Farming Simulator 25 mods
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FS25 Decoration Pack 05 JDP V1.0.0.0
FS25 Decoration Pack 05 JDP V1.0.0.0 Hey, this is the 5th package of placeable decorations (all objects are converted from fs13/15/17/19 to fs25 standards; I may be of poor quality but they are only decorations to create an atmosphere and decorate the farm) The package contains 9 decorations: – beetle truck – greenhouse – bigbag – basket – bricks – wheelbarrow – bricks2 – pallets – bricks3 I release them in 10 packages because not everyone will want to have all of them (that’s why they are separated). Credits:JACOO B
FS25 Decoration Pack 04 JDP V1.0.0.0
FS25 Decoration Pack 04 JDP V1.0.0.0 Hey, this is the 4th package of placeable decorations (all objects are converted from fs13/15/17/19 to fs25 standards; I may be of poor quality but they are only decorations to create an atmosphere and decorate the farm) The package contains 9 decorations: – table – bush – tree – tree2 – feeder – cat – wheelbarrow – cross – kennel I release them in 10 packages because not everyone will want to have all of them (that’s why they are separated). Credits:JACOO B
FS25 Decoration Pack 03 JDP V1.0.0.0
FS25 Decoration Pack 03 JDP V1.0.0.0 Hey, this is the 3rd package of placeable decorations (all objects are converted from fs13/15/17/19 to fs25 standards; I may be of poor quality but they are only decorations to create an atmosphere and decorate the farm) The package contains 9 decorations: – silo – tablet – hives – rocking chair – a bag of grain – a bag of potatoes – pump – barrel – well I release them in 10 packages because not everyone will want to have all of them (that’s why they are separated). Credits:JACOO B
FS25 Decoration Pack 02 JDP V1.0.0.0
FS25 Decoration Pack 02 JDP V1.0.0.0 Hey, this is the 2nd package of placeable decorations (all objects are converted from fs13/15/17/19 to fs25 standards; I may be of poor quality but they are only decorations to create an atmosphere and decorate the farm) The package contains 9 decorations: – shop – blackboard – garbage – saw – table – scooter – bricks – lawn mower (not in the photos) – wheelbarrow (not in the photos) I release them in 10 packages because not everyone will want to have all of them (that’s why they are separated). Credits:JACOO B
FS25 Decoration Pack 01 JDP V1.0.0.0
FS25 Decoration Pack 01 JDP V1.0.0.0 Hey, this is 1 package of placeable decorations (all objects are converted from fs13/15/17/19 to fs25 standards; I may be of poor quality but they are only decorations to create an atmosphere and decorate the farm) The package contains 9 decorations: – swing – slide – bus stop – tire – bag – Mauser – sandbox – basket – pallet with fertilizers I release them in 10 packages because not everyone will want to have all of them (that’s why they are separated). Credits:JACOO B
FS25 BIN 100 V1.0.0.1
FS25 BIN 100 V1.0.0.1 Grain Silo: Price: 120000 € Maintenance: 25 $/day Capacity: 200.000 Liters Silo Extension: Price: 50000 € Maintenance: 10 $/day Capacity: 100.000 Liters V1.0.0.1 Corrected screws and new txt logo. New screws (version with numbers). New logo texture (BIN). Credits:AgroBartix, SEBIXxX, JACOO B Tags: Grain SiloSilo Extension
FS25 Renault Trafic V1.0.0.0
FS25 Renault Trafic V1.0.0.0 Probably the first mod I’ve ever worked on, only cause of multiple people asking me over the past two months if I can fix it for them. I don’t plan on using it myself, but have fun playing; maybe I will improve it in the future too. Basic price: 5,000 € Power: 150cv Max speed: 120 km/h Fixed all log problems Fixed refuel Fixed animations keyframing Fixed raw textures Fixed tension belts front outside Credits:Starlexs, Under63350
FS25 Mercedes-Benz LP608 1965 V1.0.0.0
FS25 Mercedes-Benz LP608 1965 V1.0.0.0 – Category: trucks – Price: 26,700 $ – Power: 80 HP – Max Speed: 106 KM/H – Weight: 7.3 Tonnes – Transmission: Manual – Diesel Capacity: 100 Litres – Working Speed: 25 KM/H – Tank capacity: 5.5 m³ – Working Width: 4 meters – Production year: 1965 Bed configurations: – Flatbed – Stock – Tipper – Liquids tank – Closed bed – Log bed Livestock: – Cows: 5 – Sheep: 9 – Pigs: 9 – Horses: 5 – Chickens: 58 Shop Options: – Main body color configuration – Chassis color configuration – Seats color configuration – Tarp cover color configuration – Tool box – Spare wheel Interactive Control: – All doors – All bed panels – All windows – Sunvisor – Mirrors – Ignition Interactive Control (Recommended) Exhaust Extension (Optional) Vehicle Years (Optional) Credits:MyGameSteam Mercedes-Benz, GIANTS Software, MAX, Vassili_K98, TSR, TonyG616, BoerTim Modding, Karl911, Nasif_Modding, BOB51160, VAgri, Onur Emre, Thalley, Vertex Design, Vector Man, FirenzeIT Tags: HPInteractive ControlShop Options
FS25 John Deere 6R Series 2015 BETA v1.0.0.0
FS25 John Deere 6R Series 2015 BETA v1.0.0.0 Max Speed: 50km/h Price: 125500 Power: 215HP – 255HP Configurations: Engine Wheels Wheels setup Design Versions Fenders Monitor Lights Roof and GPS Doors and editions Mirrors Additional lighting Attachers Tank capacity Front loader attacher Required mods: Interactive Control Vehicle Years Precision Farming Credits:Starlexs, Paralized, Udruzenje Nezavisnih Modera Tags: BETAGPSMax SpeedPrecision Farming
FS25 Steyr 8073 V1.2.0.0
FS25 Steyr 8073 V1.2.0.0 STEYR 8073 Tractor mode Cabin, Awning and Standard options Weighted and Unweighted Options Thin BKT Tire and Trelleborg Tire Options Price: 38,000 Horsepower: 70 Maximum Speed: 30 V1.2.0.0 The cabin was reorganized, wheel weight and front weight were redrawn, the hood was redrawn, the problem of fuel not filling was fixed, animation was added to the cabin and hood, and the exhaust was redrawn. Required mods: Interactive Control Credits:EfeModding Tags: Interactive ControlMaximum Speed
FS25 Retro Kröger HKD 402, 3-axle V1.2.2.0
FS25 Retro Kröger HKD 402, 3-axle V1.2.2.0 The trailer is originally from the LS15, so it’s already had a few years under its belt. I adapted it for the LS17, LS19, LS22 and now LS25. Runs for me without errors. If something doesn’t work for you, please let us know, including suggestions for improvement. V1.2.2.0 Sorry, now the correct 402 Version 1.2.1.0 The download no longer worked, so here is the new one Version 1.2.0 I adjusted the chassis geometry again, but I didn’t like the fact that it had less spring at the front than at the back when loading. Version 1.1.0 Driving behavior improved and some visual changes, e.g. drawbar spring Credits:Schmiede, GIANTS Software Tags: HKDLS19LS22
FS25 Mud System Physics V1.3.0.0
FS25 Mud System Physics V1.3.0.0 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… I prohibit using the mod code outside the system. As well as distribution to other sites, not via the author’s link! V1.3.0.0 – Dirt no longer includes sharp speed limits. Now the physics have been reworked, and Mud now slows down vehicles primarily through ground resistance and engine load. – Problems with box interception have also been fixed. – Local humidity mode has been completely redesigned. – When the local humidity mode is turned on in the PDA, the display of humidity layers is added. – Permanently getting stuck in fields has been reworked. – The mod settings have been completely redesigned. Some items were completely removed from the settings, and some were hidden. To show hidden settings, you need to move the desired slider and show additional settings. settings in blocks where available. – The “light” and balanced presets have been adjusted. – Added to the settings the choice of puncture chance from 1 to 50% per wheel. (default 2%) Please post an update if you have any problems or suggestions! People who sent translations for the mod, you can update your translations and send them to me; we’ll add the following ones to the update! Thank you all so much for your feedback and support! It’s a pleasure to work with you! Best wishes! PS. Players on servers, please report on the functionality of the settings and whether they still crash when logging into the server! Have a nice game! Credits:BMProd Tags: Farming Simulator 25PDAPS
FS25 Visual Mud Tracks V1.3.6.2
FS25 Visual Mud Tracks V1.3.6.2 Visual Mud Tracks – full mod description 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 mud The 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 V1.3.6.2 Complete connection to the Water-Soil API of **Realistic Water & Soil Management** added. Soil moisture, pore saturation, surface wetness, bearing capacity, soil type and possible sinking depth are taken directly from RWSM. Damp floors remain soft and at risk of traffic even after the basic game has visually dried. Mud, tire, track and compaction data is permanently saved and synchronized in multiplayer. Unified author name in all mod files to Sherman. Tire pressure and ground load Adjustable tire pressure system with bar and PSI display added. Recommended field pressure is calculated from tire width, tire size, wheel load, vehicle weight and payload. Tire pressure that is too high reduces the contact area and increases the ground pressure. Appropriately low field pressure reduces topsoil compaction and subsidence. High wheel and axle loads can cause deep compaction despite low tire pressure. Tire pressure HUD added with color evaluation of the optimal pressure range. Actual tire pressure and calculated ground pressure are passed to RWSM. High tire pressure increases topsoil compaction and shear damage. Root space and subsoil compaction remain more dependent on wheel and axle loads. Sinking and vehicle physics Sinking is calculated from soil moisture, load capacity, wheel load, tire width, tire pressure and slip. Added different values ​​for tractors, trailers and tracked vehicles. Loaded vehicles and full trailers sink more than empty vehicles. Heavy trailer wheels can create deep tracks even without traction. Slip digging also works when driving slowly and no longer only when completely stationary. Different FS25 slip values ​​are recognized and unified. Percentage slip information is correctly normalized. If the slip continues, the vehicle will progressively sink additionally. Visual wheel sink depth and physical terrain groove have been linked together. Safety limits prevent unstable 50cm drops. Maximum track depths have been limited separately for tractors, heavy trailers and caterpillars. At 0°C or below, the ground is considered frozen. No new sinking, slipping or compaction effects occur on frozen ground. Existing traces remain intact in the event of frost. Physical lanes Added direct heightmap deformation for real terrain tracks. Terrain grooves are saved permanently and restored after loading. Maintained savegame compatibility with older versions from 0.35.5. Removed incorrect automatic cleanups and aggressive groove migrations. Old tracks are no longer deleted when a terrain check fails. Terrain writing logic returned to the stable flow of the previous version 0.36.6. Repeated instant checks and permanent post-corrections removed. Terrain cells are only rewritten if the target depth changes significantly. Small changes in the millimeter range are ignored. Terrain brush is aligned to a fixed heightmap grid. Brush position remains stable when stationary. Slip only changes the depth of the existing track and does not constantly change brush position or width. Terrain stamp has been reset to the actual tire contact patch. Terrain no longer drops significantly in front of the tire. Forward and reverse travel are taken into account in the contact position. Tire width is used directly for track width. Narrow tires only write the required heightmap cells. Adjacent terrain columns are no longer lowered due to rounding errors. Wide tires and tracks receive a limited, suitable contact area. Lateral sinking of the terrain far next to the tire has been greatly reduced. Very wet ground creates steeper track edges. The previous bowl-shaped Smooth effect has been removed. The track sole remains more evenly deep within the tire width. Transitions to the unchanged terrain have been significantly reduced in size. The visible edge sharpness remains dependent on the heightmap resolution of the map. Multiple crossings and slippage Multiple passes are saved per lane or terrain cell. The first crossing causes the most damage. Further passes increase compaction and depth with decreasing additional effect. Repeated trips through the same lane are detected. Axles of the same vehicle are not automatically counted as completely separate passes. Loaded trailers can create deeper tracks than the towing vehicle after several passes. Multiple passes are retained after saving and loading.* Slip deepening and pure load compression are treated separately. Sustained slipping gradually digs the wheel deeper. Terrain is only rewritten with additional slip depth after a relevant change. Anti-jitter improvements Reduced repeated changes to the physical wheel radius every frame. Wheel position and friction are only updated on real changes. Minimum interval between WheelPhysics updates added. Small fluctuations in the sinking depth are smoothed out. Minimal humidity or load changes do not trigger constant physics recalculations. Vehicle suspension and artificial wheel lowering no longer work against each other permanently. Repeated repair writes to the same terrain location. Lateral tremor due to offset brush marks significantly reduced. Tire moisture and mud Tire moisture was separated from nFK and plant available water. 100% nFK does not automatically result in wet tires if the surface is dry. Surface moisture, wetness memory, soil type and slip determine tire status. Tires slowly become wet on wet ground and become increasingly muddy as they slip. Tires remain visibly dirty after leaving a muddy field. Immediate full cleaning on dry ground or road was prevented. A residual film of mud remains. Dry grass can remove some loose mud. Wet grass will not clean tires. Clean asphalt, concrete and gravel slowly depending on the route and speed. Rain and wet roads can wash off extra mud. Amount of mud is stored per tire. Vehicles dry off again on solid surfaces and in halls. Vehicles do not remain permanently wet in dry halls. Pure wetness dries faster than mud. Wet and dry transitions have been significantly smoothed. Small fluctuations in humidity are ignored by a tolerance zone. Shaders no longer immediately switch between fully wet and dry. No textures, shaders or files were adopted from the LS19 mod “realDirtColorâ€. Only the principle of slow transitions has been reimplemented for FS25. Wetness and shader display Previous artificial black wet areas and visible floor patches removed. No more extra dark circles or decal borders. No permanent terrain texture or density map changes. Native FS25 wet and vehicle materials are used. RWSM remains the local source of moisture and mud intensity. Global wetness values ​​are not permanently overwritten. Vehicles in halls do not become artificially wet due to global soil wetness. Shader and display range has been significantly increased. Soil and wet conditions are prepared earlier at a greater distance. Visible build-up of the shader directly in front of the vehicle has been reduced. LOD and visibility ranges can be adjusted over larger areas. Mud particles Particles respond to moisture, soil type, speed and slip. Mud particles are increasingly formed when there is real wheel slip. Particle emitter has been moved closer to wheel-to-ground contact. Vertical speed has been reduced. Wet clumps of mud stay closer to the ground. Lifespan of high-flying particles has been shortened. Particles no longer fly unrealistically far over the vehicle. RWSM, compaction and yield Vehicle mass, payload, level, wheel load, axle load, tire width, tire pressure, ground pressure and slip are transmitted to RWSM. Wet soil increases the risk of compaction. Appropriate field pressure reduces damage but does not completely compensate for extreme loads. Slip creates additional topsoil and shear damage. RWSM can use compaction and track depth for roots, plant development and yield. API fallbacks for operation without full RWSM availability remain included. Performance and compatibility Separate update intervals introduced for terrain, wheels, shaders and particles. Distance-controlled LOD and calculation intervals reduce system load. No full terrain or vehicle searches in every frame. Savegame data is saved compactly. Old savegames will continue to be used without any destructive cleanup. Multiplayer remains server authoritative. No write access to plant growth states or fruit density maps. Improved compatibility with RWSM, Precision Farming and standard FS25 vehicles. Required mods: Realistic Water & Soil Management (RWSM) Credits:Sherman200 Tags: Farming Simulator 25FS25HUDRWSM
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