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Update fixed the "no aging" problem (at least with chickens in my test). Was it as easy as remove animals from the list ?

As you added new options in you file I did what it was necessary in the fr file 

https://www.transfernow.net/dl/20260211ZlQ2h99E

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

The bug is back. In fact I think it never gone , just because it's not so easy to reproduce it., the last update just moved the problem "2 months" later.

I started a new game with DLC and no mods (but easy dev and fresh of course) on a vanilla map (the basic US one). Created chicken park and kept the small cows pasture, gave food/water to let animals having 100% health and then slept a month. Animals became older without trouble. Save the game. Slept another month, everything was all right, baby chicken etc... (october).  Slept to november and here nothing had change. Chickens are still 8 months, babies 0 month, cows 52 etc...

I don't know if it can help you but I saw this error after sleeping:

2026-02-17 11:47:51.881 Error: Running LUA method 'update'.

C:/Users/.../FarmingSimulator2025/mods/FS25_Fresh/scripts/core/RmLossTracker.lua:192: invalid option '% ' to 'format'

It looks like your mod "freeze" the natural evolution, even the mod "redtape" is impacted, active contracts and policies become muted.

I believe you'd be able to reproduce it (I retried without DLC and easydev with the same result ).

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

Oh my.... I read "Of" instead of "0f" and then translated it.... (the loss of x% of units wasn't a weird sentence so I didn't pay attention to the details).

So I was my own problem ^^  I fixed the line in adding the missing 0f and it works fine with the same save so probably the only "typo" I made.

Hi again, I think your mod has a problem with animals growth. On a save with your mod my chicken (didn't try other types yet) stay at the same age after sleeping but have 1 more month if I disable the mod before. I didn't use cattle/animals mods which are known to produce this bug. 

Less important, actually vegetables can perish before really existing. Typically, if you want to produce many differents product in greenhouse/garden the "1 month"  products will be lost before having a pallet (I know, I could reduce the litters of pallets but well... and increasing the lifetime of these products would kill the spirit of your mod itself).  So if you have an idea to limit the mod to "non growing"  items it would be nice.

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.

I was surprised to see it was this mod the cause of the problem, I didn't see where it could interfer with animals. It seems your mod use the filltype files to manage the durability, I tried the "5 years" instead of the don't expire for the chickens but it didn't help. If you can add exceptions maybe the filltype categories animal/horse could change something if they aren't concerned anymore.

Indeed, if we can manage by building it'll be perfect

oooooooh you did it. I remember when I tried myself to do something with the "lifetime" in the products xml :p (so optimistic about the giants way of thinking and coding ^^).  That's so great to see fresh products impossible to be kept a year in storage, and the oportunity to manage mod's filltypes is brilliant. So, thank you very much for your mod(s).

I didn't come empty-handed:

https://www.transfernow.net/dl/20260203PwBPFL0E

my small contribution for the next update

Thanks :)

This is fantastic. Very excited to see where this goes. Combined with Zyzex Health Mod and FS25 is becoming a true simulator. 

keeping veggies in a cold storage or  frigerated trailer during transport keeping them cool, slows or reduce spoilage?

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

Thanks awesome mod