Farming Simulator 17 mods

20,766 results
10 / 1,385
Polish Flag (Prefab) FS25
other

Polish Flag (Prefab) FS25

Polish flag I3D ready to be added to your vehicle/machine, with waving animations that make it look realistic.

Weather Guard FS25
other

Weather Guard FS25

Shared weather truth for the Realistic Farming mod ecosystem. One reading of the sky the whole suite agrees on: current conditions, the forward forecast, and one world-climate dial. It publishes the weather and never decides what a mod does about it.

Financing FS25
other

Financing FS25

Mod who can finance your vehicle and your tools during 6 months, 2, 5, and 10 years. In the finish version there will a gui for follow your financement of your vehicle. If you have suggestion don't hesitate.

Land Survey & Claims FS25
other

Land Survey & Claims FS25

Create new farm yards in normally unbuyable areas by surveying a custom parcel on foot. Features: - Place physical survey stakes from Build Mode > Production > Cultivation - Remove any misplaced active stake with Construction Mode's normal Demolish tool - Closing Build Mode automatically closes and lists a valid parcel - Completed parcel stakes and temporary boundary lines disappear, leaving an illuminated registry sign - Physical FOR SALE sign with parcel number, area, asking price and market status - Live boundary, area and estimated asking-price preview - Polygon validation: minimum spacing, self-intersection, native farmland and parcel overlap checks - NPC seller and deterministic market RNG: seller mood, local demand, parcel size, terrain buildability and rare Lucky Find listings - Wide high-value RNG tiers can create High Demand, Strategic Site and rare Developer Bidding War valuations - Stronger premium custom-land valuation and a fixed registration fee keep special construction parcels meaningful before loyalty discounts - Every listed parcel requires a stable RNG total of 1-5 completed jobs for its NPC seller before purchase - Job-gate progress appears on the physical sign, map marker and interaction; completed NPC jobs persist as spendable credits - Buying a parcel consumes the seller's complete NPC job-credit balance in sync with Better Contracts, forcing fresh missions before another purchase from that NPC - Better Contracts loyalty discounts use the parcel seller NPC, show on the sign and are consumed after purchase - Buy a completed parcel beside its FOR SALE sign with the normal R interaction and a detailed confirmation dialog - Sell an owned parcel back to the market from the same sign; resale value is always below its saved purchase basis - After purchase the smaller sign remains as a PRIVATE PROPERTY registry marker - Native main-map markers identify listed and owned custom parcels at their polygon centre - Selecting a parcel marker shows its area, value, seller and Better Contracts discount; owned land is labelled MY PARCEL - Map markers are rebuilt cleanly after loading and update immediately after purchase or resale - Parcel markers use validated native icons and are skipped safely if the game cannot initialize one, so map controls remain available - Custom red FOR SALE and green MY PARCEL icons distinguish surveyed land from every native map hotspot - Selecting a parcel marker provides the native VISIT action and places the player safely in front of its registry sign - Purchased parcels grant land access, construction and landscaping ownership checks - Buying land never transfers an existing factory, production, shop or other placeable; those remain separate purchases - Independent savegame persistence; no map files are modified - Completely independent from Farmland Market Controls: - No survey hotkeys are required: place the corner stakes and leave Build Mode - Before leaving Build Mode, use Demolish on any misplaced survey stake - R beside a FOR SALE sign: buy the surveyed parcel Important limitations: - Use only in normally unbuyable areas; existing native farmland is deliberately protected - The physical sign uses a shared base-game model with surface-fitted one-sided lettering: red while listed and green after purchase - A short transaction chime confirms a successful parcel purchase - Automatic map scanning is not included; manual surveying deliberately allows roads, rivers and other custom projects - Single-player proof of concept; multiplayer synchronization is not implemented yet better contracts mod recomended for discount system Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers Survey signs now use Farming Simulator’s native contextual interaction system The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign Native map and placeable triggers retain their normal interaction priority Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers Survey signs now use Farming Simulator’s native contextual interaction system The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign Native map and placeable triggers retain their normal interaction priority Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible VERSION 1.0.4.1 — INTERACTION HOTFIX Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers Survey signs now use Farming Simulator’s native contextual interaction system The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign Native map and placeable triggers retain their normal interaction priority Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible INTERACTION HOTFIX - Fixed a conflict that could block the normal interaction key at productions, greenhouses, fuel pumps, object storages and other map triggers - Survey signs now use Farming Simulator’s native contextual interaction system - The interaction key is active for PHANTOMAS Land Survey only while standing beside a surveyed parcel sign - Native map and placeable triggers retain their normal interaction priority - Existing savegames, registered parcels, NPC job progress and purchased properties remain compatible

Turkish Agricultural Pallets FS25
trucks

Turkish Agricultural Pallets FS25

Turkish agricultural pallet brands - Tigem Seed - Gübretaş Liquid Fertilizer - Hektaş Resital Herbicide - İgsaş Urea Fertilizer ---Added with the update------ -Silamix Silage Additive added -Cow Feed mod removed. (A new animal feeds mod was released and it was added there)

Animal Feeds FS25
other

Animal Feeds FS25

Turkish Brand Animal Feeds - Nutri-d Horse Feed (Oats) - Abalım Chicken Feed (Wheat) - Tarım Kredi Cow Feed There was an issue with the version and link I posted yesterday; it has been fixed.

Tax Mod FS25
other

Tax Mod FS25

Same tested build as the brief 1.1.5.60 release, with a corrected version number. What's fixed - A settings save during load could abort the game load with the full suite installed; that is fixed - Cleared the HUD toggle default key binding so it ships clean What's new - Economy scaling now follows the shared difficulty options - HUD styling and layout improvements No save migration needed. Existing saves load as normal. New - Irrigation operating costs now appear in your tax ledger. When you run irrigation with Seasonal Crop Stress, each day's pump running cost is recorded as a deductible "Irrigation Operations" expense. It reflects a cost you already pay, so it adds no extra charge. - Realistic Farming ecosystem integration. Tax Mod now saves its state through the shared save system, reports to the unified on-screen display, and its settings appear in the Farm Tablet's System Settings app. - Companion expense recording. Other Realistic Farming mods can now log deductible expenses into the tax ledger. Fixed - Multiplayer: the annual tax payment is now applied once on the host instead of once per connected player. - The tax HUD edit mode now opens with its own key binding, and the HUD no longer swallows right clicks. Localization - Added Danish, translated by a native speaker (DJWestDK). Note - Every ecosystem hook is optional. With none of the other Realistic Farming mods installed, Tax Mod works exactly as before. - Corrected `nRows` count so the background panel fully contains all rendered rows including Recent Activity and the hint at the bottom Changelog v1.1.3.1 -> https://github.com/TheCodingDad-TisonK/FS25_TaxMod/releases/tag/v1.1.3.0 - Taxes now work annually instead of per-transaction — more realistic farm business behaviour - Tax accumulates throughout the year; the full bill is deducted each March - In December you get an advisory notification showing your estimated tax bill, what % of your balance it is, and how much has accumulated — so you can plan your spending before year-end - HUD now shows an estimated March payment row and a countdown to your next tax event - New setting: Annual Tax Rate — choose Low (2%), Medium (5%), or High (10%) - New console command: taxAnnualRate — accepts low/medium/high or a custom value (e.g. 0.08 for 8%) - Bug fix: total taxes paid was being counted twice; now only the actual March deduction counts - Bumped version - Fixed issue since last HUD fix The Tax HUD previously could only be toggled via the developer console. Now you can show or hide it with a single keypress while playing. What's New - Press T to toggle the Tax HUD on/off (rebindable in Controls settings) - HUD hint text updated to reflect the new key No save migration needed — existing saves work as-is. This updates includes a complete rewrite of all code - Changed from 1 single file to multiple files - Settings have been rewritten to match correct FS25 behaviour - Added a HUD overlay (same as Income Mod)

Transport Company FS25
other

Transport Company FS25

Your map is already full of silos, dairies and mills moving goods between them. None of it pays you a penny. Buy a headquarters and it does. Freight jobs are generated from the stations that already exist on your map, priced against the live economy. Haul them yourself, or put a driver in the cab and let the base game AI run the route while your fleet quietly books the miles, the diesel and the profit truck by truck. 📋 Contract Board - Jobs are generated from real stations on your map, using the live economy price of the goods to set the reward. 🚛 Two Ways To Run A Job 1: Haul it yourself -> Load at the pickup, tip at the destination. Progress moves as you tip. 2: Hire a driver -> Hands the route to the base game AI as a Load & Deliver job. 🚚 Per-Truck Books - The base game only keeps farm-wide statistics. This tracks every truck separately. 📖 Company Ledger - Revenue, driver wages, fuel, distance and job count for the company as a whole, followed by a history of every finished and expired contract, newest first. - Company figures are tracked separately from the fleet on purpose; a load you tip yourself cannot be pinned to a specific truck, because the station reports liters and a position, never the vehicle that delivered them. 📱 Dispatch Office - Four tabs in the in-game menu, built from stock FS25 menu widgets so it looks and behaves like the rest of the game. A couple of usability improvements for running your transport business. What's new - Dispatch is now hidden until you have a headquarters, so it stays out of the way early on - New contract type toggle so you can filter the kinds of contracts you take No save migration needed. Existing saves load as normal. New: Reset Board button - New button in the PDA to clear stuck or stale contract boards - Blocked hired drivers are automatically unstuck when the board resets New: Driver recovery - Blocked drivers now attempt up to 5 reverse maneuvers with a longer backup distance before giving up Bug fixes - Fixed deliveries paying out twice under certain timing conditions - Fixed the in-game day counter and service unit tracking - Fixed headquarters state not archiving properly when selling or rebuilding Fixes - Multiplayer: the periodic books sync could crash the server because it used a stream function the game engine does not provide. Singleplayer is unaffected. The sync now uses the engine's real float stream type, so MP sessions no longer crash on the books event. - Contracts are now only offered from stations your farm can actually load and unload. A contract sourced from a station you cannot access could never be loaded ("no trigger to load when I arrive"). Buying points (seed, fertilizer, lime) still always work. - Existing saves carrying such unloadable contracts drop them on load. Improvements - The dispatch and ledger lists now show a scrollbar and a hint when there is more to scroll; tabs that never overflow stay clean. - List row sizing and the detail list slider are fixed, so text is no longer clipped. NEW -> Trucks come home - When a hired driver finishes a contract, the truck now drives itself back and parks near your Transport Company HQ instead of being left at the delivery point. - New setting, Return truck to HQ (on by default): turn it off to leave finished trucks where they ended. ALSO NEW -> Help is in the game - A Help button on every tab of the dispatch office opens a paged guide covering the contract board, running a job, drivers and the business, the ledger, settings and multiplayer. - A troubleshooting page explains what to do when a hired driver gets stuck: press H to take control, reposition the truck, then re-hire the driver from the Dispatch tab so it replans and continues. FIXED - Long setting descriptions no longer get cut off - The help dialog's line breaks now render properly v1.2.1.0 ======== FIXED - Hiring a driver or upgrading the HQ no longer errors (the farm balance is now read through the correct engine API). - Trucks are no longer charged maintenance for miles driven before the company enrolled them, and overdue services are billed once instead of once per second. Complete overhaul. Freight dispatch is now a real business. NEW - Per-farm companies - In multiplayer, every farm that owns an HQ now runs its own dispatch board, its own fleet and its own ledger - Each company keeps its own board size, deadline, wage share and notification settings; debug logging stays a per-player setting - Saved games are now stored per farm and upgrade in place from 1.x saves NEW - Fair pay for the haul - Rewards are distance-driven: a long haul pays more than a short one for the same goods, on top of the goods value - Pallet contracts are priced against the live economy - Contracts are sized to your fleet: no job ever asks for more than a few loads of your biggest truck and trailer - Jobs come in three tiers: Standard, Urgent (shorter deadline, higher pay) and Bulk (more volume, tighter margin) - Routes shorter than a pointless shuffle are not offered - The dispatch detail panel shows distance, estimated fuel cost and estimated profit before you accept NEW - Credit for your own driving - Deliveries you haul yourself are now credited to the truck that tipped, so the Fleet tab shows revenue and job counts for your own driving too, not just hired-driver runs NEW - Run a business - Hire named drivers with weekly wages and growing experience, assign them to trucks, and grow your reputation by delivering on time - Upgrade your headquarters for a bigger board and more driver capacity - Service your trucks every 5000 km - The ledger shows a rolling weekly profit and loss IMPROVED - Board diagnostics no longer spam the log on the 30-second top-up cycle - The contract generator is now exercised by the test suite

Loader Control Overlay FS25
implements

Loader Control Overlay FS25

A live on-screen panel that reads your front loader's actual moving parts and animates them as you work. Raise, lower, curl and dump, and the overlay moves with you. The control style restyles itself to match the tractor brand, and it wears the real brand badge straight from the game. ✨ Features - Live Loader Readout - Brand-Aware Styles - Real Brand Badge 🎮 Controls - Toggle overlay: Alt + L - Move / resize: Alt + K - Cycle style: Alt + J - Cycle position : Alt + H Note that only the settings panel can be open both on foot and inside a vehicle! =================================================================== GitHub Repository: https://github.com/TheCodingDad-TisonK/FS25_LoaderControlOverlay =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK & Arissani =================================================================== Polish for the in-game settings panel. What's fixed - The settings panel (Alt+O) no longer clips - Alt+O now opens the panel on foot as well as in the loader - Full 26-language support for the settings panel No save migration needed. Existing saves load as normal.

Income Mod FS25
other

Income Mod FS25

Converted from FS22_IncomeMod Income Mod provides players with a simple, balanced way to receive passive income. Automatically earn money either hourly or daily, based on your chosen difficulty or a custom amount. Perfect for players who want steady cash flow without relying solely on missions or selling goods. Features: - Easy / Normal / Hard difficulty presets - Custom income amount option - In-game notifications - Fully configurable via console commands or in the pause menu - Settings saved automatically - Works in singleplayer and multiplayer - Lightweight and stable Please be aware: You need to have developer mode enabled in order for you to open the console. This can be done in your FS game folder, then look for the "game.xml". Change to "true" Enjoy you farming experience with my Income Mod <3 ========================================================= Github: https://github.com/TheCodingDad-TisonK/FS25_IncomeMod ========================================================= COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, or claiming this mod as your own is strictly prohibited. Original author: TisonK ========================================================= Quality-of-life additions for managing your income display. What's new - Toggle the income HUD with Right Shift + I, and enter edit mode with Right Shift + J - Open your income report from the suite Control Center (with Settings Hub installed) - HUD and settings styling improvements No save migration needed. Existing saves load as normal. This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on. New in this version: - Release gate. Experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting. - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk. - C3 loan elaboration locked. The emergency loan stays available as the interest-free bridge loan it has always been: grant, re-draw, forecast and repayment are untouched. What stays locked is the cost elaboration (the escalation and the Time Guard compounding). The floor escape is never removed: a broke farm can always reach the base-game loan. Everything else works exactly as before. The passive income system, the HUD, and the report dialog are untouched. Skip income payout during sleeping. The Income HUD position, scale, and visibility were lost every time you reloaded your save. The HUD would snap back to its default position and reappear even if you had hidden it with the I key. What's Fixed: - HUD position and scale now save on every game save and when exiting the game - Hiding the HUD with the I key now persists across reloads No save migration needed. Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_IncomeMod/releases/tag/v2.1.3.0 - The income panel can now be moved and resized to fit wherever you want it on screen. Right-click the panel to enter edit mode, drag it to a new position, drag a corner handle to scale it up or down, then right-click again to lock it in place. Your layout is saved between sessions. - Colors updated to match FS25's native panel style (dark, clean, no green border) Toggle visibility still works the same way via the I key. No save migration needed. - Fixed `MoneyType` crash (income never paid) - Fixed mod not loading due to wrong ZIP building inside the build.sh - HUD toggle desync fix - Added missing showHUD field to the console settings - Added explicit override that calls updateDisplay() on every open - Removed stray double blank lines - Replaced both notification calls (payment + startup) with the correct FS25 AP * Added **seasonal income modifiers** (Spring 0.8x, Summer 1.0x, Autumn 1.2x, Winter 0.7x) with optional toggle in the settings UI * Added **selectable income multipliers** (1x / 2x / 5x / 10x) in settings UI and via `IncomeSetMultiplier` console command * Added **per-farm multiplayer support** — each active farm now earns independently * Added **income state persistence** — `lastHour` and `lastDay` saved to `_state.xml` to prevent missed or duplicate payments after reload * Added **payment history tracking** — `IncomeHistory` console command shows last 10 payments (day, hour, amount, seasonal modifier) * Added **next payment timer** — `IncomeNext` console command displays time remaining until the next payout * Added missing **`IncomeSetDebug` console command** for toggling debug mode * Fixed critical **multiplayer duplicate payment bug** by adding a server-only guard in `giveMoney()` * Fixed duplicate startup notification (was triggering from both IncomeManager and IncomeSystem) * Fixed global namespace pollution from `getTextSafe` (moved to `UIHelper.getText()` module method) * Fixed debug print leak in `UIHelper.lua` * Fixed incorrect startup tip text (now shows: `Type 'income'`) - Rewrote entire code - Changed entire command list - Added new settings tab in the pause menu - Changed notification style - Optimized current code - Added support for: de, fr, pl, es, it, cz, br, uk, ru - Fixed console error

Settings Hub FS25
other

Settings Hub FS25

The settings bedrock of the Realistic Farming mod ecosystem. SettingsHub is mod 4 in the load order. Companion mods hand it their settings and one callback; SettingsHub owns a throttled async queue so heavy setting changes (rebuilding a large array on a slider tick) apply smoothly in the background instead of freezing the Lua thread, and it routes admin-only changes through the server so multiplayer stays consistent. There are no settings of its own to configure. Install it, keep it loaded, and let the companion mods use it. Adds the Control Center, a single place to see and trigger the actions your Realistic Farming mods provide. What's new - Open the Control Center with Right Shift + A - See live key bindings and run registered actions (toggle HUDs, open reports, and more) from one dialog - Companion mods can hook their own actions into it No save migration needed. Existing saves load as normal.

Network Sync FS25
other

Network Sync FS25

The multiplayer network bedrock of the Realistic Farming mod ecosystem. NetworkSync is mod 2 in the load order (after StateLedger). It replaces each companion mod's own network event classes with one batched sync cycle: companions register a schema and call markDirty, and NetworkSync serializes, batches at 1Hz, and delivers. This cuts multiplayer traffic and stops the cross-mod rubber-banding that comes from many mods each syncing on their own timer. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. Fixes for players joining multiplayer sessions. What's fixed - A blank join filename no longer aborts the rest of the sync - The join handshake now waits on the server's reply, so clients connect more reliably No save migration needed. Existing saves load as normal.

Time Guard FS25
other

Time Guard FS25

The economic-time bedrock of the Realistic Farming mod ecosystem. Time Guard is mod 5 in the load order. The economy mods each used to hand-roll their own day and month detector off the frame loop, only one respected the days-per-month setting, and their timing did not agree. Time Guard gives them one shared in-game calendar clock: it fires on the game's own day, month and year changes, normalizes the days-per-month setting in one place so a game month and a game year always carry the same economic weight on any save, and tells each companion mod exactly when to settle its money, once, at the right moment, even across a save and reload. It never moves money itself. It only schedules the cadence and hands each mod its own turn to pay or charge, server-side and once. There are no settings of its own to worry about. Install it, keep it loaded, and let the companion mods use it. Reliability fixes for the shared timing service the suite runs on. What's fixed - No more duplicated hooks when a mission reloads - Fixed an interrupted setup retry so the service comes up cleanly No save migration needed. Existing saves load as normal.

State Ledger FS25
other

State Ledger FS25

The disk I/O bedrock of the Realistic Farming mod ecosystem. StateLedger is mod 1 in the load order: it collapses every companion mod's savegame data into one atomic XML write and one atomic load. Without it, each mod writes its own file in one save window, and a crash or force-quit mid-window can corrupt the later files and lose progression permanently. StateLedger removes that failure mode by batching everything into a single file. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. A small but important fix for how State Ledger remembers information between play sessions. What's fixed - Saved state no longer carries over incorrectly between separate career sessions No save migration needed. Existing saves load as normal.

Master HUD FS25
other

Master HUD FS25

The UI renderer bedrock of the Realistic Farming mod ecosystem. MasterHUD is mod 3 in the load order. It owns the single draw loop that renders every companion mod's overlay, in a pull model: companions flip a dirty flag instead of rebuilding HUD strings every frame, and MasterHUD calls their fetch callback only when the data actually changed. It also handles menu-suspend, corner stacking, and unload cleanup once for all of them. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. This update gives Master HUD proper on-off and edit controls and wires it into the suite Control Center, so you can manage your HUD without digging through menus. What's new - Toggle all HUDs with Right Shift + G - Enter HUD edit mode with Right Shift + B to move and arrange elements - Control Center support (with SettingsHub installed): toggle and edit your HUD straight from the Control Center What's fixed - HUD controls now respond while you are seated in a vehicle - General stability fixes for showing, hiding, editing, and cleaning up HUD overlays No save migration needed. Existing saves load as normal.

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