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What if the storm were no longer just a visual effect? Lightning tears across the sky and thunder shakes the countryside—but this time, something else is happening. This mod goes beyond lights and sounds: the storm actively interferes with the gameplay, forcing you to adapt. GIANTS once rejected one of my ideas simply because I dared to create something unusual. This time, I’m not going to explain myself. I’ll let the storm answer for me. Read readme from file… I created this mod for my own enjoyment and according to my personal vision. I aim to recreate realistic situations. Regular updates are planned, as I still have plenty of ideas. Let’s push the limits of the GIANTS Engine… FS25_BXRLightningShock adds a dynamic lightning system to Farming Simulator 25. Automatic lightning runs only from March to October, and only when rain or hail is detected. The first strike is prepared shortly after suitable weather begins; subsequent strikes occur at randomized intervals while respecting the three-minute rule. Each event may also trigger a delayed second strike. Lightning is not a simple straight line. The main channel quickly grows downward, with dense direction changes and many control points. The wandering or secondary main channel can seek a separate target, strike with a delay, and trigger its own flash, thunder, particles, vehicle shutdown, or power outage. Main and side branches emit bluish-white light, glow, and channel illumination. During the final flicker’s dark phase, the channel disappears instead of turning black. Target selection first looks for environmental objects. Streetlights, power poles, water towers, silos, storage structures, factories, taller buildings, and other elevated constructions are preferred. Trees and ground are fallback targets, with ground strikes heavily reduced under current rules. Recent impact positions are remembered, and an exclusion radius prevents repeated strikes at the same location. For vehicle targeting, AI vehicles are last in the targeting order. An AI vehicle in active view and another AI vehicle each have a unified 15% chance to be struck. The player’s active vehicle without AI has a 5% chance. Strikes aim for the cab, and covered vehicles are excluded. The mod handles the full vehicle consist: tractors, attached implements, and further connected implements are stopped and restored together. When a vehicle is struck, the mod saves its state: controller type, active work or job, motor state, light state, cruise control state, speed data, and active view status. Controller types are never mixed: CP remains CP, AutoDrive remains AutoDrive, and GIANTS AI remains GIANTS AI. CP only uses freezeCp/cpHold, then unfreezeCp/cpHold(0,false). AutoDrive only uses pause/unpause/release. GIANTS AI resumes the saved job. If safe restoration isn’t possible, the mod logs the issue and does not start another AI system. During vehicle power loss, all lights turn off and the motor is forcibly stopped. Recovery follows a sequence: low beams slowly brighten, fade out, brighten again, wait half a second, flash twice, then restart the motor. If multiple AI vehicles are affected, their restarts are staggered randomly between 1-15 seconds. Work resumes only via the original controller’s path. If lightning hits a non-vehicle target, it causes a power outage within 300 meters. Building lights, outdoor lamps, streetlights, advertising and info lights, LED/digital displays, light cones, ground-light pools, emissive surfaces, and other non-standard lighting are turned off where detected. The outage also affects industrial barriers, electric gates, site entrance gates, and compatible railroad crossing controllers: their lights and control logic stop or pause, then restore according to the rules. Physical lamp housings, gates, and barriers remain visible. Production facilities, factories, and processing units stop. The sky, Sun, Moon, stars, clouds, and vehicle lights are unaffected by regional power outages. Recovery timing varies by object type. BXR LED/InfoBoard panels are exempt from long outages and return about 10 seconds later. Other objects may recover after variable durations, with quick restoration flashes preserved. The world light cache is built once when the map loads, avoiding full scene scans before impact. The thunder system uses multiple samples, including the two most recent sounds, each with normal and muffled versions. Sounds rotate through a shuffled pool, and the mod avoids playing the same thunder sample twice consecutively. The mod also applies its own environment override. It features Hungary/Central Europe-style day-night transitions, a darker night sky, stronger moonlit surroundings, moon-phase scaling, and darker night cloud undersides. Night cloud brightness is reduced via targeted cloudGroundAlbedo values, without globally darkening the entire night scene. These sky, moonlight, night-lighting, and cloud modifications are fully active only when no other graphics, weather, sky, or lighting mods override the same environment settings. V1.1.2.2 - When an AI-driven vehicle is struck, no CP, AD, GIANTS AI, or other controller can regain control before the LightningShock restart routine completes. - CP jobs are no longer destroyed or replaced; they are only frozen/held, then resumed via CP’s own calls. - AD routes are no longer cut off; they are paused/stopped, then resumed via AD’s release/unpause calls. - GIANTS AI still uses the saved job state for safe restart. - Fixed issues that required manual restart of CP or AD after the LightningShock recovery sequence.
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