Farming Simulator 19 mods

55,669 results
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PULL ANY HILL v1.0.0.0 Mod
trucks

PULL ANY HILL v1.0.0.0 Mod

PULL ANY HILL v1.0.0.0 Mod I have tweaked up numbers so that this truck is able to pull absolutely any hill with the EA9. It will climb mountains if you want. Top Speed bumped to 200 Max RPM 8000 lol

JCB pack myers agri spec BLAACK EDITION v1.0 Mod
implements

JCB pack myers agri spec BLAACK EDITION v1.0 Mod

JCB pack myers agri spec BLAACK EDITION v1.0 Mod JCB black editon remodel with jcb tool pack. – JCB 542-70 – JCB Pack

Courseplay for v6.03.00034 Mod
other

Courseplay for v6.03.00034 Mod

Courseplay for v6.03.00034 Mod 6.03.00034 Convoy for lands pattern fixed Fixes a minor issue when using convoy (multitool) with lands or other patterns with wide turns where the vehicle in the front let the one behind it pass after a turn. 6.03.00033 Plow and weather fixes combines lower header after the rain stops, fixes #5039 Reintroduced manual working width configuration. Can now be configured in XML, fixed SPSL9 working width, fixes #6738 Added back that we need a mouse cursor, but now we can use any cursor and not only CP. fixes #6735 6.03.00032 Convoy and attach/detach fixes Better progress calculation for convoy mode (fixes #6011) Reset mode when detaching/attaching implements (fixes #6726). This caused some implements not reversing correctly. 6.03.00029 Fixes #6724, when checking nearby vehicles, only check ones which are enterable. Fixes #4955 #6646 AD courses have no speed set, handle that in the course editor. Also increased recursion limit for headland calculation, this should fix issues when starting the inner vehicle in a multitool configuration where the course begins close to a corner. 6.03.00028 Fixes #6713 Also includes potato harvester pull back course fix for #5012 course generator screen update for #5102 Fixes #5012, #5102 6.03.00025 Mode 2/3 Improvements fixes #6633 (Distance to next turn may not be defined for instance in the last row) tried to make the rendezvous more fault tolerant use a higher fruit value limit in the hybrid parts as it is not a problem getting temporarily closer to the fruit there, and it speeds up the pathfinding quite a bit. reduce off field penalty when combine on headland for faster pathfinding better driving time estimation to rendezvous point now considering turns we have to make to get there improved chopper handling in turns with headland at an angle 6.03.00024 Bridge and proximity sensor fixes Goal node elevation fixed (#6665) Proximity sensor directly on the back of the combine/chopper allowing for the unloader to get closer. When driving over non-level bridges, the controlled node isn’t vertical and the goal node was positioned on the ground level which is way below the vehicle. Due to this, the goal’s position in the controlled node’s reference wasn’t accurate in this situation, seemed to be a lot closer when driving uphill, lot further when driving downhill. Uphill goal being too close caused oscillations in PPC. Moved the goal point on the level of the vehicle (controlled node), so the error caused by the non-vertical controlled node is negligible. Few proximity sensor and vehicle size fixes Proximity sensor sits on the back of the combine now fixed pathfinder vehicle data rectangles, clarified the misconception that the direction node is always on the root node, it is not, the direction node is the turning node, usually sits between the non-steered wheels. 6.03.00022 Minor fixes fix all hybrid A* pathfinder failing fix reset fill level after making pocket 6.03.00021 Course generator and turn fixes No extra headland circle (#6605) Fixed the calculation of the headland/middle transition. If the center mode is lands, there is still a small chance that an almost full circle connecting track will be added if the starting point is very close to the start/end of the first working row of the lands pattern. Partial fix for #6383 do not add straight section to turn end to align if there is no towed implement if turn on field enabled but there’s no space to turn (must reverse), use the legacy wide turn (which is also buggy a bit). if you don’t want your sprayers boom hit obstacles outside the field, use a headland. 6.03.00020 Mode 2/3 improvements Wait before starting the next row if the rendezvous point is close to the row end. use A* to calculate distance to combine before the rendezvous. combine notifies unloader on missed rendezvous, unloader re-plans route try to approach combine waiting after backing out of the fruit from the rear so we won’t cut in front of it. don’t slow down around rendezvous when discharging already don’t ask for a rendezvous when the combine is not willing to, for example when unload is disabled on the first headland. won’t initiate new rendezvous until the combine cancels the current one move up rendezvous points close to row end pipe in fruit map changed to have a 20 m buffer at each end of the row to account for non-perpendicular headlands. fixed offsets when calculating target to combine, sometimes it used the side offset as front offset. make sure to reset 95% full limit after making pocket added safety margin to the calculation of the distance until full All this to avoid the situation where the combine stops before reaching the rendezvous point because it thinks it is full (although only 95%) only considers unloaders actually waiting for assignment, ignore the ones on unload course for example when a combine is looking for an unloader if an unloader is already assigned to a combine, only it is waiting for the combine to become ready for unload (for example due to fruit in pipe), assign the same combine to it. This should probably be refactored, adding a new state for the unloader, like WAITING_FOR_COMBINE_TO_BECOME_READY or so.

Tatra 138 S3 cervena v1.0 FS19
trucks

Tatra 138 S3 cervena v1.0 FS19

Tatra 138 S3 cervena v1.0 FS19 Tatra 138 S3 červená for Farming simulator 19 Hi just change the color hopefully you will like it Power: 180 Maximum Speed: 71 Price: 7770 Brand: Tatra Category: trucks Credits:StywyLS Tags: Brand TatraMaximum Speed

Small Water Trailer FS19
trailers

Small Water Trailer FS19

Small water trailer: Price: 4000 € Capacity: 1200 l Configuration: wheels

Peecon hooklift auger container FS19
trailers

Peecon hooklift auger container FS19

Peecon hooklift auger container FS19 A container with a Peecon in-hook transporter for Farming Simulator 19. Body capacity, L.: 52,000. Power required, hp: 240. Credits:modding Tags: Farming Simulator 19FS19

Tatoma MV Triplo-35 FS19
trailers

Tatoma MV Triplo-35 FS19

Tatoma MV Triplo-35 FS19 Tatoma MV trailer mixer for Farming Simulator 19. Bunker capacity, L.: 21,000. Power required, hp: 85. Credits:modding Tags: Farming Simulator 19

Volvo F12 6×4 v1.0 FS19
trucks

Volvo F12 6×4 v1.0 FS19

Volvo F12 6×4 v1.0 FS19 Volvo F12 6×4 for Farming simulator 19 This is a converted fs17 mod. Badass f12! Power: 320 Price: 245000 Brand: Volvo Category: Trucks Credits:FS19: Andersen / Aspelund FS17: DRE3178 / NL / converted Niknab Tags: Category TrucksFS19

Unia MX 850 / 1000 / 1200 FS19
trailers

Unia MX 850 / 1000 / 1200 FS19

Unia MX 850 / 1000 / 1200 FS19 Unia MX hinged dispenser for transporting and surface application of solid mineral fertilizers and lime by scattering, for Farming Simulator 19. Processing width, m.: 18. Bunker capacity, l.: 850-1200. Working speed, km/h: 20. Credits:modding Tags: Farming Simulator 19FS19

Courseplay for FS19 v6.03.00034 FS19
other

Courseplay for FS19 v6.03.00034 FS19

Courseplay for FS19 v6.03.00034 FS19 6.03.00034 Convoy for lands pattern fixed Fixes a minor issue when using convoy (multitool) with lands or other patterns with wide turns where the vehicle in the front let the one behind it pass after a turn. 6.03.00033 Plow and weather fixes combines lower header after the rain stops, fixes #5039 Reintroduced manual working width configuration. Can now be configured in XML, fixed SPSL9 working width, fixes #6738 Added back that we need a mouse cursor, but now we can use any cursor and not only CP. fixes #6735 6.03.00032 Convoy and attach/detach fixes Better progress calculation for convoy mode (fixes #6011) Reset mode when detaching/attaching implements (fixes #6726). This caused some implements not reversing correctly. 6.03.00029 Fixes #6724, when checking nearby vehicles, only check ones which are enterable. Fixes #4955 #6646 AD courses have no speed set, handle that in the course editor. Also increased recursion limit for headland calculation, this should fix issues when starting the inner vehicle in a multitool configuration where the course begins close to a corner. 6.03.00028 Fixes #6713 Also includes potato harvester pull back course fix for #5012 course generator screen update for #5102 Fixes #5012, #5102 6.03.00025 Mode 2/3 Improvements fixes #6633 (Distance to next turn may not be defined for instance in the last row) tried to make the rendezvous more fault tolerant use a higher fruit value limit in the hybrid parts as it is not a problem getting temporarily closer to the fruit there, and it speeds up the pathfinding quite a bit. reduce off field penalty when combine on headland for faster pathfinding better driving time estimation to rendezvous point now considering turns we have to make to get there improved chopper handling in turns with headland at an angle 6.03.00024 Bridge and proximity sensor fixes Goal node elevation fixed (#6665) Proximity sensor directly on the back of the combine/chopper allowing for the unloader to get closer. When driving over non-level bridges, the controlled node isn’t vertical and the goal node was positioned on the ground level which is way below the vehicle. Due to this, the goal’s position in the controlled node’s reference wasn’t accurate in this situation, seemed to be a lot closer when driving uphill, lot further when driving downhill. Uphill goal being too close caused oscillations in PPC. Moved the goal point on the level of the vehicle (controlled node), so the error caused by the non-vertical controlled node is negligible. Few proximity sensor and vehicle size fixes Proximity sensor sits on the back of the combine now fixed pathfinder vehicle data rectangles, clarified the misconception that the direction node is always on the root node, it is not, the direction node is the turning node, usually sits between the non-steered wheels. 6.03.00022 Minor fixes fix all hybrid A* pathfinder failing fix reset fill level after making pocket 6.03.00021 Course generator and turn fixes No extra headland circle (#6605) Fixed the calculation of the headland/middle transition. If the center mode is lands, there is still a small chance that an almost full circle connecting track will be added if the starting point is very close to the start/end of the first working row of the lands pattern. Partial fix for #6383 do not add straight section to turn end to align if there is no towed implement if turn on field enabled but there’s no space to turn (must reverse), use the legacy wide turn (which is also buggy a bit). if you don’t want your sprayers boom hit obstacles outside the field, use a headland. 6.03.00020 Mode 2/3 improvements Wait before starting the next row if the rendezvous point is close to the row end. use A* to calculate distance to combine before the rendezvous. combine notifies unloader on missed rendezvous, unloader re-plans route try to approach combine waiting after backing out of the fruit from the rear so we won’t cut in front of it. don’t slow down around rendezvous when discharging already don’t ask for a rendezvous when the combine is not willing to, for example when unload is disabled on the first headland. won’t initiate new rendezvous until the combine cancels the current one move up rendezvous points close to row end pipe in fruit map changed to have a 20 m buffer at each end of the row to account for non-perpendicular headlands. fixed offsets when calculating target to combine, sometimes it used the side offset as front offset. make sure to reset 95% full limit after making pocket added safety margin to the calculation of the distance until full All this to avoid the situation where the combine stops before reaching the rendezvous point because it thinks it is full (although only 95%) only considers unloaders actually waiting for assignment, ignore the ones on unload course for example when a combine is looking for an unloader if an unloader is already assigned to a combine, only it is waiting for the combine to become ready for unload (for example due to fruit in pipe), assign the same combine to it. This should probably be refactored, adding a new state for the unloader, like WAITING_FOR_COMBINE_TO_BECOME_READY or so. Credits:Courseplay.devTeam Tags: ADCourseplay for FS19PPCXML

URSUS 1204-1614 v1.0 FS19
tractors

URSUS 1204-1614 v1.0 FS19

URSUS 1204-1614 v1.0 FS19 – box configurations (slow 33 km / h, fast 42 km / h) – color configurations (rims, body, weights, sheet) – tire configuration (Old hubs, Trelleborg, Michellin, Nokian) – weights configuration (none, 200, 540, 750) – additional configuration (filter, frame with lights, mud flaps, turn,) – configuration of the front fenders (metal, plastic) Credits:Nelizo Tags: URSUS

ZTS 16245 Pack v1.0 FS19
tractors

ZTS 16245 Pack v1.0 FS19

ZTS 16245 Pack v1.0 FS19 Price: 42000 € Power: 117 hp Category: Small tractors – Fix issue with weight configurations – Fix helper Credits:Giants & Kasztan18 Tags: Category SmallZTS

Silo For Crops v1.0.0.0 Mod
placeables

Silo For Crops v1.0.0.0 Mod

Silo For Crops v1.0.0.0 Mod – daily cost: 10 $ – Price: 25,000 $ – capacity 40000l – Seasons ready – Light – Additional animations

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Hobbs Farm 19 v1.1 Mod
maps

Hobbs Farm 19 v1.1 Mod

Hobbs Farm 19 v1.1 Mod Thanks to Chris of Funny Farm gaming we have been enjoying Hobbs Farm in FS19. This version seeks to bring the map into line with previous versions in terms of layout. Tidy up stray bits of grass and also was an opportunity for me to have a little fun in the editor after a long time away. If you are well into a game on V1 there is no real reason to switch to this version but if you are looking to start a fresh game then V1.1 is the best choice. I recommend starting as a new farmer as the main silos and storage areas are placeables. Starting on higher levels will leave you without storage. Hobbs Farm is about big kit and industrial farming but it is also about alowing you to play your way. It has plenty of placeables areas and a few of our players have been totally converting the forest into an industrial park. The map has also been designed to be easy to use with Courseplay and Autodrive both of which I use in my games on Hobbs Farm. Hobbs Farm is also seasons and precistion farming ready.

Big Bud 16V-747 1.1.0.0 Mod
tractors

Big Bud 16V-747 1.1.0.0 Mod

Big Bud 16V-747 1.1.0.0 Mod The biggest world tractor in actual version. Price: 315.000€ Power: 1100HP Changelog 1.1.0.0: New realistic sounds of V16 diesel engine, Openable hood, Enter animations with seat and armrest rotation, Fixed control axis on openable door, Fixed speed, Lowered wheels price.

1,590 / 3,712

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