Farming Simulator 22 mods

47,884 results
123 / 3,193
Polish Old Barn V1.0.0.1
placeables

Polish Old Barn V1.0.0.1

Polish Old Barn V1.0.0.1 Polish old barn where you can store your machines or grain. The barn also has an autoload option, where you can store your bales and cubes. Price: 30.000$ Daily upkeep: 3$ Category: Sheds or Silos Capacity: 250 small cubes V1.0.0.1 Visual improvements Icon improvements Increased silo capacity Improved gate animation

Barn With Grain Loft V1.0.0.1
placeables

Barn With Grain Loft V1.0.0.1

Barn With Grain Loft V1.0.0.1 A half-timbered barn with a small garage built around 1850, with an attic space for grain storage. V1.0.0.1 Added bale storage Capacity: 594 bales (small square bales recommended)

Avarage Polish House V1.0.0.0
placeables

Avarage Polish House V1.0.0.0

Avarage Polish House V1.0.0.0 Medium Polish house with Christmas decorations and sleeping function. Category: Farmhouses Price: $ 75,000 Monthly upkeep: $ 10

Motor Load HUD V1.1.0.0
other

Motor Load HUD V1.1.0.0

Motor Load HUD V1.1.0.0 Motor Load HUD adds a compact information display while the player is seated in a motorized vehicle. Displayed information: Current engine load in percent Estimated engine power currently being used Available engine power at the current engine speed Smoothed driven-wheel slip Theoretical speed range of the current gear The following options are available in the general settings: Show or hide motor load and power Show or hide wheel slip Show or hide the gear speed range Display power in PS or kW Position the HUD below or above the speedometer Select a small or large HUD width Display the upper HUD inline or in two stacked rows When the upper position is selected, the original fill-level and fill-type display is moved upward automatically to prevent overlapping. The additional displays are linked to the standard in-game HUD and are hidden when the standard HUD is disabled. The settings are stored locally for each player. The mod does not change vehicle performance, vehicle configurations or savegame data and is compatible with multiplayer. Additional multiplayer information: Motor load, power and gear speed range are available in singleplayer and multiplayer. The wheel-slip display is synchronized for joined multiplayer clients; the server calculates the vehicle slip and sends the value to the respective player. V1.1.0.0 Added multiplayer synchronization for the wheel-slip display. Restored the personal HUD options on the General Settings page after the game update. Moved all HUD options to General Settings so each player can configure the display locally. Filtered out false wheel-slip peaks during initial acceleration and when coming to a stop. Added separate settings for the motor-load, wheel-slip and gear-speed displays. Added a PS/kW power-unit setting. Linked the additional display to the visibility of the standard in-game HUD. Added a smoothed wheel-slip display with green, yellow and red warning levels. Added the theoretical speed range of the current gear with one decimal place. Added positions below and above the speedometer. The original fill-level display is moved upward automatically when the upper position is used. Added small and large HUD width options. Added inline and stacked layouts for the upper HUD position. Improved the positioning and spacing of all HUD sections.

Compass Heading Display V1.1.1.0
other

Compass Heading Display V1.1.1.0

Compass Heading Display V1.1.1.0 Compass Heading Display adds a smooth, scrolling horizontal compass bar to the top of your screen, now with a full in-game settings menu, a heading lock with an optional steering and walking lock, wild boar alerts for the GIANTS Vredo Pack DLC, and a dispatch marker for the GIANTS Emergency Pack DLC. COMPASS A full 16-point compass rose with tick marks every 10 degrees and a gold centre indicator showing your live numeric heading. Waypoint tracking with distance, tornado tracking with a flashing red marker, multiplayer player tracking with farm colours, and AI helper tracking with blocked-helper alerts. Filter players and helpers by farm. IN-GAME SETTINGS MENU (default F6) Configure everything without editing files, across four tabs: Display (bar position, width, field of view, background opacity), Compass (labels, tick marks, centre indicator, degree readout), Markers, and Colours (per-marker colour presets). A DEFAULTS button restores the original settings, and everything still saves to settings.xml. HEADING LOCK (default the [ key) Pin your current bearing on the compass with a live steer-correction cue and an on-line indicator, ideal for driving dead-straight passes or hand-working fields on foot. Turn on the optional Steering / Walk Lock to hold your line automatically: while locked, your vehicle drives straight and, uniquely, on foot with hand tools you keep walking dead-straight too, not just in vehicles. A thin guidance line runs along the ground ahead of you so you can see the exact row you are holding. Toggle it off any time. WILD BOAR ALERTS (VREDO PACK DLC) Wild boar come with the official GIANTS Vredo Pack DLC, and they can trample and ruin your crops. If you own that DLC, the compass adds a flashing marker whenever a boar herd wanders onto land your own farm owns, pointing straight to it so you can track it down and clear it before it damages the field. The alert only ever covers fields your own farm owns. EMERGENCY PACK DLC If you own the official GIANTS Emergency Pack DLC, the compass adds a flashing emergency marker that points to your active dispatch, so you always know which way the call is, on foot or in any vehicle. All keybinds are rebindable in Options > Controls. Works in singleplayer and multiplayer. No performance impact. No dependencies required (the Emergency Pack marker appears only if you own that DLC). For a link to our latest release, Help page and GitHub page where you can find more information, help, and report issues please visit our Compass Heading Website or go directly to our GitHub page. Many thanks to our translators and to our community for reporting bugs, giving us feedback and great ideas. V1.1.1.0 Added a shared settings hub: when two or more RocklandUSA Gaming mods are installed, F6 opens a mod list, allowing you to choose which one to configure. With only Compass Heading installed, F6 opens the compass settings directly, exactly as before. Compass Heading stays out of the way when the hub controls F6, so a single press can never open two windows. Heading Lock is unchanged. The [ key still works, and its entry in Options – Controls remains registered. No settings, markers, or API behavior were changed. Existing settings files carry over untouched.

Vehicle Trade In V1.0.0.1
other

Vehicle Trade In V1.0.0.1

Vehicle Trade In V1.0.0.1 Vehicle Trade In adds a complete, safe trade in and used equipment system to Farming Simulator 25 and integrates it into the normal vehicle dealer. Functions: Native dealer page for selecting owned vehicles and replacement vehicles Trade in value based on purchase price, age, operating hours, damage and dirt Six stage valuation with configurable factors, minimum value and payout cap Optional dealer service: repair and clean the vehicle before valuation Safety checks for attached implements, trailers, loads and unsupported objects Vehicle configurator after a successful trade, including colors, wheels and license plate Used market with daily offers, transparent prices, discounts and condition data Separate LS25 style pages for used market, financing and statistics Financing plans with interest, installments, remaining balance and contract overview Statistics for trades, revenue, value loss, averages, records, brands and recent trades Singleplayer and multiplayer support Configurable price model, limits, dealer services and financing settings in the game settings, saved per savegame The configurator can be cancelled with ESC and safely restores the complete unfinished transaction Financing supports manual installments and full payoff; financed vehicles are protected from trade until paid Settings, used offers, contracts and statistics are saved and synchronized in multiplayer Navigation: Open the normal vehicle dealer and select Vehicle Trade In. The used market, finance and statistics pages have their own footer buttons. Back from an information page returns to the Trade In dealer page. V1.0.0.1 Added native dealer pages for vehicle trade-ins, the used market, financing and statistics. Added a safe trade-in workflow with a vehicle configurator, ESC cancellation, full rollback and multiplayer support. Reworked used market valuations based on age, operating hours and damage, with transparent offer data. Added financing plans, manual installments, full repayment and protection for financed vehicles until they are paid off. Improved selection highlighting, menu navigation, scrolling separators and detail areas. Expanded the configurable valuation model, dealer services and transaction limits. Added persistent savegame storage and server-controlled multiplayer synchronization for settings, used offers, financing and statistics.

Farmland Marketplace V1.0.5.0
other

Farmland Marketplace V1.0.5.0

Farmland Marketplace V1.0.5.0 MULTIPLAYER ONLY This mod only works in multiplayer. Turn land into real business between farms! Become your server’s estate agent: sell your own farmland to other players, lease it out for recurring rent, or ask for the land you have your eye on. Everything runs fairly through offer and acceptance – the other farm has to actively agree before any money, ownership or usage rights change hands. And if the price is not right, you negotiate: counter offers go back and forth until both sides agree. – Sale: ownership and the purchase price change farms. – Lease: the lessee fully works the field (plough, sow, fertilise, harvest) while ownership stays with the lessor. Rent is settled automatically each period. – Requests: you can approach the owner with a purchase or lease request instead of waiting for an offer. – Bundles: several parcels can be offered for one total price – accepted only as a whole. Fully menu-driven, no hotkeys: – Select a parcel on the map and start an offer right there via the context action “Market” or “Request”. The info box shows lease status, open offers and ongoing negotiations. – Parcels are picked on a full screen map – with ownership overlay and multi-selection for bundles. – Leased parcels are shown on the map in the lessee’s colour, while the field number stays in the owner’s colour. – Menu > Statistics > “Farmland Marketplace”: all incoming and outgoing deals plus active leases – accept, decline, counter, withdraw or cancel. V1.0.5.0 – Price negotiation: every offer can be countered”as often as needed until both sides agree. – Purchase and lease requests: interested farms can now approach the owner instead of waiting for an offer. – Bundle offers: several parcels can be combined into one total price or total rent. They are accepted on an all-or-nothing basis, with a single booking. – New full-screen map for selecting parcels: multi-selection by clicking, ownership overlay, and highlighting of selected parcels. – Map context actions: Market, Request and Counter directly on the selected parcel. – Leased parcels are shown on the map in the lessees colour; the field number remains in the owners colour. – The map info box shows the number of ongoing negotiations for a parcel. – The offer dialog now shows the land value and size of the selection as a price reference. – Several interested farms can negotiate for the same parcel at the same time. – The dialogs confirm button is now labelled Send offer, Send request or Send counter offer. – Fixed: negative prices were not detected and could credit money to the buyer. Amounts are now clamped in all code paths. – Amounts are transferred as integers in multiplayer. Very large prices were displayed inaccurately on clients. – If a lessee buys the parcel they are leasing, the lease contract is ended cleanly before ownership changes. – When a parcel changes owner, only the deals that actually become invalid are dropped.

Dynamic Molehills V1.0.0.1
other

Dynamic Molehills V1.0.0.1

Dynamic Molehills V1.0.0.1 Dynamic molehills on grasslands in three sizes, with seasonal regrowth and moisture from rain and hail. Tires and grass rollers flatten the hills, while mowers and supported soil-working tools clear intact and flattened hills. Density, winter activity, precipitation wetness, performance mode, multiplayer synchronization and savegame persistence are configurable. Functions: Three molehill sizes with natural seasonal regrowth on grasslands. Adjustable initial density, density limit, regrowth, maximum number and grassland scope. Winter activity and precipitation wetness from rain and hail. Tires compress and permanently flatten molehills without deleting them. Grass rollers can flatten only molehills without changing grass or field state. Mowers clear intact and flattened molehills; flattened hills cause no additional wear. Supported mulchers, grassland weeders and harrows, cultivators, disc harrows, subsoilers, power harrows, plows, sowing machines and stone pickers clear molehills. Fast, Balanced and Gentle performance profiles, with Balanced as the default. Persistent storage of settings and molehill states in the savegame. Multiplayer synchronization for settings and molehill states. V1.0.0.1 Fixed distorted single-wheel tire impressions by preserving the actual contact position. Tire profiles no longer inherit mound scaling and are rendered in world space. All tire contacts now use the broad, flattened mound shape, ensuring that front and rear tires flatten consistently.

Distribution Redux V1.1.0.0
other

Distribution Redux V1.1.0.0

Distribution Redux V1.1.0.0 Replace Farming Simulator 25’s standard distribution system with a smarter, demand-driven logistics network. Distribution Redux automatically moves resources between productions, animal husbandries, silos, and storages based on actual demand. It prioritises the nearest available source, supports automatic feed, straw, and water distribution, and gives you full control over how each output is handled. Features No additional placeables required Works with existing productions, storages, silos, and animal husbandries Demand-driven distribution based on real consumption Automatic feed, straw, and water supply Multiple output modes: Hold, Distribute, Sell, Store, and combinations Hold Internal mode: keep bulk product in a production and spawn pallets on demand Proximity-based or whole-farm distribution Per-building and per-product configuration Multiplayer supported Compatibility Designed for the base game and compatible with most standard mods. Some custom buildings may require additional support. V1.1.0.0 1. Over 39 bug fixes (see the GitHub README for full details). 2. Over 17 QoL additions (see the GitHub README for full details). 3. Compatibility added for many mods, with the code strengthened to improve overall mod compatibility (see the GitHub README for full details). 4. Added an Overview tab that allows you to view all distribution activity and distribution settings for all buildings in one place (includes filters and can be set to show all sources and productions contributing to a specific end product). 5. Added advanced input and output management (block, prioritise, reserve stock, fill target, max in) for all buildings. 6. Added the ability to move and sort products between storage facilities (i.e. silos, pallet stores, etc.).

Crop Control Override V2.0.3.6
other

Crop Control Override V2.0.3.6

Crop Control Override V2.0.3.6 Crop Control Override is a per-save crop policy manager for Farming Simulator 25. It lets players control which crops are permitted for the player, which crops NPC farmers may plant, and whether NPC crop planting should be limited by field size. The mod includes an editable FS25-style GUI, per-save XML rule files, NPC field validation, blocked NPC field reporting, and a guarded Apply / Force Apply workflow to prevent accidental invalid save states. Main GUI features: – ALL RULES: view and edit crop policy rules. – DISABLED: view globally disabled crops. – SIZE LIMITED: view crops with NPC field-size limits. – NPC DISABLED: view crops NPCs should not plant. – VALIDATION: view existing NPC fields that violate the active policy and use the guarded dry-run / confirm reset workflow. – SUMMARY: view active config, rule counts, and validation state. – HELP: view in-game guidance. Configuration: – APPLY / FORCE APPLY writes staged crop-rule changes to the active per-save XML. – DISCARD resets staged values. – SAVE DEFAULTS TO CONFIG.XML backs up the existing template config and writes the current full active rule set to config.xml. – Existing per-save XML files are not overwritten by Save Defaults. – RESET BLOCKED DRY-RUN does not change the save state. CONFIRM RESET performs the actual blocked-field reset after review. – VALIDATION includes RESET MODE: CULTIVATED or RESEED SEASONAL. – RESEED SEASONAL uses the current seasonal planting window and CCO policy rules to choose a replacement crop for blocked NPC fields. – Each crop has an individual reseed weight from 0 to 5, editable in the GUI and stored as reseedWeight on its fruit rule. – A crop weight of 0 excludes that crop from NPC-field reseeding without disabling it for the player. – The global leaveCultivated weight remains available, allowing weighted resets to leave some fields cultivated instead of reseeding them. V2.0.3.6 – Replaced the seasonalMission and seasonalLifecycle category weights with an individual 0–5 reseed weight for every crop. – Added GUI controls for editing the reseed weight of the selected crop. – A crop weight of 0 now excludes that crop from NPC field reseeding while leaving the crop otherwise enabled. – Retained the global leaveCultivated weighting. – Added automatic migration of existing per-save XML files, assigning the default weight of 5 where reseedWeight is missing and removing obsolete category weights when files are normalized. – Added multiplayer synchronization for per-crop reseed weights. – Fixed dedicated server player joins changing loaded seeder selections, commonly back to Wheat. – Prevented remote CCO seed-list refreshes from sending seed-selection changes back to the authoritative server. – Hardened NPC crop planning so a failed replacement does not leave SowMission with an invalid fruit reference. – Added recovery for legacy invalid sow contracts that can trigger repeated getIsPlantableInPeriod errors.

BaleFinder V1.1.0.0
other

BaleFinder V1.1.0.0

BaleFinder – Never lose your bales again! Have you ever wondered where all your bales went? Lost in the field, stacked somewhere, or simply vanished in the grass? With BaleFinder you will never search again. This mod places colored hotspots for every bale directly on your PDA and minimap. Supported standard bale types: – Straw = yellow – Hay = light green – Grass = dark green – Silage = brown – Chaff = amber – Sugar Beet Cut = magenta – TMR / Forage = turquoise – Cotton = white Custom bale types are detected automatically. Up to 10 additional fill types receive individual colors; further custom types are shown in gray. Additionally BaleFinder now can be switched on or off while on foot using the configurable key binding in the game controls. Standard Keybinding is set to “B”. Just install, start, and you’ll always know where your all your different bales are. V1.1.0.0 Added automatic support for custom bale fill types with up to 10 additional colors. Added a configurable global BaleFinder on/off toggle.

Traffic Density Control V1.0.0.5
other

Traffic Density Control V1.0.0.5

Traffic Density Control V1.0.0.5 Traffic Density Control adds a dedicated section to the game settings where the AI traffic density can be adjusted. The number of active AI vehicles can be set directly in-game. Values from 15 to 150 vehicles are possible. For map creators, traffic splines can optionally use the user attribute trafficDensity or density. Example values are 0 for blocked traffic, 0.1 for very low traffic, 0.25 for low traffic, 0.5 for medium traffic and 1 for normal traffic. Splines without this user attribute keep their normal map behavior. A manual reload function is also available for singleplayer. It can reload the AI traffic once if needed, for example when vehicles are stuck or traffic behaves unusually. In multiplayer, only the host or an admin can change the number of AI vehicles. For the change to take effect, the server must be saved and restarted once after adjusting the vehicle count. Important note: A higher number of AI vehicles can, depending on the map, system performance and gameplay situation, cause performance issues, traffic jams or unusual AI traffic behavior. Therefore, increase the value carefully and test the setting individually on each map. V1.0.0.5 Custom AI traffic on mod maps is now supported. New mapper function “trafficDensity†to control traffic density on individual traffic splines. Installation instructions added as a text file.

Vehicle Tab Sorting V1.2.0.0
other

Vehicle Tab Sorting V1.2.0.0

Vehicle Tab Sorting V1.2.0.0 Say Goodbye to Tab Chaos You know the drill: You want to quickly hop into the combine harvester to empty a full grain tank. You hit Tab. And end up… in the skid steer loader on the other side of the map. You hit Tab again—and find yourself in a tractor that’s just sitting idle. After what feels like 40 clicks, you finally reach your target, but in the meantime, your hired worker has already taken out the fence. Put an end to virtual travel roulette! This mod gives you total control over the Tab sequence of your vehicles. What the mod does (and why you need it): Your order, your rules: Sort your vehicles exactly the way that makes sense for your workflow. From the farm tractor straight to the harvester? One click, instead of frantic, endless tabbing. The “Leave Me Alone” list: Got vehicles that are just sitting around for decoration or working the same field for weeks? Simply remove them from the Tab loop entirely. They’ll be ignored until you decide to bring them back in. Plug & Play (No exceptions!): The real highlight? The mod works automatically with absolutely every enterable vehicle—whether it’s from the base game, an official DLC, or the craziest mod creation from your favorite modders. No manual configuration required. The true next-level feature: Full multiplayer support & strict savegame separation! This is where the wheat is separated from the chaff: The mod is smart and doesn’t lump everything together. Everything is saved separately with precision. Each single-player savegame is separate: Running a livestock farm on Map A and a dedicated contracting business on Map B? No problem. The sorting order is saved individually for every single-player savegame. When you switch savegames, the mod loads the exact sequence you set up for that specific game. – Full multiplayer support (independent of single-player): Your single-player settings aren’t overwritten when you go online. On servers, the mod runs completely independently and saves your personal settings specifically for you. Per player, per server: On a multiplayer server, everyone does their own thing. Each player can set their own custom Tab order and choose which of their vehicles to ignore. Nothing gets overwritten. Does your farm partner love perfect organization while your buddy prefers chaos? No problem—settings are saved per server and per player. Got three multiplayer servers? Then you have three different sets of settings. Perfect! The bottom line: Waste less time searching and spend more time harvesting. Take back control of your vehicle fleet—no matter the save game, where you play, or who you play with! V1.2.0.0 No longer lists attachments; now only shows vehicles that can be entered and driven Additional buttons in the sorting options (Move to Top, Move to Bottom) Display and configuration of vehicles for farms where you have hired-worker status / contract access Display of the associated farm in the list Highlight the selection in the sorting overview with a background color, making it easier to see which vehicle you are editing Fixed the saving issue in multiplayer on dedicated servers (the server name only needs to remain the same for existing sort orders to be saved on the client side)

MB DLC Work Cameras For All Vehicles V1.0.0.1
other

MB DLC Work Cameras For All Vehicles V1.0.0.1

MB DLC Work Cameras For All Vehicles V1.0.0.1 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. V1.0.0.1 Fixed errors caused by camera groups without assigned cameras Fixed cameras in New Holland Braud9090X Fixed cameras in Agrifac LightTraxx

Farm Reputation V1.1.0.1
maps

Farm Reputation V1.1.0.1

Farm Reputation V1.1.0.1 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 V1.1.0.1 NEW: Information display for blocked contracts Display of the reputation still required for the next rank IMPROVED: Mission limit handling Leasing contract limit handling Active mission detection Contract limit information 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 Required mods: Better Contracts

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