




FS25 Seasonal Crop Stress v1.0.3.2
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`
QUICK START:
1. Load your farm — moisture monitoring activates immediately
2. Press Shift+M → open the Field Moisture HUD
3. Click a field → see its 5-day moisture forecast strip
4. Press Shift+C → open the Crop Consultant for risk summary
5. Green = healthy · Yellow = needs attention · Red = irrigate NOW
6. Place a Water Pump near water, then a Center Pivot within 500m
7. Press E near the pivot (or Shift+I) → set your irrigation schedule
8. At harvest, drought-stressed fields yield less — plan ahead
Water your fields or lose your harvest.
V1.0.3.2
Bug Fixes
– When a field was harvested and immediately replanted, accumulated drought stress from the previous crop was incorrectly applied to the new one — silently reducing yield before a single dry hour had passed. This happened because FS25 can transition a field directly from the old fruitTypeIndex to the new one without a bare-soil tick in between.
– The modifier now tracks the last seen crop type per field. When a new crop is detected, stress resets to zero before accumulation begins. Bare-soil transitions also clear the tracker so every new planting starts clean.
If you have saves with affected fields, stress will reset correctly on the first hourly tick after loading this update.
HUD showing full moisture panel while driving (HUDOverlay)
– The “Overlay disabled in vehicle” panel was implemented but never actually rendered. The vehicle detection check relied on g_localPlayer.controlledVehicle, but in FS25, g_localPlayer is nil while driving — the player pawn is despawned when entering a vehicle. The check was always returning false.
– Vehicle detection now uses a 5-check chain with g_currentMission.controlledVehicle as the primary check (the same flag that powers the in-game speedometer), with input binding context and pawn-nil fallbacks behind it. The HUD will now correctly show the compact red panel whenever you are seated in a vehicle.








