Farming Simulator 25 mods

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18 / 4,524
МОД Traffic Density Control v1.0.1.0 (1.21.x) ДЛЯ FARMING SIMULATOR 2025
other

МОД Traffic Density Control v1.0.1.0 (1.21.x) ДЛЯ FARMING SIMULATOR 2025

Функция «Управление плотностью трафика» добавляет в настройки игры специальный раздел, где можно регулировать плотность трафика ИИ. Количество активных транспортных средств ИИ можно установить непосредственно в игре. Возможны значения от 15 до 150 транспортных средств. В одиночной игре также доступна функция ручной перезагрузки. Она позволяет перезагрузить трафик ИИ один раз при необходимости, например, когда транспортные средства застревают или трафик ведет себя необычно. В многопользовательском режиме изменить количество транспортных средств ИИ может только хост или администратор. Для вступления изменений в силу необходимо сохранить и перезапустить сервер после изменения количества транспортных средств. Важное примечание: Большее количество транспортных средств ИИ может, в зависимости от карты, производительности системы и игровой ситуации, вызывать проблемы с производительностью, пробки или необычное поведение трафика ИИ. Поэтому увеличивайте значение осторожно и тестируйте настройку индивидуально на каждой карте. - Поддерживается пользовательский трафик ИИ на картах из модов. - Новая функция карты «trafficDensity» для управления плотностью трафика на отдельных сплайнах трафика. - Добавлены инструкции по установке в виде текстового файла. В версии 1.0.1.0: - Исправлен поиск пути для пользовательских транспортных средств системы трафика на картах из модов. АВТОР МОДА: Razak

МОД Park Vehicle v1.1.0.0 (1.21x) ДЛЯ FARMING SIMULATOR 2025
other

МОД Park Vehicle v1.1.0.0 (1.21x) ДЛЯ FARMING SIMULATOR 2025

Вы можете (де)активировать табуляцию текущего транспортного средства с помощью Ctrl + T, чтобы «парковать» транспортные средства. С помощью Shift + Ctrl + T вы можете снова активировать табуляцию для всех своих транспортных средств. В многопользовательском режиме состояние парковки устанавливается только для вас. Состояние сохраняется в одиночной и многопользовательской игре. В версии 1.1.0.0: - Добавлено: Автоматическое снятие статуса парковки с транспорта после того, как он проедет несколько метров (опционально; переключатель находится в общих настройках). - Добавлено: Возможность переключаться между припаркованными транспортными средствами с помощью клавиш Ctrl+Shift+Tab, минуя стандартные ограничения клавиши Tab. - Добавлено: Возможность изменить положение значка парковки с помощью полей горизонтального и вертикального смещения в общих настройках. - Исправлено: Транспортные средства, которые игра намеренно исключает из цикла переключения по Tab (например, автомойки), больше не включаются в этот цикл принудительно. - Исправлено: Статус парковки теперь привязан к уникальному игровому ID, а не к имени игрока; благодаря этому игроки с одинаковыми именами больше не будут делить между собой припаркованный транспорт (уже установленные модификации сохранят текущий ID). - Исправлено: Выделенный сервер больше не записывает избыточные данные в информацию о статусе парковки каждого транспортного средства. АВТОР МОДА: VertexDezign АВТОР МОДА: VertexDezign

МОД Mud System Physics v1.3.2.0 (1.21.x) ДЛЯ FARMING SIMULATOR 2025
other

МОД Mud System Physics v1.3.2.0 (1.21.x) ДЛЯ FARMING SIMULATOR 2025

Mud System Physics — это продвинутый физический мод для Farming Simulator 25, который полностью переосмысливает взаимодействие техники с почвой во время дождливой погоды. Что делает мод? Мод добавляет динамическую систему грязи, которая влияет на: - Поведение колес - Сцепление с поверхностью - Визуальные эффекты - Проходимость техники по пересеченной местности - Состояние полей и почвы Каждая поездка под дождем или по влажному полю — это риск застрять, и это не просто красивая картинка... Ключевые особенности!!! "Реалистичная" физика грязи Грязь рассчитывается на основе влажности в реальном времени! Колеса могут: - проскальзывать - Терять сцепление - Застревать в грязи Чем тяжелее техника, тем выше риск застрять Взаимодействие с полями Грязь ведет себя по-разному на разных типах почв, например, вспаханные поля — самые вязкие! Возможность удаления растительности в глубокой грязи (опционально) Гибкие настройки! Мод полностью настраивается через меню игры: - включение/выключение системы грязи - сила эффекта вязкости - влияние дождя - визуальные эффекты - удаление растительности - И многое другое. (более 20 различных регуляторов и переключателей) Все параметры можно изменять на лету, без перезапуска игры. В версии 1.3.2.0: - Оптимизация сетевой составляющей для дополнительных частиц. (Просьба к игрокам на серверах с этим модом: пожалуйста, поделитесь отзывами; у меня сейчас нет возможности полноценно протестировать серверную часть.) - Из-за визуальных несоответствий и ошибок удален старый режим ручного управления загрязнением колес. - Теперь за загрязнение колес отвечает стандартная логика, но использующая наши данные. АВТОР МОДА: BMProd

TW Farms Productions V3.0.0.1
placeables

TW Farms Productions V3.0.0.1

TW Farms Productions is an all-in-one production and distribution hub for Farming Simulator 25, designed to help make your farm more self-sufficient and reduce your long-term operating costs. Instead of constantly buying the consumables your farm needs, turn grains and other materials you already produce into useful supplies and keep your operation moving. TW Farms Productions supports a huge range of useful products, including: Liquid Fertilizer • Solid Fertilizer • Herbicide • Seeds • Lime • Slurry • Mineral Feed • Silage Additive • Cut Sugar Beet • Diesel • Hay • Silage • Forage • Pig Food • Digestate • Water • Road Salt • Goat Milk • Buffalo Milk • Honey and more. Compatible maps can also unlock additional crop-based productions such as Alfalfa and Clover hay and silage. TW Farms Productions isn’t just another factory. It has grown into a central utility hub capable of working alongside your farm’s animal operations, including automatic manure and slurry intake from nearby animal pens and farm-wide receiving and distribution support. Store huge quantities of material, distribute supplies around your farm and turn what you already grow into products you’ll actually use. Whether you’re running a small family farm or a massive operation, TW Farms Productions is designed around one idea: Buy less. Produce more. Farm smarter. Created by TW Farms for the Farming Simulator 25 community. A huge thank you to papsmurf modding for the help and support developing the project. ❤️

MultiMap Edit 4x V1.0
maps

MultiMap Edit 4x V1.0

The history of Multimap goes back to FS13. The name Multimap stood for multi-fruit and multi-production. Arriving in FS25, the name stands more for multi-productions. The landscape is purely fictitious and located somewhere in Germany. – Size 4-fold – There are a total of 42 fields with field sizes ranging from approx. 7 ha to 62 ha. – There are 4 prepared farms available – 41 pre-installed productions, all productions, with a few exceptions, require electrical energy to operate. Numerous energy suppliers are available for this purpose. – 21 sales outlets – 70 purchasable areas – Large stables with extended capacities – Customized vehicles – 3 open spaces to build on yourself – On each farm there is a water point for drawing water for a fee, a free water point is located next to the main yard. The FS25_MapsSupplementaryPackage mod is required to play this map. This mod pack contains all production sites and sales outlets for this map. A huge thank you to papsmurf modding for all his help on this .

Real Physics Tire Wear V1.2.2.2
implements

Real Physics Tire Wear V1.2.2.2

This mod adds a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks to Farming Simulator 25. Tires and track systems wear down based on the actual distance traveled, slippage, and various other factors. Your driving style, the terrain, weather conditions, the weight being moved, and dynamic load distribution across your wheels or tracks now all play a role. Wear is tracked and saved individually for every vehicle and every wheel or track unit, making it independent of the standard GIANTS vehicle wear system. This applies to all vehicles owned by your farm—whether purchased, rented, or leased. AI traffic vehicles, vehicles from other farms, or machinery “rented” specifically for a mission are not tracked. The goal of the mod is to visually represent realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting the current level of wear. It supports standard wheeled vehicles as well as machines equipped with rubber tracks or steel tracks. Trailers and implements with their own wheels are also included and tracked. For rubber and steel track systems, the wear calculation accounts for road wheels based on their actual design, displaying them separately via a combined icon. Most in-game vehicles and many mods have been tested; while 100% compatibility isn’t guaranteed, it is well over 90%. There may be isolated cases where tracking isn’t yet possible—such as with two-wheelers, three-wheelers, or specialized machinery mods—but work on compatibility is ongoing. For specific mods, I require the mod files themselves—including i3d files, UV masks, i3d mappings/shapes, and vehicle XMLs—to determine if implementation is feasible. As wear increases, the visual appearance isn’t the only thing that changes; heavily worn tires lose traction, thereby affecting handling. This introduces a shift in inertia or a lag that causes the vehicle to slide—whether accelerating, braking, or turning. Tires, suspension components, and track rollers can be replaced at the workshop; costs factor in the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage. The desired reference lifespan can be adjusted in the settings. Options include 350, 500, and 750 km for smaller or classic 2×2 maps, and 1000, 1500, and 2000 km for larger 4×4 maps and longer periods of operation. It is important to note that a 1000 km setting does not guarantee the tire or suspension will last exactly that long; the reference value simply serves as the basis for calculating wear. Consequently, the component might last less time—or potentially longer—depending on driving style, the nature of the work, and the load. Furthermore, the mod supports wear calculations for AI-controlled vehicles—specifically those using Courseplay, AutoDrive, or the built-in Giants AI. To ensure this works smoothly, I developed an electronic immobilizer that locks the vehicle until the startup phase and system initialization are complete, preventing any external input during that time. This is necessary because Courseplay and AutoDrive bypass the standard startup sequence intended by Giants, which could otherwise lead to glitches or unintended issues. Think of it as a “Parking Brake 2.0”: once the vehicle is ready to go, the immobilizer disengages, and everything operates as usual. The mod also introduces three penalties. The first is a loss of traction in tires and suspension components, which worsens as wear increases. However, you will still be able to drive the vehicle to the workshop, albeit with certain limitations and—depending on the situation—without a trailer. Additionally, there is a speed penalty in AI mode: the AI ​​cruise control is throttled down to as low as 20 km/h, depending on the level of wear, to ensure the vehicle and its path can still be controlled. At normal speeds, the AD system is no longer able to compensate for tire slippage and loss of traction. If you drive the vehicle manually, there is no speed restriction, though you will still face the corresponding handling limitations. Thirdly, there is a maximum speed penalty for tracked vehicles (both rubber tracks and metal tracks). Depending on the wear of the inner road wheels, the maximum speed can be reduced by up to 50%. Once the road wheels have been replaced, the penalty is removed.

Real Physics Tire Wear v1.2.0.1
other

Real Physics Tire Wear v1.2.0.1

Real Physics Tire Wear v1.2.0.1 This mod adds a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks to Farming Simulator 25. Tires and track systems wear down based on the actual distance traveled, slippage, and various other factors. Your driving style, the terrain, weather conditions, the weight being moved, and dynamic load distribution across your wheels or tracks now all play a role. Wear is tracked and saved individually for every vehicle and every wheel or track unit, making it independent of the standard GIANTS vehicle wear system. This applies to all vehicles owned by your farm—whether purchased, rented, or leased. AI traffic vehicles, vehicles from other farms, or machinery “rented” specifically for a mission are not tracked. The goal of the mod is to visually represent realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting the current level of wear. It supports standard wheeled vehicles as well as machines equipped with rubber tracks or steel tracks. Trailers and implements with their own wheels are also included and tracked. For rubber and steel track systems, the wear calculation accounts for road wheels based on their actual design, displaying them separately via a combined icon. Most in-game vehicles and many mods have been tested; while 100% compatibility isn’t guaranteed, it is well over 90%. There may be isolated cases where tracking isn’t yet possible—such as with two-wheelers, three-wheelers, or specialized machinery mods—but work on compatibility is ongoing. For specific mods, I require the mod files themselves—including i3d files, UV masks, i3d mappings/shapes, and vehicle XMLs—to determine if implementation is feasible. As wear increases, the visual appearance isn’t the only thing that changes; heavily worn tires lose traction, thereby affecting handling. This introduces a shift in inertia or a lag that causes the vehicle to slide—whether accelerating, braking, or turning. Tires, suspension components, and track rollers can be replaced at the workshop; costs factor in the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage. The desired reference lifespan can be adjusted in the settings. Options include 350, 500, and 750 km for smaller or classic 2×2 maps, and 1000, 1500, and 2000 km for larger 4×4 maps and longer periods of operation. It is important to note that a 1000 km setting does not guarantee the tire or suspension will last exactly that long; the reference value simply serves as the basis for calculating wear. Consequently, the component might last less time—or potentially longer—depending on driving style, the nature of the work, and the load. Furthermore, the mod supports wear calculations for AI-controlled vehicles—specifically those using Courseplay, AutoDrive, or the built-in Giants AI. To ensure this works smoothly, I developed an electronic immobilizer that locks the vehicle until the startup phase and system initialization are complete, preventing any external input during that time. This is necessary because Courseplay and AutoDrive bypass the standard startup sequence intended by Giants, which could otherwise lead to glitches or unintended issues. Think of it as a “Parking Brake 2.0”: once the vehicle is ready to go, the immobilizer disengages, and everything operates as usual. The mod also introduces three penalties. The first is a loss of traction in tires and suspension components, which worsens as wear increases. However, you will still be able to drive the vehicle to the workshop, albeit with certain limitations and—depending on the situation—without a trailer. Additionally, there is a speed penalty in AI mode: the AI ​​cruise control is throttled down to as low as 20 km/h, depending on the level of wear, to ensure the vehicle and its path can still be controlled. At normal speeds, the AD system is no longer able to compensate for tire slippage and loss of traction. If you drive the vehicle manually, there is no speed restriction, though you will still face the corresponding handling limitations. Thirdly, there is a maximum speed penalty for tracked vehicles (both rubber tracks and metal tracks). Depending on the wear of the inner road wheels, the maximum speed can be reduced by up to 50%. Once the road wheels have been replaced, the penalty is removed. Author: duestereLegende Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Dynamic Implement Relocation Tool V1.0
implements

Dynamic Implement Relocation Tool V1.0

Dynamic Implement Relocation Tool V1.0 This simple tool was one of my favorite mods in ’22 so I brought it to ’25. There are two versions- a single wheeled model for smaller/lighter implements and a dual wheeled version for larger ones. “X” folds the main attachment leg up and all of the other axes can be controlled via the mouse. Frame color is selectable along with the rims. Many thanks to Darth_Kitten for helping with the finishing touch and of course, the real credit goes to Gwendal Saffre who is the original author. I did reach out to him for permission but never heard back so hopefully giving him full credit here makes up for that. Author: Cchess Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Interiorzão Map v1.0
maps

Interiorzão Map v1.0

Interiorzão Map v1.0 Interiorzão Map Rowcrop Versão Final is an extremely sugarcane-focused map, designed for those looking for an intense, realistic and challenging mechanized sugarcane harvesting experience in Farming Simulator. With large cultivated areas, varied terrain and infrastructure dedicated to the sugar and energy industry, the map provides an authentic sugarcane farm routine, from soil preparation and planting to harvesting, transfer and sugarcane transport. Map highlights: Map 100% focused on sugarcane operations Large areas dedicated to sugarcane cultivation Fields prepared for mechanized harvesting Roads and access routes for sugarcane transport Environment inspired by real sugar mills and farm operations Areas for planting, cultivating and renewing sugarcane fields Varied terrain to make operations more challenging Ideal infrastructure for working with harvesters, transfer wagons and trucks Various details and environments focused on the sugar and energy sector Excellent variety of fields and work areas Ideal for career mode or building a large sugarcane operation Great for convoys, multiplayer and harvesting-front operations Prepare your fleet, assemble your team and put the sugarcane fields to work! Interiorzão Map Rowcrop Versão Final — a true map for those who live their passion for sugarcane. Author: Rodrigo Franco Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Kotte Garant TSV Pack V1.0
implements

Kotte Garant TSV Pack V1.0

Kotte Garant TSV Pack V1.0 I am releasing my Kotte Zubringer Pack! Price: approx. €45,000–€55,000 Tires: BKT, Vredestein & more Colors: All available colors Configuration: There are many options for individual configuration! I hope you like the pack! Author: LandwirtCLP Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Case IH JXU Series v1.0
tractors

Case IH JXU Series v1.0

Case IH JXU Series v1.0 Motor Configurations = 85,95,95 CHİP Price 66.990€ Mouse Control Doors Unique Analog Display FrontLoader Configuration Tires Configuration = Standart,Standart+weight, Wide,Wide+weight,Narrow Front Configuration = Weight,Frontlinkage,No weight Distinctive Horsepower Labels Author: Kadifeen Mods Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Keybind Inspector V1.0
other

Keybind Inspector V1.0

Keybind Inspector V1.0 FS25 Keybind Inspector is a read-only in-game utility for Farming Simulator 25 that helps you understand and manage your keybindings without changing your controls. Features include: Check whether a key or key combination is already assigned Capture a key combination by simply pressing it Browse all keyboard, mouse and gamepad bindings Find unused keyboard combinations Identify conflicts and shared keybindings Identify which installed mod registered a custom input action Search and browse bindings directly from the ESC menu Keybind Inspector reads your existing FS25 input bindings and mod information. It does not modify or rebind your controls. The interface is fully integrated into the FS25 menu with its own navigation page. No dependencies required. Author: Boy Meets Farming Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Swedish machine hall with hayloft V1.0
placeables

Swedish machine hall with hayloft V1.0

Swedish machine hall with hayloft V1.0 Old Swedish machine hall with a hayloft and sliding doors. Price: 44.900 $ Daily upkeep: 41 $ Category: Sheds Size: 30 m x 14 m Author: RealWille, Kickz Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Realistic Shader by Kalderone V1.0
other

Realistic Shader by Kalderone V1.0

Realistic Shader by Kalderone V1.0 This is my custom ReShade preset for Farming Simulator 25 which can be used with DLSS 5.0. Requirements: You must have all ReShade effects installed, version 6.8.0 with full add-on support. Author: Kalderone Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Elixir Zorka Fertilizer BigBag V1.0
other

Elixir Zorka Fertilizer BigBag V1.0

Elixir Zorka Fertilizer BigBag V1.0 Price: € 820 Capacity: 1000l Author: kornel kanas Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

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