- Tested with Farming Simulator 25 Patch 1.24.
- A stage that an admin no longer allows is now lowered to the highest stage still permitted in the same direction instead of staying active. The originally purchased stage is remembered, so everything returns on its own once the range is allowed again.
- A switched-off module now disappears from the shop and from construction mode for all sixteen modules instead of leaving a dead row behind.
- Fixed placeable and production configurations always showing a surcharge of +0. They are now priced like vehicle configurations.
- APC no longer runs into the vehicle mass limit on negative stages, and the help menu now states the resulting payload mass so the direction of the setting is visible.
- AWS is now only offered on vehicles with a work function, and a tractor no longer raises the speed limit of its implement. The lower of the two applies, as before.
- ADR now explains in the help menu that a forage harvester couples its throughput to working width and speed.
- AFC no longer lists DEF next to diesel in the help menu.
- The specification sheet in the shop and in construction mode now follows the selected stage: power, top speed, tank contents, capacity, working width, weight, additional weight, speed limit, silo volume, manure heap capacity and income per hour. It always shows the stage that actually applies, so a value lowered by a range switch is displayed as it will be.
- A price percentage above roughly 500 could produce a negative total price. The discount is now limited to the base price.
- The EXTERNALCAPACITY setting now also covers placeables and productions. With respect="true" a storage capacity changed by AdjustStorageCapacity or a similar mod is kept; with the default "false" the AFV-P selection is re-applied after loading.
- New SILONETWORK setting with three states, switched off by default so nothing changes until an administrator asks for it. With <siloNetwork module="true" connectAll="true"/> silos within reach of each other form one shared network regardless of the order in which they were placed, and a removed silo stops counting towards its neighbours at once. With connectAll="false" every silo keeps its own storage to itself and no longer takes over the silos next to it. With module="false", the default, everything stays as in the base game, where a silo only picks up the silos that already existed before it, so every silo reports a different capacity. Whether productions use silos in their surroundings is set separately with PRODUCTIONSTORAGE.
- Fixed AFV and AFC leaving a vehicle at its base capacity after loading while the help menu and the workshop showed the selected stage. This happened with EXTERNALCAPACITY set to respect="true": the check compared the freshly loaded capacity against the stage stored in the savegame, but the game never stores a capacity, so the comparison always reported a change by another mod. The protection now only applies to a capacity that is changed while the game is running, which is what it was meant for. Fixed as well that AFC took the capacity set by such a mod for the base capacity and therefore showed a plainly wrong value, for example 21,600 litres instead of 720. The base capacity of every fill unit is now read before another mod can change it.
- Fixed a trailer whose capacity AFV changes showing far too little content when another mod such as AdjustStorageCapacity sets a capacity as well. That mod builds the fill volume for its own, much larger value; AFV then reset only the capacity and left the volume untouched, so a full trailer looked like a small heap. The fill volume is now rebuilt and refilled whenever AFV changes a capacity.
- The same correction for buildings: when AFV-P resets a capacity that another mod changed, the silo fill planes, the heaps in storages and the straw and water planes in an animal pen are now refreshed as well, instead of keeping the fill height that belonged to the other mod's capacity.
- New PRODUCTIONSTORAGE setting: <productionStorage connectSilos="false"/> stops productions from using silos and silo extensions in their surroundings as additional storage, so the production menu only shows the production's own capacity and contents. The default "true" keeps the base game behaviour. It applies no matter whether the production or the silo was built first. Modular plants from Pumps N' Hoses are exempt, because they depend on the storages around them.
- ACA-P now takes effect on the modular biogas plant from Pumps N' Hoses. The plant kept its own copy of the cycle amounts and restored it every game hour, which undid the setting again shortly after loading. In addition, ACR-P and ACA-P now also raise how much the fermenter may draw from its bunker silos per minute. That limit used to stay fixed, so a higher stage made the plant consume far more than could ever be supplied to it; it now grows by the same factor and keeps the original ratio between intake and consumption.
With AdjustSuite, you can reduce the need for multiple separate mods when your goal is mainly to adjust and personalize your gameplay experience. Customize vehicles, attachments, placeables and productions in FS25 to suit your personal playstyle. Optimize power, working width, capacities, driving behavior, production values and much more, so every machine, attachment, placeable and production fits your farm, your fields and your workflow better.
By default, the REAL and UNREAL ranges are enabled. If you want more freedom, you can unlock wider adjustment ranges in modSettings and tailor the mod even more precisely to your personal playstyle. However, always keep the game's logical and physical limits in mind, as values that are too extreme can affect handling, tool functionality or game balance.
Select the desired adjustments directly in the vehicle and attachment shop or in construction mode before purchase. The settings file is created in modSettings after the first game start and controls modules, adjustment ranges, help menu entries, price scaling and external capacity. Restart the game after changing this file. In multiplayer, the host or dedicated server settings apply to every player.
AdjustSuite is compatible with Courseplay, AutoDrive, and Precision Farming. It also includes an optional setting for AdjustStorageCapacity and similar mods that let you change a vehicle's storage or tank capacity at runtime, so AdjustSuite doesn't overwrite those changes.
Vehicle and attachment modules:
AFV - Fill Volume
AFC - Fuel Capacity
APC - Payload Compensation
ABW - Ballast Weight
AMP - Motor Power
AWS - Working Speed
AWW - Working Width
APW - Pickup Width
ADS - Driving Speed
ABP - Brake Power
ADR - Discharge Rate
Placeable and production modules:
AFV-P - Fill Volume
ADR-P - Discharge Rate
ACR-P - Cycle Rate
ACA-P - Cycle Amount
AIP-P - Income Payments
Source code, help and issue reports: https://github.com/BLU3COW/FS25_AdjustSuite
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