Farming Simulator 22 mods
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Karpaty FS22
A small bike to run errands. Maximum power – 2 hp. Maximum speed – 40 km/h. Speedometer, optional grips/fenders, color selection, chain drive, dust effect, and animations for the clutch and footrests. Washable.
First Person Player Body V1.0.8.0
First Person Player Body V1.0.8.0 First-Person Player Body adds a “full” character display in first-person mode in Farming Simulator 25. Now, when looking down, the player can see their animated body, legs and arms, while the character’s movements are correctly displayed along with the camera. The head remains behind the camera so it does not obstruct the view, but it still contributes to the formation of the shadow. The mod also improves the first-person view inside vehicles. When using the interior camera, the default seated driver model is displayed. The camera can follow the eye animation and the movements of the seated character. The mod settings include: On foot Player body visibility. Camera side-to-side movement. In vehicles Driver body visibility. Camera position — default or eye level. Camera following the driver’s animation. V1.0.8.0 Adaptation to Beam Eye Tracker can be enabled or disabled in the settings. New hand-over-hand steering setting, enabled in the settings.
Mud System Physics V1.3.6.0
Mud System Physics V1.3.6.0 Mud System Physics is an advanced physics mod for Farming Simulator 25 that completely rethinks how equipment interacts with the soil during rainy weather. What does the mod do? The mod adds a dynamic dirt system that affects: – Wheel behavior – Surface grip – Visual effects – Vehicle cross-country ability – Condition of fields and soil Every trip in the rain or on a damp field is a risk of getting stuck, and not just a pretty picture… Key features!!! “Real” mud physics Dirt is calculated from humidity in real time! Wheels can: – slip – Lose grip – Get stuck in the mud The heavier the equipment, the higher the risk of getting stuck Interaction with fields Mud behaves differently on different types of field soil, for example, plowed fields are the most viscous! Possibility of removing vegetation in deep mud (optional) Flexible settings! The mod is fully customizable through the game menu: – turn on/off the mud system – strength of the viscosity effect – influence of rain – visual effects – removal of vegetation – And much more. (there are more than 20 different knobs and switches) TIRE PUNCTURE SYSTEM AND TIRE PRESSURE AND MUCH MORE… Have a nice game! I prohibit using the mod code outside the system. As well as distribution to other sites, not via the author’s link! V1.3.6.0 Optimizations have been added. (They are not significant, but they may improve the gaming experience.) List below. The empty visual tire cache was rebuilt on every call (fixed) Unchanged tire deformation was constantly written to the shader (fixed) Removed unnecessary physical friction updates The hydraulic grid in local humidity mode was optimized and split into tasks. Temporarily removed everything related to TractorTerrainDynamics Improved compatibility with Real Physics Tire Wear
Cellar V1.0.0.3
Wine Cellar Storage This is an underground cellar storage mod for your farm. Simply place supported items—such as pallets, big bags, and bales—in front of the cellar entrance trigger, and the system automatically stores them down below with full visual representation. How it works: Storage: Drop your items at the front entrance trigger to store them underground. Accessing the cellar: Walk up to the entrance and press the key to teleport down into the basement. Unloading: Inside the cellar, interact with the storage trigger using the key to open the menu and retrieve your stored goods. Spawn location: Retrieved items will spawn back outside on the surface, marked clearly by the warning stripes area. The storage capacities have been calibrated for realistic farm management, with further fine-tuning planned for future updates. An animated mouse has found its way in; it’s down there in the depths of the cellar. V1.0.0.3 An animated mouse is scurrying around down in the basement. The ventilation system has been fixed, and collision bodies have been added to the pillars.
Fresh / Perishable products V1.1.0.0
Fresh / Perishable products V1.1.0.0 Fresh adds shelf life to your products – crops age over time and will spoil if not sold or used! Your harvested crops, processed goods, and baled forage now have realistic shelf lives – leafy vegetables spoil quickly, while grains and canned products last much longer. Leave produce sitting too long and it will expire and be lost! Customize shelf lives via the Fresh Menu. Usage Install the mod and play normally. Open Fresh Menu with Right Shift+F to view inventory, stats, and settings. Check expiry by looking at any vehicle, bale, or storage. Customize shelf lives in Settings if defaults don’t suit your playstyle. Fresh Menu (Right Shift+F) Inventory Overview: see all perishables at a glance with their oldest ages Product Details: per-storage age breakdown with freshness buckets Storage Details: per-product breakdown with age distribution and category filter Loss Statistics: track what you’ve lost and when Shelf Life: effective shelf life per storage class Settings: customize shelf lives and storage class benefits Storage Classes – Storages auto-classified: Exposed, Sheltered, Indoor, Cooled, Frozen, Disabled – Each class applies an aging speed multiplier – better storage means slower spoilage – Bales, pallets, big bags, and parked vehicles under a building roof age as Sheltered – Vehicle loads follow their cover: Sheltered while the tarp is closed, Exposed while it is open; tankers and closed hoppers age as Sheltered – Override storage class per-storage via Settings; the Loose Items setting sets the minimum class for bales and pallets outside a storage – Set per-product max benefit class to cap how much a storage class can help Visual Feedback – Age distribution bars when near placeables, vehicles, and bales (color-coded freshness) – Storage class icons in HUD, expiring soon table, and loss log – Expiry countdown on vehicles and bales – Expiring amount and time remaining per fill type on placeables and husbandries – Warning highlight when products near expiration (configurable threshold) – Notification when products expire and are removed Perishable Products – 100+ products with realistic shelf lives (perishable produce spoils in days, grains last months, canned products up to 3 years) – 130+ non-expiring products pre-configured – 4 bale types: Fresh Grass (days), Hay (18 months), Straw (24 months), Silage (12 months) – Wrapped grass bales begin aging after fermentation completes Settings & Customization – Difficulty presets (Very Easy/Easy/Normal/Hard) or Custom for individual control – Configure shelf life for any product (basegame, DLCs, maps/mods) – Enable/disable expiration globally or per-product – Configurable warning threshold (6h/12h/24h/48h/72h) – Reset all settings to defaults with one click – Optional external config file (customDefaults.xml) to add or override shelf life, storage class, and aging for any crop – including custom map/mod crops – without editing the mod (update-safe, server-side in multiplayer) – Per-savegame settings – Multiplayer: host/admin controls settings for all players Loss Tracking – All expirations recorded in loss log – Daily notifications summarizing your farm’s losses – View loss history in menu Tracking Locations – Vehicles: trailers, tankers, combine tanks, etc. – Bales and pallets: on the ground and in storage buildings – Placeables: silos, productions, husbandries, object storage How It Works – Each harvest or production run is tracked as a separate batch with its own age – Oldest items retrieved first from storage (FIFO) – Expired products automatically removed – Batch ages preserved during transfers between containers – Multiplayer support (server-authoritative) – Ages saved with your game Limitations & Known Issues – No loose item tracking (loose grass, grains, etc. on the ground) – Silo extensions are tracked separately rather than as a shared pool Fresh: Because hoarding should have consequences. V1.1.0.0 Fresh now checks for roofs too. Bales, pallets, and big bags set down under a shed, carport, or barn roof age as Sheltered, and so do trailers parked under one. A covered trailer load ages as Sheltered while its tarp is closed. Expiry times in the menus and info boxes now follow the batch that runs out first and respect your aging settings. Changes: – Added roof detection for loose bales, pallets and big bags – one set down under a shed, carport or barn roof now ages as Sheltered instead of Exposed – Added covered vehicle loads – a compartment with a load heap ages as Sheltered while the tarp or cover over it is closed and Exposed while it is open, including compartments that share one tarp with the covered ones – Added roof detection for parked vehicles – a trailer parked under a shed roof, with nobody in it or its tractor, ages as Sheltered – Changed the Loose Items storage setting to a minimum class – a bale or pallet under a roof stays Sheltered even when the setting is Exposed – Removed the admin console commands that edit stock, ages, expiry and storage classes from release builds – set storage classes in the Fresh settings menu instead – Fixed pallets and big bags on multiplayer clients showing a storage class that ignored the Loose Items setting (aging on the server was already correct) – Fixed tankers, sprayers, and closed hoppers aging as Exposed – a load with no open heap now ages as Sheltered – Fixed the Overview’s Next Expiry showing the oldest batch’s time when a newer batch in faster-spoiling storage runs out first – Fixed the Product Details and Storage Details tabs showing a vehicle’s oldest batch time instead of the batch that runs out first – Fixed expiry times ignoring the Storage aging setting when it is off, and the Expires in lines and age bars still showing when expiration is off – Updated the storage classes guide and FAQ to explain which buildings count as a roof
Ground Zero GZIA 1.1500D (Prefab) V1.0.0.0
Ground Zero GZIA 1.1500D (Prefab) V1.0.0.0 Add a detailed car-audio setup to your Farming Simulator 25 vehicle with this Ground Zero amplifier prefab. Features: Black housing with a brushed-metal finish. Centre panel with yellow Ground Zero branding. Cooling fins along both sides. Detailed RCA sockets, adjustment controls and connection terminals. Three fuses and four mounting feet with drilled holes. Real-scale model with separate materials and two detail levels. Nominal housing dimensions: Length: 360 mm Width: 192 mm Height: 49 mm Overall length including mounting feet: 388 mm The complete package includes the I3D model, DDS textures, editable Blender source, preview images and installation guides in English, Swedish and Norwegian. Installation: Import the prefab into your vehicle mod using GIANTS Editor 10 and follow the included guide. This is a prefab for modders, without a separate shop entry. Function: Static decoration without audio playback, interactive controls, illuminated LEDs or separate collision. Cables and an external remote controller are not included. Check placement and appearance in your vehicle after installation. Version: 1.0.0.0 Model and FS25 prefab: NorthernLight Modding. Ground Zero product designs, names and logos belong to Ground Zero GmbH. GE previews show GIANTS Editor. Studio previews are supplemental Blender renders, not gameplay screenshots.
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