Releases: ConGan98/FS25_PastureGrazingSystem
Release list
v0.7.1.0 — grazing boost, pasture renewal & Precision Farming soil
A depth-focused update: pastures now have real consequences and rewards — overgrazing and wet weather wear the soil down, grazing on good grass pays off in weight and milk, and worn paddocks can be renewed. It also adds an optional Precision Farming soil layer (soil-type quality, pH, and liming), generalises herd modes into an animal-neutral schedule, and ships a critical load-crash fix for everyone on v0.7.0.0.
Requirements (unchanged): Realistic Livestock RM (
FS25_RealisticLivestockRM) and Animal Herding Lite (FS25_AnimalHerdingLite). Single-player, beta.
Install: dropFS25_PastureGrazingSystem.zipin yourFarmingSimulator2025/mods/folder.
🔴 Critical fix (update recommended for everyone)
- Fixed a load error on v0.7.0.0: the produce-pasture placeable type was missing its
$dataSscript path, so every player gotError: Can't load resource … /dataS/scripts/placeables/Placeable.luaat load. Resolved.
✨ New features
- Grazing pays off (weight & milk boost). Animals that graze often on good-quality grass perform better — beef hold a higher weight (worth more at sale), dairy give more milk. Each herd builds a grazing condition (0–100%, shown on the Grazing tab) that climbs on good grass and fades when housed; nothing snaps. Every animal responds a little differently (RLM genetics), so a herd finishes at a spread of weights and yields. Tune the boost sizes and ramp speed in Settings.
- Overgrazing & wet-weather poaching. Grazing a paddock that's already low on grass hammers the soil harder the closer it gets to bare dirt, and grazing on wet/soft ground (rain or snow) cuts it up more — so rotation and housing in the wet now matter.
- Pasture renewal (reseeding). Renovate a worn paddock back to full soil quality for a size-scaled cost and a ~2-month regrowth lockout. While it regrows it shows REGROWTH in the list (greyed out, can't be grazed or set active), with a notification when it reopens. Grazing tab → Renew pasture.
- Precision Farming soil layer (optional — needs the PF DLC; does nothing without it):
- Starting soil quality from the real soil map — poor ground starts lower, premium ground high, with a little per-location variation, so some pastures start good, some need work. Saves made before this feature backfill automatically on load (no remove/re-add).
- Soil pH vs the optimal for the soil type modifies grass growth; the Grazing tab shows "Soil pH: grass −N% (lime to improve)" when it's dragging.
- Liming. PF only limes fields, not pastures — so the mod detects it itself: drive a lime spreader over the pasture and its pH corrects toward optimal, with a lime dusting on the ground that fades after 2 days / on the next graze.
- On/off toggle in Settings for the whole layer.
- Console reports for tuning/testing —
phSoilReport(per-pasture grass/soil/pH/lime table) andphHerdReport(per-barn animal health/weight/milk table).
🔧 Changed behaviour
- Herd modes → a generic Schedule. "Dairy / Beef-Grazing / Beef-Finishing" is now the animal-neutral Day grazing / Full-time grazing / Housed (works for cows, sheep, goats…). Production type (milk vs meat) is now automatic and decoupled from the schedule, so a dairy herd grazed full-time still gives full milk — you're no longer forced to trade one for the other. Shown as "Produces: milk/meat" on the barn line. Existing saves map across automatically.
- Feed-trough & productivity defaults now follow production type (meat herds on / milk herds off), not the old mode label.
- Notifications tab redesigned into an RLRM-style feed, and it now persists across save/reload.
- Settings reorganised with section headers, plus new controls: starvation thresholds, a 3-way auto-gate toggle (every walk / Herdsman only / off), the grazing-boost sliders, and the Precision Farming soil toggle.
- Instant productivity recovery on moves — if Red Tape is installed the mod sets its recovery to Instant; if not, the same behaviour is applied to registered barns, so a moved herd no longer suffers an output dip.
- Feed-trough toggle now also hides/shows the pasture food-marker icon.
🖥️ Menu & UX
- Map-tab icon stagger. In modded "one big shed = several husbandries" setups, the overlapping barn/pasture icons now fan out so each is individually clickable and labelled (restored when you leave the tab).
- Clearer milk-stored readout on the Grazing tab; removed the redundant "Set as Active" from the Map popup.
🐛 Fixes & hardening (from a full code audit)
- Weight boost can't compound — the boost hook now always restores the animal's target weight even if the underlying livestock update errors.
- No double soil decay on rotation — Herdsman rotations no longer applied a full-day soil hit on top of the continuous per-hour decay (rotated pastures were degrading ~2× too fast).
- No renewal notification spam — a beef herd whose active pasture is mid-reseed is now held quietly instead of firing an hourly "held in" toast for the whole lockout.
- Fixed the benign
Missing filltype MILK / BUFFALOMILK / liquidManureload warnings on the barn model. - Precision Farming reads clamp safely at the map edge; lime fills at the intended rate regardless of how the spray is detected; several persistence save/load-symmetry and nil-safety tidy-ups.
Docs
The in-game Information tab, the README, and the full User Guide are all updated for everything above (new topics for the grazing boost, renewal, and the Precision Farming soil / pH / lime layer, plus the schedule rename).
Compatibility: Realistic Livestock RM required; Animal Herding Lite for walking animals; Precision Farming optional (adds the soil layer); British Fill Units and Red Tape cooperate if present. Still single-player, beta.
v0.7.0.0 — Map-tab setup, shared pastures & walk queue
A big update focused on a visual, menu-driven workflow, multi-barn / shared-pasture support, and a large round of stability fixes and polish. Setup and control no longer need the console.
Requirements (unchanged): Realistic Livestock RM (
FS25_RealisticLivestockRM) and Animal Herding Lite (FS25_AnimalHerdingLite). Single-player, beta.
Install: dropFS25_PastureGrazingSystem.zipin yourFarmingSimulator2025/mods/folder.
✨ New features
- Visual Map-tab setup. The Map tab is now the setup screen. Click a barn or pasture icon to Register as Barn / Register as Pasture, and (for pastures) Set as Active Pasture, Record Walk Path, Rename, or Remove. Barns are tinted blue, pastures green, with the name shown under each icon. The old Setup tab has been fully retired — everything it did now lives on the Map tab, more easily.
- Global naming. Renaming a barn or pasture now writes the name onto the placeable itself, so it shows in RLRM and the vanilla animal/map menus too — not just this mod. Names persist across save/reload.
- Shared pastures. One paddock can belong to two barns (register it under the first barn, then use Also Register from the second). Great for a dairy + dry-cow/beef barn sharing paddocks. Two herds are never mixed on the same pasture.
- Pasture-to-pasture movement. With a herd already out, select another pasture and use Move herd here (Grazing tab or Map popup) to walk them straight from one paddock to the next. Record pasture-to-pasture paths so they follow a route.
- Walk queue. Only one herd walks at a time across all barns, so moves never get tangled (especially with shared pastures). Send a second herd while another is walking and it's queued — its button greys to "Queued…" and it starts automatically when the first finishes.
- Path management. Record barn→pasture and pasture→pasture routes with a start-picker and a flashing "RECORDING" banner; Clear Path and a Clear Pasture-to-Pasture Path picker to remove them. Turn on Draw walk paths to see routes on the ground — warm colours per barn for home routes, cool colours for pasture-to-pasture routes.
🔧 Changed behaviour
- Herd movement is now Grazing-tab only. Send Out / Bring In / Move herd here all live on the Grazing tab; the Map tab is purely for setup. The toggle button reflects state live: "Cows walking…" while walking, "Queued…" while waiting its turn.
- Beef Grazing/Finishing is advisory. The beef phase toggle now tells the Herdsman what you want — it does not move animals by itself.
- Herdsman ON: switching to Grazing sends them out; switching to Finishing brings them in.
- Herdsman OFF (manual): switching the phase moves nothing — you send them out to graze or hold them in the shed yourself. The phase never auto-changes from your manual moves or after a reload.
- Herdsman rotation respects occupancy. With Auto Pasture Select on, the Herdsman rotates the herd to a fresher pasture as grass runs low — but only to a free pasture. It will never move a herd onto a paddock that already holds another herd; if none is free it holds the herd and notifies you.
- Gates stay open for the whole walk. All gates on the route now open at the start of the walk and stay open until the last animal has arrived, then close together. (Previously a far gate could shut before the herd reached it.) Works for most vanilla and popular gate/fence mods; a few custom gates aren't supported.
- Calves run. Animals under 6 months play the run animation so they keep up with the herd instead of sliding.
🐛 Fixes
Herd movement & scheduling
- Fixed a crash when sending a herd of exactly one animal.
- Fixed home-barn swap on load — with shared pastures, herds could be swept into the wrong barn on reload.
- Fixed beef mode flapping between Grazing and Finishing on its own.
- Fixed the anti-mix guard so the Herdsman can no longer dump one herd on top of another on a shared pasture (which previously merged the two groups).
- Fixed a notification loop when a Herdsman rotation was queued behind another walk.
- Fixed a rare case where a send-out marked the herd "at pasture" without actually moving it.
Persistence
- The save loader now tolerates gaps in saved pasture slots (a briefly-unresolvable pasture no longer silently drops every later pasture in that barn on reload).
- The grazing start hour is now persisted (correct sunset grass-decay after a reload while out).
- Pasture-to-pasture paths persist and are shared correctly across barns; global names re-apply on load.
UI
- Fixed a tab highlight/content mismatch (clicking one tab highlighted another) after the Setup tab was removed.
- Grazing-tab rename now takes effect everywhere (routes through the registry, matching the Map tab).
- Clear Pasture-to-Pasture Path no longer jumps the panel to the wrong barn.
- Info tab topics now scroll — long topics no longer clip at the bottom.
- The first-run setup dialog was shortened so it no longer runs off the bottom of the box.
Robustness (from a full code audit)
- Hardened the value-based global-name writer so it can't overwrite unrelated placeable/spec fields.
- Added type guards to the animal-count/collect helpers.
- Fixed the
phTestGateno-arg toggle.
🧹 Polish
- Much quieter log. Most per-operation logging now only appears when you enable Verbose/Debug log output on the Settings tab (off by default).
- Nav-mesh build warnings removed — pasture nav meshes now build straight from the contour (no more
missing CPU mesh flag/no triangles collectedspam). - Font warnings gone — replaced unsupported Unicode glyphs in on-screen text with supported characters.
- Docs rewritten — a new, player-friendly README and in-game Information tab (fully scrollable) covering the current menu-driven workflow, shared pastures, the walk queue, advisory beef phases, and troubleshooting.
Full changelog: v0.6.0.0-beta...v0.7.0.0
v0.6.0.0 — Beta
Beta — single-player only. First test build of Pasture Grazing System: a rotational cattle grazing framework for FS25 (barn↔pasture daily cycle, feeding, health, and land management).
Requirements
- Realistic Livestock RM (
FS25_RealisticLivestockRM) by Ritter - Animal Herding Lite (
FS25_AnimalHerdingLite) — https://github.com/ConGan98/FS25_AnimalHerdingLite/releases
Install
Drop FS25_PastureGrazingSystem.zip into your FarmingSimulator2025/mods/ folder and enable it for your savegame. Open the in-game menu with Ctrl + P.
📖 Full setup & features: see the User Guide.
log.txt.