Farming Simulator 22 mods
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Real Physics Tire Wear FS25
This mod expands Farming Simulator 25 with a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks. The next generation—the next stage of evolution: 2.0! Tires and track systems (rubber or steel) wear down based on the actual distance traveled, stress caused by wheel slip, and various other factors. Your driving style, the type of ground you are driving on, weather conditions, the weight you are hauling, and the dynamic load distribution across your wheels or tracks all play a role. Wear is tracked and saved individually for every vehicle and every wheel or track unit, making it independent of the standard GIANTS vehicle wear system. This applies to all vehicles owned by your farm—whether purchased, rented, or leased. AI traffic vehicles, vehicles from other farms, or machinery "rented" specifically for a mission are not tracked. The goal of this mod is to visually display realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting the actual level of wear. It supports conventional wheeled vehicles as well as machines with rubber tracks or steel tracks. Trailers and implements with their own wheels are also included and tracked. For rubber and steel track systems, the wear of road wheels is calculated based on their actual design and displayed separately via a combined icon. Most in-game vehicles and many mods have been tested; while 100% compatibility isn't guaranteed, it is well over 90%. There may be isolated cases where tracking isn't possible—such as with two-wheelers, three-wheelers, or specialized machinery mods—but work on compatibility is ongoing. For specific mods, however, I require the mod itself, including its i3d files, UV masks, i3d mappings/shapes, and vehicle XML files. Only then can I determine whether it is feasible to implement. As wear increases, the visual appearance isn't the only thing that changes; heavily worn tires lose traction, thereby affecting handling. This introduces a shift in momentum or a lag that causes the vehicle to slide—whether accelerating, braking, or turning. Tires, suspension systems, and track rollers can be replaced at the workshop; costs depend on factors such as the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage. The desired reference lifespan can be adjusted in the settings. Options include 350, 500, and 750 km for smaller or classic 2×2 maps, and 1,000, 1,500, and 2,000 km for larger 4×4 maps and correspondingly longer periods of use. It is important to note that a 1,000 km setting does not guarantee the tire or suspension will last at least 1,000 km; the reference value simply serves as the basis for calculating wear. Consequently, the tire might last less time—or potentially longer—depending on driving style, the nature of the work, and the load. Furthermore, the mod supports wear calculations for AI-controlled vehicles—specifically those using Courseplay, AutoDrive, or the built-in Giants AI. To ensure this functions smoothly, I developed an electronic immobilizer designed to lock the vehicle until the startup phase and system initialization are complete, preventing any external input during that time. This is necessary because Courseplay and AutoDrive bypass the standard startup sequence intended by Giants, which could otherwise lead to inconsistent states or unintended issues. Simply think of it as a "Parking Brake 2.0": once the vehicle is ready to drive, the immobilizer disengages, and everything operates as usual. The mod introduces three specific penalties. First, there is a loss of traction for tires and running gear depending on their wear level. However, it remains possible to drive the vehicle to the workshop—albeit with a performance penalty and potentially without a trailer. Second, there is a speed penalty for AI-controlled vehicles. The AI cruise control speed is throttled down to as low as 20 km/h, depending on wear, to ensure the vehicle can still be steered and follow its route. At normal speeds, the AI driver (AD) is unable to compensate for the tire slippage and loss of traction. If you drive the vehicle manually, there is no speed restriction, though the corresponding performance penalties still apply. Third, there is a penalty affecting the maximum speed of rubber tracks and steel tracks. Depending on the wear of the inner rollers, the maximum speed can be reduced by up to 50%. Once the rollers are replaced, the penalty is removed. Current wear levels can be displayed directly in the HUD when using the "FS25 Lights & Symbol HUD" mod. It is therefore recommended to install the Lights & Symbol HUD alongside this mod. https://www.kingmods.net/de/ls25/mods/81022/lichtsymbol-hud I've added Cobra Modding as a blocked author because parts of my mod were used without permission or consultation. There is now a clear warning message that forces you to choose which mod you want to use. All features of my mod will be disabled as long as the Cobra Modding mod is also active. You are free to choose which mod you want to use in the future. But I will not tolerate Cobra Modding! 4.10.26 cooperation with the “real mud physic mod” in coordination - API integration and compatibility update - Going forward, a standardized mod file name: "Reifenverschleiss.zip"; only internal version numbers in the description - Language packs (German/English/Spanish/French/Russian) on l10n 10/04/2026 cooperation with the “real mud physic mod” - API integration and compatibility update - Going forward, a standardized mod name: “Reifenverschleiss.zip”; only internal version numbers in the description - Language packs (German/English/Spanish/French/Russian) on l10n 1.2.2.67 update for mod update mud physics 1.2.265 small fix for "saving" 1.2.2.64 Optimizations to the calculations following the long-term test, selector in the settings to switch on/off Version 1.2.2.51 I have made a few optimizations to the performance and code so the mod runs a little leaner and faster..., no functional changes The Real Mud Physics mod is now supported -various adjustments for the Mud Physics mod
Enhanced Filling FS25
Enhanced Filling improves filling and pallet unloading while keeping the normal Farming Simulator fill system. Continuous Fill automatically continues to another compatible nearby source when the current bag, pallet, tank, or other source becomes empty. Instant Fill is optional and makes compatible sources transfer material almost instantly. Instant Fill: Field Equipment Only can limit that speed boost to spreaders, sprayers, seeders, and planters using field-input materials. Instant Dumping is optional and makes trailers, tanks, and other dischargeable equipment unload almost instantly while preserving normal discharge targets and storage/selling rules. Lowest Source First prioritizes the compatible source with the least material remaining, helping clear partially used bags and pallets before full ones. Auto Cycle Fill Units automatically continues through compatible fill units on the same vehicle or implement as each one becomes full. Fill Type Choice automatically asks which compatible material you want when more than one fill type is available nearby. Left Alt + R can still be used to cycle the preferred type manually. Partial Pallets First improves the unload-pallet function. Nearby compatible partially filled pallets, crates, boxes, or big bags are topped up before a new container is created. Extended Refill Range can increase compatible refill-source detection to 10, 20, 30, or 50 meters, including compatible silos and filling/loading stations. Limit Range to Field Equipment restricts this extra distance to spreaders, sprayers, seeders, and planters using field-input materials. Instant Fill remains independent of the range restriction. Compatibility: If Bulk Fill is loaded, Bulk Fill continues to handle continuous source switching while Enhanced Filling can still ask which material to use. Instant Fill, Auto Cycle Fill Units, and Partial Pallets First remain available. Hotkeys: Left Alt + R - Cycle Preferred Fill Type. The action can be changed in the Controls menu.
PTO Load System FS25
PTO Load System adds a dynamic and more realistic power take-off load system to Farming Simulator 25. The mod calculates the current PTO load while working based on the vehicle, the attached implement and the current working conditions. This makes tractor horsepower much more important when choosing and operating PTO-driven equipment. Switched-on implements are assessed using at least their stated power requirement, including while idling. For headers without a stated requirement, the working power of the harvesting combination is estimated from the least powerful recommended compatible harvester. The display shows modeled working demand, rather than measured engine output. PTO load changes dynamically during operation. A powerful tractor can handle large implements without problems, while an underpowered tractor may reach its limits under heavy load. Features Dynamic PTO load calculation Automatic detection of compatible PTO-driven implements Available engine power is taken into account Support for multiple active implements PTO load can exceed 100% Effects during high and extreme overload Warnings when PTO load becomes critical Clear PTO load display in the HUD Support for modded vehicles and implements Multiplayer support The goal of the PTO Load System is to make the choice between tractor and implement more meaningful while adding another layer of realism to everyday machinery operation. A larger tractor is therefore no longer only useful for additional weight or speed – its extra horsepower is actually required when operating demanding PTO-driven equipment.
Southern Hemisphere Seasons FS25
Adapt Farming Simulator 25's climate and lighting to the reality of the Southern Hemisphere! This mod adjusts solar latitude and season cycles so sun trajectories and temperatures match the Southern Hemisphere accurately. Features: - Realistic Southern Hemisphere solar latitude adjustment (-25.75°). - New savegames start in September (Early Spring). - Fully compatible with any standard or modded map. Notes: - Singleplayer and Multiplayer supported. - Compatible with existing savegames.
TOP Weight Pack FS25
Top 1050 Category: Weights Price: $1,050 Top 450 Category: Weights Price: $450
Maxime Frites V1.0
A stand for your fair, nothing special, just a small snack in between to get you through the day. Credits: LSMODDING Download mod File File size FS22_MAXIMEFRITES 126 MB
TOFAŞK V1.0
Family vehicle Price: 34.000 Interactive control BBS rims Music activated from inside Credits: ALEM MODS 4/5 - (1 vote) Download mod File File size FS22_tofas 121 MB
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