Farming Simulator 25 mods
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Cages with Rabbits FS25
Two cages with rabbits Cost - $50 You will find them in the other category The object is for decoration purposes only
FS25 Time Guard V1.0.0.0
FS25 Time Guard V1.0.0.0 The economic-time bedrock of the Realistic Farming mod ecosystem. Time Guard is mod 5 in the load order. The economy mods each used to hand-roll their own day and month detector off the frame loop, only one respected the days-per-month setting, and their timing did not agree. Time Guard gives them one shared in-game calendar clock: it fires on the game’s own day, month and year changes, normalizes the days-per-month setting in one place so a game month and a game year always carry the same economic weight on any save, and tells each companion mod exactly when to settle its money, once, at the right moment, even across a save and reload. It never moves money itself. It only schedules the cadence and hands each mod its own turn to pay or charge, server-side and once. There are no settings of its own to worry about. Install it, keep it loaded, and let the companion mods use it. Credits:tisonK Tags: modsRealistic FarmingTime Guard
FS25 Lightning Shock V1.1.2.2
FS25 Lightning Shock V1.1.2.2 What if the storm were no longer just a visual effect? Lightning tears across the sky and thunder shakes the countryside—but this time, something else is happening. This mod goes beyond lights and sounds: the storm actively interferes with the gameplay, forcing you to adapt. GIANTS once rejected one of my ideas simply because I dared to create something unusual. This time, I’m not going to explain myself. I’ll let the storm answer for me. Read readme from file… I created this mod for my own enjoyment and according to my personal vision. I aim to recreate realistic situations. Regular updates are planned, as I still have plenty of ideas. Let’s push the limits of the GIANTS Engine… FS25_BXRLightningShock adds a dynamic lightning system to Farming Simulator 25. Automatic lightning only runs from the beginning of March to the end of October, and only when any rain or hail is detected. The first strike is prepared shortly after suitable weather begins; later strikes arrive at randomized intervals while preserving the three-minute rule. Each event may also create a separately delayed second strike. The lightning is not a simple straight line. The main channel grows downward quickly, with dense direction changes and many control points. The wandering/secondary main channel can search for a separate target, strike with a delay, and trigger its own flash, thunder, particles, vehicle shutdown or power outage. The main and side branches emit bluish-white light, glow and channel illumination. During the dark part of the final flicker, the channel disappears instead of turning black. Target selection first looks for environmental objects. Streetlight and power poles, water towers, silos, storage structures, factories, taller buildings and other elevated constructed objects are preferred. Trees and ground are fallback targets, and ground strikes are heavily reduced under the current rules. Recent impact positions are remembered, and an exclusion radius prevents repeated strikes at the same location. For vehicle targeting, AI vehicles are last in the targeting order. An AI vehicle in the active view and another AI vehicle both have a unified 15% strike chance. The player’s active vehicle without AI has a 5% chance. Vehicle strikes aim for the cab, and covered vehicles are excluded. The mod handles the full consist: tractor, attached implements and further connected implements are stopped and restored together. When a vehicle is struck, the mod saves its state: controller type, active work/job, motor state, light state, cruise-control state, speed data and active-view status. Controller types are never mixed: CP stays CP, AutoDrive stays AutoDrive, and GIANTS AI stays GIANTS AI. CP only uses freezeCp/cpHold, then unfreezeCp/cpHold(0,false). AutoDrive only uses pause/unpause/release. GIANTS AI only resumes the saved GIANTS job. If safe restoration is not possible, the mod logs the issue and does not start another AI system. During vehicle power loss, the whole consist’s lights turn off and the motor is forcibly stopped. Recovery keeps the current sequence: low beam slowly brightens, fades out, brightens again, waits half a second, flashes twice, then the motor restarts. If multiple AI vehicles are affected, their restarts receive a random 1-15 second stagger. Work resumes only through the original controller’s own path. If lightning hits a non-vehicle target, it causes a power outage within 300 metres. Building lights, outdoor lamps, streetlights, advertising and information lights, LED/digital display characters, light cones, ground-light pools, emissive surfaces and other non-standard light solutions are turned off where the cache can find them. The outage also covers industrial barriers, electric gates, site entrance gates and compatible railroad-crossing controllers: their lights and control logic stop or pause, then return according to the restoration rules. Physical lamp housings, gates and barrier models remain visible. Productions, factories and compatible processing facilities stop. The sky, Sun, Moon, stars, clouds and vehicle lights are not affected by regional power outages. Recovery timing differs by object type. BXR LED/InfoBoard-style panels are exempt from long outages and return around 10 seconds later. Other objects may recover after variable outage durations, with the two quick restoration flashes preserved. The world light cache is built once when the map loads, avoiding full scene scans right before impact. The thunder system uses multiple thunder samples, including the two most recently added sounds. Each has a normal and enclosed-cabin/muffled version. Sounds rotate through a shuffled pool, and the mod avoids playing the same thunder sample twice in a row. The mod also uses its own environment override. It includes Hungary/Central Europe-style day-night transitions, a darker night sky, stronger moonlit surroundings, moon-phase-style scaling and darker night cloud undersides. The underside brightness of night clouds is reduced through targeted cloudGroundAlbedo values, without globally darkening the entire night exposure. These sky, moonlight, night-lighting and cloud changes are fully effective only when no other active graphics, weather, sky or lighting mod overrides the same environment values. V1.1.2.2 – When an AI-driven vehicle is struck, no CP, AD, GIANTS AI or other controller can regain movement control before the LightningShock restart routine is complete. – CP jobs are no longer destroyed or replaced; they are only frozen/held, then released through CP’s own resume calls. – AD routes are no longer cut off; they are paused/stopped, then resumed through AD’s own release/unpause calls. – GIANTS AI still uses the saved job state for safe restart. – Fixed the risk of having to manually restart CP or AD after the LightningShock recovery sequence. Credits:B O X E R Tags: ADAICPGIANTS
FS25 Slurry Pipe System V1.0.0.9
FS25 Slurry Pipe System V1.0.0.9 Realistic physical slurry pipe system for Farming Simulator 2025. Replaces vanilla “drive into a trigger and fill” mechanics with a tactile system where you physically connect tanker fill arms or pipe chains, run a PTO-driven pump, build pressure, control flow direction, and watch slurry move through real plumbing — with a slurry that actually thickens, crusts and blocks if you neglect it. What it does Plumbing & transfer Fill arms swung out of the tanker by joystick into open slurry pits or rubber boot ports on buildings and other vehicles. Pipe chains — multi-segment pipes laid by walking from one coupler toward another, locked into place when both ends overlap valid couplings. Direct bez pipes — a single connecting pipe between two nearby couplers, for quick pump transfers between a tanker and a building. Conduit pump (PTO Slurry Pump) — a passive pump trailer that lets two pipe chains transfer through it. Animated couplers and valves — clamp handles close on connect, valve wheels rotate on open. Coloured pipes — pick from a palette per pipe segment, stored per save. Multi-fill-type support — works with LIQUIDMANURE and DIGESTATE; transfers automatically pick whichever fill type is actually present. Pumps & pressure Pump types — vacuum (stored ±bar pressure model with a gauge), HVP high-volume pump, conduit pump station, and openTop passive vessels (e.g. nurse tanks). Pressure model — vacuum tankers build, hold, taper and purge a stored charge that drives fill and discharge; spread behaviour scales with pressure rather than a simple on/off. PTO shear bolt (opt-in) — wears and snaps under load while turning with the PTO engaged; walk-up hold-to-repair. Slurry that behaves like slurry Thickness / dry matter — slurry thickens as dry matter concentrates; thickness affects flow and spread. Crust & blockages — an unmixed store crusts over the season; crusted, lumpy slurry can block spreader outlets and the macerator. Mixing clears the risk; adding water dilutes thick slurry. Agitation — a manager-driven agitator works on any registered vehicle with an agitator tip node, no specialization required. Water intake — fill arms can draw water straight from map lakes and ponds wherever the map provides SPS water planes. Spreading Dribble bars & band spreaders — per-outlet blockage modelling, distributor macerator, and a spreader HUD. Fertiliser / herbicide sprayers — load liquid fertiliser or herbicide through the same coupler-and-pipe system via a dedicated sprayer integration, operated from a single walk-up pump control. No pressure model on sprayers — flow is a flat rate. V1.0.0.9 Architecture SlurryPipeManager.lua (12,065 lines) split into a core file plus eight domain modules (SPSM_Chains, SPSM_Couplers, SPSM_Flow, SPSM_Pressure, SPSM_Consistency, SPSM_Spreader, SPSM_Sprayers, SPSM_IBC). Pure relocation, mechanically verified byte-identical to V1.0.0.8. Scripts folder reorganised into domain folders (debug/, chains/, couplers/, shearBolt/, blockage/, hud/, events/, agitators/, util/, water/, herbFertSprayer/, manager/, overrides/, settings/). New central debug registry (scripts/debug/SPSDebugConfig.lua): one named on/off channel per file, runtime-switchable via the spsDebug console command. All channels ship OFF. Performance (dedicated servers) Vehicle config lookups were loading and parsing vehicle XML from disk on every call, from per-tick trigger hooks and per-frame discharge gates — the reported ~45 km/h speed caps and steering lag on busy servers. Both finders are now cached per configFileName (negatives included). One disk read per vehicle model per session. Multiplayer fixes Placeable-side hose disconnects are now owner-keyed (the event carries the placeable), so every machine resolves the exact coupling — fixes “friend detaches, still attached on my end until he drives off”. Selling a placeable now broadcasts authoritative disconnects for every live bond before teardown, and duplicate placeable registration (the stale “ghost pipe” generation on guests) is guarded out. New placeable detach-handler registry: chains anchored or bonded to a sold placeable (animal pens, docking stations) are now fully removed with correct coupler close animations on every machine; sprayer-pipe disconnects on sell are broadcast; pending queues referencing the sold placeable are purged. Future placeables (separator etc.) plug into the same registry. Disconnect events now log an [SPS MP RX] line on receivers. Sprayer store system (new) SPS xml now controls a store’s fill types: coupler-declared types are seeded into the placeable’s Storage at load — no map/base xml edits needed (storageFillTypeControl=”store” opts a modder store out). Per-coupler capacity=”X”: same-type couplers sum into that type’s storage capacity; without it the store’s own capacity applies. Dynamic tank compartments: fillTypes=”ANY” (or a category/name list) plus capacity makes a coupler one physical tank — it locks to the first liquid that flows through it and unlocks only when drained empty, then the type vanishes from the info panel. Works with basegame and script-mod liquids (SoilFertilizer etc.). Locked compartments persist in the savegame and sync to clients (event + join dump). ANY couplers pre-seed the base “sprayer” category so basegame liquids always show on the store display; aggregate levels self-heal from older saves. Connecting picks the coupler nearest the PLAYER when several are in reach — walk to the tank you want. Sprayer placeable couplings accept node=”…” (i3dMappings, matching the slurry placeable schema) as well as mountNodeName. Robustness Map mod folders can be renamed freely: bundled Witcombe config match paths no longer include the folder name, and both placeable register paths bail cleanly if a path-matched config finds none of its nodes (wrong placeable). Water manifest matching is case-insensitive, supports title alternatives (titles=”A;B”) and opt-in substring matching (titleContains=); player folder renames never affected it. Credits:Willbobber Tags: Farming SimulatorHUDPTOSPS
FS25 Bunning 140 Series v1.0.0.0
FS25 Bunning 140 Series v1.0.0.0 What’s up! I am releasing the Bunning 140 Series trailer for Farming Simulator 25. The mod includes a Bunning trailer with several configurations. Mod size: 14.0 MB Multiplayer: Works Languages: EN/DE/PL Specular/vmask: Included Errors: It “mostly” doesn’t have any in-game errors, but there are 3 warnings in the Giants Editor. They are not dangerous, so you can play without any issues. If you find anything else, let me know in the comments. The mod includes: Giants Software model 8 configuration variants Color configurations Rear license plates Bunning 140 Series Configuration Options: Extensions: Yes/No Wheel Brand: BKT/TRELLEBORG/MICHELIN/VREDESTEIN Wheel Setup: Standard/Standard 2/Wide/Wide 2 Decals: New/Old/None License Plate: Rear Colors Base color Rim color: (ONLY WITH THE ADDITIONAL COLORS MOD FROM MODHUB!) Trailer Information: Bunning 140 Series Capacity: 19.3-31.9 m³ Weight: 6.1-6.9 Tons + You can load most filltypes onto it. Credits:ZlotowkaScammer GIANTS Software Tags: Farming Simulator 25Giants SoftwareSeries Configuration OptionsTrailer Information
CLAAS Cougar 1500 V1.2.0.0
CLAAS Cougar 1500 V1.2.0.0 Hier stelle ich meine Konvertierung des CLAAS Cougar 1500 für den Landwirtschafts-Simulator 25 zur Verfügung. Die Mod ist spielbar und funktionsfähig, es können aber noch kleinere Fehler auftreten. Technische Daten: Kategorie: Rasenmäher Preis: 363.000 € Leistung: 480 PS Höchstgeschwindigkeit: 45 km/h Arbeitsgeschwindigkeit: 23 km/h Wichtiger Hinweis: Der CLAAS Cougar wird von REMRAF für den FS25 weiterentwickelt und zu einem späteren Zeitpunkt neu veröffentlicht. Seid gespannt! V1.2.0.0 Tonprobleme behoben Feste Anzeigen und Lampen Allradlenkung hinzugefügt Texturfehler auf der Motorhaube behoben Texturfehler am Geländer behoben Texturfehler an der Kabine behoben Kollisionen für Treppen und Motorhaube hinzugefügt. Das Tanken funktioniert jetzt wieder. Vielen Dank an LsAgrarModding für die Unterstützung. Tags: Die ModPSTechnische DatenWichtiger Hinweis
FS25 Jaguar F-TYPE R Roadster 2021 V1.0.0.0
FS25 Jaguar F-TYPE R Roadster 2021 V1.0.0.0 Characteristics: Selectable Body color. Selectable Interior color. Selectable Dash color. Selectable Rim color. Selectable Caliper color. Selectable Roof color. Supports license plates. Roof Yes/No. Interactive Control Support. Price: $80.000 Engine: 5.0L V8 Supercharged 575HP 8 SPEED AUTO. Custom Sound Credits:MCMODS Tags: Interactive Control Support
FS25 Better quality for work cameras V1.0.0.0
FS25 Better quality for work cameras V1.0.0.0 Better quality for work cameras Improves the quality of the Mercedes Benz DLC work cameras This mod improves the display quality of the work cameras in vehicles that use cameras from the Mercedes-Benz DLC or the mod “MB DLC work cameras for all vehicles”. The cameras will not display lights and effects without this mod. This mod makes it possible to display the effects and lights on the displays of the work cameras. When using this mod, it is possible that the game will display a one-time error regarding missing depth data for rendering the camera image. This is a limitation of the LS25. The error does not affect the game any further and only occurs once per game start. Credits:BayernGamers
Schlammleitungssystem V1.0.0.9
Schlammleitungssystem V1.0.0.9 Realistisches physikalisches Güllerohrsystem für den Landwirtschafts-Simulator 2025. Ersetzt die herkömmliche "Fahren in einen Auslöser und Befüllen"-Mechanik durch ein haptisches System, bei dem man Tankwagen-Füllarme oder Rohrketten physisch verbindet, eine Zapfwellenpumpe betreibt, Druck aufbaut, die Durchflussrichtung steuert und beobachtet, wie sich die Gülle durch echte Rohrleitungen bewegt – mit einer Gülle, die tatsächlich eindickt, verkrustet und verstopft, wenn man sie vernachlässigt. Was es tut Sanitärinstallationen und Transfer Die Füllarme wurden per Joystick aus dem Tankwagen in offene Schlammgruben oder Gummistutzen an Gebäuden und anderen Fahrzeugen geschwenkt. Rohrketten – mehrsegmentige Rohre, die durch Gehen von einem Kupplungsstück zum nächsten verlegt werden und einrasten, wenn beide Enden über passende Kupplungsstücke verfügen. Direkte Bez-Rohre – ein einzelnes Verbindungsrohr zwischen zwei nahe beieinander liegenden Kupplungen für schnelle Pumpentransfers zwischen einem Tankwagen und einem Gebäude. Leitungspumpe (Zapfwellen-Schlammpumpe) – ein passiver Pumpenanhänger, durch den zwei Rohrketten den Förderstrom leiten. Animierte Kupplungen und Ventile – Klemmgriffe schließen sich beim Verbinden, Ventilräder drehen sich beim Öffnen. Farbige Rohre – pro Rohrsegment aus einer Farbpalette auswählen, pro Speicherstand speichern. Unterstützung mehrerer Füllarten — funktioniert mit Flüssigmist und Gärrest; die Transfers wählen automatisch die jeweils vorhandene Füllart aus. Pumpen und Druck Pumpentypen – Vakuum (Modell mit gespeichertem ±bar-Druck und Manometer), HVP-Hochvolumenpumpe, Leitungspumpstation und offene passive Behälter (z. B. Vorratstanks). Druckmodell – Vakuumtanker bauen eine gespeicherte Ladung auf, halten sie, verjüngen sie und entleeren sie, wodurch die Befüllung und Entleerung gesteuert wird; das Ausbreitungsverhalten skaliert mit dem Druck und nicht mit einem einfachen Ein/Aus-Prinzip. Zapfwellen-Scherbolzen (optional) — verschleißt und bricht unter Last beim Drehen mit eingeschalteter Zapfwelle; begehbarer Haltepunkt zur Reparatur. Schlamm, der sich wie Schlamm verhält Dickenverhältnis / Trockenmasse – Die Gülle dickt ein, wenn sich die Trockenmasse konzentriert; die Dickenverhältnisse beeinflussen Fließfähigkeit und Ausbreitung. Krustenbildung und Verstopfungen – ungemischte Gülle verkrustet im Laufe der Saison; verkrustete, klumpige Gülle kann die Auslässe des Streuers und den Zerkleinerer verstopfen. Durch Mischen wird dieses Risiko beseitigt; die Zugabe von Wasser verdünnt die dickflüssige Gülle. Agitation – ein managergesteuerter Agitator funktioniert an jedem registrierten Fahrzeug mit einem Agitatorspitzenknoten, keine Spezialisierung erforderlich. Wasserentnahme – Füllarme können Wasser direkt aus Seen und Teichen auf der Karte entnehmen, sofern die Karte SPS-Wasserflächen bereitstellt. Verbreitung Tropfleisten und Bandverteiler – Verstopfungsmodellierung pro Auslass, Verteiler-Zerkleinerer und ein Verteiler-HUD. Dünger-/Herbizidspritzgeräte – Flüssigdünger oder Herbizid wird über dasselbe Kupplungs- und Rohrsystem mittels einer speziellen Spritzeinheit zugeführt und von einer zentralen Pumpensteuerung bedient. Die Spritzgeräte arbeiten nicht mit Druck – der Durchfluss ist konstant. V1.0.0.9 Architektur SlurryPipeManager.lua (12.065 Zeilen) wurde in eine Kerndatei und acht Domänen aufgeteilt. Module (SPSM_Chains, SPSM_Couplers, SPSM_Flow, SPSM_Pressure, SPSM_Consistency, SPSM_Spreader, SPSM_Sprayers, SPSM_IBC). Reine Relokation, Mechanisch verifiziert – byteidentisch mit V1.0.0.8. Der Skriptordner wurde in Domänenordner neu organisiert (debug/, chains/, couplers/, shearBolt/, blockage/, hud/, events/, agitators/, util/, water/, herbFertSprayer/, manager/, overrides/, settings/). Neue zentrale Debug-Registry (scripts/debug/SPSDebugConfig.lua): eine mit dem Namen Ein-/Aus-Kanal pro Datei, zur Laufzeit über die spsDebug-Konsole umschaltbar. Befehl. Alle Kanäle AUS. Leistung (dedizierte Server) Fahrzeugkonfigurationsabfragen luden und analysierten Fahrzeug-XML von der Festplatte. jeder Aufruf, von Trigger-Hooks pro Tick bis hin zu Entladungstoren pro Frame – die Es wurden Geschwindigkeitsbegrenzungen von ca. 45 km/h und Lenkverzögerungen auf stark ausgelasteten Servern gemeldet. Beide Finder werden nun pro Konfigurationsdateiname (einschließlich negativer Werte) zwischengespeichert. Ein Festplattenzugriff pro Konfigurationsdateiname. Fahrzeugmodell pro Sitzung. Multiplayer-Fehlerbehebungen Platzierbare seitliche Schlauchkupplungen sind jetzt mit einem Besitzerschlüssel versehen (das Ereignis trägt die platzierbar), sodass jede Maschine die exakte Kopplung auflöst – behebt "Freund löst sich, bleibt aber an meiner Seite noch verbunden, bis er wegfährt.“ Der Verkauf eines platzierbaren Geräts sendet jetzt autoritative Trennungen für jedes Live-Gerät. Anleihe vor dem Abriss und doppelte platzierbare Registrierung (die veraltete Die Entstehung von "Geisterpfeifen" bei Gästen wird verhindert. Neues platzierbares Abnehmgriff-Register: Ketten, die an einem verkauften Platzierbare Objekte (Tiergehege, Dockingstationen) wurden nun vollständig entfernt und korrekt angepasst. Kupplungsschließanimationen an jeder Maschine; Sprührohrtrennungen beim Verkauf werden gesendet; ausstehende Warteschlangen, die sich auf das verkaufte platzierbare Objekt beziehen, werden gelöscht. Zukünftige platzierbare Elemente (Trennzeichen usw.) werden in dieselbe Registry eingebunden. Bei Verbindungsabbrüchen wird nun eine [SPS MP RX]-Zeile auf den Empfängern protokolliert. Sprühgeräte-Lagersystem (neu) SPS-XML steuert nun die Fülltypen eines Speichers: Über Koppler deklarierte Typen werden initialisiert. beim Laden in den Speicher des platzierbaren Objekts – keine Änderungen an der Map-/Basis-XML-Datei erforderlich (storageFillTypeControl="store" deaktiviert einen Modder-Speicher). Kapazität pro Koppler="X": Koppler desselben Typs werden zum Speicher dieses Typs addiert. Kapazität; ohne diese Angabe gilt die Kapazität des Geschäfts selbst. Dynamische Tankfächer: fillTypes="ANY" (oder eine Kategorie-/Namensliste) plus Die Kapazität macht einen Koppler zu einem physischen Tank – er verbindet sich mit der ersten Flüssigkeit das hindurchfließt und sich erst dann entriegelt, wenn es vollständig entleert ist, dann der Typ Verschwindet aus dem Infofenster. Funktioniert mit Flüssigkeiten aus dem Basisspiel und Skript-Mods. (Boden, Dünger usw.). Verschlossene Fächer bleiben im Spielstand und bei der Synchronisierung erhalten. an Kunden (Ereignis + Beitrittsdump). Alle Kupplungen sind standardmäßig in der Kategorie „Sprühgerät“ hinterlegt, sodass Flüssigkeiten im Basisspiel immer vorhanden sind. Im Ladendisplay anzeigen; Gesamtwerte werden automatisch aus älteren Speicherständen wiederhergestellt. Wenn mehrere Kupplungen in Reichweite sind, wird diejenige ausgewählt, die dem SPIELER am nächsten liegt. Geh zu dem Tank, den du haben möchtest. Platzierbare Kupplungen für Sprühgeräte akzeptieren Knoten="…" (i3dMappings, passend zu den slurry placeable schema) sowie mountNodeName. Robustheit Die Ordner der Kartenmodifikation können beliebig umbenannt werden: Die mitgelieferten Witcombe-Konfigurationspfade stimmen überein. Der Ordnername wird nicht mehr enthalten, und beide platzierbaren Registerpfade brechen ab. sauber, wenn eine pfadübereinstimmende Konfiguration keinen ihrer Knoten findet (falsch platzierbar). Die Zuordnung von Wassermanifesten erfolgt ohne Berücksichtigung der Groß- und Kleinschreibung und unterstützt alternative Titel. (titles="A;B") und optionale Teilstring-Übereinstimmung (titleContains=); Spieler Ordnerumbenennungen hatten nie Auswirkungen. Tags: Beide FinderDer OrdnernameDie KapazitDie Ordner
FS25 Real-time based vehicle wetness V1.0.0.0
FS25 Real-time based vehicle wetness V1.0.0.0 Real-time based vehicle wetness Resets the vehicle wetting and drying system back to real time. This mod changes the calculation of vehicle wetness. Instead of taking in-game time into account, wetness is now calculated based on real time. This means that the wetness will increase or decrease even when the game is paused or the time is set to 0. Credits:BayernGamers
Bunning 140 Serie v1.0.0.0
Bunning 140 Serie v1.0.0.0 Was ist los! Ich veröffentliche den Bunning 140 Series Anhänger für den Landwirtschafts-Simulator 25. Die Mod beinhaltet einen Bunning Anhänger mit verschiedenen Konfigurationen. Mod-Größe: 14,0 MB Mehrspieler: Funktioniert Sprachen: EN/DE/PL Spiegelung/vmask: Enthalten Fehler: Das Spiel hat im Großen und Ganzen keine Fehler, aber im Giants Editor werden drei Warnungen angezeigt. Diese sind harmlos, sodass du ohne Probleme spielen kannst. Falls du weitere Fehler findest, teile sie mir bitte in den Kommentaren mit. Die Mod beinhaltet: Giants Software-Modell 8 Konfigurationsvarianten Farbkonfigurationen Kennzeichen hinten Konfigurationsoptionen der Bunning 140-Serie: Erweiterungen: Ja/Nein Radmarke: BKT/TRELLEBORG/MICHELIN/VREDESTEIN Radkonfiguration: Standard/Standard 2/Breit/Breit 2 Aufkleber: Neu/Alt/Keine Kennzeichen: Hinten Farben Grundfarbe Felgenfarbe: (NUR MIT DER ZUSÄTZLICHEN FARBEN-MOD VON MODHUB!) Informationen zum Anhänger: Bunning 140 Serie Kapazität: 19,3-31,9 m³ Gewicht: 6,1-6,9 Tonnen + Es können die meisten Füllstoffe darauf geladen werden. Tags: Die ModGiants Editor
FS25 Autodrive Kiselevka V1.0.0.3
FS25 Autodrive Kiselevka V1.0.0.3 Everything is connected. V1.0.0.3 Courses have been updated to map version 1.0.0.7. Required mods: Autodrive Kiselevka 4x Credits:IgorPetrovich
FS25 Real Country Life (RCL) V1.0.0.6
FS25 Real Country Life (RCL) V1.0.0.6 What this mod does: Real Country Life or RCL has the goal of introducing realistic game mechanics without losing the playful component. Why I created the mod: the base game needs a mod that increases realism by introducing simple mechanics that the game lacks today. Who it is for: RCL is the perfect mod for those who seek greater realism in a game that has “simulator” in its name. The mod adds gameplay elements that increase immersion in the role of the farmer through the introduction of a figure who mediates the various vanilla game systems by commenting on them, and in this way helps the player understand real country life — with the lightness and the jokes that make it all more alive. What novelties the mod introduces: Wild Boars and Mice the base game lets you cultivate the land and accumulate farm products, but without considering animals that can alter crop yield and without making you responsible for the correct upkeep of stored products. Wild boars and mice must be kept under control. While for wild boars it is enough to raise fences in the fields (activated with a dedicated key in the RCL menu), mice are fought with two cats, Tom and Sylvester, who can get tired, however, and at that point the only way to fight an infestation is to call the exterminator. [Disclaimer: wild boars and mice are only simulated and they are not in 3D!] Grandpa: the farm where you work belongs to your family and you are here to help it, but you are not alone: your Grandpa and his infinite wisdom will help you with all sorts of tips at every moment of the day. Grandpa will give you small or large hints about the problems you will run into and will offer suggestions on how to act; he will comment on almost anything, even giving you grades and drawing up a final verdict at the end of the year. Your farm has value! the smallest screw of your tractor, your house or your barn have value and are important, so they must be kept in the right condition so that they perform at their best. RCL introduces building management. For the first time you will have to make ends meet not only by managing animals and land, but also your buildings. A barn falling to pieces lowers Grandpa’s opinion of how you care for your animals; a production left to itself will inevitably come to a stop. Maintenance has a cost, and you can decide whether to repair at the right moment or when it is too late. The use of the Precision Farming mod by Giants Software is completely optional; however, the mod has been equipped with a system that detects the use of the Precision Farming mod and adapts to it. The mod is designed solely for single-player and has not yet been tested for multiplayer. I will keep this page updated should there be any news. It is recommended to use the mod in a new game. I won’t reveal anything else, though. Side note: this is my very first mod ever. The idea was born in September, and in December I started working out the mod’s first game systems. In January, not knowing how to program, I started using Microsoft’s CoPilot, with poor results. In February I switched to Claude, and the leap in quality was tangible: from there on, with progressively more capable models, the idea took shape. I respect those who know how to program and still do it by hand today, in the age of AI. I had this idea in my head, and I used the tools I had to make it tangible once and for all. A warm thank you if you’ve made it this far, and a further thank you if you download the mod: I hope you enjoy it. Alberto from Italy V1.0.0.6 Field diary list extended: 10 fields visible (was 3) Credits:R3DMIDNIGHT Tags: AIGiants SoftwarePrecision FarmingRCL
Verbesserte Qualität für Arbeitskameras V1.0.0.0
Verbesserte Qualität für Arbeitskameras V1.0.0.0 Bessere Qualität für Arbeitskameras Verbessert die Qualität der Mercedes-Benz DLC-Arbeitskameras Diese Modifikation verbessert die Anzeigequalität der Arbeitskameras in Fahrzeugen, die Kameras aus dem Mercedes-Benz DLC oder der Modifikation „MB DLC Arbeitskameras für alle Fahrzeuge“ verwenden. Ohne diese Modifikation werden auf den Kameras keine Lichter und Effekte angezeigt. Diese Modifikation ermöglicht die Anzeige von Effekten und Lichtern auf den Displays der Arbeitskameras. Bei Verwendung dieser Modifikation kann es vorkommen, dass das Spiel einmalig einen Fehler aufgrund fehlender Tiefendaten für die Kameradarstellung anzeigt. Dies ist eine Einschränkung von LS25. Der Fehler hat keine weiteren Auswirkungen auf das Spiel und tritt nur einmal pro Spielstart auf. Tags: Bei VerwendungDer FehlerDiese Modifikation
FS25 Duchesne 14T V1.1.0.0
FS25 Duchesne 14T V1.1.0.0 Hello everyone, I offer you the Duchesne 14T tipper which was released on FS17 and reconverted on the old Opus of Farming Simulator but poorly reconverted even on FS25. I redo them cleanly with the correct vehicleShader.xml from the base games and not the one which accepts the textures of FS22 by default Water texture all over the dumpster when it rains. And dirt all over the dumpster too Capacity configurations: 14,000 L 15,000 L 15,700 L. Added a rear license plate and lighting. Translation of dumpster options into EN DE FR BR CZ ES IT NL PL PT RU. Sound of the animations of the openings of the skip and the support which were missing were added in the xml file I left the original creator of the dumpster in Modesc, I became a contributor, well done to all. TestRunner Version 0.9.17 clean and the game log too V1.1.0.0 correction and addition made above: the 2 hubs on the right side which were revised because they protruded from the rims on this side configuration of 4 rotating lights at the rear addition of new BPW brand hubs (Modhub FS25 prefab) new Duchesne brand and Modesc updated to 110 and TestRunner nikel and log in games too Credits:GuiGuiGaming, LCA, LaFlandre Tags: BPWFarming SimulatorFS22FS25
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