Farming Simulator 22 mods

50,532 results
299 / 3,369
Visual Mud Tracks V1.4.0.6
other

Visual Mud Tracks V1.4.0.6

Visual Mud Tracks V1.4.0.6 V1.4.0.6 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. 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 Required mods: Realistic Water & Soil Management (RWSM)

Bohemia Country 25 V1.1.0.1
maps

Bohemia Country 25 V1.1.0.1

Bohemia Country 25 V1.1.0.1 V1.1.0.1 Fixed en translation for Pineapple Pizza Fixed ai farm vehicles Welcome to the Bohemia Country 25 map version 1.0.0.1 The Map is 4 x 4 ( 4096 x 4096 px ) , only for PC with Windows . MACos is not supported due to scripts , that are build in the map For this map you need to download FS25_Bohemia_Country_BuildignsPack version 1.0.0.1 From modhub is needed 20 mods for download , when you start the game . !!!! NEW SAVE IS NEEDED !!!! If you are using more DLCs at the same time , i recommend using small script Unlimited FillTypes from Farmer Andy optional – The FS22 version of the map has been completely redesigned to take advantage of all the features of FS25 . – The texture of lime has been modified in the map. – Compost (from Weekend Farmers) has been added to the map. It can be used in manure spreaders and is created in a compost silo designed for this purpose. On the map you will find: – new roads, new buildings (fire station with gate animation and siren, Orlen gas station from Lorex Modding), – the terrain has been modified on all fields – The map contains 61 fields, including 11 meadows (from 1.91 ha to 43.16 ha. Total field area: 1021.53 ha) and 13 forests (a total of 23,774 trees). – The PDA for this map was created using a tool from Weekend Farmers. – 1 main farm, VTC silo, root crop storage, hay barn on the main farm with a capacity of 20 million liters for grass hay, straw, alfalfa hay, and clover hay – 2 plots with animals (cows, pigs, sheep, horses) – 1 plot with greenhouses and orchards – 1 building plot for purchase – BGA – Silage pits for 6 million liters – Animal dealer – Crops added to the map: Silage corn, Rye, Triticale, Spelt, Green rye, Field grass, Mustard (catch crop), Alfalfa, Clover – New crops have also been added as animal feed (alfalfa and clover can be baled as hay and silage) – Help for new crops has been added – The map is ready for Precision Farming – The map has 32 terrain angles – The map features custom vehicle traffic (tractors, telescopic loaders with bales, Family Frost vans with sound, DHL, DPD, Toptrans, and more) – Routes for AI vehicles in most locations, works with Autodrive – Pedestrians – Czech license plates – Added more textures that can be painted on surfaces (also in the game) – Sowing and harvesting calendar adjusted (cotton is disabled from orders) – Factories, buildings, and lamps from Máca have been added to the map,spruce trees and other trees , which can be built in the game Production facilities: Cereal production ZZN Grain Mill (serves as a classic grain selling facility and, after purchase, as a flour production facility (rye, spelt.) Sugar factory (converted from FS22 by me , previous author gamerhzsFSH) Pizzeria Madeta Dairy (with modified products) Carpentry workshop Sawmill Cement plant Tailor’s workshop Spinning mill Lime production Paper production Soup production plant Oil press Fertilizer production Seed cleaner Bakery (muffins, croissants, rye bread, spelt pastries, donuts, brownies) Purchases: Seeds Solid fertilizer Lime Liquid fertilizer Herbicide Mineral additives Silage additives Warehouse with purchase of product pallets at a higher price Sales points: Mill – grain purchase (newly retextured with moving mill wheels), ZZN purchase Bale sales Sales at animal dealer [hay (grass, alfalfa, clover), straw, silage (grass, alfalfa, clover), milk] Lidl Supermarket Coop Jednota Vehicle dealership (newly retextured) Biomass sales Farmers’ market Restaurant Contributors : Monika Wolf , Majky HC , Ondatomule , Vasek3 , Pérák (testing the Map ) , Farmer_Andy(hotspot script) , Souky ( compost effects ) , PfalzAgrar , Weekend Farmers (prefab filltypes + kompost ), Máca , gamerhzsFSH , Jelonek, Giusz324,JMZ,Ikas , Lorex Modding, Jena , Landbauer,ACH25 , Piesel , RoaderSIMModding , Roman CZE. – Thanks to everyone who tested the map, Máca for his advice on texturing objects, and Anro for his sign edits. – Have fun playing! V1.1.0.0 – moddesc version 111 (1.21.0 Farming) – Fixed floating trees on the map – Stubble removal for all crops – Adjusted yield per hectare during harvest – Adjusted crop calendar – Traffic system adjusted – Spinning mill adjusted; it will now be displayed on the map as a production facility – Fixed stone generation for orders – Reduced the number of field polygons (simplify polygon points – Map Toolkit) – New gravel field paths – New textures for cultivation and sowing – Added the Goeweil Vario Master baler for alfalfa and clover – Root Crop Storage and HearthFruitStorage have been added to the buildings pack – ZZN Grain Mill—capacity increased; winter wheat and winter barley added to production; option to load imported raw materials added – Age at which cows can produce milk adjusted – Spanish translation added Required mods: Buildings Pack (Bohemia Country 25) Unlimited FillTypes Sheep And Goat Barn Big Animal Package Vanilla Edition Manure Evacuator

Marston Bale 22ft Trailer 1993 V1.0.0.0
implements

Marston Bale 22ft Trailer 1993 V1.0.0.0

Marston Bale 22ft Trailer 1993 V1.0.0.0 THIS IS NOT MY MOD THIS IS Mattxjs mod big thank you to him for making this brilliant mod Price 12500 WIDTH 22FT POWER – 50hp configs – non i think

Horsch Leeb 5 LT (36m version) V1.0.0.1
implements

Horsch Leeb 5 LT (36m version) V1.0.0.1

Horsch Leeb 5 LT (36m version) V1.0.0.1 Horsch Leeb 5 LT Price 145000€ Working width: 36 m Capacity 5000l V1.0.0.1 Correction of errors related to switching to 36 m

Dacia Logan V1.0.0.0
other

Dacia Logan V1.0.0.0

The 2021 Dacia Logan is a spacious, budget-friendly sedan with a massive 528-liter trunk and efficient 3-cylinder engines, including a highly economical factory LPG option. V1.0.0.0 Paint repaired

Audi A4 V1.0.0.2
other

Audi A4 V1.0.0.2

Audi a4 Price: 30.000 Power: 453 V1.0.0.2 New Mod/Store icons (FS25 version) Fixed front bumper painting Required mods: Vehicle Years

BMW E39 530D V1.0.0.8
other

BMW E39 530D V1.0.0.8

BMW E39 530D V1.0.0.8 Convert of well known meme edit of E39 on FS22 Main color configurations Back window sticker configurations License plate configurations X-Fun mode (To drift around) V1.0.0.8 Vehicle years mod support added Required mods: Interactive Control Vehicle Years

BMW E39 V1.0.0.9
other

BMW E39 V1.0.0.9

Characteristics : Price: €25,270 Power: 400 hp Main color configurations Working lights Working passenger seats for multiplayer Fixed outside camera Base game license plates V1.0.0.9 Vehicle years mod support added Required mods: Interactive Control Vehicle Years

John Deere 8000 Series Dark Style V1.0.0.0
tractors

John Deere 8000 Series Dark Style V1.0.0.0

John Deere 8000 Series Dark Style V1.0.0.0 Price: 95,000$ Power: 160-2000hp Top speed: 60 km/h Configurations: Beacon lights Flash light Fenders Exhaust Wheels Sticker Flag Mirrors Front weight and front hydaulic

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New Holland T7 Escobar V1.0.0.0
tractors

New Holland T7 Escobar V1.0.0.0

New Holland T7 Escobar V1.0.0.0 I wish you good games with my New Holland mod, I would like to explain my mod with you: Marine horn window film 5 led cakar floor mats rubber cheeks Side window stickers special light frames Mirror coatings Exhaust coating

Transport Company V1.3.1.0
other

Transport Company V1.3.1.0

Transport Company V1.3.1.0 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. V1.3.1.0 A couple of usability improvements for running your transport business. What’s new Dispatch is now hidden until you have a headquarters, so it stays out of the way early on New contract type toggle so you can filter the kinds of contracts you take No save migration needed. Existing saves load as normal.

Tax Mod V1.1.6.0
other

Tax Mod V1.1.6.0

Converted from FS22_TaxMod Adds realistic tax system to your farm. Features: Daily tax deductions based on farm balance Monthly tax returns (percentage of taxes paid) Three tax rate levels: Low (1%), Medium (2%), High (3%) Configurable minimum balance threshold Tax history and statistics tracking Professional in-game notifications Fully configurable via console commands Multiplayer compatible Settings saved per savegame Type ‘tax’ in console for commands 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 Tax Mod <3 V1.1.6.0 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.

Autodrive Saxlingham XL V1.4.0.0
other

Autodrive Saxlingham XL V1.4.0.0

Autodrive Saxlingham XL V1.4.0.0 119 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. V1.4.0.0 Fixed exit when coming out from Saxlingham Dairy Silo Unload Required mods: Autodrive

Animal Feeds V1.1.0.0
other

Animal Feeds V1.1.0.0

Animal Feeds V1.1.0.0 Turkish Brand Animal Feeds Nutri-d Horse Feed (Oats) Abalım Chicken Feed (Wheat) Tarım Kredi Cow Feed V1.1.0.0 There was an issue with the version and link I posted yesterday; it has been fixed.

Turkish Agricultural Pallets V1.1.0.0
trucks

Turkish Agricultural Pallets V1.1.0.0

Turkish Agricultural Pallets V1.1.0.0 Turkish agricultural pallet brands Tigem Seed Gübretaş Liquid Fertilizer Hektaş Resital Herbicide Igsas Urea Fertilizer V1.1.0.0 Added with the update Silamix Silage Additive added Cow Feed mod removed. (A new animal feeds mod was released and it was added there)

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