Farming Simulator 19 mods

54,251 results
56 / 3,617
No Winter Weeds FS25
other

No Winter Weeds FS25

On real North American farms, weeds aren't sprouting immediately after harvest in autumn or winter. This mod sets a block on weed growth from September to February, allowing residue to remain without your fields getting packed with weeds! Weeds start growing normally in March. If you choose no-till, leaving crop residue for soil health through the winter, the government pays you $100/hectare at the end of February. HOW IT WORKS This should work on any FS25 map. Multiplayer should be supported CONSOLE COMMANDS gsNoWinterWeedsStatus - print the current period number and whether blocking is active right now gsNoWinterWeedsForce 0 or 1 - force blocking off/on immediately, for testing without waiting for the season to change Mod created entirely by Claude (Anthropic) Please report bugs here. Use the mod however you like

New Interactive Control icons FS25
other

New Interactive Control icons FS25

!!!! FOR THE MOD TO WORK CORRECTLY, YOU MUST REMOVE THE ORIGINAL INTERACTIVE CONTROL FROM THE MODHUB !!!!!!!! these are new icons for Interactive Control they are based on the icons for Simple IC from Farming Simulator 19 and Farming Simulator 22 feel free to download ERROR-FREE

Savage Farmland Market FS25
other

Savage Farmland Market FS25

PHANTOMAS SAVAGE FARMLAND MARKET Turn the native Farmland screen into a living, volatile property market where land availability, prices, NPC loyalty and auctions change every day. Land is no longer permanently available simply because you have enough money. Every midnight, Savage Farmland Market generates a new market with fresh opportunities, temporary locks, premium prices, rare discounted listings and high-risk auctions. IMPORTANT: AUCTION THINKING PAUSE After every player bid, there is an intentional random pause of approximately 1.8 to 5 seconds before the NPC bidders respond. The game has not frozen and the auction is not broken. This pause represents the NPC bidders considering their next move. Wait for the next counteroffer or the winning result and do not repeatedly press the auction button while they are thinking. DAILY RNG MARKET - Every midnight, the complete land market is regenerated automatically. - Between 60% and 95% of all eligible native farmlands becomes temporarily locked. - Purchased land remains protected, but still counts toward the map-wide calculation. - Available land receives a stable daily premium above the map's original value. - Prices, availability and requirements remain unchanged until the next midnight roll. - The complete daily market state is saved with your career. NPC LOYALTY AND MISSIONS - Standard listings require a random 1 to 5 completed jobs for the NPC seller. - Rare gold limited offers require a random 1 to 10 completed jobs. - Limited offers receive an additional Savage discount. - Required job progress is consumed after purchasing the land, so the mission system remains useful throughout the savegame. - The mod keeps its own NPC job history and also supports Better Contracts. - When Better Contracts is installed, its loyalty discount can stack with standard and gold limited listings. SAVAGE AUCTIONS - Between 5% and 15% of the currently locked land becomes purple auction land. - Opening bids begin at only 45% to 75% of the original map value, not the inflated daily Savage price. - Every auction generates 1 to 5 named NPC bidders. - NPC maximum budgets remain hidden. - The auction secretly receives one of three moods: Cold Room, Competitive Floor or Bidding War. - Auctions can last between 3 and 8 rounds. - Every player or NPC bid increases by a random 3% to 8%, with a minimum increase of 5,000 EUR. - Every time an NPC successfully outbids you, a random failed-bid fee between 5,000 and 25,000 EUR is charged immediately. - The dialog shows the exact latest fee and your total losses for the current auction. - Withdrawing does not charge a second fee on top of the failed-bid fees already paid. - Better Contracts discounts and loyalty consumption are intentionally disabled during auctions. MAP PRESENTATION - Light farmland: currently listed for sale. - Charcoal farmland: market locked until the next roll. - Gold farmland: limited discounted offer. - Purple farmland: Savage Auction. - Farmland number colors follow the same market status. - Context cards display the current price, Savage discount, required jobs, NPC progress and Better Contracts loyalty information. - Selecting land from the Crop Types map keeps the original game behavior. Purchase information is shown only in the Farmland section. AUDIO AND VISUAL FEEDBACK - Separate original sounds for normal purchases, limited offers, player bids, NPC outbids, auction victories and auction losses. - Standard purchases display a SOLD stamp. - Gold limited purchases trigger a cash-register celebration with confetti. - Auction victories display SOLD with confetti. COMPATIBILITY - Better Contracts is optional and supported for standard and limited land purchases. - PHANTOMAS Land Survey & Claims is a separate independent mod and is not required. - Do not combine this mod with another mod that directly changes native farmland availability or farmland prices. - Designed for single-player. - Multiplayer has not been tested. - English only. INSTALLATION Place the ZIP file directly inside your FarmingSimulator2025/mods folder. Do not extract it. Activate PHANTOMAS Savage Farmland Market when loading your savegame. VERSION 0.2.1.0 - Reduced auction generation to 5-15% of locked land. - Added exact failed-bid fee and total-loss information. - Added the 1.8-5 second NPC thinking delay between auction rounds. - Added visual SOLD, cash-register and confetti purchase effects. - Added six distinct market and auction sound cues. - Added a new high-contrast installation icon. Author: PHANTOMAS 😀

Paint & Decal Studio FS25
other

Paint & Decal Studio FS25

PHANTOMAS Paint & Decal Studio paints EVERY paintable material on a vehicle - not just the handful of colour slots the vehicle maker exposed.even not paintable vehicles. Enable "PHANTOMAS Paint Studio" in the shop or workshop to open the studio. The LIST contains full paint presets: every curated shade is available in Glossy, Metallic and Matte, with additional Pearl, Candy, Chrome and Galvanized selections. Use any RGB colour, premium finishes and more than twenty original patterns. Switch to the per-part tree for independent left/right material-slot control. Cycle an extensive collection of curated whole-vehicle themes with STYLE PRESET or generate a four-role chromatic combination with SURPRISE. Applying paint costs an adjustable fee, and every design survives buying, saving, workshop changes and multiplayer. Version 3.1 adds the first visual Decal Library. Open DECAL STUDIO to replace the paint rail with a clean thumbnail catalog and choose PHANTOMAS Emblem, Spectral Wolf, Mechanical Raven or Harvest Crown. The shop camera stays completely native while browsing: Alt + left drag rotates it and plain mouse wheel zooms. Shift + mouse wheel adds a precision close-up range for detailed decal placement and returns cleanly to the native field of view when the studio closes. Decal commands are armed only while Left Ctrl is held. Ctrl + left-click places the chosen design; Ctrl + right-click selects an existing decal for editing. Middle-mouse drag uses Surface Snap and follows detected vehicle panels; large false jumps through render-only panels are rejected. Ctrl + middle-mouse drag provides Free Move without raycasting or changing decal orientation, allowing positioning over aluminium boxes and other visual-only body panels. Shift + middle-mouse drag tilts freely on two axes. Placement rays ignore existing PHANTOMAS decals and showroom geometry. Ctrl + wheel resizes, Ctrl + Shift + wheel rotates on the surface, Ctrl + Alt + wheel adjusts depth, and Ctrl + Shift + right-click deletes. Rotation and both tilt angles are shown live in the library and persist through buying, saving and multiplayer. Decals are rendered double-sided so glass-mounted designs remain visible from both outside and inside the cab. Clicking a catalog thumbnail exits the current edit and prepares that design for placement. No vehicle I3D edit is required. Every design follows the selected vehicle component. Version 3.2 introduces the Layer Manager. Every applied decal appears in a paged visual list and can be selected without clicking the vehicle, reordered for clean overlap, hidden, locked against accidental edits, duplicated or deleted. Layer visibility, protection and order persist with purchased vehicles, savegames and multiplayer. Version 3.2.1 keeps Cyber Phoenix as a premium 4K decal and adds one-click MIRROR in Layer Manager. MIRROR creates a matching copy across the vehicle's central left/right axis while preserving design, size, rotation and tilt. The mirrored copy is selected immediately for final surface adjustment. Version 3.3 adds Livery Presets. Six model-specific slots store and restore the complete current design in one action: every custom colour, finish, material pattern and decal layer. Presets are kept in the current savegame and can be overwritten or deleted directly from the new LIVERIES tab. Version 3.4 introduces Decal Packs. The DECALS tab now browses named packs and pages without crowding the studio. Its catalog is loaded from decals/decalPacks.xml, so future decals require only their DDS, thumbnail, I3D and one catalog entry; rendering and GUI scripts remain untouched. Existing decal IDs and saved vehicles remain fully compatible. Version 3.5 fills the studio with ten new original 4K decals: Diesel Bull, Golden Harvest, Mud Tracks, Twin Turbo, Cyber Tiger, Cyber Stallion, Mech Eagle, Gear Shield, Reactor Skull and Wheat Pinstripe. The collection is organised into Farming, Racing, Animals, Industrial and Ornaments packs. Every new asset includes a lightweight thumbnail and loads its full-resolution texture only when used on a vehicle. Version 3.6 rebuilds Paint Studio with a premium header and permanent STYLE, SURPRISE and PARTS controls. Whole-vehicle styles now reach every safe paintable part instead of inheriting the Advanced-list visibility filter, use a fourth semantic detail role and report their coverage live. Eight new chromatic templates and twenty-one exotic Pearl, Candy, Satin and coloured-Chrome finishes expand the palette. PHANTOMAS edition. Based on the original Manual Paint project by Robin (diod.es). Version 3.8 expands the premium finish system with Diamond Flake, Prismatic Pearl, Ceramic Gloss, Velvet Matte and Stardust Metallic paint. Twenty-six new one-click shades and twelve new whole-vehicle style templates combine these finishes. Three original premium decals expand the Signature, Farming and Racing collections. Used Machinery integration remains optional The shop camera stays completely native while browsing: Alt + left drag rotates it and plain mouse wheel zooms. Shift + mouse wheel adds a precision close-up range for detailed decal placement and returns cleanly to the native field of view when the studio closes. Decal commands are armed only while Left Ctrl is held. Ctrl + left-click places the chosen design; Ctrl + right-click selects an existing decal for editing. Middle-mouse drag uses Surface Snap and follows detected vehicle panels; large false jumps through render-only panels are rejected. Ctrl + middle-mouse drag provides Free Move without raycasting or changing decal orientation, allowing positioning over aluminium boxes and other visual-only body panels. Shift + middle-mouse drag tilts freely on two axes. Placement rays ignore existing PHANTOMAS decals and showroom geometry. Ctrl + wheel resizes, Ctrl + Shift + wheel rotates on the surface, Ctrl + Alt + wheel adjusts depth, and Ctrl + Shift + right-click deletes.

Claas Axion 900 TT
tractors
LIEBHERR LTM 1300 MOBILE CRANE V 1.0
implements
Passenger Seat In Singleplayer FS25
other

Passenger Seat In Singleplayer FS25

Do you prefer to play Farming Simulator 25 on your own, but don't want to miss out on the lively cabins and passenger seats in the game? This mod finally unlocks the passenger feature for your single-player career as well! By default, the game’s passenger seats are only available in multiplayer mode. With this mod, they’re permanently enabled for single-player. Simply switch to the passenger seat of your vehicle to ride along with your helpers, or enjoy a more realistic atmosphere while working in the fields and on transport runs. Seamless Integration: Accesses the in-game passenger system directly—without unnecessary overhead or performance losses. High Compatibility: Works with both stock vehicles and modded vehicles that support the passenger system.

Shop Vehicle Actions FS25
other

Shop Vehicle Actions FS25

This mod adds actions to the configuration view in the shop for folding the unit and operating the pipe and cover. It uses the same key bindings as those used for operating the equipment in-game, and any custom key bindings are also respected. This mod is designed for anyone who wants to view the implement or vehicle in the shop in its unfolded state—with the pipe extended or the cover open—without having to purchase it first. The current state is maintained as you continue configuring the implement or vehicle. The mod creates a file in the "modSettings" folder where all mod devices and all DLC devices that have not yet been scanned by me that support these functions are listed. The default path is as follows: "C:\Users\*YourUsername*\Documents\My Games\FarmingSimulator2025\modSettings\FS25_ShopVehicleActions" If there are problems with mod devices or with future DLC devices, the unfolding can be deactivated in this file or reactivated if necessary.

Double Cropping System FS25
other

Double Cropping System FS25

Increase the productivity of your farm with realistic U.S.-style double cropping. This mod reworks the seasonal crop calendar, allowing you to harvest select winter crops and plant a second crop in the same field during the same growing season. Plan your crop rotations carefully to maximize the use of every acre while maintaining a realistic farming schedule. Features: - Realistic double-cropping crop calendar - Revised planting and harvest windows for Wheat, Barley, Canola, Soybeans, Sorghum, and Corn - Harvest winter crops in late spring and early summer before planting a second crop - Soybeans and Sorghum are optimized for double-crop rotations following Wheat, Barley, or Canola - Corn follows a traditional full-season spring planting schedule - Built entirely on Farming Simulator 25's existing crop system without adding new crop types Crop Calendar: Winter Crops - Wheat - Harvest: June - Barley - Harvest: May-June - Canola - Harvest: May-June Summer Crops - Soybeans - Plant: June-July | Harvest: October-November - Sorghum - Plant: June-July | Harvest: October-November - Corn - Plant: April-May | Harvest: September-October Whether you're looking for increased realism or simply want to get more out of every field, Double Cropping adds new strategic opportunities while preserving the familiar Farming Simulator 25 gameplay experience. Notes: - Supports Singleplayer and Multiplayer - Compatible with existing savegames - New savegames automatically begin in June to match the revised crop calendar - No new crops or fill types are added - Not compatible with other mods that change the seasonal crop calendar (e.g. Regional Crop Calendar) - both mods edit the same crop growth data and will conflict

Agri Life Manager FS25
other

Agri Life Manager FS25

AgriLife Manager - Beta 0.9.3.212 AgriLife Manager transforms Farming Simulator 25 into a more structured farming career, with progression rules, professional banking management, a farming license, qualifications, employees, and financial tracking that evolve according to the selected difficulty level. This version is a public beta. The description below only covers features that are actually included in the validated scope of this release. Getting Started and Difficulty Levels AgriLife Manager currently offers three levels: Easy Normal Hard The selected level affects starting requirements, banking, the license, financial constraints, and the overall difficulty of the career. The AgriLife tutorial starts once the player has actually entered the map, not during character creation. New Game On a new career, AgriLife initializes its own starting progression. Depending on the difficulty, the player must complete steps related to the bank, advisor, professional structure, and farming license. The farming license may require a complete practical exam. Vehicles reserved for the exam remain usable during the test. Adding to an Existing Savegame AgriLife Manager can also be added to an FS25 game that has already been started. On first activation: the existing savegame is detected automatically; existing cash and assets are preserved; a specific career continuation tutorial is displayed; the player chooses the elements required for their new AgriLife career; the general farming license is recognized as equivalent, without an exam or fees; no specialized training or qualification is granted for free; AgriLife monthly cycles are initialized to start normally from the next cycle, without artificially catching up on the month already in progress. Creating a backup copy is still recommended before activating the mod for the first time. Professional Banking and Advisor The AgriLife career includes dedicated banking management: bank selection; advisor selection; banking agreement; business cash flow; loan applications; monthly repayments and commitments; banking fees; financial capacity; advisor feedback based on the farm's situation. Loans are stored in the savegame and remain after reloading. License, Career and Qualifications The player has a complete professional profile including: farming license; practical exam; career XP; specializations; qualifications; progression based on actions actually performed; access restrictions for certain vehicles when a required qualification is missing. Simply navigating through menus does not generate XP. Business and Employees The Business module allows you to track and manage staff: recruitment; employment contracts; salaries; employee records; skills and specializations; training; career development; staff scheduling; monthly payroll; recommended payroll with a visual indicator based on the farm's financial situation. The schedule allows an employee to be assigned to planned work, the relevant vehicle, tools, and field. Saving and Resuming a Career Profiles, licenses, qualifications, employees, loans, and the main AgriLife states are saved with the career and restored when reloading. Starting a new game and adding the mod to an existing savegame have been handled as two separate scenarios. Tutorial and Help A tutorial guides the first launch, and an AgriLife section is integrated into ESC > Help. The current content is consistent with this beta. A complete revision of the tutorial and Help texts is planned before the final 1.0.0.0 release. Features Still in Development Several advanced systems are already present in the project but are not part of the certified scope of this beta. They will continue to be developed and tested before being presented as finalized: Advanced Administration; Advanced Contracts & Markets; Advanced Workshop; advanced insurance and accidents; advanced used equipment market; advanced leasing; advanced legal and administrative procedures. Compatibility Farming Simulator 25 Single-player only in this beta Precision Farming not required New games supported Adding to an existing savegame supported Installation Download FS25_AgriLifeManager.zip. Do not extract the archive. Place it in Documents/My Games/FarmingSimulator2025/mods. Delete any old archives or test versions of AgriLife Manager from the mods folder. Enable AgriLife Manager before loading your savegame. Create a backup copy of your savegame before first use. Credits for Adapted Resources Some visual resources from the Workshop section retain their original credits: Field Service Kit: based on FS25_MobileServiceKit by w33zl. Oil Tank: adapted from FS25_FuelTanksPack by WMD Modding + Mapping. These credits only apply to the adapted resources listed above. Beta and Feedback The purpose of this beta is to continue testing under real gameplay conditions with more players before the final release. Feedback, bugs, and questions regarding AgriLife Manager should be centralized on the mod's official KingMods page. Project author: Chez_Squall Installation and Expected Behavior New Game Enable AgriLife Manager before creating or loading the new career. The tutorial starts once the player has actually entered the map. The player then selects their difficulty level and follows the corresponding requirements. On a new career, AgriLife monthly systems begin with the career. Existing Game AgriLife Manager can be added to an FS25 savegame that has already been started. On first load: AgriLife detects the existing career; existing cash is preserved; a career continuation tutorial is displayed; the general farming license is recognized as equivalent; no specialized training is granted for free; the month already in progress is not artificially replayed by AgriLife; monthly operations begin with the next cycle. Precaution Create a backup copy of the savegame before activating the mod for the first time. Do not keep multiple AgriLife Manager archives in the mods folder. The expected public file is exactly: FS25_AgriLifeManager.zip Beta 0.9.3.212 Scope Scope Included in This Release Starting a new game. Adding to an existing savegame. Starting tutorial. Easy, Normal, Hard. Bank and advisor. Farming license. Complete license exam. License equivalency on an existing savegame. Career and XP. Qualifications and vehicle restrictions. Business and staff. Recruitment. Employee records. Training and career development. Payroll. Monthly payroll. Recommended payroll. Employee scheduling. Loans and banking persistence. Saving and reloading. ESC > Help. Do Not Present as Certified in This Beta Advanced Administration. Advanced Contracts & Markets. Advanced Workshop. Advanced insurance and accidents. Advanced used equipment market. Advanced leasing. Advanced legal and administrative procedures. These sections may contain code and interfaces in the project, but their detailed functional validation will continue after the beta release. # Update 0.9.3.212 BETA This update constitutes a major overhaul compared with the version currently presented on KingMods. ## Start-up and migration - New AgriLife start-up flow. - Tutorial triggered once the player has actually arrived on the map. - Detection of an existing FS25 save without AgriLife data. - Specific career resumption tutorial. - Existing FS25 funds and career retained. - Initialization of the monthly cycles of an existing game without artificially catching up the current month. - Three current levels: Easy, Normal and Hard. ## Licenses and qualifications - Agricultural license exam revised and validated step by step. - Agricultural license integrated into career progression. - In an existing game, the general agricultural license is recognized by equivalence without an exam or fees. - No specialized training or qualification is provided with this equivalence. - Vehicle access restrictions based on qualifications. - Exam vehicles authorized during the test. ## Career and XP - Career & Qualifications screens overhauled. - XP, specializations and qualifications tracking. - Professional profiles for players and employees. - No XP gained simply by browsing the menus. ## Company and staff - Recruitment revised. - Expanded employee profiles. - Skills, specializations, training and career path. - Payroll management. - Monthly payroll. - Recommended payroll with a green or red visual indicator depending on the situation. - Employee schedule with selection of the job, vehicle, tools and field. - General harmonization of the interface and spacing. ## Banking and finances - Bank and advisor selection revised. - Banking agreement. - Loans and commitments saved. - Proper resumption of an existing career without replacing its funds. ## Translations and public package - Audit of the 27 language files. - Complete parity of translation keys. - Addition of concrete missing keys detected in the scripts and XML files. - No duplicate keys. - No empty values. - Format placeholders checked. - Removal of visible `` markers used by older fallback texts. - Removal of 8 old unused keys whose values were still the technical names of the keys. - Public package cleaned of development files, memos, roadmap, testing files, internal changelog and COPYRIGHT file. ## Coming soon Administration, Contracts & Markets, Workshop and the other advanced systems will continue to be developed and tested after this beta. BETA 0.6.0.6 - Major overhaul of AgriLife Manager This new beta is based on a complete reconstruction of the core of AgriLife Manager. Operational news New general interface with sections dedicated to banking, personnel, contracts, exams and career. New save game specific to each game, directly integrated into the savegame folder. Individual profile for each player with personal account, XP, level, reputation and license. Separation between the player's personal money and the operating cash flow. XP base functional and validated for driving and tillage. New banking system with score, borrowing capacity, rates, monthly payments and AgriLife debt independent of that of FS25. New agricultural license including a consistent ten-step practical exam. Creation of a real agricultural site on a locked field, with return and storage of equipment. Saving and resuming the exam without new payment. Guidance to return areas, rating, errors, permit number and final pass screen. Compatibility with FS25 automatic engine start. Added achievement star to final HUD. The complete “cultivation” course has been validated in-game with a score of 100/100. Items still in testing The foundations for salaries, personnel, business contracts, bank reimbursements, and other XP sources are already active, but they still need to be tested and balanced before being considered finalized. Expected in the coming months Finalizing XP for sowing, crop care, harvesting, transportation, breeding, maintenance and management. Study of compatibility with Courseplay and AI workers. Complete validation of salaries, arrears, bank deadlines and commercial contracts. Multiplayer and server testing campaign. Wizard for creation or resumption of operation. Future development of the official AgriLife economy. Gradual return of insurance, workshops, breakdowns, accidents, leasing and the second-hand market. Final interface polishing and HUD reduction after core systems stabilized. Possible career modes or difficulty levels are still under study and are not part of this beta. ⚠️ This version remains a beta in development. Perform a security backup before installation and do not hesitate to report any problems encountered.

RealSilo – Realistic Silo Compartments FS25
placeables

RealSilo – Realistic Silo Compartments FS25

RealSilo divides your silos into separate compartments, each for one type of product. Instead of mixing everything into one large storage, you decide how many compartments a silo gets and how much each one can hold. How it works: - Go to an existing silo or place a new one, you can now configure the silo. In multiplayer the admin must do this. - Grain that was already in a silo before the mod was activated is preserved and distributed across compartments as soon as you configure the silo for the first time. - Select the active compartment from the overview. Only the active compartment can now receive or unload grain. - Use the Transfer function to move grain between compartments at an adjustable speed. - Silo extensions are supported and appear as extra compartments in the same menu, these can also be configured. - In multiplayer only the admin (logged in via the multiplayer menu) can change the silo settings. Other players can use the silo normally and view the compartment overview. Please report problems on GitHub: https://github.com/JoVink82/FS25_realSilo - The key to open the silo menu can now be changed in Options > Controls (default R).

Red Tape FS25
other

Red Tape FS25

Red Tape A mod that adds depth to the game by introducing Policies, Schemes and Tax. Policies include animal welfare and environmental regulations that, if not followed, can result in fines or other penalties. Schemes offer opportunities for additional income or benefits but may come with their own set of requirements. Tax adds a layer of financial management, requiring players to budget for regular tax payments based on their farm's income and activities. Your performance in complying with Policies can impact the quality of rewards from Schemes and even offer tax benefits. See the help menu in game for more information. - GitHub: https://github.com/sprkem/FS25_RedTape - Added a safety check for edge cases involving husbandries that cause errors. - All scheme-issued vehicles are now properly excluded from the Advanced Damage System mod. Previously, they were excluded initially, but this did not persist between game sessions. - The event log should now be specific to the player's farm in multiplayer and no longer show events from other farms. - Fixed a bug where manure manually placed into a standard manure bunker was counted twice for the manure management policy. - Fixed issues with the Russian translation. - Update save hook for resiliency against mod conflicts. - Added a new setting to control if tax is currently recording expense/income. This allows players to temporarily disable tax recording if doing game set up etc. - Disabling the tax system with the original setting will now clear tax history. - Husbandries containing only diseased animals (using Realistic Livestock) will no longer be punished for low productivity. - During the Salt Spreading Scheme, the UI will show how much money is earned so far as a clear indicator of progress. - Improved the wording for the salt spreading scheme to make it clearer what the player should do. - Reduction of the punishments for the restricted slurry policy. It is now far more lenient. - Added a fix for enablement of policies and schemes. - Reworked mp sending of settings. Thanks to KeilerHirsch - Fix for salt spreading scheme earnings being reset when snow thickens on the ground. - Scheme issued equipment is now excluded from the Advanced Damage System mod. The exclusion is removed if vehicles are purchased. - Added safety filter for demo schemes to filter out modded equipment which cause rendering issues. - Fix mod reference path names for demo schemes in multiplayer. - Add safety guard for a sporadic error when spraying related to PF. - Fix issue with settings not saving in certain circumstances. - Revised inclusion of 'other' money types in tax calculations to only include certain types, e.g. Precision Farming soil information purchases. - Add support for Witcombe rabbits in Animal Spacing. Also reduced space requirements slightly for some other animals. - For crop promotion, save by fruit name to avoid issues if fruit type indices change. Also fix a bug that caused evaluation to fail. - Added safety checking when selecting spawn vehicles for schemes to prevent errors. - Fix a bug in sustainable forestry evaluation. - Added miscellaneous safety checks. - Added Polish translation, thanks to sabaka1983. - Manure dumped to the ground is now tracked as part of the manure management policy. Existing piles will not be counted unless they are added to. - Added a new setting to control the speed of productivity gain. This is to better support moving animals regularly without losing out. - Long running schemes will now automatically update their tier in line with the farms progression/regression. - You can now end schemes early through the menu. - Added console command rtAddPoints to add/remove points from the current farm. - Grapes and Olives no longer need to be rotated (alongside grass types). - Added Hungarian translation. Thanks to MathiasHun. - Added Traditional Chinese translation, thanks to tony200242-ship-it. - Add tax accounting support for the money types in FS25_Invoices - Fix to block duplicate harvest history events in consecutive months, which could happen early game. - Don't show grants button when the system is disabled. - Remove log warning for tax statement payments. - Remove some duplicate localised texts. - Purchased farmlands are exempt from the next evaluation of the Crop Rotation policy. - Update grant eligibility text to explain minimum grant amount. - Added Italian translation, thanks to FirenzeIT. - Added Spanish translation. - Adds a new crop rotation view showing harvest history, to aid planning. Minor rework of the crop rotation policy. - Adds the idea of tax losses rolling over to future years. Upon loading an existing save, it will count losses from the previous statement. - Added filter to brand demo to avoid offering useless equipment. Currently this filters out frontloaders but will adjust based on feedback. - Add CZ translation. - Correctly pluralise months for each language

Everything Constructable FS25
other

Everything Constructable FS25

Everything Constructable Buildings no longer appear instantly. Instead, placing a building creates a realistic multi-phase construction project with fenced sites, monthly progress, and resource delivery. You can disable and enable this process at will. For construction projects, you can deliver material yourself to reduce the cost. Projects will take a number of months, depending on the cost. You can pause a project if you want to wait and supply materials. You must always pay for labour, but can configure the portion of the total cost for labour vs materials. Fully supports multiplayer. Excludes base game simple pastures and those in FS25_FencelessPastures. Github: https://github.com/Ozz-Modding/FS25_EverythingConstructable - Fixed an issue with temporary husbandry fences left over from an earlier version of the mod. - Reworked construction site fences to use direct i3d placement, resolving multiplayer sync errors that caused missing fences and stream errors when placing sites. - Add CZ translation file thanks to tomyasx. - Fix a bug where you couldn't place a building site if you didn't have the full project cost.

Farm Reputation FS25
maps

Farm Reputation FS25

Farm Reputation extends Farming Simulator 25 and Better Contracts with a complete reputation and career progression system, adding long-term progression and a more realistic contract experience. Develop your reputation both as a farmer and as a reliable contractor to unlock better opportunities throughout your career. Features: • Complete career progression with multiple ranks • Individual reputation for every contractor • Contractor-specific contract value bonuses • Farm reputation system with long-term progression • Quarterly farm evaluations • Field analysis • Unlock new rewards as your reputation grows • Increase the number of active contracts • Unlock higher maximum contract values • Earn additional contract payment bonuses How it works: • Earn reputation by successfully completing contracts. • Earn additional reputation through positive quarterly farm evaluations. • Lose reputation by cancelling contracts or receiving poor farm evaluations. • Every contractor has an individual reputation. • Higher contractor reputation unlocks higher contract value limits for that specific contractor. • Your career rank determines your base contract limits, reward bonuses and the maximum number of active contracts. • Farm evaluations are based on weed management, stone management, fertilization, liming and plowing. Controls: • F9 - Move the reputation HUD • A - Previous page • D - Next page • Arrow Up - Select previous contractor • Arrow Down - Select next contractor Requirements: • Better Contracts (latest version) is required. Compatibility: • Multiplayer supported • Existing savegames supported o NEW: - Information display for blocked contracts - Display of the reputation still required for the next rank o IMPROVED: - Mission limit handling - Leasing contract limit handling - Active mission detection - Contract limit information o FIX: - Fixed the mission limit not correctly blocking additional contracts - Fixed completed missions being counted as active - Fixed leasing contracts bypassing the active mission limit - Removed duplicate localization entries o NEW: - Contractor Reputation page - Spanish localization - Italian localization - Dutch localization - Portuguese localization - Czech localization - Polish localization - Russian localization - Turkish localization o IMPROVED: - UI refresh - Reputation save handling - HUD - Translations - Farm evaluation o FIX: - Various bug fixes - General optimizations

MB DLC Work Cameras For All Vehicles FS25
other

MB DLC Work Cameras For All Vehicles FS25

This mod enables the functional cameras of the Mercedes Benz DLC vehicles to be used in all vehicles. The Mercedes Benz Trucks Pack is required for this. The cameras in the vehicles can be split into different groups, in which the cameras can be switched through. In addition, an automatic switching of the cameras can be activated, which selects the appropriate camera depending on the driving direction and/or status of the unloading pipe. The mod adds the cameras to existing vehicles from the base game, so you can start using them right away with the available vehicles. For some implements and trailers, cameras are available as well. These will be displayed in suitable pulling vehicles as soon as the implement is attached. Mod vehicles that are properly prepared can also use Work Cameras. A guide for integration can be found in the mod directory. The control of the camera functions is done via the following key bindings: - Switch camera group: Right Ctrl key + Quote key - Activate/deactivate camera group: Right Alt key + Semicolon key + Numpad / key - Select next camera: Right Alt key + Semicolon key + Numpad + key - Select previous camera: Right Alt key + Semicolon key + Numpad - key - Toggle automatic mode: Right Alt key + Semicolon key + Numpad * key With the upcoming version 2.1.0.0 of Dashboard Live, the cameras will also be usable in a large number of standard vehicles with DBL displays. The cameras are integrated into the displays there. - Fixed errors caused by camera groups without assigned cameras - Fixed cameras in New Holland Braud9090X - Fixed cameras in Agrifac LightTraxx

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