Adds 45+ dynamic random events, a real vehicle-physics layer, and a full in-game settings screen to Farming Simulator 25 - making every playthrough feel different.
Download Latest Release • Report Bug • FS22 Version
ℹ️ Info
This mod is actively developed and supported on GitHub. Any uploads to other platforms not listed in the Availability section may not be authorized.
Random World Events is the full FS25 rewrite of the FS22 original. It introduces a probabilistic event engine that fires timed world events during gameplay, affecting your economy, vehicles, fields, and more. Each event has configurable intensity, duration, and cooldown. A real vehicle-physics layer drives the machine you're in through the game's own engine fields - speed, acceleration, top end and steering - so vehicle events are actually felt, not just shown as a popup.
All settings save per-savegame, so each farm can have its own configuration.
- 45+ unique events across 4 active categories
- Configurable frequency (1-10), intensity (1-5), and cooldown (1-240 min)
- Events trigger automatically on a probability timer during gameplay
- Manual trigger via F9 or the
rweTestconsole command - Per-category enable/disable toggles (economic, vehicle, field, special)
- In-game HUD notifications and warnings when events start and end
- Single active event at a time - a cooldown prevents event spam
Government subsidies, market booms and crashes, tax refunds, loan interest, seed/fuel/fertilizer/equipment discounts, insurance payouts, export opportunities, economic crises, and more.
Speed boosts, free fuel refills, fuel leaks, minor accidents, fleet repair bills, visual upgrades, vehicle cleaning, engine trouble, a loose-axle steering pull, and slippery low-traction conditions. The speed, engine and steering effects act through the game's real vehicle physics, so you feel them at the wheel.
Crop yield bonuses and penalties, fertilizer effectiveness changes, seed growth speed adjustments, harvest modifiers, and field sale price shifts.
Time acceleration, time slowdown, XP bonuses and penalties, money multipliers, equipment durability changes, trade price bonuses, and town festivals.
- Honest engine fields only - speed cap (
vehicle.speedLimit), top speed (motor.maxForwardSpeed), acceleration (motor:setAccelerationLimit) and steering input are the actual values the game reads, so changes are felt and cleanly restored - Traction governor - on loose ground (field, mud, snow) the machine you're driving eases off the throttle and speed for calmer control; surfaces are read from the real wheel-surface data
- Steering pull - events can gently tug the wheel to one side, the same way a real loose front axle would
- Tunable from the in-game settings screen, with a correct debug readout (speed, surface, active modifiers)
The steering-pull effect feeds a value into the game's own steering input each frame - a technique adapted from RealPhysics Steering by Tubez47. Big thanks to Tubez47 for showing the clean way to do it. See Credits below.
Full tabbed GUI accessible from the game's menu:
- Events Tab - toggle categories, set frequency/intensity/cooldown, enable notifications
- Physics Tab - enable the physics layer and tune loose-ground traction
Settings are stored alongside each savegame - different farms can have different configurations without touching the mod files.
- Download
FS25_RandomWorldEvents.zipfrom the latest release. - Place the zip in your FS25 mods folder:
- Windows:
Documents\My Games\FarmingSimulator2025\mods\
- Windows:
- Launch Farming Simulator 25.
- When starting or loading a savegame, enable Random World Events in the mod selection screen.
- Load into your farm - you'll see a confirmation notification when the mod initializes.
| Setting | Default | Range | Description |
|---|---|---|---|
enabled |
true |
- | Master on/off switch |
frequency |
5 |
1-10 | Event trigger probability |
intensity |
2 |
1-5 | Event magnitude |
cooldown |
30 |
1-240 min | Minimum time between events |
showNotifications |
true |
- | HUD notices when events start/end |
showWarnings |
true |
- | Warning-level notifications |
economicEvents |
true |
- | Enable economic category |
vehicleEvents |
true |
- | Enable vehicle category |
fieldEvents |
true |
- | Enable field category |
specialEvents |
true |
- | Enable special category |
| Setting | Default | Range | Description |
|---|---|---|---|
physics.enabled |
true |
- | Master switch for the vehicle-physics layer |
wheelGripMultiplier |
1.0 |
0.5-2.0 | Loose-ground traction: higher = more grip, less slowdown |
Legacy settings
suspensionStiffness,articulationDampingandcomStrengthare still read from old save files for compatibility, but they are no longer used - the original code wrote to engine fields that do not exist, so the controls were retired rather than left as silent no-ops.
Open the in-game console (` key) and type any of these:
| Command | Description |
|---|---|
rwe |
Show all available commands |
rweStatus |
Show current status - enabled state, active event, cooldown |
rweTest |
Force-trigger a random event immediately |
rweEnd |
Forcibly end the currently active event |
rweDebug on|off |
Toggle debug mode (verbose logging) |
rweList [category] |
List all registered events, optionally filtered by category |
| Key | Action |
|---|---|
| F9 | Force-trigger a random event |
| F3 | Open settings screen (coming soon) |
| Platform | Status |
|---|---|
| GitHub | ✅ Official Source |
| ModHub | 🔄 Pending |
| KingMods | ✅ Download |
| Version | Date | Notes |
|---|---|---|
| v2.1.7.0 | 2026-06 | Vehicle event category rebuilt on real basegame physics (speed, acceleration, engine, steering pull, traction); fixed fuel and repair-bill events (correct FillUnit + farm APIs); steering technique credited to RealPhysics Steering by Tubez47 |
| v2.0.0.0 | 2026-02 | Full FS25 rewrite - new event engine, physics layer, tabbed GUI, per-savegame settings |
- Wildlife/animal events - category toggle exists but events are not yet implemented
- Weather events - category toggle exists but events are not yet implemented
- Multiplayer - declared as supported but money/physics changes are local-only; proper network sync is not yet implemented
- Suspension tuning - there is no supported way to rescale a vehicle's suspension spring force from script in FS25, so the old "suspension stiffness" control was removed rather than faked
- Complete wildlife/animal event category
- Complete weather event category
- Multiplayer-safe money synchronization
- Full F3 settings screen keybind
- Event history log viewable in-game
- Weighted event selection (rare vs. common events)
This is a ground-up rewrite for FS25. FS22 savegame settings will not transfer - configure the mod fresh in each savegame. The event catalog has been expanded and the physics system is new in v2.
- Author: TisonK
- RealPhysics Steering by Tubez47 - the vehicle "steering pull" effect feeds a value into the game's own steering input each frame so the wheels behave as if you were turning them, and the mod's vehicle-physics layer attaches itself to existing vehicles using the same approach Tubez47 used. Both techniques are adapted from RealPhysics Steering. Thank you, Tubez47!
- Special Thanks: FS25 modding community and everyone who reported bugs on the FS22 version
Found a bug or have a feature request? Open an issue on GitHub:
👉 https://github.com/TheCodingDad-TisonK/FS25_RandomWorldEvents/issues
All rights reserved.
Unauthorized redistribution, modification, reuploading, or claiming this mod as your own is strictly prohibited.
Original author: TisonK
Enjoy a more unpredictable farming experience! 🌾