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FS25_0_TRPFConfigurator.zip 608.3 KB
August 18, 2026

Precision Farming Configurator: v1.2.0.5 (Public / Release)

Quick Heads Up: The Mod Has a New Name

It's now [TR] Precision Farming Configurator. Nothing else changed with it, the file name is different, so your mod folder will end up with both the old and new copies sitting next to each other if you just drop this one in. Delete the old one. This version detects an older copy and switches itself off rather than letting the two fight over the same game functions, so if it looks like the mod isn't doing anything, that's why.

Map and mod authors: this is a name change only. Every XML tag and attribute you already wrote is unchanged. Nothing in your map needs editing.

What This Mod Actually Does:

PF Configurator makes Precision Farming work with maps and mods it wasn't originally built for. That means big maps (RCS, 16X, anything larger than the game's default soil map size) and custom spray types beyond what Giants ships out of the box. It also lets spray types exist as versions the base game doesn't normally support, liquid lime, solid herbicide, that kind of thing.

It also ships seven ready-made 2048x2048 soil maps (US, EU, Asia, France, South America, Alpine, and a generic one) that any map can just point at.

Please see the documents folder for configuration details.

What's New in 1.2.0.5:

You can once again choose the generic soil map you receive when no map embedded soil map (or a wrong sized one) exists. There's a new mapId attribute for choosing one of them. The old soilMapId still works, so nothing in your existing map needs changing.

<thPFConfig mapId="mapEU"/>

A soil map your own map ships always wins over a bundled one, so this only kicks in when you'd otherwise get the generic.


  • Custom sprays behave a lot closer to properly now. Custom herbicides work with weed spot spraying and count toward your environmental score. Vehicles carrying a custom liquid manure or digestate correctly ask for and use a manure sensor. Fertilizing contracts pay you back for leftover custom fertilizer and manure, same as they do for base game products.

  • Soil map "fail-over" now works without any xml changes. If you are running a map (or loading a savegame) with maps that would cause allocReg, this should fail-over to proper sized defaults. You can see this in your log.

  • Fixed a memory leak in the Precision Farming map overlays when unloading a savegame.

  • The small gaps in spray coverage from last version look to be sorted. Let me know if you still see it.

  • The bundled documentation and examples have been rewritten to be a lot clearer, in all six languages.

Known Issues:

  • Minimap overlay stuck on pH: switch from lime to a custom spray type and the minimap doesn't update, get out of the vehicle and back in and it refreshes.

  • Slow soil info right after loading a save with tramlines on: can take over a minute the first time you load, that's a one-time thing while tramlines finish building. Turn tramlines off if it bugs you and the delay goes away.

<thPFConfig disableTramlines="true"/>

  • Spray textures updating slow behind the sprayer: looks like a Giants engine limitation, not something I can fix from the Lua side. Still poking at it.

Earlier Updates:

1.1.1.5: fixed flickering soil maps and the long wait for purchased soil info. Custom spray types started behaving closer to correct, liquid lime stopped spreading like solid lime.

1.1.0.8: fixed liquid lime and similar spray types not working right, plus some minor performance stuff.

1.1.0.7: old saves missing the large-map patch now auto-correct themselves, no manual save editing needed.

That's where things stand. Bigger maps and custom fertilizers work with Precision Farming the way they should, the bundled soil maps finally do what the docs said they did, still smoothing out a few rough edges but none of it should stop you playing normally.

If you have any problems, please consider joining the Discord. I'm there most days, and my support staff usually are when I am not.