Farming Simulator 25 mods
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Kirovets K-700A v1.0.0.3
Hello, this is my own turned Kirovets K-700A for Farming Simulator 25. After many hours of work, I am happy to present you my K-700A. This mod was created and revised by LandModding with great attention to detail, in order to bring the legendary Soviet articulated steering vehicle into the LS25 as authentically as possible. The K-700A has been tuned to produce 400 hp and has a top speed of 50 km/h. In addition, the mod has a realistic engine sound that makes the driving experience even more authentic. In addition, Interactive Control (IC) is fully integrated so that various functions can be operated directly on the vehicle. The tractor is also prepared for the Variable Tire Pressure (VTP) script, which allows the tire pressure to be adjusted dynamically. The mod also includes a snow plow and a push blade, which are specifically designed for the K-700A. This makes the tractor not only suitable for heavy field work, but also excellent for winter service and other pushing work. Features: – 400 HP engine – 50 km/h top speed – Realistic engine sound – Interactive Control (IC) – Prepared for Variable Tire Pressure (VTP) – Snow plow included – Sliding sign included – Detailed model – High quality textures – Realistic lighting – Animated doors and other moving parts – Ideal for heavy field work and winter service V1.0.0.3 – New configuration added – colors adjusted Required: – Interactive Control
Pallet delivery contracts v1.0.3.0
Pallet Delivery Contracts is a mod that adds a new type of contract for the delivery of palletized products to Farming Simulator 25. Now tasks for transporting goods from production facilities to points of sale can automatically appear on the map. You will have to load pallets with finished products, deliver them to the specified location and receive a monetary reward for the successful completion of the contract. Mod features: – New type of contracts for pallet delivery. – Automatic generation of tasks between production facilities and retail outlets. -Various order quantities: – Small contracts – Medium contracts – Large contracts – The reward depends on the volume of products transported. – Contracts have a time limit. – Support for most of the game’s production chains. – Automatic creation of the necessary pallets to complete the task. – Display of loading and unloading points on the map. How does it work? – Open the contracts menu. – Find the Pallet Delivery task. – Accept the contract. – Pick up the pallets at the specified production facility. – Deliver the products to the designated point of sale. – Receive a reward after successful delivery. Add more logistics to your farm and earn money by transporting finished products between factories and retail outlets! V1.0.3.0 – Contracts are no longer created in your factories
Crop Diseases v1.0.7.0
Crop Diseases adds a complete system of diseases and pests for crops to the game. Fields can now become infested depending on crop condition, soil management, moisture, weeds, stubble and growth stage. Threats develop in levels: low, medium and high. If the field is neglected, the disease or pests will begin to spread more and reduce the potential yield. The mod has a separate tab on the map, a threat layer on the minimap, HUD information on the field, saving infected zones and multiplayer support. What’s added: – System of diseases and pests for fields. – 6 diseases: powdery mildew, rust, septoria, root rot, snow mold, late blight. – 3 pests: aphids, caterpillars, wireworms. – New liquids: fungicide and insecticide. – Threat map in the map menu: general overview, diseases, pests and infestation level. – Threat layer on the minimap. – Real spread of infection spots across the field. – With severe infection, partial death of the crop is possible. – Multiplayer support.(BETA) Diseases and cultures: – Powdery mildew: grapes, sunflowers, soybeans, cotton, olives, rapeseed, peas, spinach, rice and other crops. – Rust: wheat, barley, rye, oats, corn, sorghum, sunflower, rapeseed. – Septoria: wheat, barley, oats, rye. – Root rot: potatoes, sugar beets, soybeans, beets, carrots, parsnips. – Snow mold: wheat, barley, rye, grass, oats. – Late blight: potatoes. Pests: – Aphids: grains, corn, sunflowers, soybeans, potatoes, vegetables and other crops. – Caterpillars: corn, soybeans, sunflowers, cotton, peas, rapeseed and green crops. – Wireworm: potatoes, beets, carrots, parsnips, corn. How to fight: – The fungicide helps against most leaf diseases: rust, septoria, powdery mildew, snow mold and late blight. – The insecticide is used against pests. – Root rot is best eliminated by soil cultivation: cultivation or plowing. (or fungicide) – Wireworm can also be treated by cultivation or plowing. )or insecticide) – Some threats can be mitigated by field maintenance: weeding, mulching, rolling and tillage. Management: – The threat layer on the minimap is switched using the Left Alt + keys. V1.0.7.0 – Protection is now valid for 3 in-game months (or 3 days if there is 1 day per month). The protection is removed after harvesting and changing the crop on the field. – Fixed an issue with some sprayers where they refused to apply protection to the fields
Agri Life Manager BETA v0.6.0.6
AgriLife Manager transforms your farm management in Farming Simulator 25 into a truly realistic farm management experience. Insurance, finances, equipment maintenance, rentals, accidents, taxes, credits and financial risks: each decision can now have consequences on the future of your farm. The mod was designed for players who want a more immersive, more demanding game and closer to the functioning of a real farm. Complete management of your operation AgriLife Manager brings together several complementary systems in a single, clear interface fully integrated into the game. You can monitor the financial situation of your farm, protect your assets, manage the maintenance of your machines, rent land or production sites and deal with the unforeseen events of agricultural life. Agricultural insurance – Protect the different elements of your operation: – Agricultural vehicles – Tools and equipment – Fields – Buildings – Properties and facilities Several levels of contracts are available, with different prices and guarantees. Premiums, deadlines and active contracts can be viewed from the insurance manager. When an insured asset is sold, the corresponding contract can be automatically closed. An option also allows you to insure several properties more quickly. Observations and accidents – When an accident is detected, AgriLife Manager can open an amicable report to be completed. The system allows you to enter important information regarding the incident: – Vehicles involved – Date and time – Accident location – Weather conditions – Description of the facts – Estimated level of damage – Possible liability Once validated, the report is transmitted to the insurance system in order to create and monitor the corresponding file. Accidents can involve vehicles, road traffic, buildings, fences, trees or other elements present on the map, depending on the possibilities of the game and the map used. Finances and cash flow monitoring – AgriLife Manager adds more detailed financial management to your operation. You can follow: – Income – Expenses – Credits – Bank interest – Insurance premiums – Repair costs – Rental costs – Taxes – Financial penalties – The different deadlines The main transactions are recorded to allow you to understand where your money is going and to anticipate difficult periods. Equipment maintenance and reliability Vehicles and tools require more careful monitoring. The system can take into account different mechanical elements: – Engine – Tires – Management – Hydraulics – Fluids – General reliability – Speed and performance – Failure risks Poorly maintained equipment can become less efficient, cost more to repair or cause downtime at the wrong time. Maintenance reports and various services allow you to monitor the condition of your machine fleet. Used vehicles and negotiation – AgriLife Manager also offers a more advanced used vehicle system. Depending on the vehicles available, you can: – Search for used equipment – Check your general condition – Request an inspection – Study a detailed report – Negotiate the price – Finance the purchase – Resell or put up for sale your equipment – Take depreciation into account A good deal can hide major repairs. It is therefore advisable to inspect the vehicle before signing. Rental of fields and factories – Expand your operation without purchasing every property right away. The rental system allows you to manage: – Rented fields – Current contracts – Deadlines – Monthly rents – Possible penalties – Facilities or factories available for rental A button allows you to return a rental when you no longer wish to continue the contract. An early return may, however, incur costs depending on the conditions of the contract. Credits and financing – Large purchases can be financed through different credit systems. Before accepting an offer, you can consult: – The amount borrowed – The requested contribution – The interest rate – The duration of the financing – The amount of monthly payments – The total cost of credit Bad financing can quickly weaken your cash flow. It is therefore important to assess your repayment capacity before committing. Unpaid debts and financial procedures When debts become too large, procedures can be triggered.Depending on the financial situation of the farm, you may receive: – Payment reminders – Formal notices – Penalties – Additional fees – Recovery procedures – Risks of material seizure The goal of this system is to make financial decisions more important and prevent credits or expenses from being inconsequential. Multiple difficulty levels AgriLife Manager offers different settings to adapt the experience to your playing style: – Easy – Normal – Difficult – Realistic Each level can change the costs, risks, interests, penalties and general severity of the different systems. Many mods can also be enabled or disabled individually from the mod settings. For what type of player? – AgriLife Manager is primarily aimed at players who are looking for: – A realistic single-player experience – A more demanding economy – In-depth operational management – Credible financial consequences – Slower, more strategic progression – An alternative to games that are too simple or too permissive The mod does not require Precision Farming to work. Installation – Download the FS25_AgriLifeManager.zip archive. – Do not unzip the file. – Place it in the folder: – Documents/My Games/FarmingSimulator2025/mods Activate AgriLife Manager before loading your save. It is advisable to make a copy of your backup before first use. BETA 0.6.0.6 – Major overhaul of AgriLife Manager – This new beta is based on a complete reconstruction of the core of AgriLife Manager. Operational news – New general interface with sections dedicated to banking, personnel, contracts, exams and career. – New save game specific to each game, directly integrated into the savegame folder. – Individual profile for each player with personal account, XP, level, reputation and license. – Separation between the player’s personal money and the operating cash flow. – XP base functional and validated for driving and tillage. – New banking system with score, borrowing capacity, rates, monthly payments and AgriLife debt independent of that of FS25. – New agricultural license including a consistent ten-step practical exam. – Creation of a real agricultural site on a locked field, with return and storage of equipment. – Saving and resuming the exam without new payment. – Guidance to return areas, rating, errors, permit number and final pass screen. – Compatibility with FS25 automatic engine start. – Added achievement star to final HUD. The complete “cultivation” course has been validated in-game with a score of 100/100. Items still in testing The foundations for salaries, personnel, business contracts, bank reimbursements, and other XP sources are already active, but they still need to be tested and balanced before being considered finalized. – Expected in the coming months – Finalizing XP for sowing, crop care, harvesting, transportation, breeding, maintenance and management. – Study of compatibility with Courseplay and AI workers. – Complete validation of salaries, arrears, bank deadlines and commercial contracts. – Multiplayer and server testing campaign. – Wizard for creation or resumption of operation. – Future development of the official AgriLife economy. – Gradual return of insurance, workshops, breakdowns, accidents, leasing and the second-hand market. – Final interface polishing and HUD reduction after core systems stabilized. Possible career modes or difficulty levels are still under study and are not part of this beta. This version remains a beta in development. Perform a security backup before installation and do not hesitate to report any problems encountered.
Vehicle trade-in V1.1.0.5
Vehicle trade-in V1.1.0.5 Are you tired of selling your old vehicles for little money and then having to buy new ones at full price? The vehicle trade-in mod brings a realistic trade-in system to Farming Simulator 25 – just like a real dealer. Instead of selling and buying individually, you can now exchange your existing vehicles directly for new ones. The exchange value is realistically calculated based on several factors and automatically deducted from the purchase price. Control: – CTRL + T only opens the statistics menu – Menu can now be found in the LS 25 shop This is how it works: – Press Ctrl+T to open the trade-in menu – Select a category and the vehicle you would like to trade in – Browse the shop and select your new replacement vehicle – Confirm the exchange — the exchange value will be credited automatically – The configurator opens immediately so you can choose colors, wheels, license plates and other options – The new vehicle appears at the nearest dealer 6-stage price calculation: – Level 1: Base value (original purchase price) – Level 2: Operating hours deduction (more hours = less value) – Level 3: Damage factor (damaged vehicles lose value) – Level 4: Pollution penalty (dirty vehicles lose up to 10%) – Level 5: Age factor (older vehicles are worth less) – Level 6: Minimum value limit (vehicles always retain a minimum value) Features: – Trade In financing for configured vehicle purchases – Realistic trade-in value based on age, hours, damage and contamination – All standard FS25 vehicle categories supported (tractors, harvesters, trailers, attachments, trucks, etc.) – Full vehicle configurator after the exchange (colors, wheels, license plates) – Customizable pricing rules (value loss per hour, minimum value, damage factor, age factor, etc.) – Complete sales statistics with totals, averages and records – Optional cleaning and repair requirement before exchange Important: – Works in single player and multiplayer – Placeable objects and bundle items are automatically filtered out Ideal for anyone who wants more realistic vehicle management on their farm. V1.1.0.5 – Added permanent game saves and server-controlled multiplayer synchronization for settings, used offers, financing and statistics.
SW Manitoba 4x V1.0.0.2
SW Manitoba 4x V1.0.0.2 V1.0.0.2 Artefakte in einigen Feldern beseitigt Schneemaske für KI-Routen bereinigt (in Arbeit, noch viel zu tun) abgerundete Ecken und entfernte scharfe/enge Kurven in einigen Feldern Die Mäharbeiten für Grasbüschel wurden korrigiert und das Mähen von Wasserpflanzen hinzugefügt. Die Möglichkeit, die Straßenränder zu mähen und zu pressen, wurde hinzugefügt. Willkommen in den Prärien von Manitoba. Diese 4x-Karte bildet die realen Gegebenheiten nach und enthält 35 Felder unterschiedlicher Größe (von 160 bis 320 Acres, wobei einige kleiner sind). Es gibt kleine, inselartige Felder, die für den Anbau von Luzerne geeignet sind, sowie einige separate Grasweiden für Ihre Mäh- und Pressbedürfnisse. Zehn Höfe sind vorhanden, vier davon sind vorgefertigt und können nicht individuell gestaltet werden. Ein zentraler Chemikalienlagerplatz bietet Platz für wasserfreies Ammoniak, Propan, eine Biogasanlage und Silotanks. Ein städtischer Brunnen befindet sich bei Feld 19. Diese Karte ist für verschiedene Obstarten, unterschiedliches Gelände und NH3 geeignet. Genießen Sie es in aller Ruhe – wir freuen uns über jedes Feedback und Verbesserungsvorschläge. Die Karte ist öffentlich zugänglich, aber bitte beachten Sie: Ich besitze oder erstelle einige der in diese Karte integrierten Mods nicht. Ich habe so viele wie möglich um Erlaubnis gebeten und sie unten aufgeführt. Tags: Die FelderHinweis Das Spielen
Time Control – Ultra Fast Forward up to 6000x V2.0.0.0
Time Control – Ultra Fast Forward up to 6000x V2.0.0.0 Control the speed of time far beyond the game’s 120x limit — now up to 50,000x! Shortcuts (one key for each function): LCtrl + LAlt + 9 faster; LCtrl + LAlt + 8 slower; LCtrl + LAlt + 0 returns to 1x; LCtrl + LAlt + P FREEZES time (the clock stops — perfect for building and taking photos); LCtrl + LAlt + L jumps to the next key time (06:00 / 12:00 / 18:00 / 00:00). Speeds: 1x, 5x, 15x, 60x, 120x, 300x, 600x, 1200x, 3000x, 6000x, 12000x, 25000x, 50000x. Skip nights in time, grow crops in seconds, freeze the clock while building, or skip straight to dawn. Single player mode, does not modify save files, configurable shortcuts in options. NEW v2. 0: speed up to 50,000x, freeze time, jump to key times. V2.0.0.0 Maximum speed increased from 6,000x to 50,000x (new levels: 12,000x, 25,000x and 50,000x) NEW: Freeze time (LCtrl + LAlt + P) clock stops completely, ideal for building, positioning vehicles and taking screenshots NEW: Skip to next key time (LCtrl + LAlt + L) switches between 06:00, 12:00, 18:00 and 00:00 with one tap One key for each function, for simpler and more direct use On-screen prompts showing current speed with each change
Mod Pack 27 By Stevie V1.0
Some of the mod updates listed below replace any previously released versions from earlier mod packs. FS25 PC Mod Pack 27, new mods, converts and 3 updates. What is included in The Farming Simulator PC Mod Pack 27 Bruin 4200 updated with fix for hud diesel gauge, Holmer Pack updated with fix for hud diesel gauge, Walkabout Bins Icon Fix, Fliegl ASS298 trailer, Great Plains YP2425A, Horsch Avatar 12, Horsch Maestro 2450SV, Horsch Pack includes Evo 12_375, Maestro SW1675, Maestro SW2475SW, Serto 12SC. Horsch Pronto 9DC updated visuals and fixed wheel rims, Horsch Pronto Pack 3DC and 6DDC, Koeckerling Allrounder, Kroeger TDK302, Kverneland Exacta EL, Kverneland TLX Geospread, Lely Tigo XR75DC, Lemeken Gigant 12S1600, New Holland 8340 and Salford 4204. All the above Farming Simulator 25 mods have colour selections and more. As usual unzip the downloaded file and then place all the mod zips into your mods folder, choosing to overwrite any older versions I released in earlier packs. Mod Packs 1 to 27 should be installed in that order 1 to 25 choosing to overwrite any older files as you go that way you will end up with all the latest versions for the game.
MP Statistics V1.0
MP Statistics adds a dedicated multiplayer statistics screen for Farming Simulator 25 servers. It keeps the server authoritative while giving players a clean, standalone place to review synced player and farm progress. What it does: – Shows separate Player Stats and Farm Stats pages with SP-style statistic rows, session values, and total values. – Mirrors farm statistics from the server save and records active player time plus same-farm activity deltas. – Syncs snapshots from the server to clients for MP-safe, deterministic display without client-authoritative stat changes. How to use: – Open the stats screen in game with F9 or Right Ctrl + M. – Use the Player Stats and Farm Stats tabs to switch between views. – The screen can also be opened with the gsMPStatsOpen console command. – Use gsMPStatsInputStatus for input/action diagnostic information.
SlurryPipeSystem v1.0.1.2
v1.0.1.2: Added Front-mount fill arm system (Claas Saddle Trac pack) Front-mount pass-through pump — a capacity-0 front unit (HVP) that fills a hose-connected receiver tanker. Works on any tractor, not just the Xerion: SPS injects Giants connection hoses (plain-type TOOL_CONNECTOR_TOP_RIGHT) into the vehicles’ own hose systems at registration time, so vanilla treats them as native hoses. The Xerion’s own specType hose circuit is detected and left alone — no duplicate hoses. Pass-through pump cascade — the front mount resolves two tank-side outlets in strict priority every tick: connected pipe couplings with the valve open first, then the hose-bridged rear receiver. Filling sends liquid to the first target with free capacity; unloading draws from the first with content — so a coupler tanker fills first, overflow goes to the rear tanker, and it switches back automatically as levels change. Full mirror for unloading. Water is a valid infinite fill source and refused as an unload destination. New config schema — on the front unit; on receiver tankers; config-gated hoses and static pipes via cylinderedConfigIndex; objectChange visibility on connect/disconnect transitions with optional initialState=”inactive”. Standard receiver mount node name: slurryPipe. Front / rear tank combos (“FlowControl”) Any front tank pairs automatically with any rear sprayer on the same tractor sharing a fill type — no per-pair config, no keybind, only the pipe-connected vehicle needs an SPS block. One connection fills both (split proportional to free capacity — both reach full together) and drains both (proportional to level — empty only when both are). Automatic balancer modelled on the real Amazone FT-P: rear held at 30% from the front tank at 200 l/min, topped up to 40%, so the front always empties first and front axle load is preserved. Optional tuning via Sprayer buying station Placeables can now sell liquid fertiliser / herbicide straight into the sprayer pipe system. A part-full sprayer auto-switches the station to its held liquid on connect and locks the type switch while connected. WATER is always refused from the sprayer cycle. Slurry and sprayer buying stations are mutually exclusive on one placeable (warned in the log). lets script mods add their own liquid categories (e.g. Soil & Fertilizer). Shift + activate reverses the type-switch cycle on both slurry and sprayer stations. Store info box — per-tank rows Standing at a fertiliser store now shows one row per physical tank — T-1, T-2 — with each tank’s held liquid and litres, matching the N-couplers = N-liquids rule. New vehicle support Rau Spridoport rear sprayer + Rau front tanks (Xylon and GTA) from the Fendt FarmCon pack — working FlowControl combos out of the box. PlanET BGA Modular (community contribution — thanks dev-mich, PR #23): Guelle and Gaerreste stores wired into SPS via config injection, with per-coupler fill types (LIQUIDMANURE / DIGESTATE). Vervaet Hydro Trike XL (selfPropelledManureBarrel) now fully supported — see Fixed. Compatibility & safeguards Drive-input watchdog — some mod combinations (seen with Courseplay) could leave a vehicle unable to drive after selecting implements. SPS now monitors the drive axes once a second, logs a full diagnostic scoreboard when the broken state persists, and self-heals the action bindings (up to 3 attempts per vehicle entry). New vehicleRole=”slurry|fertiliser” vehicle attribute for edge cases where vanilla’s sprayer classification gets a machine wrong. New debug channel SPSM_Sprayers.FrontTank ([SPS FT-BAL] combo/balancer trace). All channels still ship off. Translations sps_infoTankEmpty (“Empty”) and warning_spsSlurryThickeningWater added to all five languages (EN / DE / FR / IT / NL). Fixed Slurry stores could jam permanently and water dilution did nothing. The liquid-first draw bias was applied unconditionally and the maths meant dry matter was never removed at all — pumping thinned nothing and added water came straight back out. Now: solids leave with every draw in honest proportion; the concentrating draw only applies to settled stores (a fresh or fully mixed store drains completely to zero, so mixing before pumping has a real purpose); an empty-store dead band stops “add water” advice appearing on empty stores; and existing savegames with inflated solids values are repaired automatically on first load (logged per store). Thickness warnings now name the actual remedy — four distinct states (thickening, thickening + add water, needs mixing, too thick) instead of always advising mixing. DE/FR/IT “too thick” strings corrected (they wrongly advised agitation for a state where agitation cannot help). Conduit HUD fixed: thickness percentage always read 0%, and the needs-mixing state had no display branch. Vervaet Hydro Trike XL showed no pump gauge. Vanilla misclassified it as a fertiliser sprayer because its sprayer spec pointed at the diesel tank; SPS now uses its own registration to decide the exemption (all five gate sites), the config’s fillUnitIndex was corrected, and the tanker override gate covers selfPropelledManureBarrel. Pipe effects no longer require a smoke node — every effect gate now needs only the main effect node; the smoke layer is built only when a smoke node exists. Spreader valve keybind no longer appears on front-mount units (they are manureBarrel-typed but have no spreader). Equalisation no longer fights the front-mount pump (neutral gate while the front pump is driving a transfer). Dynamic store per-tank rows went stale after buying at the store’s own trigger — totals updated but T-rows didn’t until the next pipe session. A one-second server-side reconcile now credits external fills within a second, SP and dedicated servers alike. “Missing ‘sps_infoTankEmpty’” shown on empty tank rows — entry now shipped in every language. Changed Documentation: main README feature list updated (front mounts, FlowControl combos); Fert/Herbicide Sprayer guide gains §12 (front/rear combos, pairing rules, balancer tuning, debug channel); Placeables guide §4 now documents the pipeCoupling#fillType restriction attribute (was parser-supported but undocumented — thanks dev-mich for the catch). Multiplayer audit completed against vanilla network sources: all 29 SPS event classes verified structurally correct, server-authoritative fill mutations confirmed, and join-in-progress state dump coverage verified. Known limitations A buying-station fill lands in the connected vehicle’s own tank only; with a front/rear combo attached, the balancer redistributes rearward automatically afterwards. Agrio Gigant and Agrio Mamut XL manifest entries are prepared but commented out pending the mods’ vehicle files. Covers 25–31 July 2026 · V1.0.0.10 → 1.0.1.1 Each entry states what was wrong, why it was wrong, and what changed. Line references are against the V1.0.1.1 tag unless noted. New features Slurry separator (Börger 125 bunker separator) — new screw-press placeable (manureHeapSeparator type): pulls slurry in through one coupler, presses the dry matter onto its own manure bunker, returns the thinner liquid fraction through the other coupler. Walk-up start/stop and 5-step screw tightness control; auto-halts on exhausted dry matter or a full bunker and resumes on its own; optional running cost per hour. Fully server-authoritative, MP-synced, join-in-progress safe, saved per game. Third-party placeables can configure their own machine via . Buying station support — FS25_BuyableManureAndOther’s liquid manure station registers as a paid, infinite pipe-only SPS source with a walk-up switch between its sold liquids (plus SPS-extra types such as water). Charges through the station’s own pricing; MP-synced and JIP-safe. Gravity head equalisation — new optional headHeightNodeName on vehicle and store couplings. Levels equalise by gravity between connected vessels, gated on the pipe run’s declared high point, so slurry only flows downhill when it genuinely can. Couplings without the attribute behave exactly as before. Lid-linked deployable couplers — new deployAnimatedObjectSaveId on store couplings drives the placeable’s own vanilla animatedObjects lid: deploy opens it, connecting requires it fully open, and the lid’s walk-up trigger locks while a pipe is live. Shared lids across several couplers supported via one shared animated object. Sprayer store fill-type control — placeable sprayer couplings can now declare their own fill type and capacity (#fillType + #capacity), or act as dynamic lock-until-empty compartments (#fillTypes / #fillTypeCategories, including fillTypes=”ANY” which accepts whatever the connected sprayer holds — script-mod liquids included). Compartment state saves, syncs in MP and survives JIP. Per-config coupler animations — vehicles and placeables (slurry and sprayer) can ship their own block inside the embedded config; local ids override the shared library. Pipes rest on real surfaces — laid chains and connection pipes now settle onto concrete pads, building floors, bridge decks and roads (per-bone raycast), not just the terrain, across all three pipe visual systems. Soil & Fertilizer compatibility — all 12 FS25_SoilFertilizer custom liquid IBC tanks are recognised; SPS spawns the correctly branded IBC for the connected sprayer’s liquid. IBC spawn control — optional IBCspawnPoint child node on a sprayer coupler dictates the hold-R spawned IBC’s position and heading; the Add IBC prompt is suppressed while the sprayer is empty. Embedded crust visuals — the foliage/plane block now works on placeables registered via the embedded block (previously bundled-config only). Per-player settings — the pipe colour picker and the entire spreader HUD section have moved to the General settings page, so every player in multiplayer (not just the host/admin) can use them. Each player’s choices — including the dragged HUD position and scale — now persist in their own local user file across sessions and servers. Multiplayer gameplay settings sync — the gameplay rows (Slurry Realism, Thickness Flow, Blockages, Length Falloff, Shear Bolt, IBC Persistence) are now server- authoritative: admin changes apply on the server, broadcast to every client, and reach late joiners in the join dump. The shear bolt master switch now actually disables bolt wear (it was previously unconnected). Fixes valveType=”NONE” store couplers no longer show a phantom “Open valve” prompt anywhere on the run — walk-up interaction is connect/disconnect only, and the far end is treated as free-flowing. Savegame reload no longer duplicates or loops back coupler bez pipes; a load-side sanitizer heals already-corrupted saves. Multi-type husbandry storages (straw + slurry) no longer risk draining STRAW or converting deposits into the wrong type — transfers are gated on a pumpable-liquid allowlist. Digestate deposited into a slurry-holding tank now merges into the held content instead of creating a separate pool. Pressure direction fix: a tank charged to vacuum can no longer discharge at full rate when flipped to pressure (sign-aware flow scalar), with a vacuum-seal gravity guard and dead-band equalisation through the pressure transit window. Coupler animations no longer fail for players whose session registration order latched an empty animation library — the library resolves regardless of load order. Chain terminus bonds to stores and free-standing termini now persist across savegames. Slurry tank extension flags are cleared on LIQUIDMANURE/DIGESTATE storages so extensions behave as independent SPS stores. Pipes no longer bounce or launch into the air while being laid (self-collision feedback removed by stripping floor collision bits at load). Laying new pipes near existing connected chains works again (in-service anchored termini and mid-chain joints excluded as connect candidates). Separator solids no longer vanish in sub-litre pushes; the manure heap fills correctly, and store settle/crust scales down as dry matter is withdrawn. Release log hygiene: the separator debug channel no longer ships enabled; previously ungated multiplayer receive prints (chain state/request/connect, docking station, chain lock) and the sprayer cab action-strip prints are now behind debug flags. Localisation: German, French, Italian and Dutch brought to full English parity — 15 missing separator and buying-station entries added, and 3 previously untranslated agitator PTO strings translated. Version 1.0.0.8 Fixed issues with multiplayer, pipes and valves plus sync problems Few other tweaks Version 1.0.0.5 Changes made for bug fixes and updates. A realistic slurry pipeline system for Farming Simulator 25. The FS25 Slurry Pipe System (SPS) replaces the simplified vanilla mechanics of the game—simply drive up to a trigger and fill—with a fully interactive pipeline system. Physically connect filling arms or pipes, operate a PTO-driven pump, build up pressure, control the flow direction, and watch the slurry actually move through a connected pipeline system. The slurry itself behaves realistically: it becomes more viscous over time, forms crusts if not regularly stirred, and can clog pipes or distributors if neglected.
Brush Cutter Rust Edition v 1.6
Price: 80$ Working width: 0.5 m Color configuration Can be strapped to trailers In mower category 2 versions one that drops grass swath and another version that does not drop grass swath Added rust for wear shader Version 1.6: * Updated the ModDesc
Claas Trion 720/750 Speedy v 1.9
CLAAS TRION 720-750 Category: Harvesters Price: $357500 – $391500 Power: 367 hp – 435 hp Max speed: 30 kph Capacity: 120000 200000 CORIO 875 FC Category: Corn Headers Price: $63500 Working width: 6 Working speed: 20 kph Optimized the file Increased working speed Larger capacity Faster empty speed Configs are free Version 1.9: * Updated the ModDesc
New Holland CR11 v 3.1
Includes the Gold Edition CR11 Includes a concept design config Includes the CaseIH design config Includes the macdon header with all matching configs as well. Includes 250000,500000,1000000,1500000,2000000,2500000,3000000,3500000 capacity config Version 3.1: * Updated the ModDesc
Diamant 8 Rust Edition v 1.5
Category: Corn Headers Price: $63500 Working width: 6 Working speed: 20 kph Increased working speed Added rust for wear shader Version 1.5: * Updated the ModDesc
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