * No textures, shaders or files were adopted from the LS19 mod “realDirtColor”. * Only the principle of slow transitions has been reimplemented for FS25. ## Wetness and shader display * Previous artificial black wet areas and visible floor patches removed. * No more extra dark circles or decal borders. * No permanent terrain texture or density map changes. *Native FS25 wet and vehicle materials are used. * RWSM remains the local source of moisture and mud intensity. * Global wetness values are not permanently overwritten. * Vehicles in halls do not become artificially wet due to global soil wetness. * Shader and display range has been significantly increased. * Soil and wet conditions are prepared earlier at a greater distance. * Visible build-up of the shader directly in front of the vehicle has been reduced. * LOD and visibility ranges can be adjusted over larger areas. ## Mud particles * Particles respond to moisture, soil type, speed and slip. * Mud particles are increasingly formed when there is real wheel slip. * Particle emitter has been moved closer to wheel-to-ground contact. * Vertical speed has been reduced. * Wet clumps of mud stay closer to the ground. * Lifespan of high-flying particles has been shortened. * Particles no longer fly unrealistically far over the vehicle. ## RWSM, compaction and yield * Vehicle mass, payload, level, wheel load, axle load, tire width, tire pressure, ground pressure and slip are transmitted to RWSM. * Wet soil increases the risk of compaction. * Appropriate field pressure reduces damage but does not completely compensate for extreme loads. * Slip creates additional topsoil and shear damage. * RWSM can use compaction and track depth for roots, plant development and yield. * API fallbacks for operation without full RWSM availability remain included. ## Performance and compatibility * Separate update intervals introduced for terrain, wheels, shaders and particles. * Distance controlled LOD and calculation intervals reduce system load. * No full terrain or vehicle searches in every frame. * Savegame data is saved compactly. * Old savegames will continue to be used without any destructive cleanup. * Multiplayer remains server authoritative. * No write access to plant growth states or fruit density maps. * Improved compatibility with RWSM, Precision Farming and standard FS25 vehicles. Bux fixes Performance Fix, Anpassung an RWSM # Visual Mud Tracks - Overall changelog from v0.35.0 to v0.35.37 ## Important note before the update Before switching to the new version, all remaining lanes with the previously installed old mod version must be removed using suitable tillage equipment. To do this, work the affected areas completely with a plow, cultivator, disc harrow, subsoiler, mulcher, roller or seed drill and then save the score. If old physical grooves are not reset before the version change, they may remain permanently in the terrain heightmap of the save game. A later mod version may no longer be able to completely restore such depressions that have already been written directly into the terrain. Before the update, a backup of the entire save game folder should also be created. --- ## Changes and new features ### Permanent and physical lanes * Real physical terrain grooves under vehicle wheels. * Separate calculation of the left and right wheel tracks. * No unnecessary lowering of the center of the vehicle. * Track width depends on tire width, tire type and vehicle type. * Different profiles for normal tires, trailer tires and tracks. * Multiple passes deepen existing grooves. *Heavy vehicles create deeper tracks than light vehicles. * Trailers, filling levels, attachments and additional weights influence the wheel load. * Maximum groove depth limited to protect score. * Narrower and steeper groove cross section. * Significantly reduced lateral lowering of the track edges. * Terrain deformation directly at the actual wheel contact. * No delayed groove calculation behind the vehicle. * Removed removal threshold and 250ms post-processing queue. * Groove alignment follows the actual rolling direction of the wheel. * Steered, mirror-mounted and differently aligned wheels are supported. * Inclined suspension or wheel carrier nodes no longer shift the track laterally. ### Restoration through tillage * Plows restore the original terrain elevation in the work area. * Cultivators and disc harrows remove physical lanes. * Subsoilers, mulchers and rollers are recognized. * Seeders, no-till machines and planters can reset tracks. * Reset only occurs in the area actually processed. * Edge cells are recorded with a safety margin. * Pending groove calculations and visual track histories are also deleted. * Tilling hooks are automatically renewed when maps or vehicles replace functions. ### Secure savegame system * Original terrain elevations are saved separately from active grooves. * `visualMudTracksTerrainBackup.xml` contains immutable original elevations. * `visualMudTracksActiveRuts.xml` contains only current tracks and their states. * `visualMudTracksState.xml` contains version, data format and recovery status. * The original height is saved the first time a terrain cell is accessed. * Additional passes do not overwrite the original backup value. * Interrupted restores will resume on next boot. * Old groove files are recognized and adopted where possible. * Version changes can automatically discard active groove data. * Emergency function to reset permanently saved grooves. ### Visible and physical sinking * Tires visibly sink on wet and less stable soils. * Sinking occurs via the effective WheelPhysics radius. * Tire visual, suspension and physical ground contact react together. * No independent movement of visible wheel nodes. * Progressive sinking without abrupt jumps. * Even lifting on solid surfaces. * Sinking depth depends on: * Soil moisture * Soil saturation * Carrying capacity * Wheel load * Tire width * Tire pressure * Speed * Wheel slip * Maximum additional wheel lowering limited. * Wide tires distribute the load better. * Narrow and heavily loaded tires cut deeper. ### Tire pressure system * Tire pressure can be increased and decreased while driving. * Tire pressure is saved per wheel. * Multiplayer synchronization of pressure values. * Low field air pressure increases the contact area. * High tire pressure increases cutting into soft ground. * Tire pressure affects: * Sinking depth * Track width * Slip * Grip * Mud resistance * Danger of getting stuck * Own compact tire pressure HUD. * Displays the current pressure in bar. * Colored rating of tire pressure. * Removed unreliable tire pressure wheel menu. * Direct key inputs for increasing and decreasing are retained. ### Soil moisture HUD and RWSM connection * Custom soil moisture icon in tire pressure HUD style.* Displays the current soil moisture in percent. * Display next to tire pressure to avoid overlap. * Shared working drawing cycle with the tire pressure HUD. * Fixed mission bridge between Visual Mud Tracks and RWSM. * Soil moisture corresponds to the visible RWSM field info value. * Using `RWSM85Agronomy.getAtPosition(x,z).surface`. * Values above 100% supported for severe waterlogging and waterlogging. * Same soil moisture source for HUD and soil physics. * RainStar irrigation no longer only affects the visible numerical value. ### Mud and tire contamination * Mud quantity is saved individually for each tire. * Pollution remains after leaving the field. * Asphalt cleans tires faster than gravel or dirt roads. * Cleaning depends on the route actually driven. * Higher speed throws mud out of the tread faster. * Rain gradually washes tires clean. * A light film of dirt may remain visible on dry roads. * Separate particle systems for dry soil and wet mud. * Own renamed and allowed shape files. * Own textures and normal map. * Fine dry soil particles. * Medium dry soil particles. * Fine wet splashes. * Medium mud particles. * Rare heavy mud lumps. * Particle strength depends on: * Wheel rotation * Slip * Tire width * Tire radius * Soil moisture * Sink factor * Carrying capacity * Large flat particles significantly reduced. * Softer alpha edges and smaller ground particles. * Shorter lifespan and more realistic gravity. * Particles only in real contact with the ground. * No mud particles on the road or in contact with snow. * Direction of travel and steering angle determine the direction of throw. ### Uniform moisture physics * Tire contamination uses the same RWSM topsoil value as the HUD. * Wet particles react to irrigation. * Sinking depth reacts to artificially increased soil moisture. * Load capacity decreases with high PAW moisture. * Tire grip is reduced on wet ground. * Wheel slip increases with low load capacity. * Track depth increases when there is heavy waterlogging. * PAW values above approximately 82% increase the sludge content. * From around 88% the sinking factor increases progressively. * Values above 100% are treated as severe waterlogging. * Faster updating of RWSM soil values. ### Stuck physics * Progressive stall logic on soft ground. *Continuous slippage leads to further burrowing. * Resistance increases depending on time. * High wheel load accelerates getting stuck. * Low speed with high engine load aggravates the condition. * Working resistance of plows is taken into account. * Cultivators, disc harrows and subsoilers are rated differently. * Seeders, power harrows and rollers generate their own tractive power requirements. * Working width and working depth influence the resistance. * Engine utilization and engine speed are taken into account. * Tensile load and equipment condition affect digging. * Driven wheels dig in further if there is sustained slippage. * Driving resistance can increase to an almost complete standstill. * Lifting a work tool immediately reduces resistance. * Uncoupling removes the additional pulling load. * Reversing reduces digging condition. * Liberation possible along your own track. *Tire pressure affects the likelihood of getting stuck. ### Soil compaction and soil structure * Topsoil compaction due to wheel load. * Underbody compaction on heavy machines. * Compaction depends on soil moisture and bearing capacity. * Multiple passes increase compaction. * Cornering and slipping increase the load. * Rollers create targeted reconsolidation. * Plow, cultivator, disc harrow and subsoiler work differently. * Deep loosening depending on suitable soil moisture. * Plow sole for frequent plowing. * Slow biological recovery through plant roots. * Soil structure and compaction status visible in the field info. ### Fruit destruction * Native LS25 function `destroyFruitArea()` is used. * Plant damage occurs directly in the tire area. * Damage depends on: * Wheel load * Moisture * Slip * Steering angle * Growth stage * Repeat trips * Root health * Soil structure * Young plants react more sensitively. * Normal tires remove plants after four passes over the same cell at the latest. * Detected care tires remove plants after six passes at the latest. * Safe complete destruction with a sufficiently high damage score. * Minimum damage threshold reduced. * Repeat trips weighted more heavily. * Plant destruction works even with unreliable fruit ID query. * On empty ground, the native destroy call has no visible effect. * Mowed grass and certain operations are protected. * AI helpers and game setting can be taken into account.### Root Health * Own root health value per soil cell. * Root damage Changes since version 0.25 Since version 0.25 the mod has been significantly expanded: complete tire pressure integration Vehicle weight and load calculation Axle load and attachment evaluation permanent real terrain grooves full multiplayer synchronization own top and bottom model Compaction hardness and target areas Plant and root system Root health Structural damage Multiple crossings Slipping, cornering and maneuvering damage Roller reconsolidation different effects of all important tillage implements Plow sole formation biological recovery Fruit damage within the wheel track particular sensitivity of young plants Care tire rules AI Helper Exam Vehicle and device locks extended field info public soil and irrigation API Dedicated server and performance optimizations
Autodrive Saxlingham XL FS25
119 Waypoints covering Fields, Farms, Productions and Fill and Sell Points. Please let me know if you find anything wrong or doesn't work and I will try and get a fix done and new version uploaded. Map link: https://farmsimbrisco.itch.io/fs25-saxlingham-xl Fixed exit when coming out from Saxlingham Dairy Silo Unload Wrong point at F-11 fixed (was F-10) Added new points for fields Added new exits from fields Animal Dealer Dairy route was broken, now fixed Minor adjustments on routes - Moved Animal Dealer Grain sell point forward to achieve trigger - Moved Farmers Market Grain sell point forward to achieve trigger - Moved dealership collection point - Added exit to F-23 SW - Better route for reversing at Animal Dealer Bales - Added loops on pastures and moved points before gates - Added point and loop for Meadow 32 - Minor adjusts on routes - Added exit from field 20 towards New farm - Moved destination points at pastures 34, 36, 37, 40, 41. Points are behind gates. - Wrong route direction next to plot 39 fixed - New farm silo 1 unloading point moved forward (too close to trigger) - New farm silo 2 first reverse point moved forward for better result - New farm silo 2 unloading point moved more back for trigger to work - New farm added two routes to silos
State Ledger FS25
The disk I/O bedrock of the Realistic Farming mod ecosystem. StateLedger is mod 1 in the load order: it collapses every companion mod's savegame data into one atomic XML write and one atomic load. Without it, each mod writes its own file in one save window, and a crash or force-quit mid-window can corrupt the later files and lose progression permanently. StateLedger removes that failure mode by batching everything into a single file. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. A small but important fix for how State Ledger remembers information between play sessions. What's fixed - Saved state no longer carries over incorrectly between separate career sessions No save migration needed. Existing saves load as normal.
Peterbilt 379 Pack v1.5.0.0
Peterbilt 379 Pack v1.5.0.0 Peterbilt — Classic Custom A classic American truck built for those who appreciate power, style, and attention to detail. This truck combines traditional American styling with a custom appearance and a wide range of additional options. The mod offers plenty of customization options, including different lighting setups, chrome parts, exhaust configurations, cab accessories, and other details that allow you to build your own unique truck. Features: Classic American truck design Highly detailed model Extensive customization options Additional lighting options Multiple chrome configurations Custom exhaust setups Customizable exterior Fully prepared for Farming Simulator 25 Build your own custom American truck and hit the road!
Volkswagen ID.4 2021 V1.0.0.0
Volkswagen ID.4 2021 V1.0.0.0 Characteristics: Selectable Body color. Selectable Interior color. Selectable Interior color 2. Selectable Rim 2 Tone color. Selectable Caliper color. Selectable Dash color. Supports license plates. Interactive Control Support. Price: $30.000 Engine: 201-302HP, 160-180KPH.
FS22 Ursus 4512-4514
FS22 Ursus 4512-4514 Edit Ursus models from Modhub More configurations, new tires, etc.
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