FS25 Random World Events
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).
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GitHub Repository:
https://github.com/Realistic-Farming/FS25_RandomWorldEvents
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COPYRIGHT NOTICE:
All rights reserved. Unauthorized redistribution, copying,
modification, or claiming this mod as your own is strictly prohibited.
Original Author: TisonK
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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.
[ Credits ]
The steering input technique is adapted from RealPhysics Steering by @Tubez47. Thank you!
- Fixed: Active events and cooldown timers now survive save/load. Previously, reloading a game would cancel any active event and reset cooldowns, making contracts and timed events unreliable.
- New: Full German translation (98 strings). Thanks to Phasen-kasper!
- New: Danish translation (102 strings). Thanks to DJWestDK!
Several quality-of-life improvements and stability fixes in this update, including
a full rewrite of how the event HUD is drawn for better reliability across maps and
screen resolutions.
What's fixed:
- Keybindings now persist correctly between sessions
- HUD position is saved when the game saves, not just when you quit
- Animal events no longer fail silently when farm ID can't be resolved
- Right-click key hint removed from HUD footer (cleaned up the display)
- Load-order crash fixed — input hooks are now correctly registered on startup
- All HUD text is now fully translated instead of showing hardcoded English
What's new:
- HUD is now drawn by the mod directly — more stable, works on all screen setups
- Version number and key hint in the HUD update dynamically
- Subsystem API — other mods can now hook into RWE events programmatically
- Cross-mod bridge for FarmTablet integration (events visible on the tablet)
- Improved debug tools for diagnosing event issues
- Updated mod icon
Save migration: not required. Existing saves load normally.
- Rewrote settings panel
- Fixed error with a wrong FarmId call causing payment error
- Fixed HUD overlay its position saving
- Translation is NOT updated!!!
Please REBIND both keybinds:
- RWE_TOGGLE_HUD -> Enable/Disable overlay
- RWE_TOGGLE_SETTINGS -> Open settings panel
Im aware the camera moves with the mouse cursor and that some logging is not displaying.
Also forgot to make the version see you in the panel dynamic... (same for the HINT text)
Will be fixed next update!
This update wires Random World Events into the rest of your mod ecosystem.
FarmTablet, Market Dynamics, Crop Stress, and Soil Fertilizer can now all
detect RWE and respond to active events automatically.
What's new / fixed:
- Other mods (FarmTablet, Market Dynamics, Soil Fertilizer, Crop Stress) now
detect RWE and respond to active events in real time
- FarmTablet: the Random World Events app now shows your active event,
frequency, and intensity correctly — was broken before this update
- HUD layout is now saved when you save the game, not only when you quit
- Event HUD text no longer shows hardcoded English on non-English games
- Fixed a rare crash in vehicle damage handling when a mod vehicle lacked
the expected wear spec
- Fixed animal events incorrectly charging farm 0 instead of your farm
- Cleaned up HUD footer — removed a button hint that didn't belong there
Saves: No migration needed.
The World Events HUD overlay has been fully localized and will now correctly display all text based on your selected game language, instead of showing hardcoded English. This includes titles, status indicators, cooldown/timer labels, and hints. Supported languages are German, French, Polish, Spanish, Italian, Czech, Brazilian Portuguese, Ukrainian, and Russian.
Additionally, Right Mouse Button (RMB) interaction for the HUD has been fixed, allowing you to properly move and edit it. This issue mostly affected users without additional HUD-related mods. Thanks to @sava4903-coder for helping provide the fix 💯
No gameplay changes. Save files remain fully compatible.
- Added custom HUD, grouped settings UX, effect delivery system
- Added mission.randomWorldEvents cross-mod bridge for FarmTablet
- Fixed Save HUD layout on game save, not only on session end
- Fixed applyVehicleDamage — spec_wearable fallback, remove dead code
- Fixed FS25 textured icon background; compress to DXT1
- Bumped version to 2.1.1.0
The events system got a full visual upgrade this update. The settings page was crashing for some players, F3 did nothing, and there was no good way to see what was happening in-game at a glance.
Whats new:
• New HUD panel shows your active event, category, time remaining, and cooldown • Event pop-up notifications flash on screen when something happens • Drag and resize the HUD panel wherever you want — position saves automatically • F3 now correctly toggles the HUD on/off • Settings page is reorganized into clean sections: Timing, HUD, Categories, Physics, Debug
• Cooldown now shows in plain minutes (5 min, 30 min, etc.)
• New HUD Scale setting (0.6x to 1.8x) applied live from the settings page
What's fixed:
• Settings page crash when hovering over options — now stable
• Physics and Debug headers overlapping other settings
• Gray box artifact appearing in the settings layout
• F3 hotkey was silently doing nothing due to an internal input bug
• All event API files were missing from the mod zip in previous versions
No save migration needed — existing saves load as normal.
Corrects inaccurate information in the in-game help pages (Pause → Help → Random World Events).
Settings are no longer in a custom pop-up screen.
They are now integrated directly into the game's built-in **ESC > Settings** menu, under a dedicated **Random World Events** section at the bottom of the Game Settings page.