Farming Simulator 25 mods

78,883 results
158 / 5,259
Baller 4048 V1.0
tractors

Baller 4048 V1.0

Wanna flex that tax return check? Flex on Walter with this fly a** joint Not my mod, i dont even farm. Chvck Farms Mod was made by Outpost Dairy 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.

Dutra D4K-B90 V1.3.0.1
tractors

Dutra D4K-B90 V1.3.0.1

Configurations: -Engine Configuration: 135–155 hp. -Beacon: Yes/No. -Isaria Pro Compact: Yes/No. -Body color: Customizable. -Front axle color: Customizable. -Rim color: Customizable. -Wheels: Customizable. Ricsi_Modding,Petya20 Oszlanczi Tamas 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.

Placeable Cemetery Details Pack V1.0
packs

Placeable Cemetery Details Pack V1.0

A Placeable Cemetery Details Pack for you to create your own cemeteries for halloween. TK Modding (Trevor D Keown) 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.

Real Farm Ops Draft V1.0
implements

Real Farm Ops Draft V1.0

In the base game, a ground-engaging implement pulls back with the same fixed force whenever it’s in the ground, no matter how fast you go or what the soil is like. A plough at 11 km/h pulls the same as at 7 km/h, and dry baked ground pulls the same as wet clay. What this changes Draft now follows three things: Speed, using the ASABE D497 draft equations farm engineers use. A plough at 11 km/h pulls about 1.5× what it does at 7 km/h. A chisel rises more gently. Soil water: dry, hard ground pulls hardest, friable ground is easiest, and wet, sticky ground climbs again as soil clings to the steel. Uses Mud System Physics’ field wetness when it’s installed. Compaction: Visual Mud Tracks’ topsoil hardness and subsoil compaction. A plough pan loads the plough and subsoiler, and a hard crust loads cultivators and discs. Mowers, tedders and rakes get a small extra load in wet crop too, since wet grass really does drag harder through a cutterbar or rake. Why it feels right The mod only changes how hard the implement pulls back. Everything else happens in the game’s physics: engine load, fuel use, wheel slip and sink, and wear all follow on their own. That means it works with Real Fuel Consumption, Mud System Physics and Advanced Damage System without patching any of them. 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.

Fence Distance Hotfix V0.0.1
implements

Fence Distance Hotfix V0.0.1

Lets husbandry mods be placed again after FS25 patch 1.25 changed the validation of the distance between fence posts. Patch 1.25 added a minimum length for a fence segment, based on the shortest panel of that fence. A pasture with a built-in fence checks every built-in segment while you place it. If one segment is shorter than the minimum, the pasture cannot be placed anywhere: the cursor shows “Distance too short”, and nothing appears in the log. This mod lets those segments through again while you place a pasture. Notes This is a temporary fix that gives husbandry mod authors time to update their mods for patch 1.25 without hurry. It will be retired in a while, once authors have had time to update. Once the husbandry mods you use are updated, you no longer need this mod. Features Pastures place again – a pasture whose built-in fence has a short segment can be placed, as before patch 1.25 Should work for every pasture – with no settings and no changes to the husbandry mod Short segments look as before 1.25 – a segment too short for one panel gets no fence panel Your own fences keep the new rule – fences you draw with the fence tool, including a pasture’s customizable side, still need the 1.25 minimum length Nothing is saved – the mod writes no savegame data, and pastures placed with it still load after you remove it Singleplayer only – this version does not support multiplayer Limitations Singleplayer only; multiplayer is not supported yet A short built-in segment gets no fence panel, so a visible fence shows a gap there, as it did before patch 1.25. To get a panel on that segment, the husbandry mod itself needs an update. Usage Enable the mod for your savegame, then place the pasture as usual. There is nothing to configure. The mod only changes the fence length check while you place a pasture. Every other placement check still applies, for example owned land, collisions with other objects, and the fence tool’s own checks. 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.

Feed Calculator V1.0.0.6
implements

Feed Calculator V1.0.0.6

Features Automatic feed consumption calculation • Calculates monthly feed consumption • Works per-husbandry and per-animal cluster (Breed Types) • Fully based on true animal husbandry data (age, sub-type, input curves, lactation…) Integrated UI Display • Shows Monthly consumption, and Time Remaining • Integrated directly into the in game Animals Menu Supports all animal types • Vanilla FS25 animals • Supports multiple husbandry’s (e.g., same or different type) Enhanced Animals System Compatible • Automatically accounts for EAS lactation & production modifiers • Integrates seamlessly into the Enhanced Animal Systems mod Multiplayer Supported • Safe for dedicated servers (Multiplayer compatible) • Recalculates asynchronously to take account of changes in animal numbers This release corrects how feed figures are calculated. If you run any animal overhaul mod, or play with months longer than one day, the numbers you were seeing were wrong — these are the fixes. Meadow grass is finally counted Barns with a pasture now include the standing grass in their feed total, and the grazing row tells you how long the pasture alone would carry the herd. Previously grazing was ignored completely, so a pasture barn looked emptier than it was. Figures now match what the barn actually gets through Demand and output are read from the rate each husbandry publishes, and only fall back to the animal age curves when there isn’t one. On a stock game these are the same number. The difference shows with animal mods, which rebuild those rates from per-animal values the age curves cannot express. Realistic Livestock, for example, scales each animal’s intake by lactation, pregnancy, its genetic metabolism and its own food scale. Reading the published rate picks all of that up with nothing to enable or configure, and the same applies to mods that change milk, manure, slurry or wool output. Two calculation bugs fixed Everything was out by the length of a month. The animal curves are litres per day, not per month. Monthly totals are now the daily rate multiplied by the month length. On a 3-day month every figure was a third of what it should have been. The feed use multiplier did nothing to the display. It changed what animals really consumed, but the panel kept reporting the unscaled rate. Changing it now updates the figures immediately. Straw and Slurry rows were showing no monthly figure at all. Rows are now matched on the fill type the game attaches to them rather than their translated caption, so they work in every language. Time remaining truncates instead of rounding up — a part day of feed is no longer reported as a full month. The feed row is shorter, so the time remaining no longer gets clipped off the end. Settings now appear on dedicated servers. The controls were being cloned from a settings row the game hides on clients, so they were built correctly and never drawn. If the controls can’t be built for any reason, the section header is withdrawn rather than left sitting there empty, and the reason is written to the log. Under Settings → Game, both off by default: Scale feed use to month length — ties husbandry throughput to the number of days in an in-game month Feed use multiplier — a straight multiplier on feed, water, bedding and produce Settings from earlier versions are converted automatically on first load. Troubleshooting New console command nxFeedReport prints a per-husbandry breakdown — herd size, daily and monthly demand, trough and pasture stock, grazing cover, and which source each figure came from. Please include it with any bug report. Under the hood The mod has been rebuilt on a new internal structure Consumption scaling no longer reimplements the game’s feeding logic; it adjusts the rate the stock code reads and restores it afterwards Errors are no longer swallowed, so genuine faults show up in the log Mod title is now “Feed Calculator” Changelog v1.0.0.5: NEW: Meadow grass support. Barns with a pasture now show grazing demand and how long the standing grass will last NEW: Feed row splits stored feed into trough and pasture so you can see where the cover is coming from NEW: Console command nxFeedReport prints demand and grazing cover for every husbandry CHANGED: The mod has been rebuilt from the ground up on a new internal structure CHANGED: The scaling setting is now two independent controls, “Scale feed use to month length” and “Feed use multiplier”, replacing the old four mode selector. Existing savegame settings are converted automatically on first load IMPROVED: Condition rows are matched by the data the game itself attaches to them rather than by their translated captions, so every row is recognised in any language IMPROVED: Feed on hand is read through the animal food system, which correctly includes pasture stock and third party storage IMPROVED: Throughput scaling no longer reimplements the game’s feeding logic; it adjusts the rate the stock code reads and restores it afterwards FIXED: Feed, water, bedding and produce figures were out by the number of days in a month. The game’s animal curves are litres per day, not per month, so monthly totals are now the daily rate multiplied by the month length FIXED: Time remaining is truncated rather than rounded up, so a part day of feed is no longer reported as a full month FIXED: Menu errors can no longer propagate out of the husbandry panel Changelog v1.0.0.4: – NEW: In-game settings menu (Settings → Game) with Vanilla / Auto / Manual / Hybrid scaling and 0.25x – 10x multiplier – NEW: Server-side scaling hooks for husbandry food, water, straw, milk, manure, slurry and pallet outputs – NEW: Settings persist per-savegame and sync to clients in multiplayer – NEW: Conditions panel now shows monthly throughput per row; water and straw also show time remaining – IMPROVED: EAS lactation factor read per-month from subType.lactation table (more accurate than cluster.lactationFactor) – IMPROVED: EAS detection re-evaluated at runtime instead of at file load – IMPROVED: Uses live daysPerPeriod from environment instead of planned value – IMPROVED: Reads cluster getters first (compatible with RealisticLivestock and similar mods) – FIXED: Debug log spam disabled by default (gated behind a debug flag) – Improved compatibility with third-party animal mods – Enhanced calculation accuracy for individual animal systems – Fixed time remaining display for single-day months 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.

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Survival 4X V1.0.0.1 v1.0.0.1
other
Platform Headertrailer V1.0 v1.0
trailers
Chop straw (Pick-up) V1.0 v1.0
other
Realistischer Fensterregen und Staub v1.0.0.0
other

Realistischer Fensterregen und Staub v1.0.0.0

Realistischer Fensterregen und Staub v1.0.0.0 Realistischer Regen auf den Fenstern, der Staub wird beim Regen langsam abgewaschen. Die Scheibenwischer funktionieren manuell und lassen sich individuell programmieren. Beim Hochdruckreinigen bilden sich Wassertropfen, die anschließend langsam trocknen. Liste der aktuell funktionierenden Basisspielfahrzeuge; ich arbeite daran, die Liste zu erweitern. Agrifac LightTraxx (Glas, feststehend) – Im Lieferumfang enthalten Antonio Carraro Mach 4 R Case IH Axial-Flow 7160 Case IH Farmall 120 C Case IH Puma 185 CVXDrive Challenger MT665 Claas Arion 530 Claas Evion 450 Claas Jaguar 990–930 (Mod-Paket) Claas Lexion 620–670 C53 (Mod-Paket) Claas Lexion 750–770 C56–C59 (Mod-Paket) Deutz-Fahr 6115 C RVshift Deutz-Fahr 8280 TTV Dewulf ZK IV SE Fendt 512 Vario Fendt 700 Vario-Serie, einschließlich 720 Fiat 160-90 Gregoire GL 8.4 IMPEX Hannibal T50 International Transtar II Iseki HJ6130 Iseki TJW 1233 JCB 435S Stufe V CB Fastrac iCON 4000 (Highlands DLC) John Deere 3650 John Deere 6M 95 John Deere 6R 145 John Deere 6R 230/250 John Deere 9RX 770 John Deere 9700 / 9000 Serie John Deere 1270G John Deere 848L-II John Deere R4045 (mod) Komatsu 951 Krone BiG X 1180 Kubota M8-181 Landini REX 4-070 GT Lindner Lintrac 130 Lizard Pickup 2017 Mack Anthem 6×4, MP7 425 Mack Anthem 6×4, MP8 505 Mack Super-Liner 6×4 Massey Ferguson 7S 155 Massey Ferguson 9S.285 New Holland L318 Oxbo MKB-4TR Pfanzelt Felix Ponsse Bison Aktivrahmen Rottne F20D Schaeffer 9660 T-2 Sennebogen 340 G (Glas, feststehend) – inklusive Valtra T195 Vermeer ZR5-1200 Volvo L120H Zetor Crystal 16045 Zetor Forterra HSX 120 Zetor Proxima HS80 Dies ist eine Beta-Version, daher können noch Fehler bei Fahrzeugen auftreten. Tags: Claas LexionJohn DeereMack AnthemMassey Ferguson

Realistic window rain and dust v1.0
other

Realistic window rain and dust v1.0

Realistic window rain and dust v1.0 Realistic rain on windows with dust that slowly washes away when it rains. Has manually working wipers that can be remapped to your liking. Window droplets also form when pressure washed and slowly dries afterwards. List of working base game vehicles so far as i am working on adding more to the list. Agrifac LightTraxx (Glass Fixed) – Included Antonio Carraro Mach 4 R Case IH Axial-Flow 7160 Case IH Farmall 120 C Case IH Puma 185 CVXDrive Challenger MT665 Claas Arion 530 Claas Evion 450 Claas Jaguar 990–930 (mod pack) Claas Lexion 620–670 C53 (mod pack) Claas Lexion 750–770 C56–C59 (mod pack) Deutz-Fahr 6115 C RVshift Deutz-Fahr 8280 TTV Dewulf ZK IV SE Fendt 512 Vario Fendt 700 Vario series, including 720 Fiat 160-90 Gregoire GL 8.4 IMPEX Hannibal T50 International Transtar II Iseki HJ6130 Iseki TJW 1233 JCB 435S Stage V CB Fastrac iCON 4000 (Highlands DLC) John Deere 3650 John Deere 6M 95 John Deere 6R 145 John Deere 6R 230/250 John Deere 9RX 770 John Deere 9700 / 9000 series John Deere 1270G John Deere 848L-II John Deere R4045 (mod) Komatsu 951 Krone BiG X 1180 Kubota M8-181 Landini REX 4-070 GT Lindner Lintrac 130 Lizard Pickup 2017 Mack Anthem 6×4, MP7 425 Mack Anthem 6×4, MP8 505 Mack Super-Liner 6×4 Massey Ferguson 7S 155 Massey Ferguson 9S.285 New Holland L318 Oxbo MKB-4TR Pfanzelt Felix Ponsse Bison Active Frame Rottne F20D Schaeffer 9660 T-2 Sennebogen 340 G (Glass Fixed) – Included Valtra T195 Vermeer ZR5-1200 Volvo L120H Zetor Crystal 16045 Zetor Forterra HSX 120 Zetor Proxima HS80 This is a beta build so there may be issues with unfixed vehicles. Author: Showgunn84 Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Ampel für die Ausfahrt der Feuerwache v1.1.0.0
other

Ampel für die Ausfahrt der Feuerwache v1.1.0.0

Ampel für die Ausfahrt der Feuerwache v1.1.0.0 Aktualisierungsbericht: Ampel an der Ausfahrt der Feuerwache für LS25 Die Ampelanlage an der Ausfahrt der Feuerwache wurde um ein Verkehrsleitsystem für den standardmäßigen KI-Straßenverkehr erweitert. Vor der Ausfahrt wurde eine „Haltezone“ eingerichtet. Wenn die Ampel auf Rot schaltet, wird diese Zone aktiviert, wodurch sich nähernde KI-Fahrzeuge vor Erreichen der Ampel zum Anhalten zwingen. Sobald die Ampel vollständig ausgeschaltet ist, kann der Verkehr wieder fließen. Beim Einschalten wechselt die Lampe zwischen den Farben „aus“, „gelb“ und „rot“. Im ausgeschalteten Zustand wechselt die Anzeige von Rot zu Gelb und schließlich wieder zurück zu „Aus“. Die Verkehrssperre bleibt während des gesamten Abschaltvorgangs in Kraft. Das System wird direkt am Ampelmast betrieben. Neu aufgestellte oder verkaufte Ampeln werden vom Steuerungssystem automatisch erfasst. Damit das System ordnungsgemäß funktioniert, muss der Mast rechts von der zu regelnden Fahrspur positioniert werden. Die Ampeln müssen dem entgegenkommenden Verkehr zugewandt sein. Um die Ampel im Konstruktionsmenü anzuzeigen, wird die Baukategorie-Mod „ScriptHub Modding“ benötigt. Hinweis : Die Ampel und ihr KI-Steuerungssystem funktionieren auch ohne diese zusätzliche Modifikation. Zusätzliche Modifikation : ScriptHub Modding Build Kategorie Tags: Beim EinschaltenDas SystemDie AmpelanlageDie Verkehrssperre

FS25 Schlachthof by Eiks v1.0.0.0
placeables

FS25 Schlachthof by Eiks v1.0.0.0

FS25 Schlachthof by Eiks v1.0.0.0 With the “Schlachthof by Eiks” (Slaughterhouse by Eiks), you can process your animals into meat. With the “Schlachthof by Eiks,” you can process your animals into meat. Features include covered holding pens, a straw supply system, a manure slab, a live display, and custom “Eiksland” meat pallets. Suitable for both single-player and multiplayer gameplay. For information on how to operate the facility and the acceptance criteria, please refer to the in-game help menu under “Schlachthof.” Credits:Eiks

ScriptHub Modding-Konstruktionskategorie v1.0.0.0
other

ScriptHub Modding-Konstruktionskategorie v1.0.0.0

ScriptHub Modding-Konstruktionskategorie v1.0.0.0 Diese Mod fügt dem Baumenü in Farming Simulator 25 eine eigene Hauptkategorie für "ScriptHub Modding" hinzu. Relevante Elemente wie Ampeln, Schilder und andere Bauelemente sind hier übersichtlich und zentral angeordnet. Die Kategorie umfasst fünf Abschnitte: Ampeln und Verkehr Dekoration Schilder Gebäude Verschiedenes Kompatible Mods werden automatisch anhand des Autors („ScriptHub Modding“) oder des Mod-Namens erkannt. Beispielsweise wird die Ampel „Feuerwehrausgang“ automatisch der Kategorie „Ampeln & Verkehr“ zugeordnet. Über die beigefügte Konfigurationsdatei können zusätzliche benutzerdefinierte Modifikationen hinzugefügt werden. Die Kategorie und ihre Unterkategorien sind durch das ScriptHub Modding-Logo und benutzerdefinierte Symbole gekennzeichnet. Diese Mod dient der besseren Organisation im Baumenü. Bitte beachten Sie, dass die einzelnen Objekt-Mods separat installiert und in Ihrem Spielstand aktiviert werden müssen. Zum Installieren kopieren Sie die ZIP-Datei (ohne sie zu entpacken) in Ihren "mods"-Ordner und aktivieren Sie sie zusammen mit den entsprechenden Objekt-Mods. Bitte entfernen Sie vor der Installation alle älteren Versionen dieser Baukategorie. Für LS25 auf PC und Mac. Tags: Die KategorieDiese ModFarming SimulatorPC

Schlachthof von Eiks v1.0.0.0
placeables

Schlachthof von Eiks v1.0.0.0

Schlachthof von Eiks v1.0.0.0 Mit dem „Schlachthof von Eiks“ können Sie Ihre Tiere zu Fleisch verarbeiten. Zu den Funktionen gehören überdachte Sammelbuchten, ein Strohversorgungssystem, eine Mistgrube, eine Lebendtieranzeige und die speziellen „Eiksland“-Fleischpaletten. Geeignet für Einzel- und Mehrspieler. Informationen zur Bedienung der Anlage und zu den Akzeptanzkriterien finden Sie im Hilfemenü des Spiels unter „Schlachthof“. Tags: Sie Ihre Tiere

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