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.
-> https://github.com/TheCodingDad-TisonK/FS25_SeasonalCropStres
- Improved forecast logic: season-typical daily mean temperatures replace snapshot-temp evap (eliminates midday/dawn bias); rain duration persistence heuristic added for days 1–2; day-2 signal decay blends near-term and seasonal baseline
- Added ~ visual indicator on HUD forecast strip — header shows 5-Day Forecast ~, projected columns (D+1–D+4) render in desaturated blue-grey with ~47% format; "Now" column shows live data unmodified
- Added mission.cropStressManager cross-mod bridge for FarmTablet integration
- Bumped version to 1.0.9.0
- Added cz translation
Thanks to @Kynuska for providing the translated version of the mod :)
- Added getLocalFarmId() and isFarmlandOwnedByFarm() to CropStressManager.lua for reliable ownership checks across singleplayer and multiplayer.
- CropStressManager now re-scans for all map fields once per in-game day, ensuring newly purchased fields are correctly tracked.
- The HUD and Crop Consultant dialog now correctly filter field lists to show only owned fields, with a fallback to all tracked fields to prevent blank menus.
- Center pivot now reconnects to a pump regardless of placement order — fixed the "pump not connected" bug when pivot is placed before pump
Drip irrigation lines were computing their coverage area locally on each machine, meaning clients in multiplayer could have a different coverage zone than the server — crops would dry out or be watered incorrectly for some players. This hotfix syncs the coverage data from the server to all clients.
What's fixed:
- Drip line start/end points and coverage zone now correctly sync to all players when joining a multiplayer or dedicated server session
- Irrigation works consistently for everyone in the game
No save migration needed.
New Features:
- Standard vehicle sprayers can now be used as manual irrigation. Fill them with WATER to boost field moisture.
- Manual watering has been balanced with a 5x effectiveness multiplier for better gameplay.
- Water applied via sprayers is fully synced with the Realistic Weather moisture system.
- Added detection for Ozz's Moisture System mod with a warning about the Shift+M keybind conflict.
- Added a new 'Sprayers & Watering' page to the Help menu.
- Updated English, German, and Dutch translations.
## 🐛 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.
- Added scrollwheel and row selection to the HUD overlay
Moveable HUD, Forecast Fix & More Crops
The forecast strip was overlapping itself, and right-clicking to move another mod's HUD was accidentally dragging this one too. Both are fixed.
The HUD can now be freely repositioned and resized.
What's fixed:
- Forecast strip day labels and percentage bars no longer overlap each other
- Right-clicking NPCFavor or SoilFertilizer HUDs no longer affects this panel
- Settings now sync correctly to all players in multiplayer
What's new:
- Right-click directly on the moisture panel to enter move mode, drag it anywhere on screen
- Drag any corner handle to resize the panel (60%–160% scale), position is saved between sessions
- Crop library expanded to 34 entries with corrected soil moisture absorption values
A couple of bugs slipped through that affected multiplayer servers and NPC Favor compatibility.
This update addresses both.
What's fixed:
- Settings changes on multiplayer servers now sync correctly to all connected players - If you don't have admin/master rights on a server, the settings will now properly revert instead of appearing to change but doing nothing
- Fixed a conflict that prevented the Crop Consultant NPC (Alex Chen) from registering correctly when NPC Favor is installed
- Fixed cross-mod detection so NPC Favor is now reliably detected when both mods run together
No save migration needed — existing saves continue to work as normal.