Farming Simulator 25 mods

68,242 results
152 / 4,550
Crop Calendar Filter v 1.0
other

Crop Calendar Filter v 1.0

Ever get frustrated having to scroll past all those crops you never plant, or maybe trying to locate your favourite crop on the calendar when it’s right at the bottom? Well, the Crop Calendar Filter now gives you the flexibility to hide those crops you never use, and position your favourite crops at the top of the list, making it easier to find and compare planting and harvesting timeframes. Features: Set individual crop visibility Pre-defined filters for different crop types Adjust the order the crops are displayed Easily reset to default Customisable per save – row crop farming on one save, root crops on another; easily set the filters to prioritise those on each

Dynamic PTO Speed v 1.0
other

Dynamic PTO Speed v 1.0

This mod finally brings realistic dynamics to the PTO. Instead of a fixed PTO speed, the working speed of all attached implements adapts directly to the tractor’s current engine speed. The higher the engine revs, the faster mowers, forage harvesters, balers or conveyor belts operate. Main features The PTO speed is no longer fixed but is calculated live from the engine speed. Implements react noticeably differently to low, medium or high engine speeds. A multiplier for each implement allows individual settings for every implement. Realistic working speeds: Low engine speed → slower operation Medium engine speed → normal operation High engine speed → faster operation Technical implementation The mod is fully LS25-compatible and uses its own scripts to link engine speed, PTO speed and implement behavior. Animations, effects and working speed are adjusted dynamically. Both vehicles and implements are extended via hooks in their update functions. Implement behavior Mowers spin faster and respond more directly to the throttle. Forage harvesters operate more powerfully at high engine speeds. Balers work faster and process material more quickly. Conveyor belts transport material depending on the engine speed. Each implement can be finely adjusted using its own factor. Mod contents Complete mod structure with modDesc and Lua scripts Example implement XML with dynamic PTO configuration Optional overlay displaying the current PTO RPM Mod objective “Dynamic PTO Speed” provides a noticeably more realistic gameplay experience. PTO performance finally depends on engine speed – rev higher and work faster. As a result, all implements operate more naturally, variably and closer to real-world farming.

Workplace Triggers v 1.1.2.0
other

Workplace Triggers v 1.1.2.0

Turn any location on any map into a legitimate workplace. Open the Workplace Manager, add a trigger, give it a name and a wage, place it anywhere on the map — then walk in and clock in. Perfect for roleplayers who want their farmer to have a side job, or anyone looking to supplement farm income with off-farm work. FEATURES Placeable trigger zones — invisible zones you drop anywhere, indoors or outdoors Three pay schedules per trigger: Hourly, Flat Rate per shift, or Daily rate Shift tracking HUD — live workplace name, time elapsed, and current earnings; drag and resize it anywhere on screen Workplace Manager (F4) — view, edit, and delete all your triggers from one screen Shift history log — last 50 completed shifts saved with name, duration, payout, and in-game day Persistent saves — all triggers, names, wages, and schedules survive reloads; each savegame has its own set Multiplayer — each player tracks their own shifts; earnings go to the shared farm account Optional FS25_NPCFavor integration — completing shifts builds NPC relationships Optional FS25_WorkerCosts integration — off-farm income tracked alongside AI worker wages HOW TO USE 1. Press F4 to open the Workplace Manager and click Add 2. Name the workplace, set a wage, choose a pay schedule, then confirm 3. Place the trigger at any location on the map 4. Walk into the zone and press E to start your shift 5. Press E again to end your shift and collect your wages CONTROLS E – Start / end shift (when inside a trigger zone) F4 – Open / close Workplace Manager Settings > General Settings > Workplace Triggers: Show Shift HUD HUD Scale Show Notifications Wage Multiplier (global modifier on top of per-trigger wages) End Shift on Leave (auto-end shift when leaving the zone) Show Earnings in HUD Debug Mode Languages: EN / DE / FR / IT / NL / PL Multiplayer: Yes Version 1.1.2.0: * Fixed Ending a shift no longer pays the earned money twice * Workplace HUD show/hide toggle is now available from the suite Control Center (with Settings Hub installed) * The workplace interact action now has a default E key binding

Aston Martin DB12 V1.0
cars

Aston Martin DB12 V1.0

Characteristics: -Selectable Body color. -Selectable Roof color. -Selectable Door Cards color. -Selectable Seat color. -Selectable Rim color. -Selectable Caliper color. -Supports license plates. -Interactive Control Support. -Price: $180.000 -Engine: -4.0L V8 TT 671HP , 325KPH. Custom Sound.

Blackstacks Wheelie Extension V1.0
implements

Blackstacks Wheelie Extension V1.0

This mod adds a universal wheelie system to most ALL FS25 vehicles. Designed to work across everything from bikes and cars to larger trucks, the script applies controlled lift to bring the front end up and stable. ✅ Works with bikes, trucks & other compatible vehicles ✅ Dynamic wheelie assistance based on vehicle size ✅ Keyboard & controller support ✅ Controlled lift with reduced jumping ✅ Plug-and-play script extension Keyboard: Hold O while accelerating to activate the wheelie. Controller: Hold LSB (Left Stick Button) while accelerating to activate the wheelie. Release the wheelie control to bring the front end back down. Changing Your Keybinds Don’t like the default controls? You can change them directly in-game. Go to: ESC → Settings → Controls Find the Blackstack Wheelie Extension controls, select the Wheelie action, and assign whatever keyboard key or controller button you want. Keybinds can be changed at any time without editing the mod files.

Script Sentry V1.0
implements

Script Sentry V1.0

Have you ever installed a new mod and then discovered that another mod’s feature or control mysteriously stopped working? Script Sentry is a read-only diagnostic utility for Farming Simulator 25. It observes live Lua function chains during startup and provides an easy-to-read in-game review—no developer console or log reading required. GREEN: No broken function chains were found. AMBER: Multiple mods share a function, but the official function chain remains intact. No action is usually required unless a feature is missing. RED: A later mod replaced a function without preserving the previous implementation. Script Sentry identifies the mods involved, the affected function, and a recommended next step. The review opens shortly after gameplay begins and remains visible until you close it. Space: Close the review. Right Alt + top-row 1: Reopen the review at any time. Longer reports are divided into numbered pages. Close the current page with Space and press Right Alt + 1 to open the next page. Script Sentry leaves no permanent icon, badge, or message covering the gameplay HUD. In-game startup review Detects observed Lua function-chain overlaps and replacements Names the mods and functions involved Separates intact shared chains from likely overwrites Native FS25 popup menu Review can be reopened whenever needed No developer console required No manual log reading required No savegame changes No keybinding-file changes No automatic conflict resolution No mod disabling or load-order changes No persistent gameplay HUD clutter Script Sentry is a notification and diagnostic tool. It is not a mod manager or generic log extractor. It reports what it observes and leaves every decision with the player. Optional companion mod Script Sentry is fully compatible with FS25 FillType Monitor. The two mods can be installed together: Script Sentry reviews Lua function chains. FillType Monitor tracks fill-type usage and remaining capacity. Each mod works independently. Neither mod is required for the other to function. Important: Do not rename the ZIP Keep the exact filename: AAA_FS25_ScriptSentry.zip Farming Simulator loads script mods according to their filenames. The AAA prefix places Script Sentry near the beginning of the load order so it can begin observing function activity before most other script mods make their changes. If the ZIP is renamed, Script Sentry may load too late and miss an overlap or overwrite, resulting in an incomplete startup review. Remove the AAA prefix. Add words or version numbers to the filename. Allow Windows to rename it with additions such as (1). Unzip the mod into the mods folder. Keep multiple copies of Script Sentry installed. When updating, remove or replace the older copy so only one file named AAA_FS25_ScriptSentry.zip remains in the mods folder. Public beta notice Script Sentry reports observable function-chain activity, but no automated detector can identify every possible incompatibility. An amber result does not automatically mean that two mods are incompatible. It means both mods are using the same function while the function chain remains intact. Results should be treated as diagnostic guidance. If everything is working correctly, an amber result may require no action. SecondChanceGaming3709

Manvel 4x RCS V0.8.0.3
maps

Manvel 4x RCS V0.8.0.3

Flat as a pancake, black dirt for days, and just enough sugar beet dust in the air to make your eyes water. Welcome to Manvel — named for, and modeled on the real farmland just northeast of, the actual town of Manvel, ND, up in Grand Forks County. We built Manvel because we wanted a map that feels like the Upper Midwest instead of just looking like it: real soil under your tires, a crop rotation a Grand Forks County FSA office wouldn’t laugh you out of the room for, and land prices we actually checked against county auction results instead of guessing. It’s still a video game — your combine won’t get stuck in gumbo mud at 2am like the real thing — but we sweated the details that make a place feel lived-in. Where in the world is Manvel? This isn’t a made-up place dressed in a fake name — Manvel, ND is a real town, and this map picks up right on its doorstep, just to the northeast (close enough that a local would recognize the neighborhood). That puts us in the Red River Valley of the North, on old glacial Lake Agassiz lakebed — dead flat, and absurdly good for growing things. If you want to go look up the exact spot, the map’s centered on 48.09429, -97.111094. The playable farm covers roughly 6.5 square miles of fields, shelterbelts, gravel section roads, and the kind of small-town infrastructure that makes a farming community run. What you’ll be growing The crop lineup is straight off a real Red River Valley rotation: wheat, barley, oats, canola, corn, sunflowers, soybeans, potatoes, and sugar beets — the crops that actually pay the bills out here. Sorghum and a few specialty vegetables are in the game too, for players who want to get creative, but they won’t show up on your contract board; around here, that’s a hobby crop, not a cash crop. Realism, but make it fun We didn’t just eyeball this stuff: The dirt is real dirt. The Precision Farming soil map is built from actual USDA soil survey data for this exact area — the wet, poorly-drained silty clay bottomland behaves differently than the well-drained silt loam up on the levees, because that’s how it actually works here. If your yield map looks patchy in the low spots, that’s not a bug, that’s the Red River Valley. Land isn’t priced by vibes. We pulled real 2026 land sale numbers from Grand Forks County auctions and built farmland pricing around them, field by field, based on each parcel’s actual soil quality — so the good ground costs more than the marginal ground, same as it would if you were bidding at a real auction. Fair warning: this means land is a lot cheaper here than in a lot of Farming Simulator maps. That’s on purpose, not a bug. The trees belong here. Every tree species on the map stands in for something that actually grows in this part of North Dakota/Minnesota — American elm, boxelder, bur oak, cottonwood, green ash, basswood. No palm trees hiding in a shelterbelt. Row crops run like row crops. Manvel is built on the Row Crop System, so planting, spacing, and precision seeding behave like a real row-crop operation instead of a generic “spray green paint on the field” simulator. The dealership matches the neighborhood. There’s no real dealership on this corner — we made it up — but we gave it a Case IH badge because that’s who’s actually covering this part of the state. We’re slowly filling out the equipment lineup with a mix of brands that would genuinely show up in a Dakota farm yard — American iron for the day-to-day work, with a few honest European imports where the real market actually uses them (looking at you, no-till drills). The biogas plant is honest about where the manure comes from. There’s no real digester sitting out on this corner of the county — we invented the site — but it’s wearing a genuine PlanET badge (a real German biogas manufacturer) and it’s plumbed to run on hog manure and silage, not some made-up fuel. That tracks with the real county: Grand Forks County runs real hog numbers through a handful of big confinement barns, and Grand Forks itself already has a working biorefinery turning ag byproducts into fuel. We just figured a corner of your own farm should get in on it too — feed it silage or manure, and it’ll hand you back electricity, methane, and digestate to spread on your fields. Some homesteads are real, some are blank canvas. We pulled actual existing homestead locations from the real land and set several of Manvel’s farmyards down exactly where a real one has stood for generations. The rest of the homestead sites were left deliberately open — no buildings, no backstory, just a foundation waiting for you to decide what your operation looks like. You’ll start with a modest home quarter and a starter fleet — nothing extravagant, just enough to get seed in the ground and start building equity, the way most real operations actually start. The Manvel Cooperative buys grain in town and the Farmers Market will take your specialty crops off your hands — neither one is a real business, we built them from scratch to give the map a proper small-town economy to sell into. Same story with the grain barge down at the river: nobody’s shipping wheat by barge out of this stretch of the Red River in real life, we just thought it was a fun way to give your harvest logistics a little extra flair. Manvel leans on five other mods to fill out the co-op and town. All five are free on the official ModHub – grab them before you load up: US Mailboxes Grain Silo System AGI Westeel Silo System Liquid Lime Liquidstorage Enable all five alongside Manvel before starting a new save, or the game will politely (or not so politely) let you know something’s missing. We had some help. Claude (Anthropic) rode along for a good chunk of Manvel’s build — drafting and debugging XML/Lua, wrestling GIANTS Editor into behaving, standing up the traffic network and the precision farming system, and yes, taking a pass at parts of this README. Think of it as hiring extra hands for planting season: does the work, doesn’t know the ground the way you do, so nothing left the shop without a human walking it first. Every change got reviewed, tested in-game, and signed off on before it shipped. We’re not hiding it — we just also wouldn’t trust it to find the gumbo mud on its own. This map is a living thing — we’re still out here mending fence, so to speak. If you hit something odd (a field that plows funny, a pole standing where it shouldn’t), we want to know about it. Report issues over on GitHub, and thanks for farming with us. Welcome to Manvel. Try not to get stuck.

Protein Products Factory V1.0 v1.0
packs
Consumable Purchase Station V1.0 v1.0
packs
Mclaren 620R V1.0 v1.0
other
Crop Calendar Filter V1.0 v1.0
other
Finance Your Fleet: Equipment Financing System V1.0.0.1 v1.0.0.1
other
Kertitox NA 20/6 V1.0 v1.0
other
Lizard M 166 V1.0 v1.0
other
Statistics Extended V1.0.0.1 v1.0.0.1
other
152 / 4,550

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