I don't consider myself a mod creator, I just do what I like when I have time for it!
If you have a desire to support financially, you can go to my boosty https://boosty.to/biostil
You can also visit the VKontakte group. https://vk.com/biostilmodprod
https://modsfire.com/authors/bmprod
Hi! I wanted to bring to your attention a small visual interaction I noticed when running Mud System Physic alongside Real Dirt Color. While driving on muddy or dirt terrain, there is a quick flickering effect on the tire dirt color: for a split second, the mud shade abruptly snaps from dark to a lighter default color before jumping back to the correct tone. This seems to happen because every time the physics script updates the dirt accumulation on the wheels, it briefly resets the shader color variables before Real Dirt Color can re-apply its dynamic tint. To fix this visual conflict, it would be awesome if your mod could check if Real Dirt Color is loaded in the savegame and, when active, handle only the dirt amount and thickness while leaving the dirt RGB color channels untouched. Thanks a lot for all your hard work on this amazing project!
@mattiaw112 Yes, the mod already includes a way to determine the color of dirt based on the color of the field, along the lines of lime, manure, and so on. Two such combined mods can cause conflicts.
Hi! I wanted to bring to your attention a small visual interaction I noticed when running Mud System Physic alongside Real Dirt Color. While driving on muddy or dirt terrain, there is a quick flickering effect on the tire dirt color: for a split second, the mud shade abruptly snaps from dark to a lighter default color before jumping back to the correct tone. This seems to happen because every time the physics script updates the dirt accumulation on the wheels, it briefly resets the shader color variables before Real Dirt Color can re-apply its dynamic tint. To fix this visual conflict, it would be awesome if your mod could check if Real Dirt Color is loaded in the savegame and, when active, handle only the dirt amount and thickness while leaving the dirt RGB color channels untouched. Thanks a lot for all your hard work on this amazing project!
@mattiaw112 The mod already has a mode for this separate mod, or rather, a similar built‑in one.
@PioterroRolnikierro autor wdrożył swoje systemy na tych samych mechanikach gry, Nie będę fizycznie nadążał za jego aktualizacjami w celu ciągłego wsparcia. dlatego lepiej go wykluczyć. są to sprzeczne mody na poziomie API gry, istnieją dwie opcje, aby dostosować się lub całkowicie ograniczyć. przepraszam, jeśli to uderzyło cię w serce. Pozdrawiam BMProd!
Thanks you for making this one. It would be greate if you could change the amount of money you get from the contracts in the settings. You could make it so that you could chose to only get like 50% of the reward for completing the contract. Just an idea.
@DeeplyDisturbed I’ll think about this question, thank you.
Latest update breaks the mod, when i open the shop to configure a new vechile the mod calls a lua stack en crashes the game
@DomeXguard Please send us your game log.
Bug: Ground never fully dries out, even on high-elevation/high-slope fields (Etruria Map)
Symptoms:
- After 24+ hours with zero rain, field wetness rarely drops below ~30%, even with the drying-speed settings turned up.
- This happens on high-elevation, high-slope fields, not just low-lying ground — so it doesn't seem tied to the lowland/pocket terrain classification, it's affecting the whole map fairly uniformly.
- Tested with Local Wetness enabled.
What I'd expect: dry, sunny days with no rain should bring wetness down close to baseline within a day, especially on well-drained (sloped/high) terrain.
Happy to share my save/settings or test a build if useful.
@discord2000 The essence of local humidity is that moisture accumulates in the soil. And, of course, your feedback is useful. Yes, you can share the map and the save by uploading them to a file‑sharing service.