Farming Simulator 19 mods

54,251 results
53 / 3,617
Soviet-Era Military Truck Fleet FS25
trucks

Soviet-Era Military Truck Fleet FS25

Soviet-Era Military Truck Fleet (Farming Simulator Mod): Technical and Operational Analysis Technical Characteristics Heavy-Duty Conventional Chassis: Features rugged, bonneted multi-axle truck platforms equipped with heavy-duty off-road tires, high ground clearance, and robust all-wheel-drive suspension systems. Diverse Tactical Configurations: Showcases a lineup of specialized variants, including heavy trailer-hauling units, multiple rocket launcher (MRL) systems, and tactical missile or shelter transport carriers. Military Styling and Details: Finished in standard tactical olive drab paint schemes, complete with front-bumper warning lights, custom grilles, and specialized rear superstructures tailored for field operations. Utility Multi-Role Combat Support: Acts as a versatile fleet capable of performing logistics transport, heavy artillery or rocket fire support, and specialized equipment deployment across virtual terrains. Custom Mod Showcase: Highlights an expansive modding collection designed to bring diverse historical Soviet-era military logistics and tactical vehicles into open-world simulation environments. Tactical Roleplay: Enhances custom maps and convoy operations by providing a complete motor pool of specialized support assets. Importance Logistical Depth: Illustrates how military doctrines rely on standardized heavy chassis platforms capable of branching into multiple specialized roles, from supply towing to fire support. Modding Portfolio Diversity: Demonstrates the creative scope of custom vehicle development, bringing a comprehensive motor pool of historical tactical systems into non-traditional simulator titles. Objective Provide Comprehensive Fleet Support: Its core purpose is to deliver a complete, highly adaptable array of tactical transport and support vehicles capable of sustaining complex operations across any terrain.

ASRAD-R (Advanced Short Range Air Defence System - RBS) FS22
other

ASRAD-R (Advanced Short Range Air Defence System - RBS) FS22

ASRAD-R (Advanced Short Range Air Defence System - RBS): Technical and Operational Overview Technical Characteristics Joint Development: Designed through a collaborative European effort between Rheinmetall (Germany) and Saab Bofors Dynamics (Sweden). Modular Platform Integration: Highly modular system engineered to fit on a wide variety of tracked or wheeled chassis configurations (such as the M113 armored personnel carrier, Sisu Nasus, or Mercedes-Benz Unimog platforms). Sensor and Radar Suite: Utilizes advanced target acquisition options, including a 3D AESA air search radar (such as Saab's HARD radar with an instrumented range up to 20 km) or an Infrared Search and Track (IRST) system. Armament: Equipped with an unmanned turret mounting high-performance RBS 70 / Bolide surface-to-air missiles utilizing laser beam-riding guidance and proximity fuzes. Tactical Utility Short-Range Air Defense (SHORAD): Built to neutralize fast air threats, including helicopters, fixed-wing aircraft, and incoming cruise missiles. Shoot-and-Scout Flexibility: Features an elevated, unmanned launcher design that allows the vehicle hull to remain hidden behind terrain or defensive earthworks while engaging targets. Stealth Engagement: Employs smokeless motor missile variants and passive tracking options, minimizing launch signatures and making it difficult for opposing aircraft to detect incoming fire. Strategic Importance Multi-National Adoption: Deployed by several armed forces globally (including Finland—designated as ItO 2005—and Germany) to protect mobile rapid reaction forces and critical strategic infrastructure. Cross-Platform Adaptability: Highlights modern military doctrine emphasizing modular sub-systems that can be seamlessly transferred across an army's existing inventory of logistics and combat vehicles.

Iveco 8x8 Tactical Missile Launcher FS22
other

Iveco 8x8 Tactical Missile Launcher FS22

IVECO 8x8 Tactical Missile Launcher (Farming Simulator Mod): Technical and Operational Analysis Technical Characteristics Heavy-Duty Multi-Axle Chassis: Built on an advanced heavy commercial-military tactical chassis configuration featuring an 8x8 drive layout with reinforced suspension and dual rear axles. Branded Cab Architecture: Features a modern IVECO-badged military-utility cabin with high-visibility glass, integrated LED running lights, and roof marker beacons. Elevated Missile Integration: Equipped with a rear-mounted hydraulic transport, erection, and launching frame carrying dual tactical or surface-to-air missiles in an angled readiness position. Off-Road Capability: Designed with high ground clearance and large multi-axle traction tailored to navigate unpaved routes, farm fields, and rough virtual terrain. Utility Mobile Air Defense / Strategic Strike: Functions as a self-propelled launcher platform capable of rapidly repositioning and deploying tactical missiles across operational sectors. Custom Mod Integration: Serves as a specialized conversion mod within simulation frameworks (such as Farming Simulator), blending heavy tactical hardware aesthetics with open-world map exploration. Roleplay & Scenario Building: Enhances custom military maps and gameplay sessions by providing a functional, high-detail heavy transporter asset. Importance Modern Commercial-Military Adaptation: Demonstrates the adaptation of modern heavy commercial truck platforms (like IVECO tactical chassis) into specialized military systems. Modding Versatility: Highlights custom vehicle design trends within simulation communities, bringing complex military hardware variants into non-traditional gameplay environments. Objective Provide Mobile Firepower and Tactical Versatility: Its core purpose is to transport and position guided missile systems flexibly across uneven terrain, ensuring rapid deployment and high survivability in simulated hostile zones.

MAZ-543 Aircraft Rescue and Firefighting (ARFF) FS22
other

MAZ-543 Aircraft Rescue and Firefighting (ARFF) FS22

MAZ-543 Aircraft Rescue and Firefighting (ARFF) / Crash Tender Variant: Technical and Operational Analysis Technical Characteristics Heavy Multi-Axle Chassis: Built upon the iconic MAZ-543 heavy 8x8 high-mobility chassis featuring dual independent front-facing cabins and a central spine framework. Firefighting Superstructure: Replaces the standard missile transport frame with a specialized red utility body featuring multi-compartment roller shutter doors for equipment storage, large onboard water/foam tanks, and an integrated roof monitor (water/foam cannon). Emergency Signaling: Equipped with active emergency lighting systems, including flashing strobe lights on the front bumper and side cabin panels. Off-Road Mobility: Utilizes oversized heavy-duty all-terrain tires and a high-torque drivetrain designed to cross unpaved ground, mud, and rough terrain surrounding airfields. Utility Airport and Crash Emergency Response: Designed to rapidly respond to aircraft accidents, structural fires, or fuel spills within airfield perimeters and remote sectors. All-Terrain Fire Suppression: Capable of deploying massive volumes of extinguishing agents directly to hard-to-reach crash sites off the paved runway. Virtual Simulation Asset: Functions as a custom modded vehicle within simulation environments (such as Farming Simulator), adding specialized emergency services utility and visual roleplay value to custom maps. Importance Chassis Versatility: Demonstrates the adaptability of the MAZ-543 platform, showing how a heavy military missile-carrier chassis can be repurposed for heavy industrial and emergency services roles. Modding Creativity: Highlights custom conversion workflows that bring rare, specialized municipal and crash-tender configurations into civilian and emergency simulation maps. Objective Provide Rapid Crash Response and Fire Suppression: Its primary mission is to deliver high-capacity firefighting water/foam streams and specialized rescue equipment rapidly across difficult terrain to contain major fuel and aircraft fires.

Tracked Multi-Missile Air Defense System FS25
other

Tracked Multi-Missile Air Defense System FS25

Tracked Multi-Missile Air Defense System (Farming Simulator Mod): Technical and Operational Analysis Technical Characteristics Tracked Chasis Architecture: Built upon a heavy tracked combat vehicle chassis featuring multi-wheel bogies and continuous metal or rubber tracks for severe cross-country mobility. Massive Multi-Rail Launcher: Equipped with an extensive, highly elevated multi-rail launcher turret supporting a dense array of tactical or surface-to-air missiles. Tactical Styling: Finished in a uniform military green coating, featuring front headlamps and a heavy-duty turret mounting ring designed to elevate the large missile bank. Utility Heavy Mobile Air Defense: Designed to provide heavy-volume anti-aircraft or anti-missile fire support across contested virtual zones. Custom Mod Integration: Highlights specialized military equipment additions within open-world simulation frameworks, expanding the variety of heavy combat assets available in custom gameplay maps. Importance Mod Portfolio Diversity: Illustrates the creative scope of custom vehicle conversions, bringing complex heavy tracked missile platforms into non-traditional simulation genres. Objective Provide Heavy Area Denial and Defense: Its primary role is to deliver high-capacity missile fire support and robust air defense capabilities across challenging virtual terrain.

AVA Mod Manager FS25
other

AVA Mod Manager FS25

A mod manager for Farming Simulator 25. It installs and removes mods, keeps your mods folder tidy, finds conflicts before they stop the game from loading, reads the game log, edits savegames, and shows you exactly what every mod adds to the in-game shop. Free, no ads, no bundled third-party software. ————————————————————————————————— Why you would want it Anyone running more than twenty mods knows the stories. The game stopped loading and there is no telling which mod did it. Two mods added the same fill type and now the shop is a mess. You updated a mod, the old one was better, and the old one is gone. You want to switch half your mods off for one savegame and switch them all back afterwards. The manager solves this by reading the same files the game reads and telling you what is in them in plain language. ————————————————————————————————— General features - Installing mods. Drop an archive on the window or pick a file. It handles zip, 7z and rar, and works out where the mod belongs on its own. - Enable and disable. Disabled mods are not deleted. They move to a separate folder and come back with one click. The game does not see them, you do not lose them. - Mod profiles. Named sets of mods you can switch between. One set for multiplayer, another for singleplayer, another for a specific map. Switching swaps the contents of the mods folder as a whole. - Version archive. When you update a mod, the old version is kept rather than overwritten. If the new one turns out worse, rolling back takes two clicks, and the version you are replacing is archived too, so the rollback is itself reversible. - History. What was installed, enabled, disabled or removed, and when. When the game suddenly breaks, the first question is always "what did I change yesterday", and now there is an answer. - One-click install from ModsFire. Press the button on the site and the mod arrives in the manager. For now, several authors are supported, but going forward it'll be easy to auto-install almost any mods from this file-sharing service. - Seven interface languages: English, Russian, Ukrainian, German, French, Spanish and Portuguese. - Several games in one window. Besides FS25 it supports FS22, FS19, BeamNG.drive, Euro Truck Simulator 2 and American Truck Simulator, each with its own folder and its own settings. ————————————————————————————————— What it does specifically for FS25 This is where most of the work went. Everything below reads the game's real files rather than guessing. 1) Conflict detection Finds the things that make mods fight each other, and explains what each one will actually break: - The same fill type (`fillType`) declared by two different mods - The same vehicle type (`vehicleType`) registered twice, where the second registration overrides the first and the displaced mod's vehicles fail to load - Two shop items with the same name, which leaves you two near-identical entries in the store - Key binding clashes, with the exact list of which mod bound which action to that key - The same script file loaded by more than one mod - Duplicates and older copies of the same mod 2) Mod health checks Separately, it finds mods that are broken on their own: - An archive inside an archive, which the game cannot unpack - A missing or corrupt `modDesc.xml` - Files wrapped in an extra folder, so the game never sees the mod at all - DescVersion problems, including mods built for a newer game version - Internal paths too long to extract, which is why vehicles or textures later go missing in game - Corrupt archives and leftover junk files 3) Log analysis Reads the game's log.txt and turns it into a readable list: what the error is, which mod caused it, and what to do about it. Repeated errors collapse into a single entry with a counter, so one message repeated two hundred times does not bury everything else. It recognises missing files and textures, Lua errors with their call stacks, missing translations, uncompressed textures, vehicles that fell through the map, and rejected mod filenames. 4) Shop browser Shows everything your installed mods add to the in-game store, in one list. Search, filters by brand, category and type, eight sort orders and a tile view. Each item shows its price, specifications, capacity, engine power, working width, attacher types, wheel sets and which mod it came from. It will also tell you what buying one of everything would cost. 4) 3D preview. Spin the model right inside the manager, with the textures and factory colours from the mod itself. It reads the native `.i3d` format directly, so there is nothing to convert. 5) Savegame editor Edits a savegame directly, without launching the game: - Money and loan, per farm - Difficulty and time scale - Autosave interval, fuel usage, growth mode and period length - Game rules: stones, weeds, lime, snow, plowing, crop destruction, traffic, automatic motor start - Helpers: whether they buy their own fuel, seeds and fertiliser 6) Vehicles in the savegame. A separate screen listing every vehicle you own, with its position on the map and its operating hours, each one editable. Useful when a tractor has ended up outside the map and there is no way to reach it in game. A backup is written before any change, and the manager tells you where it put it. 7) Savegame mod check Compares the mods recorded in a savegame against what is actually installed. It separates the ones the save genuinely needs to load from the ones that are merely listed and do not matter. ————————————————————————————————— Installation Download AVAModManager-v0.9.1-setup.exe and run it. No administrator rights are needed, it installs into your own user folder. Both the installer and the application are code-signed, so Windows shows a real publisher rather than "unknown". It does not touch the game itself. It only works with your mods folder and with the savegames you point it at. - Fixed the bugs that were found - Globally expanded the ETS 2 and ATS categories: 3D model preview, logs, mod conflicts, health check, changed mod installation logic (mods are now embedded into the save), save management, load order, and many other features - Improved the auto-detection logic for folders - Improved the mod installation logic for most games

Fendt 1000 Vario Edit FS25
tractors

Fendt 1000 Vario Edit FS25

The Fendt 1050 Vario gets a new update! 🔥 This update includes numerous improvements and new features to make the Fendt even more realistic and beautiful. 🆕 What's new? ➕ Passenger seat added 💡 Roof lights added 🧹 2 components equipped with a dirt function 🔊 Roof sound added 🔊 Rear window sound added 🚪 Door sound added 🔧 Further small improvements and adjustments Thank you to everyone who supports the Fendt 1050 Vario and provides feedback! ❤️ Have fun with the update and safe travels! 🚜💨 Modding by pics_by_jason ➕ Passenger seat installed 💡 Roof lights added 🧹 Two components equipped with a dirt function 🔧 Minor improvements and adjustments made 🔊 Roof sound added 🔊 Rear window sound added 🚪 Door sound added Errors gone, everything normal and multiplayer fixed Remaining errors fixed. If there are any, please let me know

Fertilizer Depot FS25
placeables

Fertilizer Depot FS25

IM AWARE OF THE TEXTURE BUG WILL FIX SOON !!! A placeable Fertilizer Depot where you can buy, store, and sell all fertilizer types at seasonally-adjusted prices. Drive up with your trailer or tank, browse the full selection of fertilizers, and fill up directly from depot storage. QUICK START: 1. Place the Fertilizer Depot building on your farm (Production → Factories) 2. Place the Fertilizer Silo nearby 3. Walk into the Depot — press E to open the purchase dialog 4. Select a fill type and set an amount 5. Vehicle parked within 60 m? → fills immediately 6. No vehicle? → place a pre-order, drive your sprayer to the Silo, dismount, walk up, press E to collect 7. Sell surplus: drive into the Depot unload zone, dismount, press E 8. Adjust prices and capacity: press Shift+D anywhere CREDITS: -> https://www.farming-simulator.com/mod.php?lang=en&country=us&mod_id=310019 The `multifruitstation.i3d` model and its textures (`fs25_multifruit_mat_*.dds`) are the work of 82Studio and are redistributed here under their original terms. All credit for the building model goes to 82Studio. =================================================================== GitHub Repository: https://github.com/TheCodingDad-TisonK/FS25_FertilizerDepot =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== What's fixed - The delivery HUD input labels (hide/show HUD, edit HUD position) now show properly translated French and German text No save migration needed. Drop-in replacement for v1.0.3.59. Depot inventory and pending delivery were not restored after saving and reloading a game. The savegame data was written correctly but loaded from the wrong XML path, causing the depot to always start empty - Blob texture removed from the silo - Bags and Tanks now spawn at the production marker next to the building - Fixed a bug where selling fertilizer could apply to the wrong fill type - Added 2 new commands (FDFillDepot & FDEmpyDepot)

Market Dynamics FS25
other

Market Dynamics FS25

FS25 Market Dynamics - Dynamic Crop Pricing Real-world inspired crop pricing for Farming Simulator 25. Prices rise and fall daily and intraday on world events, supply, and demand, so no two playthroughs feel the same. Lock in futures contracts, ride out market shocks, and watch it all on a live market screen. Markets stay volatile but never absurd, clamped between 50% and 200% of base. ✨ Features - Dynamic Pricing Engine - Ten World Events - Futures Contracts - Live Market Screen - Configurable Events - Multiplayer Sync - Mod Integrations - 26 Languages 🎮 Controls - Open New Contract dialog: N (or click "New Contract" on the Market screen) Note that everything is server-authoritative in multiplayer, and you can safely remove the mod mid-save, it simply ignores its data on next load! Works great with: FS25_FuturesMission and FS25_UsedPlus (integrations activate automatically when detected). FuturesMission: https://github.com/Mmtrx/FS25_FuturesMission =================================================================== GitHub Repository: https://github.com/TheCodingDad-TisonK/FS25_MarketDynamics] =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== What's fixed - Price history no longer disappears from the market graph when you rejoin a multiplayer session - The market graph axis labels no longer overlap, so prices stay readable - The create-contract hint now shows the key you actually have bound, instead of a fixed label No save migration needed. Drop-in replacement for v1.3.0.56. This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released. New in this version: - Release gate. Market Dynamics now carries a lock registry that keeps experimental systems off until they are 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. - Nothing gated yet. This release wires the mechanism in so future experimental systems can ship locked. Today there are no locked systems, so the mod behaves exactly as it did in v1.2.0.9. Everything else works exactly as before. Prices, world events, contracts, and the settings panel are untouched. New - Realistic Farming ecosystem integration. Market Dynamics now plugs into the shared ecosystem: your market and contract state is saved through the shared save system, kept in sync in multiplayer, shown on the unified on-screen display, and its settings appear in the Farm Tablet's System Settings app. - World event timing now scales with your season length. Longer seasons space events out, shorter seasons bring them closer together, so the pace matches how you play. Improved - Contracts and market data now sync cleanly to every player in multiplayer, including on dedicated servers. Fixed - Added the missing French translations on the settings panel. Note - The ecosystem integration is optional. Market Dynamics runs exactly as before on its own when the other Realistic Farming mods are not installed. - Dedicated server crash: replaced streamWriteFloat64 (unavailable on dedi builds) with streamWriteInt32 (seconds) for contract delivery time - Contract delivery double-counted: removed addFillLevelFromTool hook — standard selling stations call both hooks at the same stack level, bypassing the re-entrancy guard and inflating contract progress to 2× - Too many events on Rare: lowered Rare frequency scale from 0.4 → 0.15; added per-check cap of 1 new event with shuffled ordering to prevent event storms - Frequency setting change delayed: world event timer now resets immediately when eventFrequency or eventsEnabled changes in settings - Settings panel removed from ingame settings - Custom settings panel integrated (NEEDS TO BE BINDED) - Swapped out the ▲/▼ indicators since FS25 does not like it - Fixed `nill` error from missing l10n string - Updated all translation files (new keys have been added) - Click the Crop, Price, or Change column header in the Prices tab to sort the list — click again to flip the order. A small ▲/▼ arrow shows which column is active. - MDM now correctly uses base prices set by the Realistic Economy mod. If you have both installed, MDM's price swings and world events will layer on top of REM's real-world prices instead of ignoring them. Dedicated server admins were unable to add or remove custom fill types from world events — changes appeared to work but silently reverted every time. This update fixes that, and also makes it much easier to find crop names on servers running lots of crop mods. What's fixed / What's new: • Custom fill types now save correctly for dedicated server admins — no more changes disappearing after closing the dialog • Removing a fill type from an event list now actually sticks (closes #77) • "Browse Fill Types" dialog has a new real-time search bar — type part of a crop name to instantly filter the list instead of scrolling through 100+ entries • All existing languages updated with the new search label No save migration needed — existing savegames load normally. - Fix contract defaulting on restart by persisting absolute game time and adding a synchronization guard in the update loop. - Implement 'Forfeit' action for contract owners, allowing non-admin clients on dedicated servers to manage their own contracts. - Refactor XML serialization to use the modern FS25 XMLFile class API, improving stability and fixing type-related script errors. - Fix an infinite loop in UPIntegration load logic that caused game freezes at 100% loading. - Suppress 'Failed to open xml' errors for missing legacy configuration files. - Ensure proper permission checks for admins and master users across UI elements. Market Dynamics now reacts to what's happening in the world. If Random World Events fires a market crash, prices will reflect it. If your fields are under widespread crop stress, supply pressure nudges prices upward. What's new / fixed: - Random World Events integration: active economic and field events now directly shift crop prices (market boom +12%, crash -13%, export opportunity +18%, economic crisis -20%, and more) - Seasonal Crop Stress integration: when many of your fields are under critical stress, a mild supply-pressure price increase kicks in - Delivery time unit (real days vs. in-game days) is now a single global setting in ESC > Settings > Market Dynamics instead of a per-contract choice — existing contracts are not affected - New contract HUD showing your active contracts at a glance - Event alerts redesigned with cleaner notifications - Fixed contracts not completing correctly at selling points - Fixed delivery start time not being saved correctly across reloads - Fixed a time-scale warning that could trigger incorrectly during fast-forward - Browse Fill Types dialog for easier event configuration - Immediate contract delivery now available - Event settings sync properly in multiplayer Saves: No migration needed. Existing contracts carry over. - Added a new HUD for when there is a active contract - Added a dialog that shows up when a event has started - Added new strings to all 25 translation files - Fixed a issue where contracts made could not be fullfilled while unloading at selling station - Added missing strings across all translation files - Added a new HUD for when there is a active contract - Added a dialog that shows up when a event has started - Added new strings to all 25 translation files - Added missing deliveryStartTime and bcManaged fields to MarketSerializer and network sync (#64) - Fixed BCIntegration deadline offset to use daysPerPeriod (#64) - Added UPIntegration hooks and fixed modifier removal keys (#64) - Added onLoad and getExtraData fallbacks to all stateless events for save load safety (#64) - Fixed TradeDisruptionEvent duplicate extra filltype application (#64) - Added session start grace period to MarketDynamics to prevent immediate contract defaults on server restart (#63, #60) - Implemented MDMMarketSyncEvent to sync server prices and active events to clients, fixing desyncs (#62) - Added deterministic oldest-first contract fulfillment logic - Registered missing dialogs and added nil guards across core systems - Browse Types (extended) — You can now add individual fill types directly to events via the browser UI - Commodity handling expanded — events now support all fill types, not just crops - Multiplayer / dedicated server event settings improved for better consistency and reliability - Contract completion issue that could prevent contracts from finishing correctly - Created MDMSettingsSyncEvent.lua: A new network event that handles synchronizing all settings (Price toggles, Event Frequency, Volatility, Disabled Events, and Custom Fruit Types) between the server and all connected clients. - Sync on Join: When a new player joins the server, they now automatically receive the full current settings from the server so they see exactly what the host sees. - Real-time Updates: Whenever any player (with permission) changes a setting in the Settings UI or the Event Settings dialogs, that change is now instantly broadcasted to the server and all other clients. - Server-Side Persistence: Because the server now receives these updates in real-time, it will correctly include your custom fruit types the next time the game is saved. - Contracts now sync correctly to all clients on a dedicated server - Fixed a loading failure caused by incorrect file paths inside the mod zip - Time unit toggle (hours/days) moved into the contract dialog where it belongs - Contract input popup restyled and repositioned — no more clipped text field - Removed a leftover settings panel that was causing tab conflicts in multiplayer - Event Settings is now a footer button (alongside New Contract), easier to find - Improved all the dialogs (should feel less noisy) - 2 new options for contract creation (custom amount & custom days) - Time Unit toggle added to choose between in-game & real days - Rework of the admin commands - Several small bugs fixed Instead of picking from preset quantities, you can now enter any amount (liters or units) using the new custom input dialog. Same for delivery windows — type in any number of in-game or real-world days. [Save path fix] - The save file is no longer created inside a subfolder within your savegame directory. This fixes an issue where dedicated servers rejected uploaded savegames. Existing saves from v1.1.4.x are automatically migrated on first load. [Dialog button layout] - The quantity preset buttons in the futures contract dialog no longer overflow outside the dialog boundary. [Custom input dialog] - The hint text at the bottom of the custom input dialog is now fully visible (was being clipped in the previous layout). Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_MarketDynamics/blob/main/CHANGELOG.md FS25_FuturesMission has been updated -> https://github.com/Mmtrx/FS25_FuturesMission/releases/tag/v1.1.0.1 The Market Dynamics tab was overwriting the SERVER SETTINGS tab when playing on a multiplayer server. MDM's tab now always inserts after all existing game tabs (including the MP-only SERVER SETTINGS tab), and recovers automatically if anything shifts tab positions. 3 new events added! - ColdSnapEvent.lua — mixed-direction frost event; grain/oilseeds up, forage down; full save/load persistence via getExtraData/onLoad - FinancialPanicEvent.lua — black-swan macro shock; suppresses all crops simultaneously; rare, high intensity floor - ProteinPremiumEvent.lua — demand-pull protein trend; boosts soybean/canola and milling wheat/barley at different rates - Translation keys mdm_event_cold_snap, mdm_event_financial_panic, mdm_event_protein_premium added to all 26 language files - Futures contracts no longer immediately default on the first reload after signing - Full multiplayer support for futures contracts. All contract actions (create, complete, cancel, delete) are now sent to the server for authoritative execution and synced back to all connected clients. This update brings a full integration with FS25_FuturesMission (by Mmtrx), fixes several contract and pricing bugs that slipped through since launch, and cleans up confusing in-game messages so you always know where to go. What's new / fixed: • FuturesMission integration — when FS25_FuturesMission is installed, futures contracts are created through the BetterContracts mission flow and MDM handles the pricing side automatically • Savegame migration — existing MDM contracts are handed off to FuturesMission cleanly on first load; no manual steps needed • Fixed prices occasionally showing $0 in the market screen • Fixed contract list not responding to clicks in some situations • Fixed a game freeze that could occur when pressing New Contract with BetterContracts active • Fixed contract deadlines and event timers drifting out of sync over long play sessions • In-game messages now correctly name FS25_FuturesMission and tell you where to get it if you don't have it No save migration needed — your existing save works as-is. Futures contracts now correctly track crop deliveries. Previously, contracts were stuck at 0% filled regardless of how much was delivered. (PriceHook.lua — use fillDelta instead of sellFillType return value, which is not the accepted liter count in FS25.)

Workplace Triggers FS25
other

Workplace Triggers FS25

Turn any location on any map into a legitimate workplace. Open the Workplace Manager, add a trigger, give it a name and a wage, place it anywhere on the map — then walk in and clock in. Perfect for roleplayers who want their farmer to have a side job, or anyone looking to supplement farm income with off-farm work. FEATURES - Placeable trigger zones — invisible zones you drop anywhere, indoors or outdoors - Three pay schedules per trigger: Hourly, Flat Rate per shift, or Daily rate - Shift tracking HUD — live workplace name, time elapsed, and current earnings; drag and resize it anywhere on screen - Workplace Manager (F4) — view, edit, and delete all your triggers from one screen - Shift history log — last 50 completed shifts saved with name, duration, payout, and in-game day - Persistent saves — all triggers, names, wages, and schedules survive reloads; each savegame has its own set - Multiplayer — each player tracks their own shifts; earnings go to the shared farm account - Optional FS25_NPCFavor integration — completing shifts builds NPC relationships - Optional FS25_WorkerCosts integration — off-farm income tracked alongside AI worker wages HOW TO USE 1. Press F4 to open the Workplace Manager and click Add 2. Name the workplace, set a wage, choose a pay schedule, then confirm 3. Place the trigger at any location on the map 4. Walk into the zone and press E to start your shift 5. Press E again to end your shift and collect your wages CONTROLS E - Start / end shift (when inside a trigger zone) F4 - Open / close Workplace Manager Settings > General Settings > Workplace Triggers: - Show Shift HUD - HUD Scale - Show Notifications - Wage Multiplier (global modifier on top of per-trigger wages) - End Shift on Leave (auto-end shift when leaving the zone) - Show Earnings in HUD - Debug Mode Languages: EN / DE / FR / IT / NL / PL Multiplayer: Yes What's fixed - Ending a shift no longer pays the earned money twice What's new - Workplace HUD show/hide toggle is now available from the suite Control Center (with Settings Hub installed) - The workplace interact action now has a default E key binding No save migration needed. Drop-in replacement for v1.1.1.2. Previously, the server used a single shared slot to track the active shift. When a second player clocked in, it would silently end the first player's shift early — paying them out immediately and leaving their client stuck showing a running shift they could no longer stop. What was fixed: - The server now tracks shifts per farm using an independent slot per farmId. Multiple farms can have concurrent active shifts without interfering with each other. - A duplicate clock-in guard prevents the same farm from accidentally starting a second shift if the event fires twice. - Deleting a trigger now correctly cleans up any active per-farm shifts using that trigger, not just the single-slot state. - SP and listen-server host behaviour is unchanged — the single-slot fields used for zone checks and HUD updates are preserved and still work as before. This fix only matters in multiplayer / dedicated server sessions with two or more farms clocked in at the same time. Singleplayer and single-farm multiplayer sessions were unaffected by the original bug. - Fully rewrote the Workplace Manager list dialog using the proven structure from FS25_CustomTriggerCreator. Fixes columns (Wage, Sched/Radius, Edit, Del) stacking at center instead of spreading across the row. - List dialog matches Custom Trigger Creator dimensions exactly — intermediate base profiles carry anchorTopCenter, leaf profiles do not repeat it, all position attributes use single-space separators. Several bugs found during live MP testing have been fixed, plus a quality-of-life improvement based on tester feedback. What's fixed: - Other farms could start a shift but not stop it — fixed, all farms can now start and stop independently - Zone-leave countdown showed a frozen "10 seconds" warning that never moved — countdown now starts the moment you step outside the trigger - "End shift on leave" was stuck in the admin-only settings menu, making it useless for other players What's new: - "End shift on leave" is now a per-trigger option, set when creating or editing a trigger — choose End Shift (shift ends when you leave the zone) or Stay Active (shift keeps running even if you walk away). No admin access needed, works for everyone Notes: - No save migration needed - Existing triggers default to End Shift — no behaviour change - All MP fixes only affect listen-server and dedicated server play; singleplayer is unaffected If you run a dedicated server or play in multiplayer, this update is for you. Triggers now survive server restarts and client relogins, and pay the right farm every time. What's fixed / What's new: - Triggers now load correctly after a server restart — no more placing them again every session - Clients who relog now see all triggers within a few seconds of rejoining - Shift earnings now always go to your own farm, not just Farm 1 - Replaced the Real Time / In-Game toggle with a 5-step time multiplier: Auto, x1, x3, x5, x10 - Various dedicated server crash fixes from earlier versions Save compatibility: existing saves are fully supported — no reset needed. Several crashes and bugs were introduced in the 1.0.1.x series. This update resolves all of them and makes the mod fully functional on dedicated servers. What's fixed: - Dedicated server no longer crashes when placing or loading workplace triggers - Zone penalty (pay deductions for leaving work area) now works correctly in multiplayer - Various crash and regression fixes carried over from the 1.0.1.x audit No save migration needed — existing saves will load normally. What was broken: After creating a new workplace trigger, the map marker and floating 3-D beacon appeared to be queued ("pending") but were never actually placed in the world. Shift start, proximity detection, and deletion were also silently broken for any trigger created during that session. Fixed: Newly placed triggers now correctly inherit the server-assigned stable ID the moment the placeable loads. Map icons, 3-D markers, shift tracking, and trigger deletion all work as expected from the first placement. No save-game changes required; existing saves are unaffected. - Deleting a trigger no longer crashes with a "wrong type" error. The 3D marker was passing a file path where the game expected a numeric handle — fixed. - Left Shift no longer accidentally toggles HUD edit mode while sprinting. The key has been moved to F7 (rebindable in the key bindings menu). - Edit and Delete buttons in the trigger list dialog now show a tooltip on hover. - Shift payments no longer log an error on every payout. The broken economyManager call has been removed — farm:changeBalance is now used directly, which is the confirmed working path in FS25. Some players reported the mod failing silently on load, and others were confused about needing to buy something from the shop. This update fixes both and clarifies how the mod actually works. What's fixed: - Fixed a crash on load that caused all mod files to appear missing in the log — no functionality was available until this was resolved - Removed the Work Trigger Zone from the shop — it was never supposed to be there and was confusing people looking for an item that didn't behave like a normal placeable - Updated the in-game Help screen (ESC > Help > Workplace Triggers) to explain the correct way to create triggers - Removed raw texture warnings for the mod icon How to create a trigger (if you weren't sure): 1. Press F4 to open the Workplace Manager, click Add New Trigger, set a name and wage, and confirm. 2. The trigger is placed at your current position — no shop required. No migration needed. Existing saves load as normal.

Prefab for FS17-FS19 New Holland tx & Case Ih ct5080 mod
placeables
JCB 542-70 Agri Pro
placeables
Kröger Agroliner TKD 302
trailers
MERCEDES SPRINTER
packs
Chamberg Valley
maps
53 / 3,617

We use essential cookies to keep you signed in and remember your theme. With your consent we also use functional storage (to remember preferences like downloaded mods, kept on your device) and ad cookies that help keep ModNest free. Pro members never see ads. Privacy & cookies.