Farming Simulator 22 mods
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OMP tilting flatbed trailer V1.0.0.2
I’ve added the branding to this autoload flatbed trailer. If there are any issues, please leave a comment. Changelog: + V1.0.0.2 I added the tension ribbons. V1.0.0.1 now the stickers are visible. Credits: DANIELE2004 3.5/5 - (2 votes) Download mod File File size Rimorchio_ribaltabile_OMP 3 MB
Oilfield Spill Containment v1.0.0.0
Oilfield Spill Containment v1.0.0.0 Add realistic secondary spill containment to your oilfield sites with this placeable decoration from BlackGoldStudios. Designed for use beneath wellheads, separators, tanks, pumps, and other oilfield equipment, this containment features a dark flexible liner, raised red perimeter berms, and realistic surface detailing. The ground automatically levels and clears beneath the containment during placement, making it easy to build clean, organized locations on uneven terrain. Features: Large oilfield spill-containment area Realistic black liner and red perimeter berm Detailed normal-mapped liner material Automatic ground leveling Automatic grass and foliage clearing Vehicle-friendly surface Manual placement rotation Located under Decorations This is a decorative placeable and does not currently store or simulate spilled liquids
Romania Balkan FERM Shader V1.0.0.0
Romania Balkan FERM Shader V1.0.0.0 IMPORTANT BACKUP your files before installing. Use only the recommended versions. Install reshade 6.6.0
Instant Wash V1.0.0.0
Instant Wash V1.0.0.0 Wash your vehicles quickly with greater reach Buy the washing lance and use 1, 2 or 3 to select it Item purchasable in the miscellaneous category
Vehicle Switch From Minimap V1.0.0.0
Vehicle Switch From Minimap V1.0.0.0 Change vehicles by clicking on minimize, you need to have a mod that allows you to use the mouse. Works in all 3 map sizes.
Transport Company V1.0.0.0
Transport Company V1.0.0.0 Your map is already full of silos, dairies and mills moving goods between them. None of it pays you a penny. Buy a headquarters and it does. Freight jobs are generated from the stations that already exist on your map, priced against the live economy. Haul them yourself, or put a driver in the cab and let the base game AI run the route while your fleet quietly books the miles, the diesel and the profit truck by truck. Features Contract Board Jobs are generated from real stations on your map, using the live economy price of the goods to set the reward. Two Ways To Run A Job 1: Haul it yourself -> Load at the pickup, tip at the destination. Progress moves as you tip. 2: Hire a driver -> Hands the route to the base game AI as a Load & Deliver job. Per-Truck Books The base game only keeps farm-wide statistics. This tracks every truck separately. Company Ledger Revenue, driver wages, fuel, distance and job count for the company as a whole, followed by a history of every finished and expired contract, newest first. Company figures are tracked separately from the fleet on purpose; a load you tip yourself cannot be pinned to a specific truck, because the station reports liters and a position, never the vehicle that delivered them. Dispatch Office Four tabs in the in-game menu, built from stock FS25 menu widgets so it looks and behaves like the rest of the game.
Realistic Weather Lite V1.3.0.1
Realistic Weather Lite V1.3.0.1 Hello everyone! I am releasing a major update for this mod, which is now fully stable, tested, and 100% working. This mod is inspired by the original concept created by Arrow, further developed and optimized to deliver a smooth and immersive weather experience. HOW THE MOD WORKS (Features) Dense & Dynamic Fog: Very thick and rare fog, generated randomly during rain, snow, or cold winter mornings, with a density and height much higher than the base game. Atmospheric Transitions: Climatic changes and realistic effects during bad weather. Advanced Snow Accumulation: Detailed management of snow depth on the ground and random blizzards with significant snowdrifts. Hail & Vehicle Damage: Hailstorms cause wear and visual damage to uncovered vehicles (fully compatible with advanced damage management mods like Advanced Damage System). V1.3.0.1 Removed the snow physics and field slip/traction management to prevent conflicts with the Mud System Physics mod.
Quick Money – Instant $100,000 Hotkey V1.0.0.0
Quick Money – Instant $100,000 Hotkey V1.0.0.0 Press LCtrl + LAlt + M to instantly add $100,000 to your farm. No menus, no console, no savegame editing. Works on any map, singleplayer. Safe to enable/disable anytime — does not touch your savegame files. Hotkey can be changed in game options.
Time Control – Ultra Fast Forward up to 6000x V1.0.0.0
Time Control – Ultra Fast Forward up to 6000x V1.0.0.0 Skip nights and grow crops instantly! LCtrl + LAlt + 9 = faster, LCtrl + LAlt + 8 = slower, LCtrl + LAlt + 0 = back to 1x. Goes far beyond the game’s 120x limit — up to 6000x. Any map, singleplayer, savegame-safe.
Add / Deduct Money V1.0.0.0
Add / Deduct Money V1.0.0.0 Farm Money Manager is a simple utility mod that lets you quickly add or deduct money from your farm without the hassle of closing the game or manually editing savegame files. Easily adjust your farm’s balance with a custom amount directly in-game, saving time and making farm management more convenient. Features: Add or deduct custom amounts Simple and easy-to-use interface No savegame editing required Perfect for testing, roleplay, or correcting your farm’s balance This mod is not server ready as of yet but i am currently working on making it compatible with multiplayer & dedicated servers.
All-Brand ModHub Pack Generator V1.0.2.0
All-Brand ModHub Pack Generator V1.0.2.0 The FS25 All-Brand ModHub Pack Generator creates private dependency packs for equipment manufacturers found on the official Farming Simulator 25 ModHub. Instead of manually searching for and downloading every mod from a specific brand, this tool scans the ModHub catalog, identifies each mod’s manufacturer and exact internal filename, and creates a separate dependency ZIP for each detected brand. When a generated brand pack is enabled on a save, Farming Simulator 25 displays the missing required mods and allows them to be downloaded through the game’s normal ModHub dependency system. Features Creates one dependency pack per manufacturer Scans the official FS25 ModHub catalog Uses exact internal ModHub filenames Supports PC-only and crossplay releases Includes clearly identified multi-brand equipment packs Generates a complete ModHub catalog in CSV format Creates an individual manifest for every brand Can automatically copy generated packs into the FS25 mods folder Saves a catalog cache for quicker future builds Includes refresh options for new and updated ModHub releases Does not redistribute any vehicle or equipment mods Individual Brand Launchers The `BrandLaunchers` folder contains separate files such as: `BUILD_NewHolland_AND_COPY_TO_MODS.bat` `REFRESH_NewHolland_AND_COPY_TO_MODS.bat` `BUILD_JohnDeere_AND_COPY_TO_MODS.bat` `REFRESH_JohnDeere_AND_COPY_TO_MODS.bat` `BUILD_CaseIH_AND_COPY_TO_MODS.bat` `REFRESH_CaseIH_AND_COPY_TO_MODS.bat` The normal `BUILD` launcher uses the saved catalog and rebuilds only the selected brand. The `REFRESH` launcher performs a fresh ModHub scan and then rebuilds only the selected brand. Running an individual brand launcher does not delete or replace packs generated for other brands. Installation 1. Download and extract the generator ZIP into a normal folder. 2. Open the `BrandLaunchers` folder. 3. Run the `BUILD` BAT file for the brand you want. 4. The dependency pack will be generated and copied into: `Documents/My Games/FarmingSimulator2025/mods` 5. Start Farming Simulator 25. 6. Enable the generated brand collection on your save. 7. Download the missing dependencies when prompted by the game. Creating or Updating Brand Launchers Run: `CREATE_OR_UPDATE_BRAND_BATS.bat` This creates or updates individual build and refresh launchers for every manufacturer found in the saved ModHub catalog. Run: `REFRESH_AND_UPDATE_BRAND_BATS.bat` This performs a fresh ModHub scan and recreates the individual brand launchers without building every brand pack. Building Every Brand Run: `BUILD_ALL_BRANDS_AND_COPY_TO_MODS.bat` This generates every detected brand pack and copies them into the FS25 mods folder. Run: `BUILD_ALL_BRANDS_ONLY.bat` This generates every brand pack without copying them into the mods folder. Run: `REFRESH_ALL_BRANDS_AND_COPY_TO_MODS.bat` This performs a fresh ModHub scan, rebuilds every brand pack, and copies them into the mods folder. Important Information This tool does not contain or redistribute any vehicle, implement, map, placeable or script mods. It only creates small dependency packages that reference mods available through the official Farming Simulator 25 ModHub. The generated packs are intended for private PC use and are not designed for submission to the official ModHub. The ModHub catalog can change as mods are added, renamed, updated or removed. Use the refresh launchers periodically to keep your collections current.
Laumetris PTL 12V V1.2.0.0
Laumetris PTL 12V V1.2.0.0 Specifications: Price 12,500 € Capacity 12,500 L Fill Types (Water, Herbicide, Liquidfertilizer) Configurations: Selectable Trelleborg tires (TwinRadial, T404) Selectable Laumetris decals (All, Side, Front and Back, None) Selectable Light protection Selectable Hose Selectable License plate (Squarish, Elongated) Selectable Manure system V1.2.0.0 ModDesc changes DescVersion changed Version changed
Visual Mud Tracks V1.3.6.4
Visual Mud Tracks V1.3.6.4 V1.3.6.4 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. These messages only appear when debug mode is activated: tire pressure changes per wheel; increase or decrease tire pressure; Initialization of the mud particles. 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 V1.3.6.3 Slip reduced in extreme wet conditions. Added all tillage equipment. Required mods: Realistic Water & Soil Management (RWSM)
Develon DD100 V1.0.0.0
Develon DD100 V1.0.0.0 We decided to bring our bulldozer from LS22 over to LS25 and release it. It features color configuration. It also includes some Interactive Control functionality. It’s nothing fancy, but it works and gets the job done! Have fun with it.
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