Random World Events V2.1.7.0 FS25

FS25 Other

Random World Events V2.1.7.0 FS25


The full FS25 rewrite of the FS22 original. A probabilistic event engine fires timed world events as you play, hitting your economy, vehicles, fields and more. Every event has its own intensity, duration and cooldown, only one runs at a time, and the cooldown keeps things from spamming. A separate physics layer also tunes terrain-aware wheel grip and suspension on the vehicle you’re driving, every frame. All settings save per savegame, so every farm runs its own way.

Features
Probabilistic Event Engine
43+ Events Across 5 Categories
Configurable Frequency, Intensity & Cooldown
Per-Category Toggles
Manual Event Trigger
HUD Notifications & Warnings
Terrain-Aware Vehicle Physics
Per-Savegame Config

Controls
Toggle the Event HUD: F3
Open the Settings panel: Shift + O
Fire a test event (console): rweTest

Note that only one event runs at a time and a cooldown sits between them, so each one actually lands instead of drowning you in chaos!

Heads up: Weather events are still in the works, and in multiplayer the economy and physics effects currently apply per player (full network sync is on the way).

V2.1.7.0
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 “wheel 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 “active” after a reload.
Fixed a crash that fired when entering a vehicle.

The steering input technique is adapted from RealPhysics Steering by @Tubez47. Thank you!

Credits:
tisonK







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