Farming Simulator 25 mods

67,854 results
34 / 4,524
Machine Drive Controls FS25
other

Machine Drive Controls FS25

This mod is to designed to make better use of controller hardware with the Moza Farming Control System specifically in mind but should work with similar hardware and or peripheals that contain toggle switches etc. MAIN FEATURE: Provides a shop configuration that makes Hydrostatic drive an option. Perfect for vehicles like combines or forage harversters, it enables stop and go braking with automatic direction change to make full use of the throttle control on the FCS controller while standard mode keeps those options turned off for non-hydrostatic vehicles. Additional features: This mod configures how the toggle switches to work like true toggle switches. It provides configurable keybinds in the control menu to separate on and off functions. For example, PTO switch, up is on, down is off. This can also apply to the rotary switches onthe FCS. Propulsion and throttle have been separated to make the stick more realistic. Vehicle can be moved at the engine speed you set instead of increasing or decreasing with the propulsion lever. Throttle can be controlled via the encoder dials or other keybindings of your choosing. Increase or decrease with a twist of the knob, pressing the knob will activate the throttle to hold at idle or reset to idle from a higher rpm. Includes a small hud to show the stick input to help find true center along with an indicator to show if the throttle control is active or inactive. Raise and lower commands have been separated into separate commands. Controls are configurable in the keybind menu IMPORTANT NOTE : Currently when selecting the toggle keybinds, when trying to set the down position the game will register the command as both positions. for example if the toggle is 45 and 46 it will natively set 45 but 46 registers as 45 + 46. After setting the keybinds to your liking save and quit the game then restart, The mod corrects the dual key on restart. Same applies to the rotary switch setting but if you set it from high to low it will register as one control. ( to set 34, start with switch on 35 and turn to 34. 33 to 34 results in 33 + 34. ) IF CONTROLS DO NOT WORK CHECK FOR CONFLICTING KEYBINDINGS. Please feel free to give suggestions for command settings you need toggles or support for.

Lingerie Factory FS25
other

Lingerie Factory FS25

A modern factory producing women's underwear! This mod allows you to produce up to five types of women's underwear. Price: €600000 Daily upkeep: €60 Category: Factories By providing fabrics, you can create: - Bras - Panties - Thongs - Corsets - Lingerie sets containing bras, thongs, and stockings Products are compatibility with the product selling system. Wrap yourself in elegance and comfort with our sensual lingerie!

Edo Shader FS25
other

Edo Shader FS25

My Shaders for FS25 Extract folder Edo2.zip Move Edo2.ini file to- Program Files (x86) / Steam/ steamapps /common / Farming Simulator 25/ x64

Sticky legs FS25
other

Sticky legs FS25

Do you remember the FS22 mod "Sticky Feet" by Farmsim Tim (timmeey86), FS25 Update? I decided to convert it to FS25. However, I ran into the fact that the game mechanics have changed significantly. In the end, I essentially only transferred the idea, while the entire mechanism had to be rewritten from scratch. With this mod, the player can stand on moving machinery, regardless of who is operating it — a hired worker or another player. I was unable to fully test the multiplayer functionality, so I hope I haven't messed anything up too badly.

Realistic Used Machinery Market FS25
tractors

Realistic Used Machinery Market FS25

Are you tired of spending way too much money on old vehicles and machinery, seeing unrealistic used prices—only for the machine to look like it just rolled off the dealer's lot brand new? Then the Realistic Used Machinery Market is designed exactly for that. This mod adds a fully integrated used machinery market to the Farming Simulator 25 vehicle shop. Instead of simple discounts, it generates unique offers featuring realistic prices, operating hours, model years, technical conditions, visible paint wear, and fixed configurations. REALISTIC USED PRICES Real-world used market prices were researched for numerous machines and stored as standard market price ranges. The price is influenced by factors such as the model, year of manufacture, operating hours, technical condition, paint condition, and installed equipment. Researched models stay within realistic price brackets. 143 RESEARCHED MARKET ENTRIES The current version includes 143 researched market entries, covering tractors, combine harvesters, forage harvesters, harvesters, trailers, tillage equipment, seeders, mowers, balers, and crop protection equipment. GIANTS machines and mods without specific market entries can also appear automatically. Their used value is calculated based on the original shop price, machine type, operating hours, and condition. REALISTIC OPERATING HOURS AND MODEL YEARS Each offer comes with unique operating hours. For models with recorded production years, the year of manufacture and usage history are linked, taking differences between machine types into account. After purchase, the operating hours are transferred directly to the native GIANTS value. TECHNICAL CONDITION AND PAINT WEAR Each offer has a unique technical condition. Consequently, two machines of the same model can vary in maintenance and condition, even if they are of similar age. Technical wear and paint degradation utilize native GIANTS systems. Used machines show visible signs of wear, with age also affecting the condition of the paintwork. Standard repair and repainting functions remain available. INDIVIDUAL CONFIGURATIONS Each used vehicle offer comes with a fixed, pre-existing configuration. The mod uses only those configurations actually supported by the specific GIANTS or mod vehicle. Consequently, two machines of the same model might feature different tires, engines, or other equipment. The value of these additional features is factored into the used price. THE OFFER REPRESENTS THE EXACT MACHINE YOU BUY Each listing displays the manufacturer, model, year of manufacture, operating hours, technical condition, paint condition, key features, and purchase price. Upon purchase, these specific details are applied to the acquired machine. The listing is then replaced by a new one, potentially featuring a different year, condition, configuration, and price. DEDICATED USED MACHINERY PAGE The mod adds a dedicated "Used Machinery" page to the standard GIANTS vehicle shop. Listings are clearly organized according to existing shop categories. The standard shop for new machinery remains fully intact. Only purchases made via the used machinery page utilize the individual used prices and condition settings. AUTOMATIC MOD SUPPORT The mod automatically detects available purchasable vehicles, self-propelled units, implements, and trailers. This allows many additional vehicle and equipment mods to appear in the used market without requiring specific adjustments. MULTIPLAYER AND DEDICATED SERVERS Multiplayer and dedicated server support is included. The server manages prices, operating hours, condition, year of manufacture, equipment, and listings, synchronizing this data across all players. This ensures all players see the same market; if a machine is purchased, the listing is updated for everyone. GREATER REALISM WHEN BUYING MACHINERY A used machine is not simply a "discounted new vehicle"; it has its own history—including operating hours, visible wear, a specific technical condition, and existing equipment. It is therefore well worth comparing the price, operating hours, condition, and equipment of various used machine offers.

Realistic Crop Pests FS25
tractors

Realistic Crop Pests FS25

Realistic Crop Pests adds a dynamic and highly realistic pest system for arable crops to Farming Simulator 25. Pest infestations are calculated based on crop type, growth stage, season, region, crop rotation, and weather conditions. Infestations originate locally within the field, can spread, and cause actual yield losses. Dynamic Pest System The mod simulates various agricultural pests, each with unique biological characteristics, including: European corn borer, Colorado potato beetle, grain aphid, oat-bird-cherry aphid, green peach aphid, cabbage stem weevil, cabbage shoot weevil, pollen beetle, cabbage flea beetle, cereal leaf beetle, wireworms, corn rootworm, fall armyworm, cotton bollworm, brown planthopper, and whitefly. Each species has its own host plants, activity periods, developmental stages, reproduction rates, damage potential, and control methods. Localized Infestation Pests do not automatically infest an entire field uniformly. An infestation begins locally and can spread from initial hotspots. This results in varying levels of pest pressure across different areas of the same field. Weather, Season, and Region Temperature, frost, precipitation, humidity, wind, sunlight, and soil temperature influence pest development. Extreme conditions can reduce activity or cause populations to die off. The specific pests that may appear depend on the region. If "Realistic Water & Soil Management" (RWSM) is installed, the mod automatically utilizes its climate, regional, and weather data. Without RWSM, the mod operates using standard weather and default regional settings. Crop Rotation and Tillage Pest populations can overwinter in the soil or in crop residues. Repeated cultivation of the same crop can increase the risk for the following year, whereas crop rotation can reduce specific populations. Plowing, deep tillage, cultivating, and mulching can also reduce populations and overwintering stages, depending on the pest type. Crop Protection Actual crop protection products such as Coragen, Mospilan SG, Teppeki, Carnadine, Karate Zeon, Decis forte, and Nexsuba are available for control. Effectiveness depends on the pest type, crop, developmental stage, product efficacy, and region. A residual effect lasting several days may persist after treatment. Yield damage that has already occurred cannot be reversed. Crop protection products act exclusively on the area actually treated. Work areas, working width, section control, and variable work width are taken into account. The products also have their own realistic consumption rates. Yield Losses Pests reduce the actual achievable yield depending on infestation severity, developmental stage, duration of infestation, crop stage, and treatment. Multiple pests occurring simultaneously can collectively impact the yield. Pest Map and HUD A dedicated "Pest Infestation" view is available in the map menu. Local infestation pressure is displayed on a scale of 1–100%, while uninfested areas remain transparent. When on foot in a field, a compact HUD displays information such as the crop type, pest type, infestation severity, accumulated damage, and the effective crop protection product. Multiplayer and Savegame Realistic Crop Pests is designed for multiplayer and dedicated servers. Pest simulation runs server-side and is synchronized with the clients. Pest states—such as local infestation zones, severity, developmental stages, damage, residual effects, field history, crop rotation, and overwintering—are saved in the game save. Performance The mod was deliberately developed using an event-based approach. There is no continuous, full-field scan. Development is calculated primarily at the turn of the day and during relevant game events. Realistic Crop Pests turns pest management into an additional aspect of field cultivation: monitoring, assessing risk, planning crop rotation, and treating only where it is actually necessary.

BDT-7 FS25
other

BDT-7 FS25

BDT-7 ✔️ Working width: 7.0 m (3.6 m) ✔️ Adjustable disc gang angle of attack: 12, 15, 18 degrees (Interactive). ✔️ Maximum speed: 12 km/h ✔️ Weight: 3,550 kg. ✔️ Required tractor power: 180 hp (80 hp). ✔️ Price: €5,500 (€3,500) ✔️ Animated folding and transport ✔️ Optimized physics and stable operation The mod recreates the real machine with detailed textures and customizable work effects.

Wild West 16x FS25
harvesters

Wild West 16x FS25

Hi all. Finally have Wild West link below. Thankyou to all that's helped and contrabuted in getting this map out to you all to FS25. Cheers. Cazz

BXR Mod Manager FS25
other

BXR Mod Manager FS25

### Your farm. Your mods. One control centre. **BXR Mod Manager** is more than a mod manager: it is a clear, intelligent control centre for Farming Simulator 19, 22 and 25. It organizes mods into profiles, supports a safe game-launch workflow, and shows what is happening across your farm in real time – without constant searching or manual refreshing. ### Mod management made simple Organize mods into dedicated profiles, mark the tiles you need, then activate or deactivate them with one action. BXR separates profile mods from additional content, recognizes DLCs, and processes only files that have actually changed. ### Live Farm – real information in one place Track active field work, vehicles, finances, silos and storage facilities from one consistent live dashboard. A durable work code combines every pass of the same operation, even when another vehicle, implement, player, GIANTS AI worker or Courseplay takes over. ### Striking visuals, efficient operation Category-specific hero graphics, translucent inventory cards, chrome-inspired styling and focused light feedback turn the application into a modern control panel. Instead of continuous resource-heavy animation, event-driven updates let the program work when new data actually arrives. ### More than a snapshot - Persistent active-job tracking across restarts and equipment changes. - Harvest completion based on the full expected yield with an accepted 3% loss threshold. - Recognition of refuelling, service and AutoDrive detours without prematurely ending the active job. - Crop-rotation planning with previous crops plus current and expected yield bonuses. - Live silo and storage capacity with separate litre and item-count handling. - Localized crop, material, product and animal names. - Built-in GAME XML editor with a safe read-only mode while the game is running. ### BXR Mod Manager **Less administration. More play. A complete view of your farm.** ### Mod and DLC management - Different naming forms of official DLCs are resolved consistently, while profiles and savegames receive the identifier accepted by the game. - DLC tiles show their own official artwork, actual version and the ModDesc version reported by the game. - BXR automatically accepts the game's download prompt for previously authorized missing content, waits for stable files and then continues the launch flow. - Mod-library changes can be handled incrementally by processing only new, modified or deleted entries instead of rescanning the entire library. - Tile marking is separate from profile activation. “Select all” and “Clear selection” only add or remove marks. - The new “Activate / Deactivate” action moves marked tiles between “Profile mods” and “Additional mods”. It is unavailable when nothing is marked. - Search fields include a clear button that immediately resets the current search. ### Live Farm and work tracking - Live updates are event-driven: a Bridge file change wakes the application, while an infrequent safety check handles missed file-system events. - Only field, job, storage, vehicle and financial values that actually changed are applied, reducing polling and resource usage. - Partially written live snapshots are not consumed: the program waits for a short quiet period and retries invalid states. - Active jobs are verified from physical field state together with vehicle position, movement, engine state, implement and work provider. - Every pass of the same field workflow accumulates under one durable work code. Switching between player, GIANTS AI, Courseplay, vehicles, implements or materials does not reset completed work. - After a restart, live progress resumes from the preserved total instead of showing only the amount completed since the latest game load. - Headland turns and verified refuelling, service or AutoDrive detours do not end a job prematurely. The recognized destination and distance can also appear on the job card. - Harvest completion uses 97% of the full expected yield calculated from physical field samples and the local yield bonus, allowing no more than 3% final loss. - Next tasks and the last valid live field state persist until the next application start and cannot be overwritten by older static savegame estimates. - Vehicle names show both brand and model whenever the game data makes them available. ### Crop rotation - The “Owned fields” summary was replaced by an interactive “Crop rotation” block that opens a detailed full-page cultivation view. - The last harvested crop is preserved and used when recommending the next crop. - Every owned field shows its current and expected yield bonus as percentages. If the game provides no trustworthy value, BXR does not invent one. ### Silos, storage and inventory - The Storage page gained visual storage cards and later full storage-complex blocks with translucent backgrounds. - A static category-specific hero image fills the Silos and Storage panel, with translucent crop cards displayed directly over the image. - Categories separately cover grain and silos, root crops, bales, manure and slurry, crop-care/input materials, liquids, forage and bulk materials. - The category selector includes categories that currently contain no data and keeps the user's selection during temporary live-data refreshes. - Capacity, stored amount and fill percentage are calculated from live data. Litre-based stock and item counts are kept separate. - Positive quantities below one litre are shown as `<1 l`; bales are counted as items in every storage view and are excluded from litre totals. ### Interface, feedback and compatibility - The main window gained a consistent chrome frame and more unified panel styling. Continuous decorative motion and pulsing were removed to reduce resource use. - Interactive controls use a compact, bright blue halo instead of a hover outline. Controls with a real active or selected state retain the light until that state ends. Mod tiles and language selectors keep their dedicated appearance. - Changed values use a two-second yellow flash with a radial fade. Character size and font weight remain unchanged throughout the effect. - Game crops, materials, products, animals and material categories are displayed in the selected interface language; for example, `Dried Wheat` becomes “Szárított búza” and `Bran` becomes “Korpa” in Hungarian. - The FS19, FS22 and FS25 management pages are available. The GAME XML editor can also open while the game is running and is safely read-only in that state. - Help now contains only usage guidance; user-visible functional and visual changes are maintained in a separate changelog. VirusTotal: 9b597cd01330bf69329b1e83e649cc2fd5d1b0f1427308f6eaa8424ac76e8e2c Since the 1.1 line, BXR has grown from a mod launcher into a live, profile-driven FS25 farm/work management hub. Main additions: - Profile and savegame linking: the selected profile becomes active automatically, with clearer and safer savegame/mod-list handling. - Automatic mod synchronization: Mod Set changes are propagated into profiles and assigned savegame XML mod lists only when the game is safely stopped. - Missing-mod handling: BXR only targets truly missing mods; locally available mods are not overwritten or re-downloaded just because ModHub has a newer version. - Separate profile mod view: mods already assigned to the profile move into “Profile mods”; the main list shows only mods still available to add. - Live Bridge / Live Farm: BXR receives live in-game data about fields, work, vehicles, bales and storage. - Work and next-task tracking: Current work and Next task are separated, so harvest, windrowing, baling, bale collection, fieldwork and other workflows do not overwrite each other. - More reliable harvest progress: done/remaining hectares and percentages are based on field state and multi-point sampling instead of rough guessing. - Persistent interrupted work: measured hectares/counts survive vehicle changes, CoursePlay/AI handoff and restarted Bridge sessions. - Bale counting by item count: bale collection and storage now use real bale counts, not litres, including total bale count. - Crop-aware next tasks: mature fields now show crop details, e.g. “Harvest – canola” or “Harvest – wheat”. - UI polish: animated launch tile, cleaner styled dialogs, better status blocks, muted disabled buttons and visible live-value feedback. - Stronger build/installer flow: MSI packaging, separated production/developer tracing, self-tests and versioned source packages. In short: BXR no longer just starts FS25 with the right mods — it is starting to understand what is actually happening on the farm. This file contains only user-visible functional and appearance changes. ## 1.1.0.2 — 2026-08-10 ### Profiles and savegames - Selecting a profile makes it active immediately; separate Load and Exit buttons are no longer needed. - A new profile receives a new slot, while an existing profile shows only its assigned savegame. - Profile mod changes are compared with the savegame, and the save refresh command rewrites `careerSavegame.xml` after creating a backup. - Dependency details list missing or faulty items with mod icons where available. - A dynamically sized box below Start inventories current work and upcoming tasks. ### Launch and dependencies - Long map initialization remains visibly reported above the game until gameplay is actually available. - Missing map dependencies can be authorized for automatic official ModHub download without authorizing updates to installed mods. - Profile, savegame, mod-selection and path operations that could damage an active session are locked while the game runs. ### Launch carousel and information - Start and its narrow neighbor slivers use the same thin chrome frame as mod tiles, with clear spacing. - The carousel starts more slowly, overshoots, then settles back immediately without a long pause. - Selecting a distant profile scrolls every intermediate profile tile in order until the selected tile reaches Start. - The complete tile route moves without interruption while images, styling and relative positions remain fixed; neighbor tiles use the full Start-tile style. - The adjacent information panel switches only when the target tile begins returning from its overshoot. - Start presses in until the session becomes available again; it does not lift on hover. ### Interface and Game settings - Savegame mod-list warnings and XML replacement confirmations use custom dark BXR dialogs with fully localized controls. - The dependency-details button has a smaller reserved position and never rearranges adjacent information rows. - Disabled buttons retain their surface; only their text or graphic is muted. - Language icons lift on hover and drop on click while their light briefly spreads and contracts. - Game paths opens and closes with a sliding fade animation. - BETA Game settings has a diagonal red badge, dark inputs, high-contrast chrome tooltips and game-accent hover feedback. - Hungarian, English, German and French Help, README and CHANGELOG files reflect the current profile, savegame, launch and settings workflow. ## 1.0.0 — 2026-08-07 - First official release with FS19, FS22 and FS25 profiles, mod sets, savegames, dependencies, DLC detection, game launch, session cleanup, GAME XML editing and multilingual Help.

Adjust Suite FS25
other

Adjust Suite FS25

With AdjustSuite, you can reduce the need for multiple separate mods when your goal is mainly to adjust and personalize your gameplay experience. Customize vehicles, attachments, placeables and productions in FS25 to suit your personal playstyle. Optimize power, working width, capacities, driving behavior, production values and much more, so every machine, attachment, placeable and production fits your farm, your fields and your workflow better. By default, the REAL and UNREAL ranges are enabled. If you want more freedom, you can unlock wider adjustment ranges in modSettings and tailor the mod even more precisely to your personal playstyle. However, always keep the game's logical and physical limits in mind, as values that are too extreme can affect handling, tool functionality or game balance. Select the desired adjustments directly in the vehicle and attachment shop or in construction mode before purchase. The settings file is created in modSettings after the first game start and controls modules, adjustment ranges, help menu entries and price scaling. Restart the game after changing this file. In multiplayer, the host or dedicated server settings apply to every player. Vehicle and attachment modules: AFV - Fill Volume AFC - Fuel Capacity APC - Payload Compensation ABW - Ballast Weight AMP - Motor Power AWS - Working Speed AWW - Working Width APW - Pickup Width ADS - Driving Speed ABP - Brake Power ADR - Discharge Rate Placeable and production modules: AFV-P - Fill Volume ADR-P - Discharge Rate ACR-P - Cycle Rate ACA-P - Cycle Amount AIP-P - Income Payments Source code, help and issue reports: https://github.com/BLU3COW/FS25_AdjustSuite Fixed AFC and AFV sometimes losing a fill level saved above the vehicle's default capacity after a game restart. - Added ABP support for braked trailers and attachments. - Added AFC for fuel, DEF, electric charge and alternative propulsion supplies. - Added APC for compensating the physical mass of supported FillUnit payloads. - Added ABW for standalone front weights and integrated ballast configurations. - Added AFV-P for placeable and production storage capacities. - Added ADR-P for placeable loading and unloading speeds. - Added ACR-P for production cycle rates. - Added ACA-P for production input and output amounts per cycle and feeding robot payloads. - Added AIP-P for income-generating placeables. - Improved compatibility with Courseplay, AutoDrive and Precision Farming. - Improved shop configuration handling, settings sync and module filtering. - Fixed an APW runtime issue when resolving pickup work area nodes. - Reworked several internal checks for fill units, discharge nodes, work areas and placeable production data.

Monosem 4-6 Pack FS25
other

Monosem 4-6 Pack FS25

Conversion from FS 19 Maximum speed: 12 km/h Possibility of adding fertilizer while sowing. 4 rows Working width: 3 m Transport width: 3.10 m Price: €2,500 6 rows Working width: 4.50 m Transport width: 3.20 m Price: €3,500 Fix for the 6-row version that did not unfold Fix to the ground texture Various texture fixes

Gilibert 1800 Pro FS25
trailers

Gilibert 1800 Pro FS25

Gilibert bucket for FS 25 Capacity 18,000 Price 30,000 Giro LED lighting added LED Michelin wheel correction bug mise a jour feux et giro mise a jour lien

Gilibert 1300 Pro FS25
trailers

Gilibert 1300 Pro FS25

Benne Gilibert 13000 for FS 25 ability from 13,000 to 16,000 Configue wheel available grain screw Giro LED and Lights Moddify Price 9,500 correction beug mise a jour feux mise a jour du lien

Caterpillar 980K v1.0
tractors

Caterpillar 980K v1.0

Caterpillar 980K v1.0 Bring some serious heavy equipment to Farming Simulator 25 with the Caterpillar 980K Wheel Loader. This mod has been developed with a strong focus on realism, functionality and detail, aiming to recreate the look, feel and operation of the Caterpillar 980K as closely as possible within Farming Simulator 25. The 980K is designed primarily for heavy material handling and is ideal for quarries, aggregate yards, construction sites, bulk material handling and large-scale farm operations. Features Highly detailed Caterpillar 980K model Fully functional wheel loader Realistic articulated steering Oscillating rear axle Functional Z-bar loader linkage Working main lift arms Fully animated bucket linkage Animated hydraulic cylinders Realistic bucket movement and working angles Detailed Caterpillar-style cab Detailed exterior components Realistic machine proportions and scale Realistic Caterpillar-inspired colours and materials Working front and rear lighting Working front work lights Working rear work lights Functional indicators Rear lighting Reversing lights Beacon/strobe options Safety equipment configurations Rear chevron configuration Interactive Control features Interior and exterior interaction points Working attachment system Compatible wheel-loader attachment setup Separate working bucket Functional fill volume Material loading and unloading Realistic wheel and tyre setup Custom transmission behaviour Multiple forward and reverse gears Tuned braking and drivetrain behaviour Detailed sounds and animations Dirt and wear support FS25 vehicle shader materials Author: HMM Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

SPRA COUPE 4440 v1.0
tractors

SPRA COUPE 4440 v1.0

SPRA COUPE 4440 v1.0 The wait is over. The Alpha Version of the SPRA COUPE 4440 is here, and I’m looking for real feedback from real farmers. This isn’t just another mod—it’s being built with attention to detail, realistic features, and the goal of creating one of the best SPRA COUPE experiences available. Alpha Features: Detailed exterior (interior in the works) Realistic animations High-quality textures Built with future updates in mind Community-driven improvements This is only the beginning. As the project continues, more features, refinements, and upgrades will be added based on your feedback. Author: RockinT Modding Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

34 / 4,524

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