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v1.5.0.0 — Layers follow the terrain, Italian, and a correction we owed you

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@jobsingles jobsingles released this 13 Aug 01:21
· 21 commits to main since this release

Live-tested by Tommy on Keno City, RGC Yukon Back Country and Lone Hills.

Layers now follow the terrain instead of one flat plane. Until now the reference height was a single plane fitted over your area, so above a crest or below in a hollow the layer boundary sat at the same absolute height everywhere — near the surface on the high ground, metres deep in the dip. The mod now freezes the height of the undisturbed ground in a 2 m grid the moment the bucket first reaches a spot, and measures every boundary from the height at that spot.

Measured on a natural 3.3 m step, one pit, DIRT depth="1.5":

surface depth to gravel total
upper level 154.9 m 0.2 m 1.3 m 1.5 m
lower level 151.6 m 0.4 m 1.1 m 1.5 m

Before, the upper spot reported "filled above reference height" — no layer at all. On flat ground nothing changes: measured on Yukon, surface 16.8 m, depth 0.0 m, 1.5 m to gravel, exactly as before.

Before — the upper level of that step. The readout says filled above reference height: the layer boundary sat below the ground here, so there was no layer at all.

Before 1.5.0 - filled above reference height

With 1.5.0 — the same spot. Zone: terrasse 2 · Layer: DIRT · Depth 0.2 m (another 1.3 m to GRAVEL) — the configured 1.5 m, measured from the surface right there.

With 1.5.0 - 0.2 m in, 1.3 m to gravel

The frozen grid is stored per savegame (modSettings/FS25_MiningLayers/surfaceMemory<index>.xml). Without it the first bucket after a restart would take the pit floor for grown ground and the geology would sink along with the pit. Verified across a restart: 99 cells written, 99 loaded, 191 after the following session, with both plateaus held apart — 55 cells at 151.58 m, 36 at 154.94 m.

Italian, contributed by marcols13 (Discussion #1). All 133 of his strings went in unchanged; we added the 21 keys for features that landed after his file, following his wording. Five languages now, manual included.

The 63-material limit — we had it wrong

The mod stated in several places that FS25 caps ground materials at 63 as a hard engine limit. That is not correct, and every text has been rewritten — 24 strings across four languages, all READMEs and the mod description.

Capacity comes from the map, occupancy from your mod list. The map sets the channel width of its height density map, and the slot count follows 2^n−1: 63 at 6 bit, 127 at 7 bit, 255 at 8 bit. The base game takes 48, the map's own materials register next, your mod list gets the rest. Measured with one identical mod list: one map stopped at 63 and rejected ten materials, another registered 83 without a single rejection. grep addDensityMapHeightType log.txt names every material a map turned away.

So "remove mods" is no longer advised where the map has room. The map report on the mod's menu page tells you which case you are in — verified across three maps: 0 of 39 missing on a 7-channel map, 10 of 29 on a 6-channel map with the names listed, 0 of 18 on a third.

Changed

  • The display toggle moved from Numpad 5 to Numpad /. Numpad 5 is the base game's front work light, so our default sat on an occupied key. Measured against the base game plus a 348-mod list, exactly two numpad keys are free: Num / (toggle) and Num ✱ (move). ⚠️ Existing installs keep their old binding — a new default only applies to profiles that do not know the action yet. If the toggle or the move mode has no key on your setup, assign it once under Options → Controls → Mining Layers.

Fixed

  • The depth display calculated on the old plane while digging already used the grid, so "zone" and "layer" came from one source and "depth" and "x m to go" from the other. The depth rings had the same fault. Both now read the grid.
  • The periodic write of the reference grid never triggered when cells arrived in a block, so nothing reached disk until you quit. A crash would have cost the whole grid.
  • The direct key fallback still polled Numpad 5 after the default changed — on installations where that path carries the toggle, Num / would have done nothing and Num 5 would have switched both the display and the work light.
  • No slot warning when a material is simply absent from the map: the verdict now follows what cannot be dumped, not what is missing. The wrong warning appeared in the log and on the menu page.

Known, not fixed here

  • On ground never dug before, the display names a slightly different depth than after the first bucket (fallback plane → grid). Technically correct, worth an honest line — candidate for 1.5.1.
  • A second ceiling exists at 255 fill types, hit on a dedicated server with a large mod list. Comes with the slot diagnosis in the next version.
  • Multiplayer: the mod runs on a dedicated server (zones, layers, spoil memory across a restart). The client side has not been tested yet.

Thanks: marcols13 for Italian · TacticalOreo for the first dedicated-server log · losthope24 and Nonnus for the channel-width discussion that led to the correction above.