





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.






