FS25 Random World Events V2.1.8.0

FS25 Other

FS25 Random World Events V2.1.8.0


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).

V2.1.8.0
This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released.

New in this version:
Release gate. Random World Events now carries a lock registry that keeps experimental systems off until they are deliberately released, as an explicit opt-in that is independent of the difficulty setting.
New setting: Experimental Systems. Under the mod’s settings, default off (stable only). Turn it on to use experimental systems at your own risk.
Nothing gated yet. This release wires the mechanism in so future experimental systems can ship locked. Today there are no locked systems, so the mod behaves exactly as it did in v2.1.7.0.

Everything else works exactly as before. The event system and the real vehicle physics are untouched.

Credits:
tisonK


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