Farming Simulator 25 mods
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Annaburger Schubmax 34.17 Sattelauflieger V1.0.0.0
Annaburger Schubmax 34.17 Sattelauflieger V1.0.0.0 Der Annaburger Schubmax ist ein guter Anhänger für großflächige Transporte mit einem LKW oder Dolly. Liftachse über Taste N steuerbar. Preis: 75.000 $ Kapazität: 55.000 l Tags: LKW
FS25 MICHAL Grain Silos V1.0.0.0
FS25 MICHAL Grain Silos V1.0.0.0 cost 125000 capacity 0.5 million liters Credits:Agro Kamilos, GoldFox
FS25 Panel Fence V1.0.0.0
FS25 Panel Fence V1.0.0.0 Price: 250 $ Daily upkeep: 0 $ Credits:AgroBartix
MICHAL Getreidesilos V1.0.0.0
MICHAL Getreidesilos V1.0.0.0 Kosten 125000 Kapazität 0,5 Millionen Liter
Annaburger Schubmax 34.17 Auflieger
Der Annaburger Schubmax ist ein vielseitiger Auflieger für den großvolumigen Transport mit LKW oder Dolly. Ideal für den überbetrieblichen Einsatz.Features:Hubachse per Taste aktivierbar (Taste N)Preis: 75.000 $Fassungsvermögen: 55.000 l
MICHAL Getreidesilos
Mit diesem Mod erhältst du eine Reihe hochwertiger Getreidesilos von MICHAL für deine Farm. Die Silos bieten eine großzügige Lagerkapazität von 500.000 Litern und sind die ideale Lösung, um dein Erntegut sicher und platzsparend unterzubringen.Kaufpreis: 125.000 $ Mit diesem Mod erhältst du eine Reihe hochwertiger Getreidesilos von MICHAL für deine Farm. Die Silos bieten eine großzügige Lagerkapazität von 500.000 Litern und sind die ideale Lösung, um dein Erntegut sicher und platzsparend unterzubringen.
FS25 Pro Staff CoOp V1.0.0.0
FS25 Pro Staff CoOp V1.0.0.0 A 20-level cooperative progression backbone for the Realistic Farming ecosystem. Each farm invests to climb the Co-Op ladder, and every rung unlocks economic modifiers that companion mods read through a shared getter API. – Server-authoritative purchases via the base-game money write; TaxMod audit-only – Level cost scales with the level reached and, from L10 up, a net-worth wealth bracket capped at 1.35x – Recurring money (agronomy report subscription, L14 fleet rebate) settles on the shared Time Guard clock – Modifier getters for WorkerCosts (wages, fatigue), SoilFertilizer and the disease/fungicide layer, and DairyCore (vet, dairy logistics, bulk procurement) – StateLedger / NetworkSync / SettingsHub / Time Guard bridges, all neutral when a companion is absent – 26 languages, full multiplayer, admin-only settings – Zero Precision Farming: PF disables only the fertilizer and fungicide getters; the progression stays active Required mods: Network Sync Settings Hub State Ledger Master HUD Dairy Core Credits:tisonK Tags: APImodsRealistic FarmingTime Guard
Panelzaun
Ein robuster Panelzaun als platzierbares Objekt für deine Karte. Ideal zum Einzäunen von Weiden, Höfen oder Grundstücken.Preis: 250 $Tägliche Kosten: 0 $
FS25 Farm Supply Manager V1.0.0.0
FS25 Farm Supply Manager V1.0.0.0 Take the hassle out of managing your production chains with Farm Supply Manager, a powerful quality of life mod designed to streamline production management in Farming Simulator 25. Farm Supply Manager introduces a clean, modern interface that integrates seamlessly with the game’s menu system, allowing you to manage your production facilities faster and more efficiently than ever before. Features Production Input Auto Fill – Instantly fill production input storage with the press of a button, eliminating repetitive trips and menu navigation. Custom Farm Supply Manager Menu – A dedicated management menu designed for quick and easy access to production controls. Modern HUD – Clean, easy-to-read heads-up display that blends naturally with the game’s interface. Streamlined User Interface Professionally aligned menus with improved navigation and usability. Single player & Multiplayer Compatible Designed to work smoothly in both solo and multiplayer farms. Performance Optimized Lightweight design with minimal impact on game performance. Future Expansion Ready Built with future updates and additional production management tools in mind. Whether you’re managing one production point or an entire industrial farming empire, Farm Supply Manager helps reduce repetitive tasks so you can spend more time farming and less time clicking through menus. Version 1.0 Initial public release Added custom Farm Supply Manager interface Added Production Input Auto Fill functionality Added integrated management HUD Improved production menu accessibility Enhanced menu alignment and layout Optimized UI for stability and performance Thank you for downloading Farm Supply Manager by NuclearTony Mods! We welcome your feedback and feature suggestions as we continue expanding the mod with even more powerful production management tools. Credits:NuclearTony Mods Tags: Farm Supply ManagerFarming Simulator 25HUDMultiplayer Compatible Designed
FS25 KSS – 2.6 V1.0.0.1
FS25 KSS – 2.6 V1.0.0.1 Forage harvesters of the mid-60s did not provide non-stop operation when changing vehicles, which was inconvenient at high speeds. In 1968, VISKHOM, together with the Gomselmash plant, developed a new KSS-2.6 combine by modernizing the KS-2.6 combine. The working width remained the same, but the strength and power of the header and chopping apparatus increased, which made it possible to increase the operating speed from 5 km/h to 12 km/h, and productivity from 40-50 t/h to 80-90 t/h. Specification : – Price: 15000$; – Working width: 2.6 – Working speed: 12km/h; – Power required: 40 hp. ; Configurations: – Wheels; – Additional side attacher; Color: – Main, rims, decals; This mod is converted from FS22 to FS25. If you find any errors, please write. V1.0.0.1 – Added powerTakeOffs – Added rustVehicleShader – Increased modDesc version – Version changed Credits:samuraju1, UssrModdingTeam Tags: FS22FS25VISKHOM
FS25 Personnel Management V1.1.0.2
FS25 Personnel Management V1.1.0.2 Personnel Management for Farming Simulator 25 adds an employee system with applicants, salaries, loyalty, experience, specializations, training, resignations and helper assignment, including savegame configuration and multiplayer sync. The overview of personnel management extends the AI-powered assistants to include named employees, applicants, and long-term personnel development. Employees possess experience, reliability, loyalty, salary, sick days, and specializations. These values influence assistant work, transport orders, fuel and material consumption, wear and tear, salary demands, and terminations. Menu and Settings: Open the ESC menu and select Personnel Management. The page contains Overview, Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTER executes the main action, T toggles the transport assignment, G approves an outstanding salary request, N rejects it, S starts a training session if permitted, and ESC returns to the Overview. Work and Transport: When a normal AI helper task is started, the mod opens a staff selection window instead of launching an anonymous helper. Transport orders are managed via the staff management: Assign a transport worker before an A-to-B transport order by pressing T. Salaries, Dismissals, and Terminations: Employees receive monthly salaries. These are based on the number of days worked per month, the economic situation, and the employee’s performance. Dismissed employees remain available during their notice period and are only removed from the company after their salary has been paid at the appropriate month-end. Low loyalty can trigger warnings, salary demands, and termination. Experience and reliability: Employees gain experience after completing tasks. Extensive experience is now a long-term goal; very high levels should be rare. Inexperienced employees may work more slowly and cause additional wear and tear or moderately higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure. Reliability impacts short-term dips in performance and sick days. Specializations and Training: Employees can progress in multiple specializations simultaneously. The highest amount of progress is displayed. When a specialization reaches 100%, it is considered learned. Training is a strategic decision: one training session per employee per year, only on the first day of each month. For training on one day per month, it must begin by 12:00 PM. The trained employee is unavailable for the remainder of the month. The cost depends on the monthly salary and specialization; training typically yields approximately 30% progress. Configuration and Multiplayer: The toggleable gameplay effects can now be changed in the game settings via the ESC menu. The savegame configuration file remains available and retains the same values. The mod is multiplayer-ready; employee data, applicants, assignments, salaries, and key status values are synchronized across farms. In a completely new and unsaved game, the ESC menu entry will only appear after saving and reloading. Overview Personnel Management expands the AI helper system with named employees, applicants and long-term staff development. Employees have experience, reliability, loyalty, wages, sick days and specializations. These values influence helper work, transport assignments, fuel and material consumption, wear, wage demands and resignations. Menu and hiring Open the ESC menu and choose Personnel Management. The page contains an overview, employee management and the applicant market. Employee and applicant entries are selected with the mouse. ENTER performs the main action, T toggles transport duty, G grants an open raise request, N declines it, S starts training when it is allowed, and ESC returns to the overview. Work and transport When normal AI helper work is started, the mod opens an employee selection window instead of starting an anonymous helper. Transport jobs are controlled through employee management: assign transport duty with T before starting an A-to-B transport job. Wages, dismissal and resignations Employees receive monthly wages. Wages depend on days per month, economy difficulty and employee quality. Dismissed employees remain available during the notice period and are removed only after payroll at the correct monthly change. Low loyalty can cause warnings, wage demands and resignations. Experience and reliability Employees gain experience after completed work. High experience is now a long-term goal and very high values should be rare. Inexperienced employees can work more slowly and can cause additional wear or moderate additional consumption of fuel, seeds, fertilizer, liquid fertilizer,herbicide, slurry, digestate and manure. Reliability affects short performance drops and sick days. Specializations and training Employees can develop progress in several specialization areas at the same time. The highest open progress is shown in the employee entry. When one progress reaches 100%, the specialization is learned. Training is a strategic decision: one training per employee and year, only on the first day of a month. With one day per month, training must start at 12:00. A trained employee is unavailable for the rest of the month. Training costs are based on the monthly wage and the trained specialization and usually add about 30% progress. Configuration and multiplayer The configurable gameplay effects can now be changed in the game settings in the ESC menu. The savegame configuration file remains available and keeps the same values. The mod is prepared for multiplayer; employee data, applicants, assignments, wages and important status values are synchronized per farm. In a completely new and unsaved savegame, the ESC menu entry may appear only after saving and reloading the savegame. V1.1.0.2 Hotfix Fixed an issue where the Dismiss button was not displayed in the employee menu. Fixed an issue where the dismissal confirmation appeared again when attempting to dismiss an employee who was already serving their notice period. Credits:Dude23 Tags: AIENTERESCPersonnel Management
FS25 Hesston 4900 V1.0.0.0
FS25 Hesston 4900 V1.0.0.0 square baler from the Hesston brand power requirement 135 hp boot size 180 220 240 Credits:noah 05, 4DModding, Eire Agri Modding
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