Thanks. I’ll try to look into it https://github.com/rittermod/FS25_FarmlandMarket/issues/3
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That logline helps a lot. I take it that you are using the translation file you sent earlier? It has an error in formatting string on line 18: <text name="fresh_dailyLossNotification" text="Perdu %. d'unités périmées"/> should be <text name="fresh_dailyLossNotification" text="Perdu %.0f d'unités périmées"/>
I fixed that in the version included in the mod. So the quick fix would be to fix the translation file. I think maybe it may be more than that one, but I might confuse your’s with other translations I’ve gotten.
Unfortunately, one crash in a periodic update cancels the rest of the update. So animal, crops, etc will not age if they run after the crash.
I’ve added an issue for some safeguards crashes in the mod, so the updates continues even if something in the mod crashed.https://github.com/rittermod/FS25_Fresh/issues/29
I’m afraid this one only focus on storage. Personally I use https://www.farming-simulator.com/mod.php?mod_id=319198&title=fs2025 to adjust production speeds.
I never was able to reproduce it on my side, so it was probably just some combination of my code and something on your side that changed when i redid the buggy old settings. https://github.com/rittermod/FS25_Fresh/issues/28
I’ll try to reproduce the “no aging” problem. I can’t really think of anywhere that touches the animal logic in the mod, but it might be a symptom of something else that is buggy in the mod.
For the greenhouses part the (possible future) solution could be https://github.com/rittermod/FS25_Fresh/issues/21 where you would be able to extend or disable aging in specific storages. “Greenhouse A -> Don’t expire”. Then the aging would start when the pallet is spawned and not in the greenhouse’s internal storage.
Not at the moment. For now there is no difference where/how it is stored, but storage specific settings are on the radar. https://github.com/rittermod/FS25_Fresh/issues/21
As long as the filltype is unloaded in a form the animal pen accepts you should be able to add any fillType from base game and map to the foodGroups.
So if it is a bulk product you can dump you are usually fine. Most animal pens do not accept feed as pallets.
For instance on the Judith Plains map, if you add dry corn (MAIZE2 in JP map) and corn flour (CORNFLOUR in JP map) to the pig base food like this:
<foodGroup title="Base food" productionWeight="0.500000" eatWeight="0.500000" fillTypes="MAIZE SORGHUM MAIZE2 CORNFLOUR"/>
you can dump dry corn into pig pens without problems. But adding corn flour pallets won’t work unless the animal pen has a pallet trigger or you can somehow fill a trailer with flour and then dump it as a bulk product into the pen.
Read the documentation at https://github.com/rittermod/FS25_AdjustAnimalFood/blob/main/README.md
It only removes the currently selected contract. Contracts of the same category will regenerate. If you want to limit or disable categories of contracts completely I recommend using Contract Boost or similar where you can set a max limit for each category.
Not at the moment. I’ve added it as a possible enhancement to the mod, https://github.com/rittermod/FS25_TransactionLog/issues/18











