Farming Simulator 19 mods

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John Deere X9 2020 US And EU Version v1.0.0.1
harvesters
FS19 Hódgép KBP-8M, 8-A, KBP-10 Official Pack
trailers

FS19 Hódgép KBP-8M, 8-A, KBP-10 Official Pack

FS19 Hódgép KBP-8M, 8-A, KBP-10 Official Pack FS19 Hódgép KBP-8M, 8-A, KBP-10 Official Pack Author: Patyesz modding,Kisgazsy97,Unorby With countless configuration options -Capacity -Light -Fender -Decals -Wheel configuration

FS19 Hesston 5580-M1300 Official Pack
implements

FS19 Hesston 5580-M1300 Official Pack

FS19 Hesston 5580-M1300 Official Pack FS19 Hesston 5580-M1300 Official Pack Author: Aaaa,UNorby,Kisgazsi97 With countless configuration options -Year -Deflectors -Fire extinguisher -Side cover -Wheel configuration

FS19 Nordsten CLD 25
implements

FS19 Nordsten CLD 25

FS19 Nordsten CLD 25 Price: 3500 $ Working width: 2.5 meters Power required: 25 hp

FS19 Ursus C-360/C-355/C-355M/C-4011
tractors

FS19 Ursus C-360/C-355/C-355M/C-4011

FS19 Ursus C-360/C-355/C-355M/C-4011 Price: €18,000 Power: 52 hp Category: Small tractors Configurations: Cab, Hood, Colors

No More Gear Shifting FS25
other

No More Gear Shifting FS25

Tired of FS25 automatic gear mode, dropping your speed while cruising trying to work fields? Tired of the back and forth of speed/rpms? Yeah so was I. This is a true automatic transmission, that works universally with every vehicle in a game save. No individual xml editing. Just drop it in your mods folder, and every vehicle will have D,N,R, with no gear shifting or rpm loss. Think of it like CVT. Report any bugs or issues in the comments and i can get them addressed asap. Enjoy!

Getreidetransport-Service FS25
other

Getreidetransport-Service FS25

Grain Hauling Service menu pay a third party to move your grain from storage to any sellpoint of your choice, can pull grain from any of your owned storages, and paying a fee depending on how fast, and convenient you want the service to be to open menu, use default keybind "CTRL+G" (can be changed in settings menu) if you have issues or suggestions dont hesitate to send them to me **UPDATE V 0.4.8.9** fixed the menu not opening in vehicles, can now be opened from vehicles, not only on foot

Slurry pipe crossing ramp FS25
other

Slurry pipe crossing ramp FS25

Slurry pipe crossing ramp for cars to pass over.

Weather Cube FS25
other

Weather Cube FS25

Weather Cube Your Farm's Forecast at a Glance! Ever looked outside and thought, “Hmm… should I harvest today, fertilize the field, or maybe panic because it is about to rain?” The Weather Cube is here to help! 🌦️ This simple and convenient weather station provides an easy way to check current weather conditions directly from your farm. No complicated machinery, no giant meteorological tower, no expensive equipment just a mysterious cube sitting peacefully on your property, doing the important job of telling you what is happening outside. 📦✨ Place the Weather Cube wherever it is most convenient for you: near your farmhouse, workshop, equipment shed, field headquarters, or directly beside the machinery that you definitely should have put away before the rain started. 😅 Whether you're planning your next field operation, preparing for changing conditions, or simply curious about what kind of weather Farming Simulator has decided to throw at you today, the Weather Cube gives you a dedicated weather station for your farm. Features 🌦️ Displays weather information 📦 Compact cube design 🚜 Easy to place anywhere on your farm 🌱 Useful for planning your daily farming activities 🏠 Fits naturally near farmyards, workshops, and equipment areas ✨ A simple and convenient addition to any farm ❤️ Glows in the dark The Weather Cube doesn't judge your farming decisions. It doesn't lie to you and tell you there's cake. It just tells you the weather. ☔🌦️

Whistle FS25
other

Whistle FS25

The Whistle Mod for Farming Simulator 25 introduces a quick and immersive communication tool designed to help players grab their teammates' attention during multiplayer sessions or enhance roleplay immersion. Key Features Attention-Grabbing Signal: Pressing the designated key instantly triggers a crisp whistle sound effect, serving as an effective auditory alert to signal coworkers or friends that an event, hazard, or important situation requires immediate attention. Versatile Usage: The action functions seamlessly whether the player is walking around on foot or operating heavy machinery from inside a vehicle cabin. Multiplayer Synchronization: Built with full multiplayer networking support, the mod ensures that whenever you trigger the alert, the sound is broadcast across the server so all connected players can hear it in real time. Controls and Localization Default Keybinding: Mapped to the N key (KEY_n) out of the box for quick and effortless access during fast-paced agricultural tasks. F1 Menu Integration: Fully integrated into the game's active F1 helper menu, displaying the command prompt dynamically so players always have a visual reminder of the control. Global Language Support: Outfitted with built-in localization for seven different languages—English, Hungarian, German, French, Polish, Spanish, and Russian—ensuring smooth integration into international multiplayer communities.

Mining / Pit Layers (TerraFarm Add-on) FS25
maps

Mining / Pit Layers (TerraFarm Add-on) FS25

Mining Layers Final Free Version Build your own gravel pit, coal mine, or limestone quarry in FS25—experience authentic mining gameplay: what ends up in your bucket depends on how deep you dig. First topsoil, then gravel, then the seam, and finally bedrock at the bottom. Works on any map without requiring map editing. No specific area needs to be drawn. On the layers page, select the "Everywhere (no area)" target, save, and dig—the layers will then apply across the entire map. A manually drawn TerraFarm area takes precedence wherever you assign one. Areas that are disabled or manually assigned a specific material do not receive layers, ensuring construction sites and pipe trenches remain clean. The target height acts as a tool: whether it's a level surface at ground height, a berm halfway up the pit wall, or a ramp with a fixed slope, the dozer maintains that line. The mod never lowers a height level you have set yourself. An on-screen indicator tells you exactly where it intersects the bottom-most layer. DOWNLOAD AT FSMODWORKS.COM Mining Layers is free and will remain free. You need a free account and a free download key. The key costs nothing—it simply links a copy to an account, making it possible to track re-uploads. Create an account, download the zip and key files, place them in the correct folders, and start digging. New version, new key: The key verification system was overhauled in version 1.7.2.0, so keys from 1.6.x no longer work. A new key is available for free in your account. You can leave the old key file where it is; it won't cause any issues. 1.7.2.0 IS THE FINAL FREE VERSION It will remain available, stay free, and continue to function exactly as it is. There simply won't be any further free updates. The journey continues in Mining Layers V2 Director's Cut—available for members: https://fsmodworks.com/de/membership New in version 1.7.2.0: the excavator rollback prevention feature. Previously, freshly dug material would roll back if the bucket was emptied too close to the edge. Now it stays put—activating at 30 cm above ground level (excavator buckets only); this can be disabled if you prefer the old behavior. IN-GAME FEATURES - In-menu layer editor: define materials, depths, and sequence per map or per area—create your own geology in minutes - On-screen depth display: shows current layer, digging depth, target elevation (manual or automatic), and warnings - Overburden mode: as long as another layer lies beneath the current one, the excavator digs the material of your choice; the seam and pit floor remain authentic - Layer lock: one pass, one material. The lock targets a point 5 cm below the boundary to prevent the bucket from switching materials mid-pass - Piles with memory: dumped material retains its original type—no "gravel-to-paydirt" exploits - Water protection: prevents digging below the water line unless you manually set the elevation - Startup report with real map data: total/occupied soil slots and channel width. Full slots are the reason why a material might be diggable and sellable but cannot be dumped back onto the ground - Eight languages ​​(EN, DE, FR, PL, IT, PT, BR, ES) with an in-game manual - 29-minute video tutorial with subtitles in seven languages REQUIREMENTS TerraFarm by scfmod (available only on GitHub; the folder must be named `FS25_0_TerraFarm`) and at least one machine with a TerraFarm configuration. PC/Mac only (script mod). Tip for clean extraction: make each layer at least 1.5 m thick. The editor enforces a 1 m clearance above and 1.5 m below—though with large machines like the PC 8000, digging is noticeably better at 2 m per pass. A FrittePlayz project. 1.7.2.0 (10.09.2026) - Excavator rollback prevention: freshly dug soil no longer falls back when the bucket is emptied too close to the edge. From 30 cm above the ground, excavator buckets only, can be disabled. - Key check reworked. A Download Key from 1.6.x no longer works with this version — a new one is available free of charge in your account at fsmodworks.com. The old key file may remain in place. - Quality fixes from the review round on September 8. - Final version of the free Mining Layers. It will remain available and free, but there will be no more free updates. Development continues with Mining Layers V2 Director's Cut, for members. 1.6.5.0 (31.08.2026) - Spanish, complete: all 177 entries. The in-game manual, layer editor and every message are in Spanish. This brings the mod to eight languages. 1.6.4.0 (28.08.2026) - The Download Key is required. Mining Layers remains free — the key is available free of charge with an account at fsmodworks.com: place the .xml in the mods folder and restart. Without a valid key, the mod remains inactive and reports this in the log. 1.6.3.0 (26.08.2026) - Layer lock fixed: a bucket no longer changes material at the layer boundary. The lock now targets 5 cm below the boundary — one pass, one material, and the next pass reliably takes the next layer. - Overburden mode no longer digs the ore seam as overburden. - Both mode switches are now permanently visible. 1.6.1.0 (25.08.2026) - Overburden mode: as long as another layer remains below a layer, it is dug as the material of your choice. The ore seam and pit floor remain genuine. - Material names in the elevation display now use their material color. - The sponsor sign at the pit edge has been removed, suggested by TacticalOreo (RGC). 1.6.0.0 (16.08.2026) - Layers without a drawn area: set the target to “Everywhere”, save, and dig. Previously, a TerraFarm polygon first had to be drawn and assigned to the machine — the most common reason people thought the mod did not work. - The target elevation is yours again: the flat, berm or ramp stays in place; the mod no longer lowers the elevation automatically. - Slot diagnostics with the map’s actual figures: how many terrain slots it has, how many are occupied, and how wide its channel is. - Portuguese and Brazilian Portuguese. - Fix for the freeze when the bucket is deep in the ground. The patch versions in between (1.6.2.x, 1.6.3.x) are listed in full in the mod’s CHANGELOG.md. IMPORTANT FIX: 1.4.3.0 and 1.5.0.0 could freeze the game when the shovel was deep in the ground or working against a steep wall (one Lua error per frame, log +10,000 lines/s). Also affected players who had not changed anything. Fixed. If you stay on an older version: set freeDumpHeight="false" in the miningLayers.xml. New: Layers with no area drawn: Target "Anywhere (without area)" on the Layers page — so far the most common reason people thought the mod didn't work Target height becomes a tool: a height you set will no longer be automatically pulled down (levelling, berms, ramps). Without a height of its own, there is automatically a pit floor beneath the deepest layer Target height in the display: value, origin (set by you / automatic) and warning if it cuts off the bottom layer Portuguese and Brazilian Portuguese (thanks to Alicopower) — now seven languages Starting report with the real numbers of your card: total soil material places / occupied / channel width Rejected terrain changes are visible: the display reports when three trains in a row have not moved any volume 29 minute video tutorial at the top of each mod page Fixed: Turning off a named area no longer deletes its layers Depth display also works outside a drawn area Water protection checks every corner of an area (previously only point 1) - a pit floor below the water line heals itself during loading, intentional flooding remains possible No guessing about the shift before hitting the ground Map report is no longer truncated in the menu Various display and text errors in all seven languages Changed: Log is now completely English (game display and menu remain in your language) — logs move to GitHub and Discord, a common language helps everyone New header image, FrittePlayz logo updated

Adjustable unloading speed FS25
other

Adjustable unloading speed FS25

Adds a new configuration to the store, which allows you to change the speed of unloading equipment. The mod changes the unloading speed of equipment and tools that use dischargeNode with the emptySpeed ​​parameter. Available options: 0.5x, 0.75x, 1x, 1.5x, 2x, 3x, 5x, 10x. Example: If the combine has a standard unloading speed of 450 l/sec, selecting 10x will result in a speed of 4500 l/sec. The setting is selected when purchasing or changing equipment in a store/workshop. Fixed compatibility with combines using a non-standard unloading configuration structure. Fixed detection on combines with additional configurations, including John Deere X9 and Claas Lexion. Improved automatic detection of unloading configurations.

CarboLime Prefab (Prefab) FS25
cars

CarboLime Prefab (Prefab) FS25

This prefab extends your own Farming Simulator 25 mod map with a complete lime fertilization system featuring two variants: classic lime and CarboLime from sugar production. CarboLime is a real agricultural by-product of sugar beet processing. It works faster than standard lime, contains valuable additional nutrients (phosphate, magnesium) and is significantly cheaper – because it is produced as a waste product. WHAT IS INCLUDED? Vehicles & Objects: - Bredal K105 lime spreader with native support for lime AND CarboLime (12m / 18m spread width) - Streumaster FW 212 TD PROFI with its own CarboLime particle effect (like K105) - Šálek RZK 300H, Amazone ZA-TS 3200 and Amazone ZG-TS 10001 additionally with lime and CarboLime support - CarboLime BigBag (2000 L) – purchasable in the shop - CarboLime Pallet (2000 L) – purchasable in the shop - Multi-purchase of up to 8 units at once Map & Technical: - Custom ground texture after spreading (visible difference to standard lime) - Custom spreading particle effect (beige/earthy instead of white) - Custom FillPlane texture in the spreader tank - CarboLime correctly removes the lime requirement - Standard lime correctly overwrites CarboLime fields REALISTIC VALUES: - CarboLime: ~$270 / 2000 L (40% cheaper than lime – by-product) - Spreading amount: 1.5x higher than standard lime - Bulk density: 1.2 kg/L FOR MAP BUILDERS: Complete step-by-step guide included (PDF). All XML entries, paths and configuration are documented. Every fertilizer and manure spreader in the game (base game and all active mods) gets lime and CarboLime support automatically – no vehicle needs to be registered individually or shipped as an i3d file any more. Individual spreaders can be excluded on demand via carboLimeSpreaders.xml – without touching the Lua files. IMPORTANT NOTICE: carboLime.lua may be freely published and distributed in its unmodified form. However, any modified or derivative version may only be published with the explicit written consent of the author. https://github.com/Lahmi/FS25_Carbolime_Mod - Vehicle registration reworked completely: EVERY fertilizer and manure spreader in the game (base game and all active mods) now gets lime and CarboLime automatically – no allow-list, no i3d files and no storeItems.xml entries for individual vehicles needed any more - carboLimeVehicles.xml removed, replaced by the exclusion list carboLimeSpreaders.xml (opt individual spreaders out instead of in) - Added the missing RegisterSpecialization.lua – without it CarboLimeSpreader.lua was never attached to any vehicle and the entire width/consumption logic stayed inactive - Removed the sample vehicle (Bredal K105) from the prefab, since no vehicle is required for the integration any more - Fixed a crash: wrong index used when registering CarboLime in supportedSprayTypes/fillTypeSources caused a crash while spreading or when reloading a savegame - Fixed the consumption factor calculation (getSprayerUsage/getLimeUsage) – it previously searched across all vehicles and could apply the multiplier to the wrong spreader when several were active at once (e.g. Courseplay helpers) - Fixed a bug where lime/CarboLime spread outside the field boundary (e.g. while turning at the headland) could corrupt the automatic field boundary detection used by the AI Helper and Courseplay. Ground state is now only written within already-detected field area. - Fixed a wrong l10n key in the BigBag/pallet multi-purchase files (pointed at the lime instead of the CarboLime function text) - Fixed a bug where, on spreaders with adjustable sections (VariableWorkWidth, e.g. Amazone ZA-TS 3200), the engine reset the working width to the full machine width on every AI Helper start, regardless of the lime/CarboLime tank content - Fixed a bug where, on the same spreaders, the working width used internally by the AI Helper and GPS Pilot stayed stuck at the full machine width for lime/CarboLime, even though the section-width display (F1 HUD) was already correctly narrowed - Fixed a bug where the automatic working width shown under "Steering Assist" in the Helper menu did not update after a fill type change on its own, only after detaching and reattaching the spreader - Fixed folder name error in multiPurchaseBigBag_carboLime.xml ("carboLime" casing corrected) - Revised carboLime.lua – the configuration path is now detected automatically, regardless of whether the parent folder is named map, maps or scripts - Added missing fillPlanes folder - Fixed terms of use (corrected erroneous wording) - Added XML configuration files – consumption values and supported vehicles can now be adjusted without modifying the Lua file - Established compatibility with the Precision Farming Mod

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Exhaust Color Configurations FS25
other

Exhaust Color Configurations FS25

Want more smoke? Darker smoke? Or something completely your own? With Exhaust Color Configurations, you can change the exhaust smoke of many vehicles right in the shop or later in the workshop. Standard – Keeps the original exhaust settings. Level 1 – Darker and stronger. Level 2 – Adds a little more. Level 3 – For when you want some serious smoke. Custom – Set your own color, transparency and smoke size. The three preset levels and up to ten custom slots can be adjusted through the automatically created FS25_exhaustColorConfigurations.xml file. The file is located in the corresponding modSettings subfolder. A German/English README with explanations of color, alpha, scale and the Min/Max behavior is also placed there. Want to use different values later? Vehicles you already own keep their saved settings. To apply new values, select a different exhaust level in the workshop and then select the desired level or Custom again.

Dynamic Implement Relocation Tool FS25
implements

Dynamic Implement Relocation Tool FS25

This simple tool was one of my favorite mods in '22 so I brought it to '25. There are two versions- a single wheeled model for smaller/lighter implements and a dual wheeled version for larger ones. "X" folds the main attachment leg up and all of the other axes can be controlled via the mouse. Frame color is selectable along with the rims. Many thanks to Darth_Kitten for helping with the finishing touch and of course, the real credit goes to Gwendal Saffre who is the original author. I did reach out to him for permission but never heard back so hopefully giving him full credit here makes up for that.

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