Random World Events V2.1.7

Random World Events V2.1.7

Adds 43+ dynamic random events, a physics overhaul, and a full in-game settings screen to Farming Simulator 25 β€” making every playthrough feel different. πŸ“Œ Overview Random World Events is the full FS25 rewrite of the FS22 original. It introduces a probabilistic event engine that fires timed world events during gameplay, affecting your economy, vehicles, fields, and more. Each event has configurable intensity, duration, and cooldown. A separate physics layer applies terrain-aware wheel grip and suspension tuning to the vehicle you’re driving, every frame. All settings save per-savegame, so each farm can have its own configuration. 🌍 Random Event System 43+ unique events across 4 active categories Configurable frequency (1–10), intensity (1–5), and cooldown (1–240 min) Events trigger automatically on a probability timer during gameplay Manual trigger via F9 or the rweTest console command Per-category enable/disable toggles (economic, vehicle, field, special) In-game HUD notifications and warnings when events start and end Single active event at a time β€” a cooldown prevents event spam πŸ’° Economic Events (15 events) Government subsidies, market booms and crashes, tax refunds, loan interest, seed/fuel/fertilizer/equipment discounts, insurance payouts, export opportunities, economic crises, and more. 🚜 Vehicle Events (8 events) Speed boosts, free fuel refills, fuel leaks, minor accidents, fleet repair bills, visual upgrades, vehicle cleaning, and engine trouble. 🌾 Field Events (10 events) Crop yield bonuses and penalties, fertilizer effectiveness changes, seed growth speed adjustments, harvest modifiers, and field sale price shifts. ⚑ Special Events (10 events) Time acceleration, time slowdown, XP bonuses and penalties, money multipliers, equipment durability changes, trade price bonuses, and town festivals. πŸ”§ Physics Overhaul Terrain-aware wheel grip β€” asphalt, dirt, field, grass, and snow each have distinct friction values Suspension stiffness multiplier applied per-wheel every frame All physics values are tunable from the in-game settings screen Debug mode logs per-wheel grip data to the console πŸ–₯️ In-Game Settings Screen Full tabbed GUI accessible from the game’s menu: Events Tab β€” toggle categories, set frequency/intensity/cooldown, enable notifications Physics Tab β€” tune wheel grip, suspension stiffness, articulation damping, center-of-mass strength πŸ’Ύ Per-Savegame Persistence Settings are stored alongside each savegame β€” different farms can have different configurations without touching the mod files. Open the in-game console (` key) and type any of these: Wildlife/animal events β€” category toggle exists but events are not yet implemented Weather events β€” category toggle exists but events are not yet implemented Multiplayer β€” declared as supported but money/physics changes are local-only; proper network sync is not yet implemented Physics values β€” articulationDamping and comStrength are configurable but not yet wired to an FS25 physics API call The whole vehicle event category has been rebuilt to use Farming Simulator 25’s own engine fields, so the effects are genuinely felt at the wheel instead of being cosmetic popups. [ What’s new ] – Real vehicle physics. A new vehicle specialization drives speed, acceleration, top speed (via the CVT gear ratio), engine feel and steering, applied where the game actually reads them so it plays nicely with other mods like Cold Start. – Speed boost now genuinely passes the machine’s stock top speed and adds a bit of extra pull off the line. – Engine trouble, plus the new slippery roads event, slow and dull the engine. – New steering pull event tugs the wheel to one side in short, eased bursts (keyboard friendly). – Traction governor. The old fake β€œwheel grip” is now a real low traction easing on mud, snow and ice. [ Fixes ] – Fuel events now actually work. The old code called FS25 functions that do not exist (getFillUnitInformation, setFillUnitFillLevel). It now uses the correct FillUnit API. – Accident and repair bill charges were going to the wrong farm (farm id 0). They now charge your farm correctly. – No more vehicle event getting stuck β€œactive” after a reload. – Fixed a crash that fired when entering a vehicle. [ Credits ] The steering input technique is adapted from RealPhysics Steering by @Tubez47. Thank you! – Fixed: Active events and cooldown timers now survive save/load. Previously, reloading a game would cancel any active event and reset cooldowns, making contracts and timed events unreliable. – New: Full German translation (98 strings). Thanks to Phasen-kasper! – New: Danish translation (102 strings). Thanks to DJWestDK! Several quality-of-life improvements and stability fixes in this update, including a full rewrite of how the event HUD is drawn for better reliability across maps and screen resolutions. What’s fixed: – Keybindings now persist correctly between sessions – HUD position is saved when the game saves, not just when you quit – Animal events no longer fail silently when farm ID can’t be resolved – Right-click key hint removed from HUD footer (cleaned up the display) – Load-order crash fixed β€” input hooks are now correctly registered on startup – All HUD text is now fully translated instead of showing hardcoded English What’s new: – HUD is now drawn by the mod directly β€” more stable, works on all screen setups – Version number and key hint in the HUD update dynamically – Subsystem API β€” other mods can now hook into RWE events programmatically – Cross-mod bridge for FarmTablet integration (events visible on the tablet) – Improved debug tools for diagnosing event issues – Updated mod icon Save migration: not required. Existing saves load normally. – Rewrote settings panel – Fixed error with a wrong FarmId call causing payment error – Fixed HUD overlay its position saving – Translation is NOT updated!!! Please REBIND both keybinds: – RWE_TOGGLE_HUD -> Enable/Disable overlay – RWE_TOGGLE_SETTINGS -> Open settings panel Im aware the camera moves with the mouse cursor and that some logging is not displaying. Also forgot to make the version see you in the panel dynamic… (same for the HINT text) Will be fixed next update! This update wires Random World Events into the rest of your mod ecosystem. FarmTablet, Market Dynamics, Crop Stress, and Soil Fertilizer can now all detect RWE and respond to active events automatically. What’s new / fixed: – Other mods (FarmTablet, Market Dynamics, Soil Fertilizer, Crop Stress) now detect RWE and respond to active events in real time – FarmTablet: the Random World Events app now shows your active event, frequency, and intensity correctly β€” was broken before this update – HUD layout is now saved when you save the game, not only when you quit – Event HUD text no longer shows hardcoded English on non-English games – Fixed a rare crash in vehicle damage handling when a mod vehicle lacked the expected wear spec – Fixed animal events incorrectly charging farm 0 instead of your farm – Cleaned up HUD footer β€” removed a button hint that didn’t belong there Saves: No migration needed. The World Events HUD overlay has been fully localized and will now correctly display all text based on your selected game language, instead of showing hardcoded English. This includes titles, status indicators, cooldown/timer labels, and hints. Supported languages are German, French, Polish, Spanish, Italian, Czech, Brazilian Portuguese, Ukrainian, and Russian. Additionally, Right Mouse Button (RMB) interaction for the HUD has been fixed, allowing you to properly move and edit it. This issue mostly affected users without additional HUD-related mods. Thanks to @sava4903-coder for helping provide the fix πŸ’― No gameplay changes. Save files remain fully compatible. – Added custom HUD, grouped settings UX, effect delivery system – Added mission.randomWorldEvents cross-mod bridge for FarmTablet – Fixed Save HUD layout on game save, not only on session end – Fixed applyVehicleDamage β€” spec_wearable fallback, remove dead code – Fixed FS25 textured icon background; compress to DXT1 – Bumped version to 2.1.1.0 The events system got a full visual upgrade this update. The settings page was crashing for some players, F3 did nothing, and there was no good way to see what was happening in-game at a glance. Whats new: β€’ New HUD panel shows your active event, category, time remaining, and cooldown β€’ Event pop-up notifications flash on screen when something happens β€’ Drag and resize the HUD panel wherever you want β€” position saves automatically β€’ F3 now correctly toggles the HUD on/off β€’ Settings page is reorganized into clean sections: Timing, HUD, Categories, Physics, Debug β€’ Cooldown now shows in plain minutes (5 min, 30 min, etc.) β€’ New HUD Scale setting (0.6x to 1.8x) applied live from the settings page What’s fixed: β€’ Settings page crash when hovering over options β€” now stable β€’ Physics and Debug headers overlapping other settings β€’ Gray box artifact appearing in the settings layout β€’ F3 hotkey was silently doing nothing due to an internal input bug β€’ All event API files were missing from the mod zip in previous versions No save migration needed β€” existing saves load as normal. Five new public Lua globals for third-party mod integration: All five share a common surface: registerEvent, getEventList, triggerEvent, isEventActive, getActiveEvent, registerTickHandler, getVersion, onEventStart, onEventEnd. Third-party integration pattern: β€œ`lua β€” In your mod’s onMissionLoaded() or equivalent: if RWEEconomicAPI and RWEEconomicAPI.registerEvent then RWEEconomicAPI:registerEvent({ name = β€œmyMod_corn_subsidy”, minIntensity = 1, func = function(intensity) g_currentMission:addMoney(intensity * 1000, …) return β€œCorn subsidy! +” .. intensity * 1000 .. β€œβ‚¬β€ end, }) end β€œ` Corrects inaccurate information in the in-game help pages (Pause β†’ Help β†’ Random World Events). Author: TisonK Special Thanks: FS25 modding community and everyone who reported bugs on the FS22 version

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