Kirikouano Menu HUD

  • Kirikouano Menu HUD
  • Kirikouano Menu HUD
  • Kirikouano Menu HUD
  • Kirikouano Menu HUD
KIRIKOUANO59
7 subscribers
V1.4.0.0
4 361

Kirikouano menu: F12 opens/closes a modular and compact panel. Includes silver, full fill, no wear, flight, fast speed, strength, automatic doors/barriers and free terraforming (toggles); clean/repair/empty vats, choose grain, spawn pallets/bales, buy all terrain, field status editor, right overturned vehicle, quick save, movable and recolorable panel. Keyboard navigation (wheel/click or Up/Down/Enter) by default. Controller: no buttons automatically assigned (to avoid any conflict with your own settings) -- assign the "KM_MENU_*" actions yourself in Options > Controls > Controller if necessary. The panel moves with the dedicated I/J/K/L keys (not the arrows, to avoid conflicts with the camera). Note: Time and Weather actions use game developer console commands and require the "-cheats" launch option; all other features work without it.

© Kirikouano. Do not redistribute or reupload without permission.

Server
Consoles
Changelog
5
  • New: cargo straps, tighten/loosen all with one click (VEHICLE tab)
    - Pallet/bale loading: completely redesigned custom system (physics disabled during transport, no more objects flying away)
    - Loading: stacking up to 3 levels high (instead of 2)
    - Loading: automatic positioning according to the actual dimensions of each attached trailer
    - Loading: filter All / Pallets only / Bales only
    - Loading: fixed the positioning of round and square bales (they no longer touched the ground or protruded)
    - Loading: reduced empty spaces between pallets, tighter loading
    - Loading: fixed overhangs at the front and rear of the trailer
    - Unloading: completely redesigned, clean stacking like "farm storage"
    - Unloading: choose the unloading direction (front/rear/left/right)
    - Removed an old duplicate loading system that caused inconsistencies
    - Vehicle teleportation: fixed articulated vehicles (tractors), which could fly away after teleportation
    - Manual tool attachment: fixed several coupling bugs
    - Shops (purchase/sale/pallets): double-click protection to prevent duplicate purchases/sales
    - Multiplayer stability fixes and various internal adjustments
    Complete interface redesign: new dark theme, decorative border, revised banner and icons
    You can also make the dog move, make the dog return to its kennel, and feed it
    Vehicle teleportation

  • • New BUILDINGS tab: spawn any building or fence from the game's entire catalog, with live photo preview of the selected object (whether in the spawn list or by browsing your already placed buildings).
    • Directional cross to precisely position a building: movement, rotation, setting on the ground — with real arrow icons, rather than text.
    • Deletion of a building secured by double confirmation (one click arms, a second click within 4 seconds confirms) to avoid accidental deletions.
    • Successive installations of the same building or the same vehicle are now automatically spaced, to prevent them from overlapping.
    • Note about fences: the game automatically merges two fences of the same model placed nearby, into a single continuous network — this is a behavior of the game itself (not something the mod can change). To have several separate fences that can be moved independently, choose a different fence model for each installation. If two fences have already merged, you must go through the game's native store to separate them again.
    • New image preview of the selected fruit in the field editor (FIELD tab), with the real icons of the game.
    • Menu button pressing animations, in the spirit of the game's native menus.
    • New graphic palette featuring the true colors of the Farming Simulator 25 interface.
    • Completely revised controller navigation: the camera and vehicle controls are no longer disturbed while the menu is open (except on the BUILDINGS tab, where the camera voluntarily remains free to properly position what you place).
    • Tab switching on keyboard and controller fixed (previously only worked with mouse).

    FIXES

    • Fixed: a bug sometimes prevented a building from being properly deleted.
    • Fixed: a crash could occur just after deleting a building.
    • Fixed: the menu could get stuck on the preview of an old building without returning to the list.
    • Fixed: Collision avoidance for fences/buildings did not work when placed via the game's native store (now works both from the menu and from the store).
    • Fixed: some vehicles appeared as failed in the game logs when they had actually loaded successfully in-game.
    • Fixed: large vehicles could fail to spawn on non-flat terrain (landing position now based on actual terrain).
    • Various stability and general reliability adjustments to the menu.

  • Complete visual overhaul real colors sampled on the game, custom icons for tabs and animals
    Vehicle repaint + new wash/repair/paint sounds
    Real floating window for firm dashboard
    Fixed menu movement bug (I/J/K/L)
    Removed DEBUG tab (development tools, not intended for normal gaming

  • I added a new FIELD tab entirely in French, which replaces the game's Field Status window (previously only in English) with 12 translated settings (crop, growth stage, weeds, stones, soil type and angle, spraying, lime, plowing, rolling, stubble grinding).

    I added a fleet manager (repair/clean/refuel all vehicles at once), a firm dashboard, a list of active contracts, a list of connected players in multiplayer, fast forward time (1 day/week/month), and an interface scaling setting.

    I replaced the native "Set Money" window with a system fully integrated into the menu (adjustable amount + add/remove), to avoid opening an external window.

    I fixed several bugs: the filling of silos which never emptied correctly, the filling of factories which remained stuck at zero, and a crash of unlimited filling on harvesters in multiplayer during active harvest.

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