By BUG FS Mod Manager 3.3.5.0 Pre-Final

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neueste Version 3.3.5.0 Pre-Final · BUG ModManager vor 1 Woche

IMPORTANT: This is the final version of the program with this code base. I am changing the program's codebase. The new codebase structure will be based on the Rust + Tauri system. The main architecture is ready, but I need to run a lot of tests. Therefore, there will be no new versions for a long time (unless there is a critical bug).

Version 3.3.5.0 Pre-Final changes:

1. A "Non Installed Mods" filter has been added to ModHub. It only shows mods that are not installed.
2. A filter has been added to the main menu to only show mods with added notes.
3. Performance and Speed ​​Optimizations (Freezing Issues Fixed): Heavy disk operations such as saving, backing up, opening/compressing ZIP files, and editing details of large mod files will no longer cause the application screen to drop to "Unresponsive". Additionally, the mouse cursor will show the waiting status.
4. Most crashes due to unexpected errors have been prevented. The application will no longer crash completely when searching on ModHub, switching between categories, pressing the refresh button, or when the internet connection is lost. In such cases, the application will now continue to work safely and will show you the error in the status bar or in an alert box.
5. Folder refresh errors have been fixed. If a problem occurs when refreshing your mod folder, such as a locked file, permission issue, or inaccessible folder, the application will detect the situation without giving an error and inform you.
6. Some theme and translation errors have been corrected.

Version 3.3.4.5 changes: 
   # Bug Fixes and Improvements
         1. In-App Crashes Resolved: Unexpected crashes when quickly scrolling through the mod list or closing windows have been completely resolved.
         2. Corrupted Mod Protection: Prevents incorrectly written or incomplete mod files from freezing or crashing the application.
         3. Non-Freezing Fast Backup: Backup and restore processes are moved to the background, preventing interface freezing and speeding up large mod backups.
         4. File Locking Protection: Prevents application crashes caused by (locked) mod files during download or copying.
         5. Seamless ModHub Connection: Automatic background switching has resolved lags and slowdowns in the browser engine when pulling information from ModHub.
         6. Prevention of Startup Errors: Prevents corrupted or faulty profile/configuration files from preventing the application from starting.

Version 3.3.4.0 changes:

1. ModHub: Improvements have been made to the general working logic.
2. ModHub: An additional setting has been added to Settings to hide mods belonging to the "Prefab" category.
3. ModHub: The working logic of the "Installed Mods" section has been improved.
4. ModHub: The working logic of automatic mod updates has been improved.
5. ModHub: A new button "Check Mod Updates" has been added to check only the "Installed Mods" section.
6. ModHub: A new button "Scan/Cache All ModHub" has been added. Its purpose is to scan the entire ModHub site and create a permanent and continuously updated cache. It takes time, but it speeds up update and uploaded mod detection.
7. ModHub: Mod rating systems are now visible.
8. Main: Several adjustments have been made to the filtering logic.
9. Global: A problem that caused pop-up windows to open in the background has been fixed.
10. Global: Changes were made to all themes and 2 new themes were added.
11. Global: Some potential security vulnerabilities were fixed.
12. Global: Some potential performance issues were fixed.
13. Global: Italian language was added.

This is not a MOD! It is a program that allows you to manage your mods before launching the game. Keep the program in a different location from the folder where your mods are stored.

Technically, it works as follows:
# Every mod contains a file named modDecs.xml. The game first reads this file and then uses the relevant instructions within it to locate the other files it needs to read. The program works on a similar principle. It first locates the modDecs.xml file inside the mod’s ZIP file. Then it retrieves the necessary information from this file and executes the corresponding functions.

I had to spend money to develop version 3.0.0.0 of the program. If you’d like to support the project, you can make a donation toward its development. The relevant section is available within the program. Thank you in advance to everyone who has shown interest.

Installation : No installation is required. Simply extract the file to a folder.

NOTE 1: Cache and other files generated when the new ModHub integration is run accumulate next to the EXE file. In versions after 3.3.0.0, simply modifying the EXE file prevents the program from rebuilding everything from scratch. 

NOTE 2: Make sure you enter the correct EXE file paths when the program starts. The default paths are listed below.

NOTE 3: Starting with this version, updates and fixes will be delayed due to financial constraints. Once I have resolved my personal financial situation, the program’s development process will return to its previous pace.

Steam/Epic Paths :
SavePath : Documents\My Games\FarmingSimulator2025
ModPath : Documents\My Games\FarmingSimulator2025\mods
GamePath Steam : C:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 25
GamePath Epic : C:\Program Files\Epic Games\FarmingSimulator25

Xbox Paths :
SavePath : Documents\My Games\FarmingSimulator2025
ModPath : C:\Users\[Username]\AppData\Local\Packages\GIANTSSoftware.FarmingSimulator25PC_[RandomID]\LocalCache\Local\mods
GamePath Xbox : C:\Users\[Username]\AppData\Local\Packages\GIANTSSoftware.FarmingSimulator25PC_[RandomID]\LocalCache\Local\

IMPORTANT! : I’ve tested everything, but it’s not possible for me to try every possible scenario. Therefore, if you encounter an error, please share the crash.log file created alongside the program’s EXE file and a screenshot of the error.

Contact: [email protected]

NOTE: The program can run on its own, but it still includes a dependency checker. If it prompts you to install .NET 8, you can download it from the official Microsoft website.

Version 3.3.3.0 changes:

1. The necessary editing systems for "Animal Husbandry" have been integrated into the Edit window.

2. Five new filters have been added to the main window. You can now filter by Author, Brand, Wheel, Map, and Script.

3. An issue in the ModHub Manager that prevented users from performing other actions while downloading has been resolved. You can now use the store while a download is in progress.

4. In the main window, an issue causing subsequent actions to fail during quick actions—due to the previous action not completing—has been resolved.

5. In the main window, an issue causing the page not to refresh when all currently displayed mods were deleted has been resolved.

6. An information section has been added to the status bar area in the main window, showing the number of modes currently displayed, the number of modes selected, and the total size for multiple selections.

7. Portuguese, Chinese, Japanese, Hindi, and Polish languages ​​have been added.

8. The issue of the download limit not working in the Settings area of ​​the ModHub Manager has been resolved.

9. The issue of having both disabled and enabled mods in the Mods folder, resulting in duplicate file conflicts, has been fixed.

10. A "_BAK" feature has been added to the ModHub Manager to detect disabled mods.

This is not a MOD! It is a program that allows you to manage your mods before launching the game. Keep the program in a different location from the folder where your mods are stored.

Technically, it works as follows:
# Every mod contains a file named modDecs.xml. The game first reads this file and then uses the relevant instructions within it to locate the other files it needs to read. The program works on a similar principle. It first locates the modDecs.xml file inside the mod’s ZIP file. Then it retrieves the necessary information from this file and executes the corresponding functions.

I had to spend money to develop version 3.0.0.0 of the program. If you’d like to support the project, you can make a donation toward its development. The relevant section is available within the program. Thank you in advance to everyone who has shown interest.

Installation : No installation is required. Simply extract the file to a folder.

NOTE 1: Cache and other files generated when the new ModHub integration is run accumulate next to the EXE file. In versions after 3.3.0.0, simply modifying the EXE file prevents the program from rebuilding everything from scratch. 

NOTE 2: Make sure you enter the correct EXE file paths when the program starts. The default paths are listed below.

NOTE 3: Starting with this version, updates and fixes will be delayed due to financial constraints. Once I have resolved my personal financial situation, the program’s development process will return to its previous pace.

Steam/Epic Paths :
SavePath : Documents\My Games\FarmingSimulator2025
ModPath : Documents\My Games\FarmingSimulator2025\mods
GamePath Steam : C:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 25
GamePath Epic : C:\Program Files\Epic Games\FarmingSimulator25

Xbox Paths :
SavePath : Documents\My Games\FarmingSimulator2025
ModPath : C:\Users\[Username]\AppData\Local\Packages\GIANTSSoftware.FarmingSimulator25PC_[RandomID]\LocalCache\Local\mods
GamePath Xbox : C:\Users\[Username]\AppData\Local\Packages\GIANTSSoftware.FarmingSimulator25PC_[RandomID]\LocalCache\Local\

IMPORTANT! : I’ve tested everything, but it’s not possible for me to try every possible scenario. Therefore, if you encounter an error, please share the crash.log file created alongside the program’s EXE file and a screenshot of the error.

Contact: [email protected]

NOTE: The program can run on its own, but it still includes a dependency checker. If it prompts you to install .NET 8, you can download it from the official Microsoft website.

This is not a MOD! It is a program that allows you to manage your mods before launching the game. Keep the program in a different location from the folder where your mods are stored.

Technically, it works as follows:
# Every mod contains a file named modDecs.xml. The game first reads this file and then uses the relevant instructions within it to locate the other files it needs to read. The program works on a similar principle. It first locates the modDecs.xml file inside the mod’s ZIP file. Then it retrieves the necessary information from this file and executes the corresponding functions.

I had to spend money to develop version 3.0.0.0 of the program. If you’d like to support the project, you can make a donation toward its development. The relevant section is available within the program. Thank you in advance to everyone who has shown interest.

Installation : No installation is required. Simply extract the file to a folder.

NOTE 1: Cache and other files generated when the new ModHub integration is run accumulate next to the EXE file. In versions after 3.3.0.0, simply modifying the EXE file prevents the program from rebuilding everything from scratch. 

NOTE 2: Make sure you enter the correct EXE file paths when the program starts. The default paths are listed below.

NOTE 3: Starting with this version, updates and fixes will be delayed due to financial constraints. Once I have resolved my personal financial situation, the program’s development process will return to its previous pace.

Steam/Epic Paths :
SavePath : Documents\My Games\FarmingSimulator2025
ModPath : Documents\My Games\FarmingSimulator2025\mods
GamePath Steam : C:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 25
GamePath Epic : C:\Program Files\Epic Games\FarmingSimulator25

Xbox Paths :
SavePath : Documents\My Games\FarmingSimulator2025
ModPath : C:\Users\[Username]\AppData\Local\Packages\GIANTSSoftware.FarmingSimulator25PC_[RandomID]\LocalCache\Local\mods
GamePath Xbox : C:\Users\[Username]\AppData\Local\Packages\GIANTSSoftware.FarmingSimulator25PC_[RandomID]\LocalCache\Local\

IMPORTANT! : I’ve tested everything, but it’s not possible for me to try every possible scenario. Therefore, if you encounter an error, please share the crash.log file created alongside the program’s EXE file and a screenshot of the error.

Contact: [email protected]

NOTE: The program can run on its own, but it still includes a dependency checker. If it prompts you to install .NET 8, you can download it from the official Microsoft website.

Version 3.0.0.0 changes:

1: How to use? section was added, which explains the program in general in terms of features and usage.

2: I added a donation information section. I had to spend money for this version. If you want to support, you can donate to the development of the program. 3: The mod folder discovery system at startup was removed. Instead, a section was created where you must enter Game location, save, and mod locations. You must fill this area; otherwise, the window will not close. Also, make sure you select the locations correctly. The entire working structure of the program depends on these locations! 4: 2 new languages added: Russian and German. 5: Theme system added; there are 6 theme options in total. 6: The interface has completely changed. Now mods are loaded only visually. 7: Right-click menu added. You can perform some functions from the right-click menu. For example, add/remove mods to a profile or save file, etc. 8: The working structure of the Mod Profiles system has been improved. Also, some interface updates were made. 9: The statistics section was generally overhauled and some arrangements were made. 10: The Edit window was reorganized. Now the first window lists the store items content. There is a new interface that opens with a double-click for the detailed edit window. You can always take a backup of all XML content on this screen. In this window, there are 3 separate sections to update StoreData, fillable system adjustments, and Engine data in vehicles if available.

This is not a MOD! It is a program that allows you to manage your mods before launching the game. Keep the program in a different location from the folder where your mods are stored.

Technically, it works as follows:
    # Every mod contains a file named modDecs.xml. The game first reads this file and then uses the relevant instructions within it to locate the other files it needs to read. The program works on a similar principle. It first locates the modDecs.xml file inside the mod’s ZIP file. Then it retrieves the necessary information from this file and executes the corresponding functions.

I had to spend money to develop version 3.0.0.0 of the program. If you’d like to support the project, you can make a donation toward its development. The relevant section is available within the program. Thank you in advance to everyone who has shown interest.

IMPORTANT! : I’ve tested everything, but I can’t possibly test every possible scenario. If you encounter an error in a program, please send me the file where the error occurred and a screenshot of the error.

Contact: [email protected] 

NOTE: The program can run independently, but it still includes a dependency checker. If you are prompted to install .NET 8, you can download it from Microsoft’s official website. 


Version 3.0.0.0 changes: 1: How to use? section was added, which explains the program in general in terms of features and usage. 2: I added a donation information section. I had to spend money for this version. If you want to support, you can donate to the development of the program. 3: The mod folder discovery system at startup was removed. Instead, a section was created where you must enter Game location, save, and mod locations. You must fill this area; otherwise, the window will not close. Also, make sure you select the locations correctly. The entire working structure of the program depends on these locations! 4: 2 new languages added: Russian and German. 5: Theme system added; there are 6 theme options in total. 6: The interface has completely changed. Now mods are loaded only visually. 7: Right-click menu added. You can perform some functions from the right-click menu. For example, add/remove mods to a profile or save file, etc. 8: The working structure of the Mod Profiles system has been improved. Also, some interface updates were made. 9: The statistics section was generally overhauled and some arrangements were made. 10: The Edit window was reorganized. Now the first window lists the store items content. There is a new interface that opens with a double-click for the detailed edit window. You can always take a backup of all XML content on this screen. In this window, there are 3 separate sections to update StoreData, fillable system adjustments, and Engine data in vehicles if available. 10.1: The Store Data section updates the Name, Brand, Category, Price, Lifetime, Max Speed, and Power information sections and its category in the store. 10.2: The Fill Types section updates the Liter-based Capacity, Fuel, Air, and AdBlue data of vehicles or fillable items in the XML. 10.3: The Engine section is used to update the engines of moving vehicles and is the most comprehensive part. 10.3.1: When you press the Configuration button, the readable engine data in the vehicle is read first. Engines are listed in the upper area. You can change the following information for the selected engine: # Engine Name # Price # Vehicle Type (Default calculation systems change according to the vehicle type, so take care to select data suitable for the vehicle.) # Vehicle Generation (Can decrease or increase data by a percentage as very old, standard, and new. Standard selection is the original calculation. The purpose of this data is to produce appropriate engine performance if there is a very old, very new, or fast vehicle.) # In the Engine parameters area, you can choose whether the vehicle will use Fuel or Electricity. If you select Electric, the Electric motor type data field will open. Additionally, there is a special field for adding electric sound. If the box is checked, separate sound data is created for all engines, and the LUA code file + Sound files are written into the ZIP. # When driving speed is entered, the calculation system calculates HP, Torque, and RPM for that speed by calculating vehicle weight + towing capacity data and default first tire data in the background. You can adjust other data such as HP, Torque, RPM, Forward/Reverse gear numbers, and vehicle acceleration coefficient using the slider. # The maximum towing capacity field is calculated automatically. It is based on realistic data but customized to calculate up to 50% more specifically for the game. You can change it; in this case, the engine data will be updated according to that towing capacity. # The recommended settings button was placed to automatically pull HP, Torque, and RPM data to an ideal point based on other current data. # All calculated data can be seen in the information section below. There is also an XML preview area. # You can add additional new engines or delete them. # You will use the NEC button when your work is finished. Then you need to use the Save button to apply the settings. During the first save process, a backup of the original file is taken; afterwards, you will see a button next to the save button to load the original file. 11: The XML error scanning system was rewritten. It no longer sees everything as an error. Additionally, automatic fix systems were removed; it only provides detailed information. It can be ignored! 12: The Savegame Manager area was created to create a new save without entering the game. Regardless of whether it's a game or a mod, you can select your map, make the relevant settings, add mods and DLC additions, and create a new save. I created this area to perform the loading process directly without dealing with any settings by entering the game.

# Version 2.9.0.1 Changes: #Some language translation errors have been corrected.

This is NOT a MOD! It's a program for managing your mods before starting the game. Keep the program in a different location than your mod folder.
Technically, it works like this: # All mods contain a file called modDecs.xml. The game first reads this file and then, using the relevant instructions within the file, accesses other files it needs to read. The program works on a similar principle. First, it finds the modDecs.xml file within the mod's ZIP file. Then, it retrieves what it needs from this file and performs its functions. If the program displays an ERROR window upon startup, it means that the modDecs.xml file is either missing or contains an unreadable error in the relevant MOD file. It can work in all FS games with this structure. I developed and tested it for FS25.

Usage: From the left menu, select the MOD folder located in any location. If you haven't changed it, it's in "C:\Users\%username%\Documents\My Games\FarmingSimulator2025\mods". After clicking the "Upload Files" option, you wait for the mods to be listed. If there are no errors when the mods are listed, you will receive a notification that the process was successful. Clicking "OK" will make everything ready for use. If you receive an error, the relevant window will provide the necessary instructions. Next to the "Upload Files" button, there is a "Refresh" button. Its function is to transfer only the changes to the list without reloading the entire mod. If you download a new mod or manually delete one outside the program, it will only transfer the changes without closing the program.

# Version 2.9.0.0 Changes: # An error scanning mechanism has been added to run automatically after the initial loading process is complete. If you approve, it performs a minor XML error check and, should any issues be found, identifies the problem along with the relevant file and line numbers. An automatic correction feature has been added, though it may not always function correctly; manual correction is always recommended.  # A "Mod Profiles" option has been added. You can now save your desired mods into specific profiles and activate only those mods with a single click.  # An option to move your default mod folder to a different location has been added under "Batch Operations." This feature utilizes symbolic links (symlinks).  # A new feature named "Image Scale" has been added to the main menu. Its purpose is to reduce RAM usage by lowering the quality (on a percentage basis) of the image files displayed within the Edit and Statistics windows. This proves beneficial—even if only slightly—when a large number of mods are installed. The default value is set to 50%.  # The Statistics window has been updated to display the item count for the "Store Items Gallery." Additionally, a new section titled "Hidden Store Items" has been added to the left-hand menu to list mods that are either invisible or currently lack content; this feature is provided for informational purposes only.  # The Edit window now displays the item count specific to each individual mod.  # New options have been added to the sorting functions.  # The issue with the expanding list in the "Restore Backups" menu has been resolved. # General performance and security improvements have been implemented.

Update Roadmap:

#Support for additional languages. Primarily German and Russian.

#ModHub Update Checker: I believe I can implement this using an HTML-based approach. As far as I can tell, Giants does not currently offer API support for this. I can enable this feature for mods hosted on platforms with static HTML links—such as GitHub—where the URL remains constant and the content structure is predictable. A system will be established allowing users to enter the specific HTML link via the menu; the tool will then check these designated sites to verify for mod updates.

#Drag & Drop Installation: A feature allowing users to install a mod simply by dragging and dropping it into the program window. This process could also work in reverse, enabling users to drag a mod *out* of the program to move it to any other location.

#Mod Notes: A feature to add custom notes for each individual mod within the mod details window.

#ModCard Selection: The ability to perform specific actions on multiple mods simultaneously via multi-selection.

#Mod Search History: A log of the last 5 search queries. This number is subject to change, though I believe 5 entries should be sufficient.
#Right-Click Context Menu for ModCards: I am currently undecided on this feature. If implemented, the main menu would display only the mod thumbnails, requiring users to utilize the right-click context menu to access specific mod details and options. While this might offer a visually cleaner aesthetic, it could potentially result in a less efficient user experience in terms of functionality.


Thank you in advance to everyone who shows interest.

This is NOT a MOD! It's a program for managing your mods before starting the game. Keep the program in a different location than your mod folder. Please read the "Readme.txt" document in the file.

Technically, it works like this:
    # All mods contain a file called modDecs.xml. The game first reads this file and then, using the relevant instructions within the file, accesses other files it needs to read. The program works on a similar principle. First, it finds the modDecs.xml file within the mod's ZIP file. Then, it retrieves what it needs from this file and performs its functions. If the program displays an ERROR window upon startup, it means that the modDecs.xml file is either missing or contains an unreadable error in the relevant MOD file. It can work in all FS games with this structure. I developed and tested it for FS25.

Version 1.0.1 changes:
    # You can now change the “category” data for mods in the EDIT window. For example, you can move your mod from the Small Tractor category to the Medium Tractor category. 
  # Mod window names were not being translated during language changes; now they are displayed in the current language.

Version 1.0.2 changes:
   # The default language is now English. I should have thought globally from the start. :D
   # If there are faulty modules, an additional window has been added for this, and some changes have been made to how the code works. If there are files causing ERRORS on the first read, you will now receive a warning window when the loading process is complete. Here you can see the names of the faulty files. You can now export these files to a TXT file by name, move them to a folder named ERROR_FILES, or delete these files directly. Also, when you close the window, you can reopen it by clicking on the ERROR warning area below.
    # Two more buttons have been added to the mod cards. I added a “FOLDER” button to go directly to the file's relevant folder with the selected file. Also, if desired, there is now a “DELETE” option in the main menu.

Version 1.0.3 changes:
  #Performance improvements. The application now runs faster.
 
#Date option added for the Sort function. Modes can now be sorted by modification date.

Version 1.0.3.1 changes:
  # Visual issue with mod cards in the main menu has been fixed.

Version 2.0.0.0 changes:
    # The main mod catalog has been changed. Now, to EDIT a mod, simply click on the relevant mod. Mods that don't have an EDIT function have a red X in the left corner.
    #
There are now various functions in the top bar: Statistics, Backup, Export, and Batch Operations.
    #
The Statistics window displays the total number of mods, the number of active and inactive mods, the total number of items visible in the store, and the total size.
    #
The Statistics window has 3 main sections: how many mods are in each category, non-category mods (generally script mods), and an area where you can see the item content of all mods in the store (search function and clickable items are active).
    #
The backup function is useful for backing up all mods to a desired location. Similarly, there is a restore option, and both functions work comparatively (whether similar mods exist or not).
    #
The export option outputs all mods as TXT and JSON files, including their names, creators, versions, and sizes. You can use this to send it to someone else.
    #
Currently, the Bulk Operations menu only offers the function to activate or deactivate mods in bulk. More options may be added in the future based on requests.
    #
The search function now works more thoroughly in all fields.
    #
You can now only enter numbers in the Maximum Speed, Price, Lifespan, and Power sections of the EDIT window. I added this control mechanism to prevent potential accidents. Also, the Name section now allows you to change entries in different languages ​​separately.
    #
I added a Refresh button next to the Load Files button. It only adds the changes to the list without completely reloading the mods.
    #
The program can now remember the location of the latest folder.

Version 2.0.0.1 changes:
    # Initially, searching for the default mod folder location and related processes were added.

# Version 1.0.1 changes:
    # You can now change the “category” data for mods in the EDIT window. For example, you can move your mod from the Small Tractor category to the Medium Tractor category.
    # Mod window names were not being translated during language changes; now they are displayed in the current language. # Version 1.0.2 changes: 
    # The default language is now English. I should have thought globally from the start. :D
    # If there are faulty modules, an additional window has been added for this, and some changes have been made to how the code works. If there are files causing ERRORS on the first read, you will now receive a warning window when the loading process is complete. Here you can see the names of the faulty files. You can now export these files to a TXT file by name, move them to a folder named ERROR_FILES, or delete these files directly. Also, when you close the window, you can reopen it by clicking on the ERROR warning area below.
    # Two more buttons have been added to the mod cards. I added a “FOLDER” button to go directly to the file's relevant folder with the selected file. Also, if desired, there is now a “DELETE” option in the main menu.
# Version 1.0.3 changes:
    #Performance improvements. The application now runs faster.
   
#Date option added for the Sort function. Modes can now be sorted by modification date.
# Version 1.0.3.1 changes:
    # Visual issue with mod cards in the main menu has been fixed.
# Version 2.0.0.0 changes:
    # The main mod catalog has been changed. Now, to EDIT a mod, simply click on the relevant mod. Mods that don't have an EDIT function have a red X in the left corner.
    # There are now various functions in the top bar: Statistics, Backup, Export, and Batch Operations.
   
# The Statistics window displays the total number of mods, the number of active and inactive mods, the total number of items visible in the store, and the total size.
   
# The Statistics window has 3 main sections: how many mods are in each category, non-category mods (generally script mods), and an area where you can see the item content of all mods in the store (search function and clickable items are active).
   
# The backup function is useful for backing up all mods to a desired location. Similarly, there is a restore option, and both functions work comparatively (whether similar mods exist or not).
   
# The export option outputs all mods as TXT and JSON files, including their names, creators, versions, and sizes. You can use this to send it to someone else.
   
# Currently, the Bulk Operations menu only offers the function to activate or deactivate mods in bulk. More options may be added in the future based on requests.
   
# The search function now works more thoroughly in all fields.
   
# You can now only enter numbers in the Maximum Speed, Price, Lifespan, and Power sections of the EDIT window. I added this control mechanism to prevent potential accidents. Also, the Name section now allows you to change entries in different languages ​​separately.
   
# I added a Refresh button next to the Load Files button. It only adds the changes to the list without completely reloading the mods.
# Version 1.0.1 changes:
    # You can now change the “category” data for mods in the EDIT window. For example, you can move your mod from the Small Tractor category to the Medium Tractor category.
    # Mod window names were not being translated during language changes; now they are displayed in the current language.

# Version 1.0.2 changes:
    # The default language is now English. I should have thought globally from the start. :D 
    # If there are faulty modules, an additional window has been added for this, and some changes have been made to how the code works. If there are files causing ERRORS on the first read, you will now receive a warning window when the loading process is complete. Here you can see the names of the faulty files. You can now export these files to a TXT file by name, move them to a folder named ERROR_FILES, or delete these files directly. Also, when you close the window, you can reopen it by clicking on the ERROR warning area below.
    # Two more buttons have been added to the mod cards. I added a “FOLDER” button to go directly to the file's relevant folder with the selected file. Also, if desired, there is now a “DELETE” option in the main menu.

# Version 1.0.3 changes:
    #Performance improvements. The application now runs faster.
    Date option added for the Sort function. Modes can now be sorted by modification date.

# Version 1.0.3.1 changes:
    # Visual issue with mod cards in the main menu has been fixed.





Über Mod

Neueste Version 3.3.5.0 Pre-Final
Spiel FS25
Kategorie Nachrichten
Herunterladen 137
Erstellt vor 4 Monaten
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