Farming Simulator 25 mods
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Challenge Start v1.0
This is a Beta 1.0 release. Challenge Start is currently being released for public testing. Features are playable, but balancing, scenario goals, tracking behavior, and compatibility may continue to improve based on player feedback. Challenge Start adds a new way to begin and play your Farming Simulator 25 saves. Instead of only using the default sandbox start, this mod lets you play with challenge-style scenarios, goals, progress tracking, and a clearer sense of direction for your farm. It is designed for players who enjoy survival starts, roleplay saves, structured farm goals, or YouTube/streaming series. Features: – Challenge-style scenario gameplay – Progress tracking during gameplay – Minimal progress HUD – Goal-based farming starts – Challenge completion flow – Reset confirmation to help prevent accidental resets – Designed for roleplay, survival saves, and content creators – Can be used to give a new save a stronger purpose This is a Beta 1.0 release. The mod is currently being released for public testing. Features are playable, but balancing, scenario goals, tracking behavior, and compatibility may continue to improve based on player feedback. Notes: Challenge Start is best used when beginning a new save or starting a new series. Existing saves may work, but the mod is mainly designed around fresh challenge-based gameplay.
Extended Vehicle Maintenance V1.0
Extended Vehicle Maintenance introduces a realistic maintenance and repair system to Farming Simulator 25. Drivable machines require regular upkeep based on their operating hours. To access the maintenance menu, stand next to the machine you wish to service and press CTRL + M. From there, you can start maintenance and repairs via the custom service menu. While a machine is in service, it cannot be used, started, or driven. Various service options are available: sending a machine to the workshop takes longer, calling a technician is the most costly option, and self-repair is the cheapest but takes the longest to complete. The mod also features realistic malfunctions such as engine issues, flat tires, RPM/emergency mode failures, and battery faults. Machines overdue for maintenance may become unreliable and could break down during operation. Additionally, Extended Vehicle Maintenance includes a collision damage system. Strong impacts can damage vehicles depending on the collision speed, emphasizing careful driving and realistic vehicle handling. The default instant repair system is replaced by a more immersive service workflow, enhancing realism for multiplayer and long-term gameplay.
No rolling required V1.1
Adds a setting to disable rolling for new crops. How the mod works: When enabled, new crops and plantings no longer require rolling. The rolling bonus is maintained without using a roller. Fields sown with the mod turned off may still need manual rolling. Changes apply only to new crops after activating the mod.Purpose: Eliminates an unnecessary step in field processing and speeds up gameplay.Note: Rolling is disabled only for new crops and plantings made after activating the mod. These new fields automatically receive the rolling bonus. Fields sown with the mod turned off may still require manual rolling.V1.1.0.0 Added option to enable or disable the mod in game settings. Included multilingual localization. Mod settings are now saved separately for each save game. Improved loading and application of settings. Updated mod description and translations. Note: Rolling is disabled only for new crops and plantings made after activating the mod. These new fields automatically receive the rolling bonus. Fields sown with the mod turned off may still require manual rolling.
Farm Tablet V2.3.2.2
FarmTablet — A compact, all-in-one farm management tablet for Farming Simulator 25. Originally inspired by a tablet mod for FS17, built from scratch for FS22 and now fully converted and rewritten for FS25. The goal is simple: useful farm info at a glance, without getting in the way of gameplay. The mod has been rebuilt with a clean, modular structure — every app lives in its own file, making it easy to expand, fix and improve over time. It’s actively developed and shaped by community feedback. **What’s in it right now:** - Dashboard — farm overview with balance, fields, vehicles and world state - Weather — current conditions, temperature, wind, cloud cover and forecast - Fields — all owned fields with crop type and growth stage - Animals — pen status with food, water and cleanliness levels - Workshop — nearby vehicle diagnostics with fuel, wear and operating hours - Bucket Tracker — load counter for wheel loaders and excavators - Digging — excavation tracking and soil scanner - App Store — browse and manage installed apps - Settings — configure the tablet from the pause menu - Updates — changelog and version history Mod integrations (auto-detected at runtime, safe to run without them): - NPC Favor, Soil Fertilizer, Seasonal Crop Stress, Income Mod, Tax Mod **What’s coming next:** - Better tablet visuals and frame design - Icons instead of text labels - Sounds, color tweaks and UI polish - More apps and deeper interactions based on feedback - Multiplayer improvements The mod is in active development. Bug reports, ideas and suggestions are always welcome — this is a community project and your feedback directly shapes what gets built next. **COPYRIGHT NOTICE:** All rights reserved. Unauthorized redistribution, copying, or claiming this mod as your own is strictly prohibited. Original author: TisonK **V2.3.2.2** - Settings page: sound toggle readability, stale right-click tip removed, duplicate ABOUT section removed, GitHub links added to INFO section - Weather page fixes - Floating header fixed across all scrollable pages - Workshop page fixes - Fleet page fixes - Field Manager page fixes #72 Production page fixes #73 Soil page fixes **Required mods:** - Income Mod - Tax Mod - NPC Favor - Realistic Soil & Fertilizer - Seasonal Crop Stress - Market Dynamics - Realistic Worker Costs - Random World Events
Market Dynamics V1.2.0.7
Real-world inspired dynamic crop pricing for Farming Simulator 25. Prices fluctuate daily and intraday based on world events, supply, demand, and economic shocks — no two playthroughs feel the same. Dynamic pricing engine — every tracked crop has a live price built from a base price, a volatility factor, and a live event modifier stack. Prices drift every in-game minute and shift daily with mean reversion toward the base. They are capped between 50% and 200% of the base price to keep markets volatile yet stable. Ten global events — Regional Drought, Bumper Harvest, Trade Disruption, Geopolitical Crisis, Biofuel Initiative, Livestock Feed Boom, Pest Outbreak, Cold Snap, Financial Panic, and Protein Premium. Each occurs probabilistically with cooldowns and randomized intensity, causing ranged price swings that make markets feel alive and unpredictable. Cold Snap is the first mixed-direction event, boosting some crops while suppressing others. Financial Panic is a rare black-swan event that drags all commodities down simultaneously. Futures contracts — lock in a selling price today for delivery up to 120 in-game days later. Enter any quantity via custom input and select your preferred delivery window — no preset limits. Fulfill on time for the full locked-in payout; missing the deadline results in a 15% default penalty on the unfulfilled amount. If FS25_UsedPlus is installed, your credit score adjusts this penalty between 10% and 20%. Market screen — a comprehensive InGameMenu page with three tabs: live prices with percentage change and a session trend chart, active world events with their intensity and remaining time, and your contract history. Press N or click 'New Contract' to open the contract dialog from anywhere on the screen. Event tuning — customize which crops are affected by each world event through the in-game Event Settings UI. A Browse Fill Types dialog allows you to scroll and select crop names easily, eliminating manual typing. Multiplayer (server-authoritative) — price states, world events, and futures contracts synchronize across all clients. The simulation runs headless on dedicated servers with no GUI dependencies. Contract creation and fulfillment are validated through network events. Mod integrations — FS25_FuturesMission: completing a harvest mission causes a temporary supply spike, lowering that crop’s price. FS25_UsedPlus: contract results influence your credit score, which in turn scales the default penalty. Both integrations activate automatically when detected. Settings — toggle dynamic prices and events, adjust event frequency and volatility scale, and enable debug logging—all accessible in-game via ESC > Settings > Market Dynamics. 26-language localization — includes all Farming Simulator 25 languages. Save data is stored in savegameDirectory/FS25_MarketDynamics.xml. Removing the mod during a save is safe; the file is ignored on the next load. V1.2.0.7 updates: - Fixed dedicated server crash by replacing streamWriteFloat64 with streamWriteInt32 for contract delivery time. - Corrected double-counting of contract delivery by removing addFillLevelFromTool hook. - Reduced Rare event frequency from 0.4 to 0.15; added a cap of 1 new event per check with shuffled order to prevent event storms. - Changed frequency setting delay: world event timer resets immediately when eventFrequency or eventsEnabled are changed. Required mods: - Better Contracts
Realistic Worker Costs V1.0.9.2
Realistic Worker Costs Mod for Farming Simulator 25 Adds authentic ongoing wage expenses for hired workers, enhancing farm management with more strategic depth. **MAIN FEATURES:** - Configurable wage system: choose between hourly or per-hectare payments - Three wage tiers: Low ($15/h), Medium ($25/h), High ($40/h) - Skill-based wages: higher-skilled workers earn more - Fully integrated with in-game settings - Console commands for complete control - Multiplayer compatible - Supports 10 languages - Save game compatible **HOW IT WORKS:** Workers now incur costs while active! The mod automatically calculates wages based on: 1. Time worked (hourly mode) or hectares worked (per hectare mode) 2. Worker skill level (multiplier 80%-120%) 3. Selected wage level or custom rate **SETTINGS OPTIONS:** - Enable/Disable: toggle the mod - Cost Mode: hourly or per hectare - Wage Level: low, medium, or high - Custom Rate: set your own wage - Notifications: toggle payment alerts - Debug Mode: enable extra logging **CONSOLE COMMANDS:** Type 'workerCosts' in console for full list, including: - WorkerCostsEnable/Disable - WorkerCostsSetWageLevel 1|2|3 - WorkerCostsSetCostMode 1|2 - WorkerCostsSetCustomRate - WorkerCostsTestPayment - WorkerCostsShowSettings - WorkerCostsResetSettings **INSTALLATION:** 1. Extract to your FS25 mods folder 2. Enable in mod menu 3. Configure settings in-game or via console **COMPATIBILITY:** - Compatible with FS25 (all versions) - Multiplayer supported - Compatible with most other mods - Safe to add or remove from existing saves This mod introduces a new financial layer to your farming operations. Now, you must consider labor costs alongside equipment expenses when planning profitability. It makes the game more realistic and challenging! Perfect for players seeking greater economic depth and realism. Note: All rights reserved. Do not redistribute or claim as your own. **V1.0.9.2** - Payment interval changed from 5 to 30 real-world minutes; job completion notification now shows total cost when a worker is dismissed - About page: version number displayed correctly; panel height increased to prevent text cutoff - Renamed 'Worker Breakdown' to 'Labor Cost Breakdown' - Renamed 'Help' tab to 'Cost Structure'; fixed toggle row overlap and text overflow in settings
Mud System Physics V1.1.9
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 introduces a dynamic dirt system that influences: - Wheel behavior - Surface grip - Visual effects - Vehicle cross-country capability - Field and soil conditions Every trip in the rain or on a damp field carries the risk of getting stuck, and it's not just a visual effect... **Key features!!!** "Real" mud physics Dirt is calculated based on humidity in real time! **Wheels can:** - Slip - Lose grip - Get stuck in the mud The heavier the equipment, the greater the risk of getting stuck. **Interaction with fields** Mud reacts differently depending on the type of soil; for example, plowed fields are the most viscous! Option to remove vegetation in deep mud (optional) **Flexible settings!** The mod is fully customizable through the game menu: - Enable/disable the mud system - Adjust the viscosity effect strength - Influence of rain - Visual effects - Remove vegetation - And much more (over 20 different settings) All parameters can be adjusted on the fly without restarting the game. Enjoy your game! Usage of the mod code without permission is prohibited, as is distribution to other sites outside the author's link. All rights reserved! **V1.1.9.0** - A new mode has been added to determine local humidity, which can be enabled in settings. - When activated, a new HUD displays soil moisture, and the chances of getting stuck are adjusted according to the mod's internal system, not the game’s humidity logic. - This mode is disabled by default and can be enabled in the mod settings. - It is still under development and improvement; this update is released to gather player feedback.
FS25 Unia Grudziadz U216 V1.0.0.0
FS25 Unia Grudziadz U216 V1.0.0.0 Harrows for medium farms. Unia Grudziadz U216 (in combination): Category: Cultivators Price: $1400 Required power: 49 hp Working width: 7.0m Working speed: 16 kph Color configurations To transport the harrows, first detach all the small parts from the harrows, then disassemble the harrow frame. Once everything has been taken apart, load all the components onto a trailer and transport them to the desired location. To prepare the harrows for operation, repeat all of the above steps in the reverse order. Credits:InFoRmEjTiK Tags: Category CultivatorsUnia Grudziadz U216
Handverriegelung V1.0.0.0
Handverriegelung V1.0.0.0 Verbessert die Stabilität von Gegenständen in der Hand, indem diese fest in den Händen des Spielers gehalten werden. Dadurch werden versehentliches Fallenlassen und unerwünschte physikalische Bewegungen beim Gehen reduziert. Unterstützt Einzelspieler-, Mehrspieler- und dedizierte Server.
Advanced Helper v1.0
A Farming Simulator 25 mod that replaces the default AI helper system with a comprehensive employee management system. Hire workers with unique skills that influence fuel consumption, driving speed, and vehicle wear. Features - Employee Management — Hire and fire workers with procedurally generated names and attributes - 3 Skill Attributes (scale 1–10): - Efficiency — Affects fuel consumption (±10%) - Driving — Affects working speed (up to ?30%) - Skill — Affects vehicle wear (±20%) - HUD Overlay — View all hired workers, their assignment status, and vehicle info. Toggle with Ctrl+RightH. - Monthly Payroll — Workers are paid automatically each month, with per-farm billing - Finance Overview Integration — Worker salaries are included in the farm finance stats - Courseplay Integration — Optional, enabled by default. CP job starts are blocked when no free workers are available. Workers are automatically assigned to CP jobs. - AutoDrive Integration — Optional, enabled by default. AD starts are blocked when no free workers are available. Workers are automatically assigned to AD vehicles. - Multiplayer — Fully synchronized architecture, server-authoritative, all operations via network events - API for other mods — Query workers, start/stop them, subscribe to events
WayPoint GPS Beta 4 v1.0
WayPoint GPS Beta is a standalone GPS route guidance system for Farming Simulator 25. **Beta 4.** Fixed issue with menu not opening after disabling the HUD. Open the full ESC map, hold CTRL, and click anywhere to set a GPS destination. WayPoint GPS will draw a clean route line on the minimap and map screen, providing a visual driving guide without the need for any external routing mod. This is a beta test release shared for public testing and feedback before a wider release. **Features** - Standalone GPS route system - CTRL + left click on the ESC map to set or add waypoints - SHIFT + left click on the ESC map to remove the last waypoint - Support for multiple waypoints - Routes are rebuilt through all active waypoints in order - Route line displayed on the minimap and full map screen - Dedicated WayPoint GPS route graph system for supported maps - Built-in fallback routing for maps without a dedicated route graph - AI-road-based routing with off-road and last-mile connectors - Optional steering assist - Customizable route line color - Customizable waypoint pin color - Adjustable route thickness and visibility - Bindable controls in the controls menu - Custom GPS waypoint marker - Strict map matching to prevent custom maps from loading the wrong route graph If a map does not have a dedicated WayPoint GPS route graph, the mod will automatically fall back to its built-in routing logic. **Important Beta Notes** - Pathing is guidance only and may not always be perfect, especially around bridges, islands, ferry crossings, yards, field entrances, sharp turns, and off-road targets. - Steering assist is experimental and not a full autopilot. Always check the route before driving and be ready to steer, brake, or take control manually. - Feedback is welcome, especially for maps where routes do not follow roads correctly.
МОД ХТЗ T-150K V1.0.0.0 ДЛЯ FARMING SIMULATOR 2017
- Мощность: 121 кВт / 165 л.с.; - Скорость: 33 км/ч; - Объем топливного бака: 315 л.; - Стоимость: 58 000 €; - IC управление; - Регулируемая навеска; - Анимированные приборы, брызговики; - Рабочая светотехника; - Рабочие зеркала; - Оставляет следы; - Пачкается и моется. АВТОР МОДА: FOMIN
Texture eyedropper V1.0
The texture eyedropper adds an eyedropper function to the build menu for ground textures, foliage, placeable trees, and supported objects. This feature allows you to directly select previously used paint textures, visible foliage such as grasses, flowers, and bushes, as well as placeable trees and objects from the map, making it easy to find and reuse them in the build menu. For mixed areas, multiple matching results can be displayed. Application: 1. Open the "Pipette" tab in the build menu. 2. Click the "Activate pipette" button. 3. Click on a ground texture, foliage, tree, or supported object. 4. Confirm the selection in the build menu. 5. Paint or build as usual. After painting, press ESC to cancel the process and prevent unintentional further painting. The eyedropper can be reactivated if needed. The mod also considers available ground textures and suitable foliage for the current map. Map foliage is available as a paintable option in the build menu where applicable. Debug mode is optional and off by default, used only for troubleshooting.
Number of players on servers V1.0
Number of players on servers Displays the current number of players directly in the HUD on multiplayer servers. The display features a compact player count with a status indicator: - Green: No Lua warning or Lua error detected - Yellow: Lua warning detected - Red: Lua error detected The status indicator can be reset in the game settings once a message has been reviewed and deemed non-critical. Note: In single-player mode, the HUD display will automatically be hidden if the mod was accidentally activated there. Additional detections may be added later if log data can be analyzed more effectively within the game.
Time stop while loading V1.0
Time Stop When Loading When loading a game, the mod initially sets the time to 0. The reason is quite simple: especially when creating new game saves, it can be annoying that the time in the farming simulator starts immediately, even when you're still busy with hints, prompts, or just getting oriented. That's exactly what this mod is for. A short question appears after loading: Should the playing time remain stopped after loading? If you choose "Yes," the game time will stay paused. The next time you load the same game, you'll be asked again. If you select "No," the mod sets the time to 1 and remembers this choice directly in the save game, so the question won't appear again.
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