Farming Simulator 22 mods

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Real Tire Wear v1.6.0.0
other

Real Tire Wear v1.6.0.0

Real Tire Wear v1.6.0.0 Version 1.6.0.0 Fixed issues with track systems This mod adds significantly more realistic tire wear to Farming Simulator 25. Tires wear down visibly, and the wear is also visually represented on the tire itself. Each wheel is calculated individually and can wear at different rates. Tire wear depends on several factors: Distance driven Wheel slip Wheel load Speed Surface type Tires can suffer random blowouts, potentially causing tire damage during operation. Tire changes are performed by axle—meaning, for example, both tires on an axle are replaced together rather than individually. The mod includes a workshop function for changing tires. There is a dedicated sound effect for air loss/tire damage. The mod also supports track/crawler systems. Also compatible with Hof Bergmann (note: visual tire wear is not possible on Farmer_Andy’s railcar).

FS22 Steyr_LWB_SWB_edit
tractors

FS22 Steyr_LWB_SWB_edit

FS22 Steyr_LWB_SWB_edit *Steyr LWB & SWB – Sound & Lights Mod** The following changes have been made in this mod: * modified engine sounds, * modified horn sounds, * added air horns, * added roof marker lights. The mod is available for the **Steyr LWB and SWB** versions. Enjoy the game!

Employees v1.8.0.0
other

Employees v1.8.0.0

The “Employees” mod expands the game with a comprehensive personnel system. Employees can be hired, assigned to different work areas, and developed through training. They also take care of tasks such as animal husbandry and machine maintenance. Contract types, salaries, illnesses, retirement, and temporary workers ensure more realistic personnel planning. v1.8.0.0: Seasonal workers receive lower wages, are employed from March to October, and work at 80% speed. Note: FS25_EmployeesRC.zip is compatible only with AutoDrive (version 3.0.1.3 RC); no other versions of AutoDrive will work with this. V1.6.0.0 – Spanish translation added (thanks, Merlu7) – Remaining translation entries from the script added to the translation files (thanks, Merlu7) Attention: All AutoDrive users (version 3.0.1.3.RC) must download the FS25_EmployeesRC.zip file; otherwise, it will not work. – Employee Management: Up to 10 fixed employee profiles with their own name, age, and assigned AI helper. – Four contract types: Casual for €600/month and 40 in-game hours, part-time for €1,600/month and 80 hours, full-time for €3,200/month and 160 hours, and temporary workers for €120 per assignment. – Temporary Workers: Available for 8 in-game hours from the time of request and then automatically leave the farm. They receive no further training and work at full performance level. – Job Categories: Each employee can be assigned fieldwork, transport, animal husbandry, or machinery operation. New employees start with “Unassigned.” – AI Helper Linking: Fieldwork is only assigned to employees with fieldwork skills; GoTo, Delivery, Conveyor Belt, and Transport jobs require Transport. – Employee Selection in Single Player: When starting a suitable AI job, a selection of available employees appears. – Automatic Selection in Multiplayer: A suitable employee is automatically selected. The employee with the lowest percentage of their allocated hours is given priority. – Real employee names: Instead of “AI Helper A/B/C…”, the employee’s name is displayed for managed jobs. – Working hours: Regular employees use up their monthly hour allowance while performing AI tasks. Once this allowance is exhausted, the job is terminated. – Monthly salaries: Salaries are deducted at the end of the month; at the same time, the hour allowance of regular employees is reset. – Terminations: An employee can be terminated. Termination occurs after three month-ends; the termination can be withdrawn beforehand. – Aging: Employees age over the course of the game. – Retirement: Employees retire at age 65. A warning is issued three months in advance. The vacated position can then be rehired with the employee’s original starting age. – Illnesses: Regular employees have a 3% monthly chance of becoming ill. – Four illnesses: colds, gastroenteritis, flu, and back problems with varying recovery times. – Recovery in game time: Illness expires after in-game hours. Sick employees cannot be deployed or trained; ongoing work and maintenance are terminated. – Training: Fieldwork, transport, animal husbandry, and machine technology each have 3 levels. – Training costs: Level 1 costs €750, Level 2 €1,500, Level 3 €2,250. – Training duration: The three levels take 2, 5, and 8 in-game hours, respectively. – Performance levels: Without training, a normal employee works at 25%, then at 50%, 75%, and 100%. – Fieldwork and Transport: The training level affects the actual AI driving speed and the vehicle’s speed limit. – Animal Husbandry and Machinery: Higher training reduces the required working time. – Automatic Animal Checks: An animal caretaker automatically checks the herds at 8:00 AM and 5:00 PM. – Occupied Sheds Only: Empty barns and pastures are skipped. – 20% Threshold: Feed, water, and bedding are only replenished when the respective stock level falls below 20%. – 95% Target: The animal caretaker then attempts to raise the stock level to 95%. – Fair Feed Distribution: If there isn’t enough feed available, herds in need are considered together, instead of the first barn found receiving all the feed. – Feed from Farm Stores: The mod searches for usable feed in various locations, including regular silos, silo extensions, bale storage, pallet storage, big bags, and object storage facilities. – Hof Bergmann Support: The storage logic takes into account the special Hof Bergmann pallets and ObjectStorages. – Pet Food: Special fill types such as dog/cat food can also be accommodated. – Water: The animal caretaker fills suitable water troughs directly and free of charge; no water is taken from a farm storage area. – Bedding: The mod recognizes both straw and wood shavings, depending on what the respective barn actually supports. – Wood Shavings on Hof Bergmann: Even stored wood shavings pallets in the ObjectStorage can be recognized as stock and removed. – Stock Protection: If feed or bedding is not accepted by the barn, the mod attempts to return the reserved stock instead of simply making it disappear. – Manure: Existing manure is moved to the nearest accessible manure slab on the farm. – Farm Separation: The automatic supply only accesses stocks and holdings to which the respective farm has access. – Mechanical Technician: Works automatically between 8:00 AM and 5:00 PM. – Repair Threshold: Vehicles are selected for maintenance when they reach approximately 20% damage. – Vehicle Selection: Preference is given to a damaged vehicle belonging to the operator that is not currently being driven, is not in motion, and is not performing an active AI job. – Maintenance Duration: This depends on the Mechanical Technician’s training level and only continues during working hours from 8:00 AM to 5:00 PM. – Vehicle Lockout During Maintenance: The vehicle cannot be entered, tabbed through, used, or normally attached during maintenance. – Repair Display: The remaining repair time is displayed in the vehicle information. – Repair costs: Before and upon completion, the system checks whether the farm can afford the repair. – Staff overview: The employee menu displays employees by contract type and job description, as well as status, age, available hours, and other contract information. – Status indicators: These include “Available,” “On Duty,” “Training,” “Sick,” “Hours quota reached,” “Maintenance task,” and “Assign job description.” – Multiplayer: The actual employee logic runs server-side. – Multiplayer synchronization: Employees, contracts, working hours, age, roles, training, illnesses, active AI jobs, and maintenance are transferred to the clients. – Farm security in multiplayer: A client may only perform administrative actions for employees on their own farm. – Synchronized actions: Hiring, changing job descriptions, starting training, resigning, and retracting resignations are sent to the server. – Multiple farms: Animal care and machinery maintenance are managed separately for each farm in multiplayer. – Savegame support: Employees, development, illnesses, training, maintenance, and animal check times are saved in a separate employees.xml file.

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Audi A6 C7 2015 версия 3.7 для American Truck Simulator (v1.61.x)
cars
Audi A6/S6/RS6 C7 Avant 2016 версия 2.5 для American Truck Simulator (v1.61.x)
cars
Skoda Superb 2024 версия 1.4 для American Truck Simulator (v1.61.x)
cars
Skoda Superb 2013 версия 19.0 для American Truck Simulator (v1.61.x)
cars
Ford LTL 9000 версия 4.0 для American Truck Simulator (v1.61.x)
trucks
Settings Search V1.0.0.0
other

Settings Search V1.0.0.0

Settings Search V1.0.0.0 Search across every tab in the settings menu: Game, Graphics, Audio, Controls, Additional, Accessibility, and whatever other mods add. Jump to a tab and type, or search first and see which tab the result is hiding in. One exception: for AutoDrive and Courseplay, searching for “AD” or “CP” won’t find anything. You need to know the actual setting name.

Weight 800 KG V1.0.0.0
implements

Weight 800 KG V1.0.0.0

Weight 800 KG V1.0.0.0 800 kg weight for tractors. Price: 650 $

Lizard Silage Blade V1.0.0.0
other

Lizard Silage Blade V1.0.0.0

Lizard Silage Blade V1.0.0.0 Silage blade for tractors, designed and manufactured in France. Silage blade: Price: 4,000 $ Working width: 2.50 m Category: Levelers

Continue Driving After Exit V1.1.0.0
other

Continue Driving After Exit V1.1.0.0

Continue Driving After Exit V1.1.0.0 This mod is intended for players who use small or older machinery and want to make activities such as manually loading small bales feel more realistic. When automatic engine start is disabled, cruise control is active, and the selected cruise control speed is no more than 10 km/h, the vehicle continues driving at that speed in the direction that was active when the player exited. For example, a tractor with a trailer can slowly move alongside the player while small bales are loaded by hand — similar to using a hand throttle and creeper gears. The continued driving ends when the player enters the vehicle again. This mod does not provide AI, obstacle or collision avoidance, or guidance steering. Use it only in clear, open areas and keep the vehicle under supervision at all times. When automatic engine start is enabled, the normal game behavior is preserved. V1.1.0.0 Continued driving is now processed server-side for hosts and clients in multiplayer. Synchronization and cleanup of the continued-driving state have been improved.

Universal Roller V1.0.0.0
other

Universal Roller V1.0.0.0

Universal Roller V1.0.0.0 Every roller works on both field and grass surfaces, as in reality – no purchase or toggle required.

Lizard Silage Blade FS25
other

Lizard Silage Blade FS25

Silage blade for tractors, designed and manufactured in France. - Silage blade: Price: 4,000 $ Working width: 2.50 m Category: Levelers

Settings Search FS25
other

Settings Search FS25

Search across every tab in the settings menu: Game, Graphics, Audio, Controls, Additional, Accessibility, and whatever other mods add. Jump to a tab and type, or search first and see which tab the result is hiding in. One exception: for AutoDrive and Courseplay, searching for "AD" or "CP" won't find anything. You need to know the actual setting name.

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