Seasonal Crop Stress V1.2.3.1

Seasonal Crop Stress V1.2.3.1

FS25 farms look lush even when your crops are quietly dying of thirst. This mod changes that. Real soil moisture physics. Heat evaporates. Rain replenishes. Sandy soil drains fast; clay holds longer. When moisture drops below critical thresholds during the windows that matter most — wheat during heading, corn during pollination — stress accumulates and your yield shrinks. Place a center-pivot irrigator, schedule it, and protect what you’ve grown. Singleplayer • Multiplayer (host-authoritative) • Persistent saves • EN / DE / FR / IT / NL / PL Every field independently tracks its moisture level (0–100%) driven by real in-game conditions. Eight crops have critical growth windows where water is essential. Let them dry out and pay at harvest. Stress accumulates each in-game hour when moisture is below the threshold during a critical window. At harvest, yield is reduced proportionally — up to 60% loss at maximum stress. Fields with no stress harvest at full yield. Three placeables in Shop → Buildings → Tools: Set irrigation schedules per system (active days and hours), including overnight wrap-around schedules. Use Irrigate Now for instant manual activation. Press Shift+M to open the field overlay. Shows every field growing a stress-tracked crop with: Drag the panel anywhere on screen by right-clicking to enter Edit Mode, then left-click dragging. Press Shift+C for a risk-ranked field summary with plain-language recommendations. Three alert tiers fire automatically as fields dry out: 12-hour per-field cooldown prevents alert spam. Alerts can be disabled or adjusted in Settings. Open via ESC → Settings → Game Settings → Seasonal Crop Stress. Settings are server-authoritative in multiplayer — the host’s settings are pushed to all clients on join. All integrations are detected at runtime and fail gracefully if the mod is not installed. Open ESC → Help → Seasonal Crop Stress for a full in-game guide covering everything from reading the HUD to understanding growth stages. Open the developer console with the ~ key: – New: Center pivot irrigation arm now visually spins when irrigation is active. Speed is configurable via the armMinPerRev attribute in XML (default: 30 min/revolution). – New: Terrain-following support — pivot spans rise and fall as the arm rotates over uneven ground (requires updated model with span_N nodes). – New: Wheel animation — wheel rotation is physically tied to how far the arm travels. Inner towers spin slower than the tip, which is correct. – Fixed: Replaced a broken node lookup function that was silently failing, preventing the arm from animating at all. This update fixes the long-standing issue where players on dedicated servers saw no field data in the mod’s menus, and brings a major new way to monitor your fields: the in-game Crop Moisture Monitor. What’s new / what’s fixed: • DEDICATED SERVER FIX — field moisture and stress data now syncs to all clients when they join. The Crop Moisture Monitor no longer shows a blank screen on dedi servers. • CROP MOISTURE MONITOR — a new tab in the ESC pause menu (look for the crop icon). Shows every field’s moisture level, stress %, and irrigation status at a glance. Includes a farm-wide overview with average moisture, yield loss estimate, and healthy/warning/critical counts. No more needing to open the HUD overlay — everything is in the menu. • IRRIGATION TAB — the monitor’s second tab lists all fields sorted by driest first. Click any irrigated field to jump straight to its schedule dialog. • FIELD FILTER — toggle between all fields and only your owned fields using the filter button in the monitor. • MAP OVERLAY — soil moisture is now shown as a colour-coded overlay on the in-game map (green = healthy, yellow = warning, red = critical). • RANDOM WORLD EVENTS — if you run FS25_RandomWorldEvents, heat waves and droughts now increase crop stress accumulation dynamically. • ALEX CHEN — the Agronomist NPC’s relationship level now saves and loads correctly across game restarts (requires FS25_NPCFavor). • SETTINGS PANEL — press Shift+S to open the mod settings panel without going into the ESC menu. • DANISH TRANSLATION — full Danish localisation added (thanks to community contributor West). • Various fixes to the HUD overlay, translation files, and UI layout. Save compatibility: no migration needed — your existing save loads normally. What’s new in 1.2.2.0 FS25_RandomWorldEvents integration — Active RWE world events now modulate the crop stress accumulation rate: Negative field events (crop_yield_penalty, harvest_penalty, fertilizer_penalty, seed_growth_penalty) increase stress rate up to 1.4× Positive events (crop_yield_bonus, fertilizer_bonus, harvest_bonus, seed_growth_bonus) reduce stress rate down to 0.80× Layered on top of your difficulty settings — no existing values are overwritten FarmTablet compatibility fix — The Crop Stress app in FarmTablet now correctly displays per-field moisture bars (previously showed “Moisture data not yet available”). PDA improvements — Clicking an irrigated row in the Irrigation tab opens the schedule dialog for that system; non-irrigated rows show an info message. i18n — Missing help dialog and PDA screen translation keys added for all supported languages. No save migration required. Help dialog now closes properly — the Close button works correctly and shows “Close” text PDA footer is now clean — three buttons only: Back, Help (C), Filter (X). Eliminated the UsedPlus “TAKE LOAN” and “CREDIT REPORT” buttons that were appearing due to slot conflicts Filter button — relocated to the X key slot; label correctly updates between ALL FIELDS and MY FIELDS Log error fixed — removed a nil function call that was firing on every PDA update tick No save migration needed — all changes are UI only. Font warning gone: The moisture map legend and PDA stats panel showed >=40% and 25-40% with unsupported characters in some builds. Now uses plain ASCII — displays cleanly in all languages. XML load warnings cleared: The new Crop Stress PDA screen triggered harmless-but-noisy position attribute warnings on every load. Fixed — log is clean. These are purely log-cleanliness fixes. No gameplay changes. Saves are fully compatible — no migration needed. A lot has been added since the last release. The mod now has a proper in-game interface so you can monitor your farm’s moisture situation without relying solely on the HUD overlay. What’s new: • Crop Moisture tab added to the PDA map — each field shows a colour-coded dot: green (healthy), amber (getting dry), red (irrigate now) • New Crop PDA screen in the InGameMenu — Overview tab shows average moisture, stress level, and estimated yield loss across your whole farm; Irrigation tab lists every field sorted driest-first so you can triage at a glance and see which fields already have irrigation coverage • “Open Crop PDA” button on the map sidebar for quick access • Alex Chen (Agronomist NPC) now remembers your relationship level across save reloads — no more starting from scratch every session • Custom Settings panel added (Shift+S) — adjust stress thresholds and irrigation behaviour without leaving the game • Fixed: moisture HUD scroll, right-click, and field count display bugs • Fixed: Shift+S keybind not showing in controls menu for all languages • Ukrainian language support added • FS25_SoilFertilizer integration improvements No save migration needed — fully compatible with existing saves. Irrigation systems now actually irrigate fields. Three bugs were blocking moisture from ever being applied: Fields not detected — Center pivots and drip lines were registering 0 covered fields. The field lookup used the wrong API that returns an empty list when a placeable is placed. All systems now find the correct fields. Irrigation gain applied one hour late — Schedule activation was happening after the moisture simulation ran, so gains were always deferred to the next in-game hour. Fixed — gains now apply in the same hour the schedule activates. “Irrigate Now” did nothing — The manual button activated the system but the schedule check on the next tick would immediately deactivate it before moisture updated. “Irrigate Now” now directly applies one hour of water to all covered fields, with immediate effect visible in the HUD. No save migration needed. All mod settings have moved into a fully custom-rendered overlay panel. Press Shift+S in-game to open it. The ESC > Game Settings page now shows a single hint line pointing there. The panel has two category pages: An Admin page gives server admins quick access to system status, a 3-day heat-wave simulation, and reset-to-defaults. If you run both FS25_SeasonalCropStress and FS25_SoilFertilizer, soil pH and organic matter will now correctly affect moisture simulation. Three bugs that silently prevented this from working have been fixed. No save migration needed — existing saves load normally. Improved forecast logic: season-typical daily mean temperatures replace snapshot-temp evap (eliminates midday/dawn bias); rain duration persistence heuristic added for days 1–2; day-2 signal decay blends near-term and seasonal baseline Added ~ visual indicator on HUD forecast strip — header shows 5-Day Forecast ~, projected columns (D+1–D+4) render in desaturated blue-grey with ~47% format; “Now” column shows live data unmodified – Added mission.cropStressManager cross-mod bridge for FarmTablet integration – Bumped version to 1.0.9.0 – Added cz translation Thanks to @Kynuska for providing the translated version of the mod 🙂 – Added getLocalFarmId() and isFarmlandOwnedByFarm() to CropStressManager.lua for reliable ownership checks across singleplayer and multiplayer. – CropStressManager now re-scans for all map fields once per in-game day, ensuring newly purchased fields are correctly tracked. – The HUD and Crop Consultant dialog now correctly filter field lists to show only owned fields, with a fallback to all tracked fields to prevent blank menus. – Center pivot now reconnects to a pump regardless of placement order — fixed the “pump not connected” bug when pivot is placed before pump Drip irrigation lines were computing their coverage area locally on each machine, meaning clients in multiplayer could have a different coverage zone than the server — crops would dry out or be watered incorrectly for some players. This hotfix syncs the coverage data from the server to all clients. What’s fixed: – Drip line start/end points and coverage zone now correctly sync to all players when joining a multiplayer or dedicated server session – Irrigation works consistently for everyone in the game No save migration needed. Sprayer-Based Watering: Standard vehicle sprayers can now be used as manual irrigation. Fill them with WATER to boost field moisture. Enhanced Effectiveness: Manual watering has been balanced with a 5x effectiveness multiplier for better gameplay. Realistic Weather Integration: Water applied via sprayers is fully synced with the Realistic Weather moisture system. Mod Compatibility: Added detection for Ozz’s Moisture System mod with a warning about the Shift+M keybind conflict. In-Game Documentation: Added a new ‘Sprayers & Watering’ page to the Help menu. Localized Translations: Updated English, German, and Dutch translations. #48 — HUD in vehicles: Moisture HUD now displays while driving. Shift+M and Shift+H work in both on-foot and vehicle input contexts. RMB correctly only enters edit mode when on foot. #52 — Owned fields only: HUD and all consultant alerts (INFO/WARNING/CRITICAL) now filter to only show fields owned by your farm. Unowned and other-farm fields are silently skipped. v1.0.3.3 – Critical Hotfix Settings section disappearing with FS25_RealisticHarvesting — The Seasonal Crop Stress section in ESC → Settings was silently dropped when Realistic Harvesting was loaded alongside. RealisticHarvesting hooks onFrameOpen on the live settings page instance, which shadows the class method our hook was patching. Fixed by switching to instance-level hooking to match, and aliasing generalSettingsLayout → gameSettingsLayout so both layout naming conventions are handled regardless of load order. applySettings() was writing self.hudOverlay.isVisible directly, bypassing toggle() and all its side-effects (rebuildDisplayRows, firstRunShown, forecast init). Since hudVisible defaults to true, every mission load left isVisible=true with an empty displayRows — HUD rendered blank. Pressing the keybind then toggled it to false (logging “HUD toggled: false”), making it appear as if the toggle worked but nothing showed. Fix: Compare current isVisible against the desired settings value and call toggle() only when they differ, so state transitions always go through the proper path regardless of call site. V1.0.3.1 – Added scrollwheel and row selection to the HUD overlay Moveable HUD, Forecast Fix & More Crops The forecast strip was overlapping itself, and right-clicking to move another mod’s HUD was accidentally dragging this one too. Both are fixed. The HUD can now be freely repositioned and resized. What’s fixed: – Forecast strip day labels and percentage bars no longer overlap each other – Right-clicking NPCFavor or SoilFertilizer HUDs no longer affects this panel – Settings now sync correctly to all players in multiplayer What’s new: – Right-click directly on the moisture panel to enter move mode, drag it anywhere on screen – Drag any corner handle to resize the panel (60%–160% scale), position is saved between sessions – Crop library expanded to 34 entries with corrected soil moisture absorption values A couple of bugs slipped through that affected multiplayer servers and NPC Favor compatibility. This update addresses both. No save migration needed — existing saves continue to work as normal.

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