Farming Simulator 22 mods
47,884 results- 15 per page
- 30 per page
- 45 per page
- 60 per page
-
See more per page
Bigger pages, fewer clicks - and no ads anywhere.
Go Pro
Visual Mud Tracks FS25
# Visual Mud Tracks – full mod description **Visual Mud Tracks** expands Farming Simulator 25 with a comprehensive simulation of lanes, soil moisture, tire behavior, compaction, fruit destruction, root damage and bogging. This means that vehicles react much more realistically to dry, moist and water-saturated soils. The mod is designed for single player and multiplayer and can work with the **Realistic Water & Soil Management System**. Soil moisture, load capacity and waterlogging not only influence the display, but also tire contamination, sinking, slippage, driving resistance and plant damage. ## Physical lanes and terrain grooves Tires can permanently lower the terrain and create real grooves in the terrain heightmap. The depth and width of the tracks are calculated individually for each wheel. To be taken into account: * Vehicle weight * actual wheel load * Tire width and tire radius * Tire pressure * Soil moisture * Soil saturation * Carrying capacity * Speed * Wheel slip * Cornering * Number of previous crossings * Trailers, levels and attachments Left and right bike lanes remain separate. The center of the vehicle is not lowered unnecessarily. The grooves have a narrow, steep cross section so that the edge areas do not sink over a large area. Existing tracks can be deepened by further difficult crossings. A maximum depth protects the terrain from extreme deformation. The groove is created directly at the actual wheel contact. There is no delayed post-processing behind the vehicle. Steered, mirror mounted and differently aligned wheels are taken into account. ## Restoration through tillage Physical lanes can be removed again through appropriate tillage. The following are supported, among others: * Plows * Cultivator * Disc harrows * Subsoiler * Mulcher * Reels * Seeders * Direct seeding machines * Planters The terrain is only reset within the actual work area being worked on. Pending trace calculations and saved visual traces are also removed there. ## Safe Terrain Journal The mod uses separate savegame files: * `visualMudTracksTerrainBackup.xml` * `visualMudTracksActiveRuts.xml` * `visualMudTracksState.xml` The original terrain height of a cell is saved during the first intervention and is not later overwritten by further passes. Active grooves and recovery information are managed separately. This allows tracks to be reset in a more controlled manner. Interrupted restores can be resumed the next time you start the game. **Important note for updates:** Before switching from an older version, existing lanes with the old version still installed should be removed using tillage equipment and the score saved. Grooves that have already been permanently written into the terrain height map may otherwise remain. ## Visible and physical sinking Tires visibly and physically sink on soft and wet surfaces. The sinking is implemented via the effective wheel physics radius. This means that the tires, suspension and ground contact react together. The sinking occurs progressively and not suddenly. On solid ground, the wheel lifts itself out of the ground in a controlled manner. The sinking depth depends on: * Soil moisture * Saturation * Carrying capacity * Wheel load * Tire width * Tire pressure * Speed * Slip * existing track depth Wide tires distribute the load better. Narrow, heavily loaded tires cut deeper. ## Tire pressure system The tire pressure can be changed while driving. The value is saved for each wheel and synchronized in multiplayer. Low tire pressure: * increases the contact area * Improves grip on soft ground * reduces cutting * can make it easier to get out of soft tracks High tire pressure: * reduces the contact area * increases cutting * increases the risk of getting stuck on wet ground * may be cheaper on solid ground A compact HUD shows the current pressure in bar and evaluates it in color. ## Soil moisture HUD and RWSM connection The Soil Moisture HUD shows the current RWSM topsoil value in percent. The display uses the same soil moisture value as the RWSM field info. Values above 100 percent can represent severe waterlogging or waterlogging. RWSM soil moisture affects: * Sludge content * Tire contamination * Particle effects * Carrying capacity * Sinking depth * Tire grip * Wheel slip * Groove depth * Danger of getting stuck * Fruit and root damage Increased soil moisture caused by irrigation can also change the soil physics. ## Tire dirt and mudThe amount of mud is stored individually for each tire. A tire remains dirty after leaving the field and cleans itself depending on the surface. * Asphalt cleans quickly * Gravel cleans slower * Clean dirt roads only slightly * high speed throws more mud out of the tread * Rain also washes off the tires * a light film of dirt may remain The particle effects distinguish between dry earth and wet mud. Included are: * fine dry soil particles * medium dry soil particles * fine wet splashes * medium mud particles * rare heavy mud lumps The amount of particles depends on wheel rotation, slip, tire width, radius, moisture, sink factor and load capacity. Particles are only generated when there is suitable ground contact. ## Progressive stuck physics On heavily waterlogged and less stable ground, a vehicle can progressively become stuck. Continuous slippage causes driven wheels to dig in further. At the same time, the transferable grip decreases and the driving resistance increases. To be taken into account: * Soil moisture and saturation * Carrying capacity * Wheel load * Tire pressure * Slip * Speed * Engine utilization * Engine speed * Tensile load * Working resistance * Duration of exposure Plows, cultivators, disc harrows, subsoilers, seed drills, power harrows and rollers produce different pulling resistances. Working width and working depth influence the power requirement. In extreme conditions, propulsion can be almost completely lost. Lifting or uncoupling an implement immediately reduces the additional load. Controlled reversing can reduce the digging condition and free the vehicle along its own lane. ## Soil compaction Vehicles compact the top and bottom soil depending on wheel load, soil moisture, slip and number of passes. Included are: * Topsoil compaction * Subsoil compaction * Stronger compaction in wet soil * Multiple experiences * Additional load due to cornering and slipping * Plow sole for frequent plowing * Different effects of plow, cultivator and subsoiler * Targeted reconsolidation by rolling * slow biological recovery Compaction and soil structure can be viewed in the field info. ## Fruit destruction Plants in the immediate tire area may be damaged or completely removed. The native LS25 fruit destruction is used for this. The damage depends on: * Wheel load * Tire width * Soil moisture * Slip * Cornering * Growth stage * Root health * Soil structure * Number of crossings Young plants react more sensitively. Repeated crossings significantly increase the damage. Normal tires remove plants after several trips over the same spot at the latest. Detected maintenance tires reduce the damage, but do not prevent it completely if the vehicle is driven frequently. ## Root Health Each contaminated soil cell can receive its own root health value. Root damage occurs due to: * high wheel load * wet ground * strong slip * Cornering * Multiple crossings * unfavorable growth stages * compacted soil If root health declines, the risk of visible plant damage increases. * below 70 percent: increased sensitivity * below 40 percent: further crossings lead to destruction more quickly * less than 20 percent: very high risk of failure Root health is saved and can slowly recover biologically. ## Field info and settings menu The mod expands the field information to include numerous land values, including: * Soil compaction * Underbody status * Root health * Soil structure * Sink factor * Carrying capacity * Fruit and root damage The settings menu contains detailed descriptions of all options. High and low values, interactions, performance consequences and save game effects are explained. The menu texts are available in twelve languages: German, English, French, Spanish, Italian, Dutch, Polish, Portuguese, Russian, Czech, Hungarian and Turkish. ## Multiplayer and performance The crucial physics calculations run on the server side. Tire pressure, contamination and important soil conditions are synchronized. To optimize performance, the mod uses: * limited groove points * adjustable storage intervals * Event and bulk caches * sleeping floor cells * Reduced refresh rates for removed or inactive areas * delayed safe initialization of the particle systems * Clean release of particle effects when deleting vehicles **Author: Sherman** -- Performance on multiplayer servers significantly improved, - -Fixed an error where the moisture of RWSM was not detected correctly, causing the vehicle to barely create deeper tracks. -- FPS drops significantly improved during heavy rain and on extremely wet fields. -- Fixed a bug on multiplayer servers where the dirt textures were under the tractor -- On a server, the server now completely calculates everything and only distributes it to the clients -- Fixed a bug that caused severe FPS drops on a 4x4 map. -- Fixed a bug that prevented soil compaction from being passed on to the mod RWSM on servers. -- Tire pressure display changed and prepared for later updates -- Lua bug fixed Thoroughly revised rut and mud system. Significantly improved performance through optimized, event-based calculations. Permanent and unnecessary vehicle/terrain queries reduced. Track depth more realistic depending on vehicle weight, wheel load, tire pressure and soil moisture. Heavy trailers and machines create stronger and deeper tracks. Rain and wet ground increase the risk of deep ruts and mud ruts. Tires leave different marks depending on the moisture and load. Tire contamination and mud effect further improved. Roads and paved areas are largely excluded from soil deformation. Reworked terrain deformation so that grooves no longer bounce upwards. Reduced errors when stopping and driving slowly in existing lanes. Original terrain height is taken into account more reliably. Cultivators, plows, subsoilers and other soil cultivation equipment remove existing lanes. Seeders and other equipment are treated according to their actual soil cultivation. Improved recognition of GIANTS tillage functions. Trace calculation more closely tied to existing GIANTS APIs and ground conditions. Interaction with RWSM optimized, but VMT can still be used independently. Cell/terrain queries around vehicles are greatly reduced. Further reworked the storage and restoration of lanes. Cleaned up old error-prone terrain/cell loading logic. FPS drops on already worked or wet fields further reduced. Multiplayer and server stability improved. Fixed numerous minor bugs with terrain deformation, vehicles and attachments. General performance, stability and compatibility optimizations. Particle system revised: Particles react more strongly to the driving speed and are ejected up to approx. 30 cm higher at higher speeds. Frozen ground no longer produces mud, soil or dust particles; Snow particles remain active when there is snow. Track grooves improved: Pressed-in grooves are no longer unintentionally pushed upwards while driving or when stopping. Even on trailers, the grooves created remain more stable. Saving and loading improved: Grooves are saved more reliably and fully restored when loaded. The saved file is additionally checked before it is accepted as valid. Tillage: Plowing, cultivating and other appropriate tillage operations continue to remove existing grooves and restore the original soil height. Tire pressure revised: Tire pressure no longer influences ground pressure and groove formation on attachments. This means that attached machines are no longer incorrectly influenced by the tire pressure calculation of the towing vehicle. Performance and stability: Ground, groove and particle calculations further optimized and unnecessary queries reduced. Performance Update Multiplayer Fixes Fixed bug when it was raining that you couldn't drive faster than 20 on the road. VISUAL MUD TRACKS – VMT Changelog 1.37.1.0 to 1.37.1.15 Author: Sherman Tire contamination / GIANTS-Washable - Tire contamination fully adapted to the original GIANTS washable system. - VMT leaves the original LS25 tire dirt as a basis and no longer writes its own dirt/wetness values on dry fields or grass. - Additional VMT mud is only activated when the ground is actually wet or soft. - Mud color tuned darker; Build-up and breakdown occur more slowly and naturally. - When exiting real mud conditions, the original GIANTS dirt/wetness/color condition will be restored and will not be overwritten further thereafter. - VMT-Radschlamm remains savegame and multiplayer capable. Driving physics / sinking / suspension - Stuck driven wheels can create a physical terrain groove directly at the wheel contact even without forward movement. - If there is a lot of slip when stationary, a short, elongated tire pocket is created in the direction of rolling instead of just a transverse line. - Temporary wheel radius sinking and permanent heightmap groove are offset against each other so that the same effect is not shown twice. - Transitions to real terrain deformation remain continuous so that vehicles do not jump up or sink additionally when a groove occurs. - Wet/soft floors affect wheel suspension via the native GIANTS interface setSuspensionMultipliers. - The original vehicle/axle suspension remains the technical basis; VMT does not replace XML spring values. - On heavily saturated ground, the suspension is softer, but the damping is deliberately kept higher. Low tire pressure increases compliance slightly. - Dry fields, roads and frozen ground continue to use the original GIANTS suspension. - Existing RWSM/VMT soil data will be reused; no additional full field or DensityMap queries for the suspension. Permanent terrain grooves - Permanent heightmap grooves are written directly on the actual wheel contact. - The previous delayed groove queue has been removed because batched subsequent terrain writes could cause larger sections of terrain to sink behind the vehicle. - Distance-based sampling is retained; there are still no heightmap writes in each frame. - Wheel contact may only leave grooves at the same depth or lower them further, never raise them. - Existing grooves no longer jump up when you drive over them again. - Before each write, the actual terrain height is taken into account; the effective groove depth is monotonic. - Tillage remains the normal path, which is allowed to consciously raise a saved groove again. Unchangeable original height - For each persistent groove, the original height is permanently locked when first detected. - originalHeight may not be replaced by later wheel contacts, loading, verification or migration. - When loading, the current heightmap depth is only observed and not adopted as the new logical groove depth. - This prevents saved grooves from being gradually committed deeper and deeper upon reboot or mod update. - VMT only stores the logical depth actually applied by VMT. - In legacy migrations, if several old entries meet the same new cell, the original height that was adopted first is retained. - Cultivator/plow always returns to this unchangeable original height. Savegame persistence/update security - Groove persistence extended to Format 7 / Restore Scheme 3. - Older save game formats 3, 4, 5 and 6 remain readable and are migrated in an update-safe manner. - Exact world position X/Z of each groove is stored in addition to grid indices. - The original height, applied depth and absolute target height are saved. - Old grooves are found again via their physical world position and not just via possibly differently quantized heightmap keys. - Primary and backup files use a monotonic save sequence; When loading, the newer valid generation wins. - Persistence files are reopened after writing and validated for format, restore scheme, sequence and groove count. - The dirty state is only reset after successful validation. - Temporary terrain write errors no longer discard loaded grooves; they remain until they are successfully processed. - The final save game callback is registered centrally via the VMTSaveCoordinator. Loaded grooves / double deformation - When loading, VMT first checks the heightmap already saved by GIANTS. - If the physical groove already exists, it will not be written into the terrain again. - This means that grooves are not applied deeper again after a restart or mod update. - If a groove actually needs to be added, this is done exclusively via the Lower-Only-Terrain-Writer. - A mod update cannot raise existing terrain.Tillage/Restoration - Cultivators and plows reset persistent grooves to the saved original height. - A groove entry is not deleted until the recovery is written successfully or the original height is already physically present. - In the event of temporary terrain write errors, the groove remains saved and can be reprocessed later. - After successful tillage, the groove will be removed from the persistent chunk record and will not appear again after restart. - Old or newly quantized groove cells at work area edges are reliably detected. - Terrain that is already higher than the original historical height due to landscaping or map updates will never be lowered to the old value again. Performance in old save games - A 16 m spatial index has been added for persistent grooves. - Cultivators and plows only check grooves in the immediate vicinity of their current work area. - Expensive wide heightmap/grid passes over large areas have been removed. - Legacy baselines are only reconstructed when necessary for the actual cell being edited; no full card scan. - Lazy load verification of old grooves heavily budgeted so that saves with many thousands of grooves do not produce large FPS spikes. - Chunk-based storage and local queries remain the foundation for large savegames. Stability / Entity Security - Added protection against GIANTS entities that have already been deleted. - Vehicle nodes are checked with entityExists before world position, speed and direction queries. - Invalid vehicles no longer enter the VMT physics cache; Wheel position queries only fall back to valid nodes. - Stuck, mud, groove, tire pressure and traction logic remains stable even when deleting or selling vehicles. User Interface/Localization - Fixed VMT menu header L10N error; “Visual Mud Tracks” appears without a missing translation key. - HUD, tire pressure, soil moisture and multiplayer displays are retained. Compatibility - RWSM connection for moisture, saturation, load capacity and compaction is retained. - Tire pressure, slip, sink physics, wet suspension, mud particles, compaction, multiplayer and savegame persistence continue to work together. - GIANTS-native tire contamination and vehicle physics remain the basis; VMT only supplements the wet/soft ground effects. - Existing saves with grooves from older VMT versions remain loadable and can be migrated without restarting the career. Current status: Visual Mud Tracks 1.37.1.15 Tire shader fix I've included all the individual changes and fixes, including runtime/LUA errors, stuck physics, multiplayer, tire/mud shaders, washing, particles, wet ground optics, RWSM compatibility, chunk storage and migration, as well as the complete seeder FPS fixes up to the complete removal of the seeders from the VMT work area paths. I've included all the individual changes and fixes, including runtime/LUA errors, stuck physics, multiplayer, tire/mud shaders, washing, particles, wet ground optics, RWSM compatibility, chunk storage and migration, as well as the complete seeder FPS fixes up to the complete removal of the seeders from the VMT work area paths. Washable texture fix Seed machine and implement performance Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized. Multiple sowing rows within the same RWSM soil cell are only calculated once. Duplicate and overlapping work areas are detected early and skipped. Grid cells that have already been reached are not completely processed again with each calculation run. Device and WorkArea discovery is cached. Several active vehicles are processed over different frames. Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas. Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported. Seed machine and implement performance Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized. Multiple sowing rows within the same RWSM soil cell are only calculated once. Duplicate and overlapping work areas are detected early and skipped. Grid cells that have already been reached are not completely processed again with each calculation run. Device and WorkArea discovery is cached. Several active vehicles are processed over different frames. Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas. Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported. - The code has been completely rewritten to significantly improve performance and reduce system load. Also tested in multiplayer with 10 players. -New grooves are now displayed much better, multiple crossings or vehicles with a lot of weight or heavy trailers now sink noticeably better and perform better. ***Important update notice*** There is no guarantee that tracks and grooves from older versions will be carried over correctly or completely removed. Before installing the new version, all existing traces should be removed by tilling the soil. Alternatively, remaining grooves can be smoothed out using the landscaping tool. Please write your comments if it has improved significantly. Please remember that other mods can also cause conflicts with mine and it doesn't have to be due to this mod. If everything continues to go well, this will serve as the basis for further renovations. Another performance fix that caused the FPS to drop after about an hour. (Please report) Big Performance Update: Tillage and groove reset Tillage equipment no longer searches all saved grooves across the entire map. Instead, only the grid cells within the actual workspace are checked. This concerns: active terrain grooves, secured original heights, waiting terrain changes, visible trace cells. This significantly reduces the effort, especially with older save games with many saved tracks. Deferred Recoveries Groove cells under a tire continue to not lift immediately. These cells now end up in a fixed queue. In the past, the entire groove table was regularly searched to find such cells. Only a few entries from the queue are processed per run. Device detection The classification of a device as a cultivator, seed drill, roller, plow, etc. is saved directly on the device. Names, specializations and work areas do not have to be constantly re-examined. The list of relevant devices is only updated approximately every five seconds. Desktop fallback runs every 500 ms instead of 350 ms. A maximum of 24 instead of 48 work surfaces are processed per run. Density map hooks The search for suitable tillage functions does not continue permanently. If three checks in a row find the same stable hook count, the search ends. This eliminates the need to repeatedly search through the engine functions. Mud particles with distance LOD The particles are updated depending on the distance to the camera: controlled vehicle and up to 50 m: full update; 50 to 120 m: approximately every 100 ms; 120 to 200 m: approximately every 250 ms; over 200 m: Particles completely deactivated. Physics, sinking and saved grooves still continue. Only the optical particles are reduced. Storage The complete terrain and groove journal is no longer written in full as XML at short intervals. Full saving occurs during the normal LS25 saving process. This reduces micro-stutters in large track files. However, this also means that if the game crashes before the next regular save, the most recent grooves since the last save may be missing. Log outputs These messages only appear when debug mode is activated: tire pressure changes per wheel; increase or decrease tire pressure; Initialization of the mud particles. This reduces log spam and unnecessary text output. -Slip reduced in extreme wet conditions. -Added all tillage equipment. * Complete connection to the Water-Soil API of **Realistic Water & Soil Management** added. * Soil moisture, pore saturation, surface wetness, bearing capacity, soil type and possible sinking depth are taken directly from RWSM. * Damp floors remain soft and at risk of traffic even after the basic game has visually dried. * Mud, tire, track and compaction data is permanently saved and synchronized in multiplayer. * Unified author name in all mod files to **Sherman**. ## Tire pressure and ground load *Adjustable tire pressure system with bar and PSI display added. * Recommended field pressure is calculated from tire width, tire size, wheel load, vehicle weight and payload. * Tire pressure that is too high reduces the contact area and increases the ground pressure. * Appropriate low field pressure reduces topsoil compaction and subsidence. * High wheel and axle loads can cause deep compaction despite low tire pressure. * Tire pressure HUD added with color evaluation of the optimal pressure range. * Actual tire pressure and calculated ground pressure are passed to RWSM. * High tire pressure increases topsoil compaction and shear damage. * Root space and subsoil compaction remain more dependent on wheel and axle loads. ## Sinking and vehicle physics * Sinking is calculated from soil moisture, load capacity, wheel load, tire width, tire pressure and slip. * Added different values for tractors, trailers and tracked vehicles. * Loaded vehicles and full trailers sink more than empty vehicles. * Heavy trailer wheels can create deep tracks even without traction. * Slip digging also works when driving slowly and no longer only when completely stationary. * Different FS25 slip values are recognized and unified. * Percentage slip information is correctly normalized. * If the slip continues, the vehicle will progressively sink additionally. * Visual wheel sink depth and physical terrain groove have been linked together. * Safety limits prevent unstable 50cm drops. * Maximum track depths have been limited separately for tractors, heavy trailers and caterpillars. * At 0°C or below the ground is considered frozen. * No new sinking, slipping or compaction effects occur on frozen ground. * Existing traces remain intact in the event of frost. ## Physical lanes * Added direct heightmap deformation for real terrain tracks. * Terrain grooves are saved permanently and restored after loading. * Maintained savegame compatibility with older versions from 0.35.5. * Removed incorrect automatic cleanups and aggressive groove migrations. * Old tracks are no longer deleted when a terrain check fails. * Terrain writing logic returned to the stable flow of the previous version 0.36.6. * Repeated instant checks and permanent post-corrections removed. * Terrain cells are only rewritten if the target depth changes significantly. * Small changes in the millimeter range are ignored. * Terrain brush is aligned to a fixed heightmap grid. * Brush position remains stable when stationary. * Slip only changes the depth of the existing track and does not constantly change brush position or width. * Terrain stamp has been reset to the actual tire contact patch. * Terrain no longer drops significantly in front of the tire. * Forward and reverse travel are taken into account in the contact position. * Tire width is used directly for track width. * Narrow tires only write the required heightmap cells. * Adjacent terrain columns are no longer lowered due to rounding errors. * Wide tires and tracks receive a limited, suitable contact area. * Lateral sinking of the terrain far next to the tire has been greatly reduced. * Very wet ground creates steeper track edges. * The previous bowl-shaped Smooth effect has been removed. * The track sole remains more evenly deep within the tire width. * Transitions to the unchanged terrain have been significantly reduced in size. * The visible edge sharpness remains dependent on the heightmap resolution of the map. ## Multiple crossings and slippage * Multiple passes are saved per lane or terrain cell. * The first crossing causes the most damage. * Further passes increase compaction and depth with decreasing additional effect. * Repeated trips through the same lane are detected. *Axles of the same vehicle are not automatically counted as completely separate passes. * Loaded trailers can create deeper tracks than the towing vehicle after several passes. * Multiple passes are retained after saving and loading.* Slip deepening and pure load compression are treated separately. * Sustained slipping gradually digs the wheel deeper. * Terrain is only rewritten with additional slip depth after a relevant change. ## Anti-jitter improvements * Reduced repeated changes to the physical wheel radius every frame. * Wheel position and friction are only updated on real changes. * Minimum interval between WheelPhysics updates added. * Small fluctuations in the sinking depth are smoothed out. * Minimal humidity or load changes do not trigger constant physics recalculations. * Vehicle suspension and artificial wheel lowering no longer work against each other permanently. * Removed repeated repair writes to the same terrain location. * Lateral tremor due to offset brush marks significantly reduced. ## Tire moisture and mud * Tire moisture was separated from nFK and plant available water. * 100% nFK does not automatically result in wet tires if the surface is dry. * Surface moisture, wetness memory, soil type and slip determine tire status. * Tires slowly become wet on wet ground and become increasingly muddy as they slip. * Tires remain visibly dirty after leaving a muddy field. * Immediate full cleaning on dry ground or road was prevented. * A residual film of mud remains. * Dry grass can remove some loose mud. * Wet grass will not clean tires. * Clean asphalt, concrete and gravel slowly depending on the route and speed. *Rain and wet roads can wash off extra mud. * Amount of mud is stored per tire. * Vehicles dry off again on solid surfaces and in halls. * Vehicles do not remain permanently wet in dry halls. * Pure wetness dries faster than mud. * Wet and dry transitions have been significantly smoothed. * Small fluctuations in humidity are ignored by a tolerance zone. * Shaders no longer immediately switch between fully wet and dry. * No textures, shaders or files were adopted from the LS19 mod “realDirtColor”. * Only the principle of slow transitions has been reimplemented for FS25. ## Wetness and shader display * Previous artificial black wet areas and visible floor patches removed. * No more extra dark circles or decal borders. * No permanent terrain texture or density map changes. *Native FS25 wet and vehicle materials are used. * RWSM remains the local source of moisture and mud intensity. * Global wetness values are not permanently overwritten. * Vehicles in halls do not become artificially wet due to global soil wetness. * Shader and display range has been significantly increased. * Soil and wet conditions are prepared earlier at a greater distance. * Visible build-up of the shader directly in front of the vehicle has been reduced. * LOD and visibility ranges can be adjusted over larger areas. ## Mud particles * Particles respond to moisture, soil type, speed and slip. * Mud particles are increasingly formed when there is real wheel slip. * Particle emitter has been moved closer to wheel-to-ground contact. * Vertical speed has been reduced. * Wet clumps of mud stay closer to the ground. * Lifespan of high-flying particles has been shortened. * Particles no longer fly unrealistically far over the vehicle. ## RWSM, compaction and yield * Vehicle mass, payload, level, wheel load, axle load, tire width, tire pressure, ground pressure and slip are transmitted to RWSM. * Wet soil increases the risk of compaction. * Appropriate field pressure reduces damage but does not completely compensate for extreme loads. * Slip creates additional topsoil and shear damage. * RWSM can use compaction and track depth for roots, plant development and yield. * API fallbacks for operation without full RWSM availability remain included. ## Performance and compatibility * Separate update intervals introduced for terrain, wheels, shaders and particles. * Distance controlled LOD and calculation intervals reduce system load. * No full terrain or vehicle searches in every frame. * Savegame data is saved compactly. * Old savegames will continue to be used without any destructive cleanup. * Multiplayer remains server authoritative. * No write access to plant growth states or fruit density maps. * Improved compatibility with RWSM, Precision Farming and standard FS25 vehicles. Bux fixes Performance Fix, Anpassung an RWSM # Visual Mud Tracks - Overall changelog from v0.35.0 to v0.35.37 ## Important note before the update Before switching to the new version, all remaining lanes with the previously installed old mod version must be removed using suitable tillage equipment. To do this, work the affected areas completely with a plow, cultivator, disc harrow, subsoiler, mulcher, roller or seed drill and then save the score. If old physical grooves are not reset before the version change, they may remain permanently in the terrain heightmap of the save game. A later mod version may no longer be able to completely restore such depressions that have already been written directly into the terrain. Before the update, a backup of the entire save game folder should also be created. --- ## Changes and new features ### Permanent and physical lanes * Real physical terrain grooves under vehicle wheels. * Separate calculation of the left and right wheel tracks. * No unnecessary lowering of the center of the vehicle. * Track width depends on tire width, tire type and vehicle type. * Different profiles for normal tires, trailer tires and tracks. * Multiple passes deepen existing grooves. *Heavy vehicles create deeper tracks than light vehicles. * Trailers, filling levels, attachments and additional weights influence the wheel load. * Maximum groove depth limited to protect score. * Narrower and steeper groove cross section. * Significantly reduced lateral lowering of the track edges. * Terrain deformation directly at the actual wheel contact. * No delayed groove calculation behind the vehicle. * Removed removal threshold and 250ms post-processing queue. * Groove alignment follows the actual rolling direction of the wheel. * Steered, mirror-mounted and differently aligned wheels are supported. * Inclined suspension or wheel carrier nodes no longer shift the track laterally. ### Restoration through tillage * Plows restore the original terrain elevation in the work area. * Cultivators and disc harrows remove physical lanes. * Subsoilers, mulchers and rollers are recognized. * Seeders, no-till machines and planters can reset tracks. * Reset only occurs in the area actually processed. * Edge cells are recorded with a safety margin. * Pending groove calculations and visual track histories are also deleted. * Tilling hooks are automatically renewed when maps or vehicles replace functions. ### Secure savegame system * Original terrain elevations are saved separately from active grooves. * `visualMudTracksTerrainBackup.xml` contains immutable original elevations. * `visualMudTracksActiveRuts.xml` contains only current tracks and their states. * `visualMudTracksState.xml` contains version, data format and recovery status. * The original height is saved the first time a terrain cell is accessed. * Additional passes do not overwrite the original backup value. * Interrupted restores will resume on next boot. * Old groove files are recognized and adopted where possible. * Version changes can automatically discard active groove data. * Emergency function to reset permanently saved grooves. ### Visible and physical sinking * Tires visibly sink on wet and less stable soils. * Sinking occurs via the effective WheelPhysics radius. * Tire visual, suspension and physical ground contact react together. * No independent movement of visible wheel nodes. * Progressive sinking without abrupt jumps. * Even lifting on solid surfaces. * Sinking depth depends on: * Soil moisture * Soil saturation * Carrying capacity * Wheel load * Tire width * Tire pressure * Speed * Wheel slip * Maximum additional wheel lowering limited. * Wide tires distribute the load better. * Narrow and heavily loaded tires cut deeper. ### Tire pressure system * Tire pressure can be increased and decreased while driving. * Tire pressure is saved per wheel. * Multiplayer synchronization of pressure values. * Low field air pressure increases the contact area. * High tire pressure increases cutting into soft ground. * Tire pressure affects: * Sinking depth * Track width * Slip * Grip * Mud resistance * Danger of getting stuck * Own compact tire pressure HUD. * Displays the current pressure in bar. * Colored rating of tire pressure. * Removed unreliable tire pressure wheel menu. * Direct key inputs for increasing and decreasing are retained. ### Soil moisture HUD and RWSM connection * Custom soil moisture icon in tire pressure HUD style.* Displays the current soil moisture in percent. * Display next to tire pressure to avoid overlap. * Shared working drawing cycle with the tire pressure HUD. * Fixed mission bridge between Visual Mud Tracks and RWSM. * Soil moisture corresponds to the visible RWSM field info value. * Using `RWSM85Agronomy.getAtPosition(x,z).surface`. * Values above 100% supported for severe waterlogging and waterlogging. * Same soil moisture source for HUD and soil physics. * RainStar irrigation no longer only affects the visible numerical value. ### Mud and tire contamination * Mud quantity is saved individually for each tire. * Pollution remains after leaving the field. * Asphalt cleans tires faster than gravel or dirt roads. * Cleaning depends on the route actually driven. * Higher speed throws mud out of the tread faster. * Rain gradually washes tires clean. * A light film of dirt may remain visible on dry roads. * Separate particle systems for dry soil and wet mud. * Own renamed and allowed shape files. * Own textures and normal map. * Fine dry soil particles. * Medium dry soil particles. * Fine wet splashes. * Medium mud particles. * Rare heavy mud lumps. * Particle strength depends on: * Wheel rotation * Slip * Tire width * Tire radius * Soil moisture * Sink factor * Carrying capacity * Large flat particles significantly reduced. * Softer alpha edges and smaller ground particles. * Shorter lifespan and more realistic gravity. * Particles only in real contact with the ground. * No mud particles on the road or in contact with snow. * Direction of travel and steering angle determine the direction of throw. ### Uniform moisture physics * Tire contamination uses the same RWSM topsoil value as the HUD. * Wet particles react to irrigation. * Sinking depth reacts to artificially increased soil moisture. * Load capacity decreases with high PAW moisture. * Tire grip is reduced on wet ground. * Wheel slip increases with low load capacity. * Track depth increases when there is heavy waterlogging. * PAW values above approximately 82% increase the sludge content. * From around 88% the sinking factor increases progressively. * Values above 100% are treated as severe waterlogging. * Faster updating of RWSM soil values. ### Stuck physics * Progressive stall logic on soft ground. *Continuous slippage leads to further burrowing. * Resistance increases depending on time. * High wheel load accelerates getting stuck. * Low speed with high engine load aggravates the condition. * Working resistance of plows is taken into account. * Cultivators, disc harrows and subsoilers are rated differently. * Seeders, power harrows and rollers generate their own tractive power requirements. * Working width and working depth influence the resistance. * Engine utilization and engine speed are taken into account. * Tensile load and equipment condition affect digging. * Driven wheels dig in further if there is sustained slippage. * Driving resistance can increase to an almost complete standstill. * Lifting a work tool immediately reduces resistance. * Uncoupling removes the additional pulling load. * Reversing reduces digging condition. * Liberation possible along your own track. *Tire pressure affects the likelihood of getting stuck. ### Soil compaction and soil structure * Topsoil compaction due to wheel load. * Underbody compaction on heavy machines. * Compaction depends on soil moisture and bearing capacity. * Multiple passes increase compaction. * Cornering and slipping increase the load. * Rollers create targeted reconsolidation. * Plow, cultivator, disc harrow and subsoiler work differently. * Deep loosening depending on suitable soil moisture. * Plow sole for frequent plowing. * Slow biological recovery through plant roots. * Soil structure and compaction status visible in the field info. ### Fruit destruction * Native LS25 function `destroyFruitArea()` is used. * Plant damage occurs directly in the tire area. * Damage depends on: * Wheel load * Moisture * Slip * Steering angle * Growth stage * Repeat trips * Root health * Soil structure * Young plants react more sensitively. * Normal tires remove plants after four passes over the same cell at the latest. * Detected care tires remove plants after six passes at the latest. * Safe complete destruction with a sufficiently high damage score. * Minimum damage threshold reduced. * Repeat trips weighted more heavily. * Plant destruction works even with unreliable fruit ID query. * On empty ground, the native destroy call has no visible effect. * Mowed grass and certain operations are protected. * AI helpers and game setting can be taken into account.### Root Health * Own root health value per soil cell. * Root damage Changes since version 0.25 Since version 0.25 the mod has been significantly expanded: complete tire pressure integration Vehicle weight and load calculation Axle load and attachment evaluation permanent real terrain grooves full multiplayer synchronization own top and bottom model Compaction hardness and target areas Plant and root system Root health Structural damage Multiple crossings Slipping, cornering and maneuvering damage Roller reconsolidation different effects of all important tillage implements Plow sole formation biological recovery Fruit damage within the wheel track particular sensitivity of young plants Care tire rules AI Helper Exam Vehicle and device locks extended field info public soil and irrigation API Dedicated server and performance optimizations
Autodrive Saxlingham XL FS25
119 Waypoints covering Fields, Farms, Productions and Fill and Sell Points. Please let me know if you find anything wrong or doesn't work and I will try and get a fix done and new version uploaded. Map link: https://farmsimbrisco.itch.io/fs25-saxlingham-xl Fixed exit when coming out from Saxlingham Dairy Silo Unload Wrong point at F-11 fixed (was F-10) Added new points for fields Added new exits from fields Animal Dealer Dairy route was broken, now fixed Minor adjustments on routes - Moved Animal Dealer Grain sell point forward to achieve trigger - Moved Farmers Market Grain sell point forward to achieve trigger - Moved dealership collection point - Added exit to F-23 SW - Better route for reversing at Animal Dealer Bales - Added loops on pastures and moved points before gates - Added point and loop for Meadow 32 - Minor adjusts on routes - Added exit from field 20 towards New farm - Moved destination points at pastures 34, 36, 37, 40, 41. Points are behind gates. - Wrong route direction next to plot 39 fixed - New farm silo 1 unloading point moved forward (too close to trigger) - New farm silo 2 first reverse point moved forward for better result - New farm silo 2 unloading point moved more back for trigger to work - New farm added two routes to silos
Tax Mod FS25
Same tested build as the brief 1.1.5.60 release, with a corrected version number. What's fixed - A settings save during load could abort the game load with the full suite installed; that is fixed - Cleared the HUD toggle default key binding so it ships clean What's new - Economy scaling now follows the shared difficulty options - HUD styling and layout improvements No save migration needed. Existing saves load as normal. New - Irrigation operating costs now appear in your tax ledger. When you run irrigation with Seasonal Crop Stress, each day's pump running cost is recorded as a deductible "Irrigation Operations" expense. It reflects a cost you already pay, so it adds no extra charge. - Realistic Farming ecosystem integration. Tax Mod now saves its state through the shared save system, reports to the unified on-screen display, and its settings appear in the Farm Tablet's System Settings app. - Companion expense recording. Other Realistic Farming mods can now log deductible expenses into the tax ledger. Fixed - Multiplayer: the annual tax payment is now applied once on the host instead of once per connected player. - The tax HUD edit mode now opens with its own key binding, and the HUD no longer swallows right clicks. Localization - Added Danish, translated by a native speaker (DJWestDK). Note - Every ecosystem hook is optional. With none of the other Realistic Farming mods installed, Tax Mod works exactly as before. - Corrected `nRows` count so the background panel fully contains all rendered rows including Recent Activity and the hint at the bottom Changelog v1.1.3.1 -> https://github.com/TheCodingDad-TisonK/FS25_TaxMod/releases/tag/v1.1.3.0 - Taxes now work annually instead of per-transaction — more realistic farm business behaviour - Tax accumulates throughout the year; the full bill is deducted each March - In December you get an advisory notification showing your estimated tax bill, what % of your balance it is, and how much has accumulated — so you can plan your spending before year-end - HUD now shows an estimated March payment row and a countdown to your next tax event - New setting: Annual Tax Rate — choose Low (2%), Medium (5%), or High (10%) - New console command: taxAnnualRate — accepts low/medium/high or a custom value (e.g. 0.08 for 8%) - Bug fix: total taxes paid was being counted twice; now only the actual March deduction counts - Bumped version - Fixed issue since last HUD fix The Tax HUD previously could only be toggled via the developer console. Now you can show or hide it with a single keypress while playing. What's New - Press T to toggle the Tax HUD on/off (rebindable in Controls settings) - HUD hint text updated to reflect the new key No save migration needed — existing saves work as-is. This updates includes a complete rewrite of all code - Changed from 1 single file to multiple files - Settings have been rewritten to match correct FS25 behaviour - Added a HUD overlay (same as Income Mod)
Income Mod FS25
Converted from FS22_IncomeMod Income Mod provides players with a simple, balanced way to receive passive income. Automatically earn money either hourly or daily, based on your chosen difficulty or a custom amount. Perfect for players who want steady cash flow without relying solely on missions or selling goods. Features: - Easy / Normal / Hard difficulty presets - Custom income amount option - In-game notifications - Fully configurable via console commands or in the pause menu - Settings saved automatically - Works in singleplayer and multiplayer - Lightweight and stable Please be aware: You need to have developer mode enabled in order for you to open the console. This can be done in your FS game folder, then look for the "game.xml". Change to "true" Enjoy you farming experience with my Income Mod <3 ========================================================= Github: https://github.com/TheCodingDad-TisonK/FS25_IncomeMod ========================================================= COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, or claiming this mod as your own is strictly prohibited. Original author: TisonK ========================================================= Quality-of-life additions for managing your income display. What's new - Toggle the income HUD with Right Shift + I, and enter edit mode with Right Shift + J - Open your income report from the suite Control Center (with Settings Hub installed) - HUD and settings styling improvements No save migration needed. Existing saves load as normal. This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on. New in this version: - Release gate. Experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting. - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk. - C3 loan elaboration locked. The emergency loan stays available as the interest-free bridge loan it has always been: grant, re-draw, forecast and repayment are untouched. What stays locked is the cost elaboration (the escalation and the Time Guard compounding). The floor escape is never removed: a broke farm can always reach the base-game loan. Everything else works exactly as before. The passive income system, the HUD, and the report dialog are untouched. Skip income payout during sleeping. The Income HUD position, scale, and visibility were lost every time you reloaded your save. The HUD would snap back to its default position and reappear even if you had hidden it with the I key. What's Fixed: - HUD position and scale now save on every game save and when exiting the game - Hiding the HUD with the I key now persists across reloads No save migration needed. Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_IncomeMod/releases/tag/v2.1.3.0 - The income panel can now be moved and resized to fit wherever you want it on screen. Right-click the panel to enter edit mode, drag it to a new position, drag a corner handle to scale it up or down, then right-click again to lock it in place. Your layout is saved between sessions. - Colors updated to match FS25's native panel style (dark, clean, no green border) Toggle visibility still works the same way via the I key. No save migration needed. - Fixed `MoneyType` crash (income never paid) - Fixed mod not loading due to wrong ZIP building inside the build.sh - HUD toggle desync fix - Added missing showHUD field to the console settings - Added explicit override that calls updateDisplay() on every open - Removed stray double blank lines - Replaced both notification calls (payment + startup) with the correct FS25 AP * Added **seasonal income modifiers** (Spring 0.8x, Summer 1.0x, Autumn 1.2x, Winter 0.7x) with optional toggle in the settings UI * Added **selectable income multipliers** (1x / 2x / 5x / 10x) in settings UI and via `IncomeSetMultiplier` console command * Added **per-farm multiplayer support** — each active farm now earns independently * Added **income state persistence** — `lastHour` and `lastDay` saved to `_state.xml` to prevent missed or duplicate payments after reload * Added **payment history tracking** — `IncomeHistory` console command shows last 10 payments (day, hour, amount, seasonal modifier) * Added **next payment timer** — `IncomeNext` console command displays time remaining until the next payout * Added missing **`IncomeSetDebug` console command** for toggling debug mode * Fixed critical **multiplayer duplicate payment bug** by adding a server-only guard in `giveMoney()` * Fixed duplicate startup notification (was triggering from both IncomeManager and IncomeSystem) * Fixed global namespace pollution from `getTextSafe` (moved to `UIHelper.getText()` module method) * Fixed debug print leak in `UIHelper.lua` * Fixed incorrect startup tip text (now shows: `Type 'income'`) - Rewrote entire code - Changed entire command list - Added new settings tab in the pause menu - Changed notification style - Optimized current code - Added support for: de, fr, pl, es, it, cz, br, uk, ru - Fixed console error
Settings Hub FS25
The settings bedrock of the Realistic Farming mod ecosystem. SettingsHub is mod 4 in the load order. Companion mods hand it their settings and one callback; SettingsHub owns a throttled async queue so heavy setting changes (rebuilding a large array on a slider tick) apply smoothly in the background instead of freezing the Lua thread, and it routes admin-only changes through the server so multiplayer stays consistent. There are no settings of its own to configure. Install it, keep it loaded, and let the companion mods use it. Adds the Control Center, a single place to see and trigger the actions your Realistic Farming mods provide. What's new - Open the Control Center with Right Shift + A - See live key bindings and run registered actions (toggle HUDs, open reports, and more) from one dialog - Companion mods can hook their own actions into it No save migration needed. Existing saves load as normal.
Network Sync FS25
The multiplayer network bedrock of the Realistic Farming mod ecosystem. NetworkSync is mod 2 in the load order (after StateLedger). It replaces each companion mod's own network event classes with one batched sync cycle: companions register a schema and call markDirty, and NetworkSync serializes, batches at 1Hz, and delivers. This cuts multiplayer traffic and stops the cross-mod rubber-banding that comes from many mods each syncing on their own timer. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. Fixes for players joining multiplayer sessions. What's fixed - A blank join filename no longer aborts the rest of the sync - The join handshake now waits on the server's reply, so clients connect more reliably No save migration needed. Existing saves load as normal.
Time Guard FS25
The economic-time bedrock of the Realistic Farming mod ecosystem. Time Guard is mod 5 in the load order. The economy mods each used to hand-roll their own day and month detector off the frame loop, only one respected the days-per-month setting, and their timing did not agree. Time Guard gives them one shared in-game calendar clock: it fires on the game's own day, month and year changes, normalizes the days-per-month setting in one place so a game month and a game year always carry the same economic weight on any save, and tells each companion mod exactly when to settle its money, once, at the right moment, even across a save and reload. It never moves money itself. It only schedules the cadence and hands each mod its own turn to pay or charge, server-side and once. There are no settings of its own to worry about. Install it, keep it loaded, and let the companion mods use it. Reliability fixes for the shared timing service the suite runs on. What's fixed - No more duplicated hooks when a mission reloads - Fixed an interrupted setup retry so the service comes up cleanly No save migration needed. Existing saves load as normal.
State Ledger FS25
The disk I/O bedrock of the Realistic Farming mod ecosystem. StateLedger is mod 1 in the load order: it collapses every companion mod's savegame data into one atomic XML write and one atomic load. Without it, each mod writes its own file in one save window, and a crash or force-quit mid-window can corrupt the later files and lose progression permanently. StateLedger removes that failure mode by batching everything into a single file. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. A small but important fix for how State Ledger remembers information between play sessions. What's fixed - Saved state no longer carries over incorrectly between separate career sessions No save migration needed. Existing saves load as normal.
Master HUD FS25
The UI renderer bedrock of the Realistic Farming mod ecosystem. MasterHUD is mod 3 in the load order. It owns the single draw loop that renders every companion mod's overlay, in a pull model: companions flip a dirty flag instead of rebuilding HUD strings every frame, and MasterHUD calls their fetch callback only when the data actually changed. It also handles menu-suspend, corner stacking, and unload cleanup once for all of them. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. This update gives Master HUD proper on-off and edit controls and wires it into the suite Control Center, so you can manage your HUD without digging through menus. What's new - Toggle all HUDs with Right Shift + G - Enter HUD edit mode with Right Shift + B to move and arrange elements - Control Center support (with SettingsHub installed): toggle and edit your HUD straight from the Control Center What's fixed - HUD controls now respond while you are seated in a vehicle - General stability fixes for showing, hiding, editing, and cleaning up HUD overlays No save migration needed. Existing saves load as normal.
Messenger FS25
Messenger adds a server-managed mailbox for messages between farms in Farming Simulator 25. Features: Send messages with a subject between farms. Persistent offline delivery after reconnecting or restarting the server. Uses actual server time for message ordering, with the newest messages shown first. Farm online status and unread message notifications. Search conversations and filter by unread messages. Pin, mute, archive, restore, and delete conversations. Farm members can manage their own conversations. Server admins can clean up old messages. Server admins can send a persistent announcement to every valid player farm. Scalable interface styled after the native GIANTS menus. Multiplayer and dedicated server support. Mailbox data is stored in the savegame. PC/Mac only. - Fixed an issue where message text and chat boxes could overlap. - Message rows now resize correctly when messages are received or deleted. - Improved the display of long incoming and outgoing messages. - Existing conversations and saved messages remain fully compatible. - Improved overall stability of the Messenger interface.
Peterbilt 379 Pack v1.5.0.0
Peterbilt 379 Pack v1.5.0.0 Peterbilt — Classic Custom A classic American truck built for those who appreciate power, style, and attention to detail. This truck combines traditional American styling with a custom appearance and a wide range of additional options. The mod offers plenty of customization options, including different lighting setups, chrome parts, exhaust configurations, cab accessories, and other details that allow you to build your own unique truck. Features: Classic American truck design Highly detailed model Extensive customization options Additional lighting options Multiple chrome configurations Custom exhaust setups Customizable exterior Fully prepared for Farming Simulator 25 Build your own custom American truck and hit the road!
Volkswagen ID.4 2021 V1.0.0.0
Volkswagen ID.4 2021 V1.0.0.0 Characteristics: Selectable Body color. Selectable Interior color. Selectable Interior color 2. Selectable Rim 2 Tone color. Selectable Caliper color. Selectable Dash color. Supports license plates. Interactive Control Support. Price: $30.000 Engine: 201-302HP, 160-180KPH.
FS22 Ursus 4512-4514
FS22 Ursus 4512-4514 Edit Ursus models from Modhub More configurations, new tires, etc.
- 15 per page
- 30 per page
- 45 per page
- 60 per page
-
See more per page
Bigger pages, fewer clicks - and no ads anywhere.
Go Pro