BLU3COW
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– Tested with Farming Simulator 25 Patch 1.24. – When an admin no longer permits a stage, it now defaults to the highest still allowed in the same direction instead of remaining active. The original stage is remembered, so everything reverts automatically once the range is permitted again. – A deactivated module now disappears from the shop and construction mode for all sixteen modules, instead of leaving a dead row behind. – Fixed placeable and production configurations that always showed a surcharge of +0. They now display prices like vehicle configurations. – APC no longer exceeds the vehicle mass limit on negative stages, and the help menu now shows the resulting payload mass, making the setting’s direction clear. – AWS is now only available on vehicles with a work function, and a tractor no longer increases the speed limit of its implement. The lower of the two applies, as before. – ADR now explains in the help menu that a forage harvester’s throughput depends on working width and speed. – AFC no longer lists DEF next to diesel in the help menu. – The specification sheet in the shop and construction mode now reflects the selected stage: power, top speed, tank contents, capacity, working width, weight, additional weight, speed limit, silo volume, manure heap capacity, and income per hour. It always shows the active stage, so a value lowered by a range switch is displayed as it will be. – A price percentage above roughly 500 could result in a negative total price. The discount is now capped at the base price. – The EXTERNALCAPACITY setting now also applies to placeables and productions. When respect="true", storage capacity changed by AdjustStorageCapacity or similar mods is retained; with the default "false", the AFV-P selection is re-applied after loading. – New SILONETWORK setting with three states, off by default, so nothing changes unless an administrator enables it. With <siloNetwork module="true" connectAll="true">, silos within reach form a shared network regardless of placement order, and a removed silo stops counting towards neighbors immediately. With connectAll="false", each silo maintains its own storage and does not connect to adjacent silos. With module="false" (default), the game behaves as in the base game, where silos only connect to pre-existing ones, resulting in different capacities. Production use of surrounding silos is controlled separately via PRODUCTIONSTORAGE. – Fixed issues where AFV and AFC left a vehicle at its base capacity after loading, while the help menu and workshop showed the selected stage. This occurred when EXTERNALCAPACITY was set to respect="true"; the game compared the loaded capacity against the savegame stage, but since capacities aren’t stored, it caused mismatches. Now, the check only applies to capacities changed during gameplay. Also fixed that AFC displayed incorrect base capacities, such as 21,600 liters instead of 720, by reading the original capacity before mods alter it. – Fixed a trailer whose AFV capacity changes caused it to show too little content when other mods like AdjustStorageCapacity set capacities. The fill volume is now recalculated and refilled whenever AFV capacity is changed. – Similar corrections apply to buildings: when AFV-P resets a capacity altered by another mod, silo fill planes, storage heaps, and straw and water planes in animal pens are refreshed to match the new capacity, avoiding outdated fill heights. – New PRODUCTIONSTORAGE setting: <productionStorage connectSilos="false"> prevents production from using surrounding silos and extensions as additional storage, so the production menu only shows its own capacity and contents. The default "true" maintains the original game behavior. This applies regardless of whether the production or silo was built first. Modular plants from Pumps N’ Hoses are exempt, as they depend on surrounding storages. – ACA-P now affects the modular biogas plant from Pumps N’ Hoses. Previously, it kept its own cycle amounts and restored them each game hour, which reset the setting. Now, ACR-P and ACA-P also increase the maximum draw from bunker silos per minute, scaling with the stage to maintain the original intake-to-consumption ratio. – AdjustSuite allows for extensive customization of vehicles, attachments, placeables, and productions in FS25, enabling you to tailor power, working width, capacities, driving behavior, production values, and more to your playstyle. – By default, the REAL and UNREAL ranges are enabled. You can unlock wider adjustment ranges in modSettings for more flexibility, but values should stay within logical and physical limits to avoid handling or balance issues. – Adjustments can be made directly in the vehicle and attachment shop or in construction mode before purchase. The settings are saved in modSettings after the first game start and control modules, ranges, help menu entries, price scaling, and external capacity. Restart the game after changes. In multiplayer, the host or dedicated server settings apply to all players. – AdjustSuite is compatible with Courseplay, AutoDrive, and Precision Farming. It also includes options for mods like AdjustStorageCapacity that modify storage or tank capacities at runtime. Vehicle and attachment modules: AFV – Fill Volume AFC – Fuel Capacity APC – Payload Compensation ABW – Ballast Weight AMP – Motor Power AWS – Working Speed AWW – Working Width APW – Pickup Width ADS – Driving Speed ABP – Brake Power ADR – Discharge Rate Placeable and production modules: AFV-P – Fill Volume ADR-P – Discharge Rate ACR-P – Cycle Rate ACA-P – Cycle Amount AIP-P – Income Payments
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