Farming Simulator 25 mods

79,233 results
2,379 / 5,283
FS25 Brick Shed
maps

FS25 Brick Shed

FS25 Brick Shed Brick Shed Price: 25000 $ Daily upkeep: 30 $

FS25 Biardzki P329/3
implements

FS25 Biardzki P329/3

FS25 Biardzki P329/3 A small, inexpensive sprayer, perfect for small-scale farms. – Capacity: 600L – Width: 12m – Price: $5,200

FS25 Dodge Hornet GT 2023
other

FS25 Dodge Hornet GT 2023

FS25 Dodge Hornet GT 2023 Dodge Hornet GT 2023 Characteristics: -Selectable Body color. -Selectable Rim color. -Trailer Hitch -Supports license plates. -Interactive Control Support. -Price: $29,900. -Engine: -2.0L I4T 268HP 9 SPEED AUTO. Custom Sound

Hinterkaifeck Map V5.0.0.13
maps

Hinterkaifeck Map V5.0.0.13

There are a total of 47 fields and meadows and 20 forest plots for sale. There are 5 farms and a horse paddock for sale, and the museum farm can be purchased for a €0 project. The OGF farm is also completely sellable to create your own farm. Productions have been added to the small-scale version at two farms with their own products. There are two versions to choose from when you first start: one with standard feeding and one with extended feeding, where you have to pay attention to exactly which feed you need. All bars except for the cows must be filled. In addition, the prices for selling cows and pigs at the animal dealer have been increased. The animal dealer has two silos for buying ready-made animal feed. You can buy bread from the previous day at the shop or make it at the bakery. The lumber dealer now has three additional production companies. At the bakery, you have to be careful where pallets spawn, as there are now two zones for pallets and one for loose goods. On the shop grounds, there is a depot for purchasing pallets and a pallet sales point. On the agricultural dealer’s grounds, there are also greenhouses and silos for selling goods, where you can buy lime, seeds, and fertilizer. If you want to place your own productions, you’ll find a meadow behind the agricultural dealer. Collectibles have been scattered around the area; have fun looking for them. At the vehicle dealer, you’ll also find an Ape with various logos from different farms. If manure plates aren’t linked to the animal stables, please save and reload the savegame. V5.0.0.1 Attention: No new save is required. – All large and normal street lamps have their lights replaced and optimized so that there are no more FPS drops Version 5.0.0.10 Attention: No new save is required. – Moddesc version updated – Added spring and winter wheat – Added summer and winter barley – Feed storage capacity at the OGF farm adjusted – minor adjustments to meadow, rapeseed, sunflower and corn. Attention: Depending on the variant, a new save game may or may not be required. – Bale storage at the Max Müller dairy farm above the cowshed. !!! ATTENTION !!!There are three ways to use the bale storage: 1. either a new save game or 2. you add “placeable to insert___placeable to insert” from the xml at the end of the xml placeable from your savegame, But pay attention to the farmid, which may need to be changed from 15 to e.g. 1, before the last line “” the part under the bale warehouse marking 3. Contact me on Modding World if you have problems with it and need help Version 5.0.0.9 Attention: No new save is required. – Moddesc version adapted and map.i3d updated – Trigger from cold store at Hof Schuster reduced in size Version 5.0.0.8 Attention: No new save is required. – Yield and plant height of silage corn adjusted Changelog 5.0.0.7 Note: A new save game is not required. – Fixed a bug with new multi-crops where a motionPathEffects error occurred when harvesting. – Moved the collie from the nightlight windows at the OGF farm from the map to the building so that it disappears when sold. Changelog 5.0.0.6 Note: A new save game is not required. – New field grass created, which is harvested with a combine harvester like in the original. – New seed production. – Seed dressing can be purchased as an IBC for seed production. – Trees rotated near bunker silos to prevent LOD issues. Changelog 5.0.0.5 Note: A new save game is not required. – Fixed the bunker silo from the Schuster farm, and it can now be sold. It can now also be built elsewhere in the building menu under Silos. – Fixed the bunker silo from the OGF farm. However, it may only work with a new save game (for whatever reason). Otherwise, you can now simply place a new silo from the Schuster farm. – Added expanded crop distribution. V5.0.0.4 Note: No new save game is required. – An error occurred while adding new recipes to the bakery. There are two ways to prevent a new save from starting. 1. Create a backup if it wasn’t too long ago, or 2. Insert “placeable to insert” from the xml at the end of the xml placeable from your savegame, before the last line “.” Be careful, however, to note which FarmID you use, because it’s currently set to “not purchased. ” I apologize for the inconvenience. Due to a new recipe with new fruits, the wrong fill type was used. Unfortunately, I can’t think of any other solution, but if anyone needs help, please let me know. V5.0.0.3 Note: No new save game is required. – Slurry bunker capacity increased at the forgotten pigpen of the OGF farm – Removed unnecessary snow tarpaulins – Multi-fruit installed and registered Changelog 5.0.0.2 Note: No new save game is required. – The second bunker silo on the OGF farm has been set to “sellable” so that the second package can be sold there. – The feed triggers for the farms have been enlarged. – There is now an “equipment storage pallet.” This is available in two versions: – In the shop, in the Pallets category, as a portable version (weights don’t work when placed on portable ones). – In the construction menu, in the Decorations category, as a fixed version (also for weights). – Farmland 53 has been slightly adjusted. – At the Milchstephan dairy, the pallet output has been repaired and the production of goods has been doubled. – At the OGF farm, the farmhouse has been moved to the cowshed due to the snow cover, and only the decorations remain for sale. – Slurry bunker capacity has been increased in all animal stables. – Multiplayer problems with door collisions (changed collision entries) at the Schuster farm have been fixed. – Garden hose cart collision has been set and repositioned. – A few trees have been slightly adjusted at fields 27 and 10. – At the Xaver pig farm. Reithmayer slurry bunker removal fixed – Light at Schlüter made functional – Stone sales added to the agricultural trade – Pallet removal of production at Xaver pig farm fixed – Missing collectibles added – Map edge issue fixed at Meadow 53 – Precision Farming 3.0 implemented with its own soil type map – Multiplayer issues with gate collisions (changed collision entries) fixed at the OGF farm – Slurry tarpaulin at the OGF farm straightened because it was sticking out – Collision issue with the entrance gate at the OGF farm fixed – On the Max Müller farm, the ground near the bunker silo was painted with grass and the terrain leveled (but will only be visible in a new save game) – On the sheep farm, there is now a hayloft where the dumping area is located below and the removal area is in the attic (but ​​will only be visible in a new save game or you can copy the line “50” from the “placeables.xml” from the mod map into your existing save game) Changelog 5.0.0.1 Note: A new save game is not required. – Wrong icon for selling cattle at the cattle market – Spelling error in the moddesk – Problems with the triggers for loading or unloading at the – Max Müller dairy farm feed silo – Schuster farm farm farm farm silo seed, fertilizer, and lime storage – Liquid fertilizer purchase station – Herbicide purchasing station – Gate sound length for the roller doors at the OGF farm and at the lumber dealer correctly adjusted – Floating lamp at the Max Müller dairy farm – Electrical box that was in the wall at the Max Müller dairy farm – Errors with some traffic signs – Straightened the decoration of the bunker silo at the OGF farm farm – Straightened or added snow tarpaulins on some objects – Increased clip distance from the shelves – Floating wood chip decals at the cooperage moved to the floor – Fixed manure plates – Removed warning from the Ape – Fixed errors in some store icon images – AI traffic license plate – Cotton and sugar cane re-entered due to PDA crop order – A board with icons now hangs inside the animal dealer, showing what animals need for expanded animal feeding. – The hay production recipe at the Schuster farm has been slightly adjusted, and there are now two unloading pipes slightly separated from each other for loading goods from the silo or production. – Wood chip sales station is now a purchase station. – Meadow grass can now be mown again. – Indoor snow mask improved (may only take effect the next time it snows). – Multiplayer issues with gate collisions (changed collision entries) fixed. – TipCollision entries corrected. – Grass removed from the bunker silo on the OGF farm (but will only be visible on a new save). Version 5.0.0.0 Converted and revised for LS25 LS19 BERNIESCS und RichiF, Zetor6245, McBee LS22 nop82, pat7575 LS25 NO_Modding, pat7575, MarianVirtuellFarming, Chris1984

FS25 Hinterkaifeck v5.0.0.13
maps

FS25 Hinterkaifeck v5.0.0.13

FS25 Hinterkaifeck v5.0.0.13 Changelog 5.0.0.13 Attention: A new save game is not required. Fixed an issue with machines sinking into the ground Prepared for the Highland Fishing DLC Rediscover the myth. In total there are 47 fields and meadows and 20 forest plots for sale. There are 5 farms and a horse paddock for sale and the museum farm can be purchased for a 0,-€ project. The OGF farm is also completely sellable to create your own farm. Two farms were added to the small production area with their own products. There are two versions to choose from when you first start: one with standard feeding and one with advanced feeding, where you have to pay attention to exactly which feed you need. All bars except for the cows must be full. In addition, the prices for selling cows and pigs to the animal dealer have been increased. At the animal dealer there are two silos for buying ready-made animal feed. At the shop you can buy bread from the previous day or make it at the bakery. At the lumber dealer there are now three more production companies. At the bakery you have to pay attention to where which pallets spawn, as there are now two zones for pallets and one for loose goods. On the shop grounds there is a depot for buying pallets and a pallet sales point. On the agricultural dealer grounds there are also greenhouses for selling goods and silos for buying lime, seeds and fertilizer. If you want to place your own productions, there is a meadow behind the agricultural dealership where you can place them. Collectibles have been scattered around the area, have fun looking. At the car dealership you will also find an Ape with various logos from different farms. If manure plates are not linked to the animal stables, please save and reload the savegame. V5.0.0.1 Version 5.0.0.10 Attention: No new save is required. – Moddesc version updated – Added spring and winter wheat – Added summer and winter barley – Feed storage capacity at the OGF farm adjusted – minor adjustments to meadow, rapeseed, sunflower and corn. Attention: Depending on the variant, a new save game may or may not be required.- Bale storage at the Max Müller dairy farm above the cowshed. ATTENTION !!!There are three ways to use the bale storage: 1. either a new save game or 2. you add “placeable to insert___placeable to insert” from the xml at the end of the xml placeable from your savegame, But pay attention to the farmid, which may need to be changed from 15 to e.g. 1, before the last line “” the part under the bale warehouse marking 3. Contact me on Modding World if you have problems with it and need help Version 5.0.0.9 Attention: No new save is required. – Moddesc version adapted and map.i3d updated – Trigger from cold store at Hof Schuster reduced in size Version 5.0.0.8 Attention: No new save is required. – Yield and plant height of silage corn adjusted Version 5.0.0.7 Attention: No new save is required. – Fixed bug with new multi-fruits where motionPathEffects error occurs when harvesting – Moved the night light windows at the OGF Hof from the map into the building so that it is gone when sold Credits:LS19 BERNIESCS und RichiF, Zetor6245, McBee, LS22 nop82, pat7575, LS25 NO_Modding, pat7575, MarianVirtuellFarming, Chris1984 Tags: Attention DependingHof SchusterModding WorldOGF

New Holland TR6S Fuar Edition версия 1.0.0.0 для Farming Simulator 2025
tractors
Dodge Hornet GT 2023 версия 1.0.0.0 для Farming Simulator 2025
cars
FS25 Alt History of Piper Town v1.0.0.0
maps

FS25 Alt History of Piper Town v1.0.0.0

FS25 Alt History of Piper Town v1.0.0.0 AltHistory PiperTown is a large, high-detail 4x Farming Simulator 25 map inspired by real terrain and rural farming layouts from the local Missouri area. This map is built for players who enjoy larger, more realistic fields, heavier equipment, custom traffic, detailed towns, and long-term farm progression. It is not designed as a lightweight or low-end PC map. Map Size and Performance Notice Map size: 4x Terrain: 4096 x 4096 realistic terrain base Tree count: 126,000+ trees Traffic: Custom stand-alone traffic system Detail level: High-detail rural/town environment with custom roads, farms, fields, and scenery Important Performance Notice This is a heavy map. Farming Simulator loads a large amount of map data globally, whether the player is looking at a specific area or not. Because of that, performance depends heavily on CPU, GPU, RAM, storage speed, graphics settings, and active mods. Low-end PCs may struggle. For best results, use a mid-to-high-end gaming PC and reduce graphics settings such as object draw distance, foliage draw distance, and shadow quality if needed. Economy Design AltHistory PiperTown does not use a simple generic land-price formula where every hectare is priced the same. Field and farm pricing has been adjusted intentionally based on what the player is actually buying. Bare Fields Fields with no buildings or farm infrastructure are priced lower because the player is mainly purchasing productive land. Established Farms Properties with established farms, buildings, yards, animal areas, storage, or other infrastructure are priced higher. This means a farm property may cost significantly more than a bare field of similar size because it includes more than just land. Example The highest-priced property is the large dairy farm, priced around $5,966,741, because it includes the dairy operation, buildings, cow-related infrastructure, and land. This is intended to give players long-term progression goals instead of making every field feel like the same generic purchase. Progression Philosophy The map is balanced around a practical farm-growth loop: 1. Harvest your current land. 2. Cover operating costs. 3. Replant or prepare for the next crop. 4. Save profit. 5. Buy the next field or farm property. 6. Expand equipment and operations over time. The goal is for players to be able to progress naturally without feeling like the map gives money away too easily or punishes them unfairly. The map has been tested with the idea that even on harder economy settings, a player should be able to harvest, replant, cover costs, and still put some money in the bank. Starting Equipment PiperTown starts players with serious equipment because the map uses larger, more realistic fields. Starting equipment includes big red equipment, if it aint red leave it in the shed. The fields are not tiny base-game fields, so the starting horsepower is intentional. This map is designed around bigger equipment and larger-scale farming. Fields – Large realistic field layouts – 52 fields total – Fields vary widely in size, price, and purpose – Some fields are bare agricultural land – Some fields are part of established farms or farm properties – Field pricing reflects land, buildings, and infrastructure where applicable Field Testing Fields were tested through a full working loop: – Harvesting crops – Cutting hay – Turning soil over – Checking AI worker behavior – Testing field progression and income – Verifying that players can advance by purchasing additional fields over time A custom field creation workflow was used to correct field definitions and reset baked ground states so Giants AI properly recognizes field work. AI Worker and Field State Notes During development, some fields were originally traced from plowed terrain. This caused Giants AI to sometimes detect the field but incorrectly report that the work had already been done. A field rebuild process was used to correct this: 1. Trace plowed field shape 2. Rebuild field polygon definitions 3. Reset ground state from plowed back to grass/default This allows the game to generate and read field states more correctly during fresh saves. If you encounter any field where AI refuses to work despite the field appearing valid, please report the field number and include your log file. Custom Traffic AltHistory PiperTown uses a custom stand-alone traffic setup rather than relying only on basic map traffic behavior. Traffic has been designed around the map’s road layout and rural/town environment. Please report any traffic issues such as: – Vehicles stopping permanently – Vehicles clipping objects – Traffic entering farm yards incorrectly – Traffic using roads it should not use – Traffic bunching up or blocking intersections Terrain and Roads The map uses realistic terrain inspired by the local area. Roads and landforms were designed to feel more natural and less like a flat generic map. Some areas are intentionally shaped around realistic rural features, including: – Town roads – Farm access points – Rural roads – Large field entrances – Off-map visual detail – Realistic elevation changes Recommended Play Style This map is best suited for players who enjoy: – Large equipment – Long-term progression – Realistic field sizes – High-detail maps – Larger farms – Custom traffic and town layouts – Building up from starter land into a larger operation This is not intended to be a tiny-equipment, tiny-field starter map. Testing Recommendations When testing or reporting bugs, please start a fresh save and check the following: 1. Start a brand-new save. 2. Test the starting field. 3. Test hired AI workers. 4. Test Field 1, Field 2, Field 30, and several large fields. 5. Check for missing textures. 6. Check for log errors. 7. Test sell points. 8. Test traffic behavior. 9. Save and reload. 10. Recheck field states after reload. If reporting a bug, please include: – Field number or location – What you were doing – Whether it was single player or multiplayer – Active mods – PC specs if performance related – `log.txt` if the map crashes or shows errors Known Performance Expectations Because the map contains 126,000+ trees and a large amount of scenery, some areas may be heavier than others. Performance may vary depending on: – Graphics settings – Tree/object draw distance – Number of active mods – Script mods – Traffic density – Hardware specs – Savegame progression – Multiplayer activity If performance is low, try lowering: – Object draw distance – Foliage draw distance – Shadow quality – Mirror quality – Texture filtering – Anti-aliasing – Number of active mods Mod Compatibility Most standard equipment and gameplay mods should work, but large maps with custom traffic and high object counts may expose issues with poorly optimized mods. If you experience problems, test with only the map active first, then add mods back gradually. Map creator: Johnny / PiperTown Team Special thanks to long-time testers and Farming Simulator veterans who have helped test map behavior, field progression, AI workers, and general gameplay across multiple Farming Simulator generations. Final Note AltHistory PiperTown is built for players who want a detailed, larger-scale farming experience. It is heavy, detailed, and intentionally designed around realistic field progression, serious equipment, and long-term farming goals. Big fields. Big equipment. Big patience. Enjoy the map. Credits:JnJ MODS Tags: AIBare FieldsFarming Simulator 25mods

FS25 Decorative Bales V1.0.0.0
placeables

FS25 Decorative Bales V1.0.0.0

FS25 Decorative Bales V1.0.0.0 Decorative bales as decoration on the farm. Credits:Kozx

FS25 Zabek’s store V1.0.0.0
placeables

FS25 Zabek’s store V1.0.0.0

FS25 Zabek’s store V1.0.0.0 This is a Żabka store where you can sell various products Price: 40,000 The name of the purchase is in Polish, English and German Credits:Krzych027

FS25 Brick Shed V1.0.0.0
placeables

FS25 Brick Shed V1.0.0.0

FS25 Brick Shed V1.0.0.0 Price: 25000 $ Daily upkeep: 30 $ Credits:Shark09, 750Ti Modding, MichalLS

Farm King 13XX Auger pack версия 1.0.0.0 для Farming Simulator 2025
maps
Dekorative Ballen V1.0.0.0
placeables

Dekorative Ballen V1.0.0.0

Dekorative Ballen V1.0.0.0 Dekorative Strohballen als Dekoration auf dem Bauernhof.

Zabeks Shop V1.0.0.0
other

Zabeks Shop V1.0.0.0

Zabeks Shop V1.0.0.0 Dies ist ein Żabka-Laden, in dem man verschiedene Produkte verkaufen kann. Preis: 40.000 Der Name des Kaufs ist in Polnisch, Englisch und Deutsch angegeben. Tags: Der Name

FS25 Custom feller buncher V1.0.0.2
implements

FS25 Custom feller buncher V1.0.0.2

FS25 Custom feller buncher V1.0.0.2 this mod was built on an fdr platform. i was in the need of older looking logging equipment an decide to just piece one together. it’s not a perfect mod but its functional and works for me. V1.0.0.2 fixed upside down interior camera. added track options added front window guard options Credits:ELEVATEGAMING

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2,379 / 5,283

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