Farming Simulator 25 mods
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NLM Strands Dark Knight Gloria - smoked (Prefab) FS25
NLM Strands Dark Knight Gloria Smoked A compact amber warning-light prefab for Farming Simulator 25, based on the Strands Dark Knight Gloria 850419 with a smoked lens. Features: - Detailed fluted lens, radial prism ring and recessed cooling channels. - GIANTS dirt and wear masks. - Amber flashing with synchronized or alternating A/B groups. - Environmental light support through the game's realistic beacon lights setting. - Separate cable that can be hidden or removed in GIANTS Editor. - Two geometry LODs and a discreet NLM mark on the rear. - 44 mm rubber surround, 36 mm installation diameter and 41 mm lamp body depth. This is a prefab for modders. It must be installed and connected in a vehicle using GIANTS Editor and XML; it is not a standalone shop item. English, Norwegian and Swedish installation guides, working beacon XML and an XML helper are included. Flat panel mounting is supplied. The real product's full set of 21 flash programs and Cruise mode are not reproduced. Author: NorthernLight Modding Product design: Strands Lighting Division Game engine and native shaders: GIANTS Software Use and modifications are welcome. Credit NorthernLight Modding for the original model and identify your own changes separately.
NLM Strands Dark Knight Gloria - clear (Prefab) FS25
NLM Strands Dark Knight Gloria Clear A compact amber warning-light prefab for Farming Simulator 25, based on the Strands Dark Knight Gloria 850420 with a clear lens. Features: - Detailed fluted lens, radial prism ring and recessed cooling channels. - GIANTS dirt and wear masks. - Amber flashing with synchronized or alternating A/B groups. - Environmental light support through the game's realistic beacon lights setting. - Separate cable that can be hidden or removed in GIANTS Editor. - Two geometry LODs and a discreet NLM mark on the rear. - 44 mm rubber surround, 36 mm installation diameter and 41 mm lamp body depth. This is a prefab for modders. It must be installed and connected in a vehicle using GIANTS Editor and XML; it is not a standalone shop item. English, Norwegian and Swedish installation guides, working beacon XML and an XML helper are included. Flat panel mounting is supplied. The real product's full set of 21 flash programs and Cruise mode are not reproduced. Author: NorthernLight Modding Product design: Strands Lighting Division Game engine and native shaders: GIANTS Software Use and modifications are welcome. Credit NorthernLight Modding for the original model and identify your own changes separately.
NLM Strands FOR9T Aura 903033 (Prefab) FS25
NLM Strands FOR9T Aura 903033 A position and warning light with a red position-light frame and six amber warning LEDs using double flash. The position light follows the normal vehicle lights. Warning flashes use the separate beacon control. With realistic beacon lights enabled, the warning light also casts pulsing illumination onto the surroundings. The supplied XML connects the functions to the vehicle's normal lighting system. No additional Lua script is required. The model includes two detail levels. Dirt masks have been updated using GIANTS data. Models, matching XML and installation guides in English and Swedish are included. This is a Farming Simulator 25 prefab for vehicle modders, requiring installation and configuration using GIANTS Editor and XML. Placing the ZIP in the mods folder does not create a shop item. Author and original model: NorthernLight Modding Product reference: Strands. An independent FS25 interpretation; product names and trademarks belong to their respective owners.
STRANDS BIG ENERGY XL 850971 - Clear-lens Beacon (Prefab) FS25
STRANDS BIG ENERGY XL 850971 — CLEAR-LENS BEACON Farming Simulator 25 prefab | Version 1.0.0.1 A tall clear-lens beacon with four tiers of amber LEDs, curved chrome optics and a ribbed black base. The transparent cover reveals the individual LED lenses and the detailed construction inside, giving work vehicles a distinctive warning light even when switched off. Choose single flash, double flash or a rotating amber light effect. All three programs use FS25's native beacon controls, with illumination on the surroundings through the Realistic beacon lights setting. Features - Clear moulded cover with raised vertical ribs and a detailed lower collar. - Four LED tiers with individual lenses, metal sockets and curved chrome reflector bays. - Surface mounting, detailed underside and cable entry. - Model dimensions: 140 mm diameter and 190 mm height. - Three XML programs: SINGLE_FLASH, DOUBLE_FLASH and ROTATE. - Near and far detail levels, native materials and amber lighting. - Complete English, Norwegian and Swedish installation guides, an offline XML helper and a separate XML example for every program. - Editable Blender modelling/studio and GIANTS-export source files in the complete pack. This prefab is intended for integration into a vehicle mod. It is not a standalone shop vehicle. The program is selected during XML installation; ROTATE moves the light effect around the stationary LED tower. The model is reconstructed from photographs of Strands article 850971, and the lighting timings are adapted for FS25. Version 1.0.0.1 refines the clear cover, curved chrome optics and individual LED sockets, with revised detail levels and Blender materials. Author: NorthernLight Modding Product reference: Strands Lighting Division, Big Energy XL 850971. Independent fan-made prefab; no manufacturer endorsement is claimed.
Precision brush V1.0
Smaller brush sizes for the landscaping tools SHORT SUMMARY Adds extra, smaller brush sizes to the Paint, Sculpt and Foliage tools of Farming Simulator 25, for much finer landscaping. DESCRIPTION Ever wished the landscaping brush could go smaller? Precision Brush adds two extra brush sizes below the old minimum to the construction menu’s landscaping tools, so you can paint ground textures, shape terrain and place plants with far more control. WHAT YOU GET – Paint (ground painting): two new smaller steps, 0.125 and 0.25 (the original smallest was 0.5) – Sculpt (terrain shaping): two new smaller steps, 0.5 and 1 (the original smallest was 2) – Foliage (plants): two new smaller steps, 0.125 and 0.25 (the original smallest was 0.5) – Works with the normal brush size controls, nothing else in the game changes HOW TO USE Open the construction menu, choose Paint, Sculpt or Foliage and keep lowering the brush size. The new steps come right after the old minimum. INSTALLATION Copy FS25_PrecisionBrush.zip (do not unzip it) into your mods folder: Documents\My Games\FarmingSimulator2025\mods Then enable the mod for your savegame. To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.
Soil Deformation Save V1.0
Wheel ruts, tyre tread marks and plow furrows no longer vanish when you save and reload: they stay on your fields until the soil is worked again. Normally every save and reload wipes your wheel ruts, tyre tread marks and plow furrows. Soil Deformation Save keeps them: the marks stay on your fields exactly where you left them. WHAT IT DOES – Remembers the marks of every wheel on the ground: tractors, implements (disc harrows, rollers, …), trailers, harvesters – base game and modded vehicles alike. – Saves how far the wheels sank in as real terrain deformation and rebuilds it into the soil when you load. – The tyre tread marks and the furrows dug by the plow are saved and restored too. – No time limit: the marks stay until the soil is worked again. HOW MARKS DISAPPEAR (like in reality) – Plow, cultivator, disc harrow, subsoiler, packer, roller, ridge former and seed drills level the ground where they work. – A plow buries the furrows of earlier passes. – Direct drills do not work the soil, so they do not level the ruts (they only remove old furrows). INSTALLATION AND USE – Copy the zip file, without unpacking it, into the game’s mods folder and activate it in your savegame. – No settings, no menus, no on-screen messages – it works in the background. – You can add it to an existing savegame, but it does not know marks made before it was installed: it records from the moment you enable it. – When you load, the marks start to rebuild a few seconds after the map starts, gradually, beginning with the ones closest to the camera. – The data is stored in the file soilDeformationSave.xml in your savegame folder. GOOD TO KNOW – Marks are recorded on farmland only, not on roads. Furrows are not restored where crops have been sown since. – Restored dents can be subtler and shallower than the game’s own fresh ruts – especially on maps with a coarse terrain grid (e.g. 1 m). – Works in single player and on the server / host. Players who join a multiplayer game as clients do not see the restored marks. For multiplayer the mod must be used as a zip file. – With an extreme number of marks, the oldest ones are smoothed out first (memory limit). To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.
Soil Deformation Save FS25
Wheel ruts, tyre tread marks and plow furrows no longer vanish when you save and reload: they stay on your fields until the soil is worked again. --- Normally every save and reload wipes your wheel ruts, tyre tread marks and plow furrows. Soil Deformation Save keeps them: the marks stay on your fields exactly where you left them. WHAT IT DOES - Remembers the marks of every wheel on the ground: tractors, implements (disc harrows, rollers, ...), trailers, harvesters - base game and modded vehicles alike. - Saves how far the wheels sank in as real terrain deformation and rebuilds it into the soil when you load. - The tyre tread marks and the furrows dug by the plow are saved and restored too. - No time limit: the marks stay until the soil is worked again. HOW MARKS DISAPPEAR (like in reality) - Plow, cultivator, disc harrow, subsoiler, packer, roller, ridge former and seed drills level the ground where they work. - A plow buries the furrows of earlier passes. - Direct drills do not work the soil, so they do not level the ruts (they only remove old furrows). INSTALLATION AND USE - Copy the zip file, without unpacking it, into the game's mods folder and activate it in your savegame. - No settings, no menus, no on-screen messages - it works in the background. - You can add it to an existing savegame, but it does not know marks made before it was installed: it records from the moment you enable it. - When you load, the marks start to rebuild a few seconds after the map starts, gradually, beginning with the ones closest to the camera. - The data is stored in the file soilDeformationSave.xml in your savegame folder. GOOD TO KNOW - Marks are recorded on farmland only, not on roads. Furrows are not restored where crops have been sown since. - Restored dents can be subtler and shallower than the game's own fresh ruts - especially on maps with a coarse terrain grid (e.g. 1 m). - Works in single player and on the server / host. Players who join a multiplayer game as clients do not see the restored marks. For multiplayer the mod must be used as a zip file. - With an extreme number of marks, the oldest ones are smoothed out first (memory limit). Created by Rónai Márk
Massey Ferguson / Uzel 3000 Series FS25
Features: - Manufacturer: Massey Ferguson - Models: 3075D 3085D 3095D 3105D - Power: 75 to 105 hp - Maximum speed: 40 km/h - Base price: $21.000 Store Information: - Openable door and window -Agricultural wheels I would appreciate it if you could let me know your problems. You can contribute to me by liking and subscribing. Main Author: KZmodding
Auto Switch V1.0.3
AutoSwitch is a companion mod that automates tire pressure and differential locks and makes traction realistic. It makes Variable Tire Pressure, Enhanced Vehicle, MoreRealistic, Mud System Physics and Tractor Terrain Dynamics work together, without modifying any of them. Goal: a more realistic and efficient game. Features: – Tire pressure: with AutoDrive / Courseplay, deflate in the field and inflate on the road. Manual driving: Automatic or Manual mode. VTP’s automatic re-inflation at 30 km/h is disabled. – Differentials (Enhanced Vehicle): front + rear lock when wheel slip exceeds an adjustable threshold, unlock at half the threshold, 4WD in the field / 2WD on the road, unlock when turning, reset on game load. – Grip (MoreRealistic): grip loss on wet ground (5 levels), bonus when differentials are locked, Use Your Tyres wear taken into account. – Dual wheels: real width used by Mud System Physics, better grip on wet ground, VTP fix for tires with brand variants. – Dual-wheel racks: rear (BKT 650/65R42, €4,500) and front (BKT 540/65R30, €3,500) racks in the shop and the construction menu. Mounting / unmounting tire by tire (15 in-game minutes per tire), tractor locked during the job. – Display: recommended speed range and slip percentage next to the speedometer, slip warning. – Sowing: seeding protection, seeder filling with the lid closed, direct re-sowing on crushed strips. – Mud: recommended Mud System Physics + TTD settings offered on first launch. Using the dual-wheel racks: 1. Place the rear rack (and the front rack for the front axle) side by side. 2. Park the tractor in the ground rectangle (red, then green once correctly positioned). 3. On foot, stand on the yellow marker, press Right Ctrl + I and confirm. 4. Unmounting: same procedure with empty racks; the original tires are put back. Dual wheels must exist in the same tire brand as the tractor’s tires. Settings: Settings > General > AutoSwitch. Required mods (all mandatory): FS25_VariableTirePressure, FS25_EnhancedVehicle, FS25_AutoDrive, FS25_Courseplay, MoreRealistic, moreRealisticXmlDatabank, FS25_MudSystemPhysics, FS25_TractorTerrainDynamics, FS25_DynamicDrivePro, FS25_useYourTyres, FS25_RealisticHarvesting, FS25_CropDestructionOverhaul, FS25_MoistureSystem. Known limitations: – Wheel change is single-player only; short freeze while the tractor reloads (longer with attached implements). – A tractor without a dual-wheel configuration in its file cannot receive dual wheels. 1.0.2.0: Forage harvesters: with AutoDrive, the spout can fill the trailer from further away (an additional 5m of reach). Textures: HUD icons, the mod icon, and shop icons for tire pallets are now compressed (DXT5 format), eliminating “raw format” warnings in the log.txt file and reducing memory usage. Tire wear: “Use Your Tyres” is the only supported system; “Real Physics – Tire Wear” (Reifenverschleiß) is disabled and blocked if active (an in-game notification will appear, along with a red line in the AUTOSWITCH tab). 1.0.1.8: Differentials: In AUTO mode, with a plow lowered, the rear differential lock no longer disengages when steering (preventing it from unlocking in the middle of plowing); the front differential lock remains disengaged when the steering angle exceeds 20%. The “Straighten wheels” alert no longer appears during plowing and, in AUTO mode, clears as soon as the wheels are straightened. Lights: Settings are now available for each light type in the AUTOSWITCH tab (high beams, front work lights, rear work lights, beacons, hazard/signal lights, and others); range and brightness have been adjusted by a factor of 1.1x to 2.5x (2x for high beams and work lights, 1.1x for the rest). Blocked: “Real Physics – Tire Wear” (Reifenverschleiß) — AutoSwitch will disable it if it is active. New features since release 1.0.0.88: 1.0.1.1: Differentials: In AUTO mode, lowering a plow locks the rear differential (with an “in-ground” notification); it unlocks when the plow is raised. During plowing, the wheel-slip rule and the differential-unlock-on-turn feature no longer affect the rear differential. In MANUAL mode, behavior remains unchanged. 1.0.1.0: Cooperatives: [AS_CoopPay] entries have been restored to the log.txt file (showing the type of each point of sale, the amount to be received, and end-of-month payouts). 1.0.0.97: AUTOSWITCH tab: Now positioned immediately after “General Settings” instead of at the end of the tab bar. The page is titled “AutoSwitch” (replacing the “MISSING vtpas_tabTitle” error). The mouse scroll wheel now correctly scrolls the page (the page is now loaded from gui/AS_SettingsPage.xml rather than being a copy of the “General Settings” page). 1.0.0.96: “Use Your Tyres” and “Reifenverschleiß” (Tire Wear) used together: The “two wear mods detected” warning window from Mud System Physics no longer appears, as AutoSwitch now manages the conflict automatically (a note remains in the log.txt file). 1.0.0.95: Operating hours: The shop is open from 8:00 AM to 7:00 PM (outside these hours, the shop can still be viewed, but purchasing, renting, selling, or building is disabled, triggering a “Shop is closed” notification). Points of sale and industries are open from 6:00 AM to 10:00 PM (outside these hours, no transactions are accepted; an AutoDrive truck will wait for the facility to open, displaying a “Closed, opens at 6:00 AM” notification). “Opening Hours” section in the AUTOSWITCH tab (Yes/No and four time settings). Exceptions for individual points of sale can be defined in `modSettings/FS25_AutoSwitch/horaires.xml` (-1 = use menu settings; `open=”0″ close=”24″` = 24/7). 1.0.0.94: Tire wear: Supports either “Use Your Tyres” (1.1.0.0) or “Real Physics – Tire Wear” (1.2.2.67)—either one is sufficient. If both are enabled, “Use Your Tyres” takes priority; “Real Physics – Tire Wear” will remain loaded but will no longer affect vehicle handling (grip, snow, tracks, AutoDrive speed limits, or the 5-second immobilizer). The AUTOSWITCH tab indicates which mod is currently in use. 1.0.0.93: AUTOSWITCH tab: Clicking the tab now opens the page (the page navigation bar expects a page number, similar to “BetterContracts”); includes a header, scrolling functionality, and alternating row colors. 1.0.0.92: Menu: Added an “AUTOSWITCH” tab to the Settings bar (next to “General Settings”). Options are organized into sections (Differentials, Tires, Notifications & Alerts, AutoDrive, Display, Soil & Crops, Lights/Wind/Tracks/Weather, Finances, and Traffic & Shop). At the bottom of the tab, a list of required mods is displayed: green “OK” for active/valid mods, or a red “X” if a mod is missing, disabled, or outdated. The notification box for missing mods—previously shown in the bottom-left corner of the screen—has been removed (details can now be found in the `log.txt` file). If the tab cannot be created, the options remain under General Settings. 1.0.0.89: Dual wheels removed from the shop and workshop; they can now only be installed using tire pallets. The current configuration of a tractor remains visible when reconfiguring. A tractor that arrives with dual wheels already installed can be converted back to single wheels using a pallet (the system prioritizes the closest match for single wheels: same brand and same tire type). Setting: “Dual wheels locked in shop” (enabled by default). V1.0.0.58 Tractor Terrain Dynamics: the beta is recognized under its original name (FS25_TTD_v3_7_BETA.zip), no need to rename it or to install the ModHub version 1.0.0.0. If two TTD are installed, the newest one is used Differentials: Right Ctrl + Up Arrow (rebindable) switches between AUTO and MANUAL, mode shown above the tractor and saved. In MANUAL, AutoSwitch no longer touches the diff locks or 2WD / 4WD; back to AUTO when AutoDrive or Courseplay takes over (menu option) In MANUAL with a diff lock engaged, the wheels steer fully but the tractor only turns as far as the lock allows (50 % rear, 20 % front, 10 % both): it slides Real drivetrain of each machine read after MoreRealistic (4WD, front axle or rear axle), saved in modSettings/FS25_AutoSwitch/transmissions.xml and editable by hand (forced=”4×4″ / “front” / “rear”) Combines, forage harvesters and 2WD machines: combine or forage harvester icon on the HUD, only the driven axle locks, full steering; diff locks and reduced steering only for real 4WD Tire wear: Real Physics – Tire Wear (Reifenverschleiß 1.2.2.67, required) replaces Use Your Tyres; a worn tire grips better on roads (slick effect) Grass trampled by the wheels: growth goes back instead of being mowed (dry ground from 11 km/h, wet from 7 km/h). Crop Destruction Overhaul is no longer required Mod check: a required mod installed but not enabled in the savegame is reported in game on loading Tire pallets: no more FPS drop with several pallets, tires hidden beyond 200 m V1.0.0.42 Wheel slip: each wheel is compared to its own ground speed, turning no longer counts as slip (display and automatic diff locks); in 2WD, no slip shown on the free front wheels Display: top view of the tractor next to the speedometer (locked axles in red, 4WD in green), with each wheel’s slip, a single value per locked axle Display: the tractor and the speed range are two separate blocks, each movable with the mouse (position saved) Drivetrain: 2WD only on hard surfaces (asphalt, concrete), 4WD on paths, grass and sand like on fields Sleep: two sliders “Time in hours” (+0 to +23 h) and “Time in days” (+0 to +7); with days, wake up at 8 am on the last day (+ the chosen hours) Sleep: player stuck after sleeping several days fixed (Dynamic Market’s invisible “Market news” window), it now shows on waking up Lights: headlights, lights and beacons of other vehicles visible 5 times farther and 2 times brighter (adjustable in the menu, x1 = base game) New shop icons for the rear and front tire pallets V1.0.0.03 – Separate rear / front differential locks (15% / 30% slip, adjustable), fixed bonus of +4% rear / +3% front. – 90% steering in 4WD; locks disabled when the wheels are turned, requests rejected with a warning. – Wet-ground traction across 5 levels; VTP field bonus capped (+15%, +20% with dual wheels). – AutoDrive speed according to the terrain, in 2 km/h increments. – Implements remain stable when stationary; mud also slows down trailers and implements. – Integrated conflict resolution between mods (ModMixer no longer required). V1.0.0.02 AutoDrive speed set by the ground: 20 km/h in fields, 30 km/h on tracks, no limit on roads. Adjustable in 5 km/h steps in the settings. Simpler menu Minor fix To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.
Crop Rotation Calendar V0.2.7
ATTENTION! This calendar is intended exclusively for players who have set their game to a minimum of 15–28 days per month! It is designed with a focus on realism; consequently, it includes certain steps that may not make sense from a purely gameplay perspective, but are necessary when considering real-life agricultural practices. Crop Rotation & Work Calendar for FS25 Plan the next crop and the corresponding field operations for each of your fields—from stubble cultivation to harvest. This mod integrates crop rotation scoring, a daily calendar, equipment recommendations, and automatic progress tracking. Crop Rotation and Planning Select a field, the preceding crop, and the following crop. The scoring system (up to 100 points) takes into account plant families, cultivation intervals, and the field’s known cropping history. Cultivation profiles filter the available options for the following crop; selecting “All” allows for the free choice of any available crop. For each profile, the system displays how many crops achieve a score of over 80 points. The “Select Suggestion” feature recommends a profile without altering your chosen following crop. Appropriate Workflows Choose between mulch tillage, conventional plowing, or direct seeding. Depending on the crop and your settings, the calendar accounts for: Mulching harvest residues, cultivating stubble, and removing volunteer growth. Cultivating or plowing, optional stone picking, seedbed preparation, and sowing. Liming, as well as mineral and organic fertilization (including incorporation into the soil). Cover cropping, rolling, weed control, and harvesting. Monitoring crops for diseases and pests. (Note: Specific pest treatment/spraying is not currently included.) Not every operation is scheduled for every crop. Simplified maintenance workflows are provided for grassland and certain specialty crops. More time for your fields Designed for a 15–28 day month, with selectable work windows of 3, 5, 7, or 10 in-game days. Waiting periods and buffer times are taken into account. Sowing and harvesting windows are pulled from the map data whenever possible; otherwise, they are based on predefined standard values. The daily calendar displays scheduled tasks, progress, and overdue work. Clicking on a specific day filters the task list. You remain responsible for assessing weather conditions, field accessibility, and the actual needs of your crops. Automatic detection or manual confirmation Successfully completed field operations are tracked automatically, including work performed by AI helpers. Repeated passes over the same area are not counted multiple times. You can set the completion threshold at 85%, 90%, 95%, or 99% of the field area covered. You can also manually confirm tasks or reopen them using the checkboxes—useful, for example, for fields that were already worked on before installing the mod. Optional steps can be marked as “Not applicable.” Fertilization and equipment guidance Choose between a combined view for mineral fertilizers or separate steps for N, P, and K. Liming is tracked independently. Organic fertilization and stone picking can also be included in your schedule. For “Realistic Soil & Fertilizer,” an optional integration is available to display soil data. This external mod is not included and is not required for the calendar to function. The system does not calculate specific, mandatory fertilizer application rates. A dedicated “Quick Guide” section provides explanations for technical terms and work steps when you hover your mouse over them. Relevant shop categories and alternative equipment options are listed in a separate row. Keep an eye on all your fields A small, movable display—visible outside of the ESC menu—shows all pending tasks for the current day across all your planned fields. The information section displays 350 randomly rotating agricultural facts, providing background knowledge along with details on the relevant country or continent. Available in 18 languages, including German, English, French, Polish, Czech, Ukrainian, and the Scandinavian languages. This mod serves as a planning aid and does not alter crop yields or actual soil values. Requires: Realistic Soil & Fertilizer BETA 2 Changes since version 0.1.13 – status 0.2.6.0 • Multiplayer and Dedicated Server: shared farm plans, progress and machine values with permission checks and synchronization. • Annual overview and multi-year crop rotation added: ratings, suggestions, follow-up crops and complete display of upcoming field work in the field calendar. • Interface revised: colored work windows, separate bars for overlaps, day highlighting and corrected page and workload displays. The daily overview hides fields without upcoming work. • Plans, crop rotations, settings and work progress are saved immediately. Errors when restoring follow-up crops and profiles, as well as the jumping ESC menu cursor, have been fixed. • Field recognition improved: automatic retry attempts after errors and a waiting status for previous crops that have not yet been harvested. • Visible volunteer growth added: random small plant and weed segments with gradually increasing target coverage of approximately 10–40%. Processed phases are not restarted when loading or changing the months. Restoring old distributions that remained empty is possible. • The calendar follows the game’s active sowing and harvesting seasons, including “Regional Crop Calendar”. Changes to the region automatically adjust open plans; existing progress is retained. • Machine hours per field and task added: edit and copy width, speed and efficiency directly in the work row. Areas in ha, remaining times in hours and minutes; monthly and annual totals take partial progress and multi-month tasks into account. • Map crops expanded: separate winter/summer varieties, forage and catch crops, as well as fruit trees with suitable profiles and equipment notes. 160 crop entries. • “Reduced tillage” added: shallow cultivation as required, without a mandatory deep cultivator pass or separate seedbed preparation pass. Direct seeding does not require blanket incorporation of organic fertilizer. • Annual display adapted to the in-game year. Crop assignments and equipment notes corrected; new features included in all 18 supported languages. To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.
Server Finder FS25
FarmFinder – The Server List for Farming Simulator 25 Find your new FS25 community or showcase your own server. For Players: The list shows every server live with online status, player count, map, and game version. Easily filter by language, tags, or "online only," check out player count history from the past few days, and give a push to your favorites. One click takes you straight to the community's Discord. For Server Owners: Simply log in with Discord, enter your server's stats URL – and you're done. Player count, map, and mods update automatically, no bot required. Customize your server page directly in the live editor: text, rules, links, team, schedule, FAQs, plus banner and logo. With FarmSimBot and the Community Tier, you also unlock custom box layouts, custom colors, fonts, backgrounds, and an integrated application form. Listing your server is 100% free. New entries are quickly reviewed – after that, all updates go live instantly.
Building with a pigsty V1.0.0.1
Price: $30,000 Capacity: 15 Pigs Convert from FS19 To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.
MZKT-7930 S-25 (8x8 Heavy Tactical Missile Launcher System) FS25
MZKT-7930 S-25 (8x8 Heavy Tactical Missile Launcher System): Technical and Operational Analysis Detailed Technical CharacteristicsHigh-Mobility MZKT-7930 8x8 Chassis: Built upon the multi-axle all-wheel-drive platform developed by the Minsk Wheeled Tractor Plant, engineered to transport extremely heavy payloads across rugged terrain and unpaved roads. Heavy Caliber Dual Missile Launcher: Integrates a tilting framework mounted on the rear deck that carries and elevates two large long-range missiles equipped with cruciform stabilization fins. Low-Profile Forward Cab: Features a wide, armored front cabin equipped with panoramic windshields and tactical lighting tailored for heavy route navigation and nighttime deployments. High-Torque Diesel Power & Multi-Axle Distribution: Powered by a high-torque diesel engine paired with a reinforced transmission system, guaranteeing structural stability during transport and pre-launch maneuvers. Tactical Utility and Operational DoctrineLong-Range Tactical Strike & Deterrence: Engineered to deliver heavy firepower and neutralize strategic targets, fortified installations, or critical infrastructure over extended distances.Strategic Mobility ("Shoot-and-Scoot"): Wheeled configuration allows high-speed movement across highways and field tracks, minimizing exposure to counter-battery fire.Air Defense Network Integration: Operates as a decisive component within missile batteries, coordinating seamlessly with radar systems and mobile command posts.Simulation and Modding SignificanceAdvanced 8x8 Platform Physics: Models the dynamic behavior of heavy independent suspensions, multi-axle traction distribution, and launcher rail elevation kinematics.Strategic Firepower Asset: Represents one of the largest scale assets in your collection, linking up perfectly with MZKT radar units and logistical support trucks.
MZKT-7930 Heavy Tactical Recovery Vehicle (8x8 Rescue & ARV Platform) FS25
MZKT-7930 Heavy Tactical Recovery Vehicle (8x8 Rescue & ARV Platform): Technical and Operational Analysis Detailed Technical Characteristics High-Mobility MZKT-7930 8x8 Chassis: Built on the heavy-duty all-wheel-drive multi-axle platform engineered by the Minsk Wheeled Tractor Plant (MZKT), designed to handle massive payloads across extreme off-road conditions. Heavy Recovery & Crane Module: Features a specialized rear superstructure equipped with a high-capacity hydraulic articulated crane, heavy-duty towing winches, and integrated tool decks for field recovery operations. Hydraulic Stabilization & Anchoring Systems: Outfitted with deployable hydraulic outrigger legs on the sides and rear to provide a stable, level baseline during heavy lifting and recovery pulls. Reinforced Crew & Equipment Cabin: Provides an expanded cabin workspace for recovery crews along with secure storage for specialized cutting, welding, and field repair tools. Tactical Utility and Operational Doctrine Armored Vehicle Recovery (ARV): Purpose-built to winch, extract, and tow stuck, disabled, or overturned combat vehicles, missile TELs, and heavy logistical trucks in hostile environments. Field Logistics & Engineering Support: Clears blocked routes, assists with rapid field repairs at assembly points, and supports the assembly or maintenance of heavy missile and radar modules in forward zones. All-Terrain Emergency Access: The 8x8 drive configuration ensures full operational capability through deep mud, snow, and steep terrain where standard commercial recovery trucks cannot operate.
Crop Rotation Calendar FS25
I created this mod to make planning field operations in Farming Simulator more logical and realistic. Each step of the process is presented with its specific purpose, the appropriate equipment, and a sensible sequence—including necessary waiting periods and various cultivation methods. For this reason, I have set a minimum of 7 in-game days per month, providing a playable compromise that allows for multiple work days. If you wish to have more time to manage several fields, I recommend setting the duration to 15–28 days. Plan the next crop and the corresponding tasks for each of your fields—from post-harvest stubble cultivation all the way to the final harvest. The mod integrates crop rotation assessment, a field calendar, an annual overview, equipment recommendations, and automatic progress tracking. • Evaluate crop rotation: Earn up to 100 points based on plant families, cultivation intervals, and the known harvest history of each field. • Utilize map-specific crops: The mod detects available crops, including supported winter and summer varieties. • Follow the cultivation calendar: Sowing and harvest windows are based on your active in-game calendar, including any adjustments made via the "Regional Crop Calendar" mod. • Select cultivation profiles: Filter for suitable follow-up crops or choose freely from the entire list. • Define cultivation methods: Choose between mulch tillage, plowing, direct seeding, or reduced tillage. • Account for periodic plowing: Automatic scheduling based on your game settings and detected requirements; specific, manually selected plowing methods remain available. • Plan field operations: Stubble cultivation, volunteer crop management, soil tillage, stone picking, sowing, fertilization, crop care, and harvesting. • Incorporate crop protection: Includes weed control and field monitoring (note: does not include a dedicated pest treatment system). • Recommended playstyle: A minimum of 7–28 days per month; 15–28 days are recommended for a more relaxed pace. • Flexible work windows: 3, 5, 7, or 10 days, depending on the month length, with adjusted waiting periods and buffer times. • Track progress: Automatically detect completed field operations or mark them off manually. Optional steps can be flagged as "not applicable." • Visualize volunteer crop growth: Small, randomly distributed patches of crops and weeds, with target coverage increasing from 10% to 40%. Progress is preserved even if the month length setting is changed. • Configure fertilization: Choose between combined mineral fertilizer or separate N/P/K applications, plus lime and optional organic fertilizer. No mandatory quantity calculations. • Equipment lookup: Access explanations for specific tasks and relevant shop categories directly from the calendar. • Comprehensive overviews: View field calendars, annual summaries, and multi-year crop rotations, all color-coded for clarity. • Estimate working time: Input field area (in hectares), working width, speed, and efficiency for each individual task. • Daily task display: A movable window showing pending tasks for all your planned fields. • Instant saving: Mod settings and planning progress are saved automatically. The game save itself is managed through the standard in-game save system. • Dedicated tab featuring a 15-step guide on how to use the mod. • Multiplayer support: Collaborative planning with server-side synchronization. • Available in 18 languages, featuring 350 randomly rotating agricultural facts. Installation: Place the ZIP file into your mods folder and activate it within your save game. This mod does not alter yield parameters or actual fertilization values. The visible volunteer crop growth places crops and weeds directly onto the field. Update 0.2.7.0 • Planning adjusted for all month lengths from 7 to 28 game days. • Work windows depending on the month length: 7–9 month days → 3 days; 10–14 → 3 or 5 days; 15–28 → 3, 5, 7 or 10 days. • Preparation buffer for short months adjusted. The waiting time for volunteer growth remains unchanged and is two game days for seven month days. • Changes to the active month length automatically adjust open plans and crop rotation forecasts. Started and completed work, as well as growth progress, are retained. • Sowing and harvesting months continue to follow the game calendar. The required machine hours per operation remain unchanged. • Manual, description and translations updated. Changes since version 0.1.13 – status 0.2.6.0 • Multiplayer and Dedicated Server: shared farm plans, progress and machine values with permission checks and synchronization. • Annual overview and multi-year crop rotation added: ratings, suggestions, follow-up crops and complete display of upcoming field work in the field calendar. • Interface revised: colored work windows, separate bars for overlaps, day highlighting and corrected page and workload displays. The daily overview hides fields without upcoming work. • Plans, crop rotations, settings and work progress are saved immediately. Errors when restoring follow-up crops and profiles, as well as the jumping ESC menu cursor, have been fixed. • Field recognition improved: automatic retry attempts after errors and a waiting status for previous crops that have not yet been harvested. • Visible volunteer growth added: random small plant and weed segments with gradually increasing target coverage of approximately 10–40%. Processed phases are not restarted when loading or changing the months. Restoring old distributions that remained empty is possible. • The calendar follows the game's active sowing and harvesting seasons, including “Regional Crop Calendar”. Changes to the region automatically adjust open plans; existing progress is retained. • Machine hours per field and task added: edit and copy width, speed and efficiency directly in the work row. Areas in ha, remaining times in hours and minutes; monthly and annual totals take partial progress and multi-month tasks into account. • Map crops expanded: separate winter/summer varieties, forage and catch crops, as well as fruit trees with suitable profiles and equipment notes. 160 crop entries. • “Reduced tillage” added: shallow cultivation as required, without a mandatory deep cultivator pass or separate seedbed preparation pass. Direct seeding does not require blanket incorporation of organic fertilizer. • Annual display adapted to the in-game year. Crop assignments and equipment notes corrected; new features included in all 18 supported languages.
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