
What if the storm were no longer just a visual effect?
Lightning tears across the sky and thunder shakes the countryside—but this time, something else is happening. This mod goes beyond lights and sounds: the storm actively interferes with the gameplay, forcing you to adapt.
GIANTS once rejected one of my ideas simply because I dared to create something unusual. This time, I’m not going to explain myself.
I’ll let the storm answer for me.
V1.1.2.2
– When an AI-driven vehicle is struck, no CP, AD, GIANTS AI or other controller can regain movement control before the LightningShock restart routine is complete.
– CP jobs are no longer destroyed or replaced; they are only frozen/held, then released through CP’s own resume calls.
– AD routes are no longer cut off; they are paused/stopped, then resumed through AD’s own release/unpause calls.
– GIANTS AI still uses the saved job state for safe restart.
– Fixed the risk of having to manually restart CP or AD after the LightningShock recovery sequence.
V1.1.2.1
– Automatic lightning timing was updated: in suitable weather, at least 1 strike occurs within 4 in-game minutes, optionally with a wandering channel.
– Strike repetition prevention was relaxed: the system remembers the last 8 strike points and avoids selecting a new target within 10 meters.
– Target search still prioritizes tall, electrical and constructed objects; ground impact remains a last-resort fallback.
– The wandering channel searches for a separate impact point, strikes with a delay, and triggers the same events as the main channel.
– The power outage system was optimized: lights and targets are cached during map loading.
– Lights are now grouped per placeable, so a building or lamp and its related cast/environment lights switch off and recover together.
– General lights recover in randomized order within about 1.5 in-game minutes at most.
LED panels use a separate short recovery window of about 10 seconds.
– Production/factory outages remain on a separate rule, capped at 1 in-game hour.
– Light recovery uses a true double-flash sequence: on-off-on-off-on, with the final state staying on.
– Floating helper icons and their cast lights are excluded from outage discovery.
– The README was rewritten: only the current feature description remains in Hungarian, English and German.
V1.1.1.6
– The sun and moon paths were moved deeper below the horizon so they no longer disappear above it.
– The sun/moon handover still follows the game’s native primary/secondary lighting system.
– Sunrise and sunset lighting transitions were smoothed, removing the instant light switch.
– Sunlight, moonlight, and sky scattering curves were refined.
– Fixed the issue where the sky became completely pitch black when the sun or moon moved below the horizon.
– A very subtle bluish night-sky floor was added so the stars remain visible.
– This is not intended to strongly illuminate the ground, only to prevent the sky and starfield from vanishing.
V1.1.1.4
Electrical poles, utility poles and radio towers have 40% higher target priority than houses.
A strike pauses GIANTS AI, CoursePlay or AutoDrive without deleting the preserved task.
The consist’s motor and lights remain disabled throughout the outage.
After the lights return, the motor remains forcibly stopped for another five seconds.
Multiple struck AI vehicles restart with a random 1–15 second stagger.
The previous work or journey resumes five seconds after motor start.
One short and one slightly longer horn signal, plus two high-beam flashes, announce resumption.
The complete placeable light cache is built before gameplay begins.
The first-30-second light discovery and per-frame cache expansion have been removed.
Light-cache processing can no longer overlap CoursePlay’s first start.
V1.1.0.6
– Main channel: 96 control points and 520 segments.
– 15–20 densely curved side branches.
– 190–260 searching steps per side branch.
– 76–112 steps per child branch.
– Branches repeatedly alternate their turning direction.
– Branches cannot travel parallel to their parent channel.
– Faster side- and child-branch growth.
– Branch endings progressively fade to transparency.
– Wandering main channel has a 40% activation chance.
– Breaks out from the lower third at 80° for 30–40 metres.
– Must continuously move away and cannot turn back.
– Target priority: power pole, elevated structure, building.
– Cannot strike terrain, trees or vegetation.
– Develops 7–11 side branches with child branches.
– Secondary impact occurs after a random 220–420 ms delay.
– Both impacts receive separate flashes, particles, thunder and gameplay effects.
– Primary target-search radius: 250 metres.
– Active-view vehicle strike chance: 10%.
– Other AI vehicle strike chance: 25%.
– Updated power outage, LED, barrier and production shutdown documentation.
– Documented performance caching and signed-manifest verification.
Credits:
B O X E R
Download mod
| File | File size |
|---|---|
FS25_BXRLightningShock
|
2 MB |

thunder after lightning is too load.
Like “gamelord” say’s, fire would be great, maybe you can use it with emergency pack.
Kiepsko zrobione bo słoneczna pogoda a błyskawice i pioruny walą!
how do i turn down the lighting crash sound
great mod tho!
Fire