Farming Simulator 25 mods
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Audi 80 v 1.0.0.7
Working lights Cost 5000 Max Speed 160 Mouse control for doors Passenger seats Version 1.0.0.7: * New Mod/Store icons (FS25 version)
Audi A4 B5 v 1.1.0.2
Power: 110hp Max Speed: 180 km/h Price: 10000 Color configuration Trailer hitch configuration Passenger seats Version 1.1.0.2: * New Mod/Store icons (FS25 version)
Audi RS3 v 1.0.0.2
Selectable color Price: $57.000 Power: Stock 2.5L Turbo Apr Stage 1 Unitronic Stage 2 Unitronic Stage 3 Fixed all log problems Converted to FS25 Version 1.0.0.2: * Vehicle years mod support added * New Mod/Store icons (FS25 version)
Toyota Hilux Arctic v 1.5.0.5
Price : 50.000 $ Engine :171 H.P Speed : 180 km/h 2 type rims Selectable Colors Trailer Hitch Passenger seats for multiplayer Version 1.5.0.5: * “Special” Green, Blue, Red colors added to configuration * New Mod/Store icons (FS25 version)
Toyota Hilux Invincible 2021 v 2.0.0.5
Price : 45.000 $ Engine :200 / 224 H.p Speed : 120 / 220 km/h 2 type rims Selectable Colors Trailer Hitch Passenger seats for multiplayer Version 2.0.0.5: * “Special” Green, Blue, Red colors added to configuration * New Mod/Store icons (FS25 version)
Audi A8 v 1.5.0.3
Power: 435 hp Max Speed: 250 km/h Price: 7.000 € Color configuration Rims color configuration Version 1.5.0.3: * “Special” Green, Blue, Red colors added to configuration * New Mod/Store icons (FS25 version)
Fleet Planner v 1.0
FS25 Fleet Planner – Interactive Equipment Loadout Builder for Farming Simulator 25 Plan your perfect farm fleet with this interactive desktop tool. Designed for FS25 v1.21.1.0, it helps you choose the right tractors, harvesters, implements, and trailers – whether you’re starting small or building a mega-farm. Choose your map, set a budget, and pick a difficulty. Then use Smart Build to get a custom fleet based on your farm size, crops, activities, and play style. Or switch to Manual Build to hand-pick every item from a complete catalog of 22 tractors, 7 combines, 6 forage harvesters, 12 headers, 14 trailers, and dozens more implements. Watch your budget bar update in real time, check HP compatibility and get detailed analytics: budget breakdown, coverage analysis, performance estimates, and smart suggestions to improve your build. Challenges add extra fun – try “Start from Zero” (€100K), “John Deere Only”, or “European Classics” – and compare items side by side with the Compare mode. Key Capabilities: Smart Build (farm profile → recommended fleet) Manual Build with search and filters 8 built-in challenges with budget/restrictions Real FS25 equipment data (prices, HP, speeds, weights) Live analytics: donut chart, coverage, performance, HP matrix, suggestions Compare mode (right-click → Compare)
No Winter Weeds v 1.2
On real North America, farms, weeds aren’t sprouting immediately after harvest in autumn or winter. This mod sets a block on weed growth from September to February, allowing residue to remain without your fields getting packed with weeds. Weeds start growing normally in March. If you choose no till, leaving crop residue for soil health through the winter, the government pays you $100/hectare at the end of February. HOW IT WORKS This should work on any FS25 map. Multiplayer should be supported CONSOLE COMMANDS gsNoWinterWeedsStatus – print the current period number and whether blocking is active right now gsNoWinterWeedsForce 0 or 1 – force blocking off/on immediately, for testing without waiting for the season to change
Ikarus 280 v 1.0
Ikarus 280 Articulated Bus Mod Experience the legendary Ikarus 280 articulated bus. This iconic classic is ready to hit the roads with a highly customizable exterior. The mod is actively being developed, with massive new features planned for upcoming updates to bring the full public transit experience to life. Current Features Right now, you can fully customize the look of your bus before taking it out for a drive. Custom Body Colors: Choose from a wide range of colors to paint the main body of the bus. Custom Door Colors: Match or contrast the doors with the body for a unique fleet design.
Nissan Skyline 2000 GT-R v 1.0
Selectable Body color. Selectable Rollcage color. Selectable Rim color. Selectable Caliper color. Selectable Bumpers color. Bumper Yes/No. 2 Wheels. 2 Spoilers. 1 Front Spoiler. 1 Antenna. Front Arches. Supports license plates. Interactive Control Support. Price: $143.000 Engine: S20 160HP, 5 Speed Manual, 200KPH. Custom Sound.
John Deere 440R v 1.0
John Deere 440R Sprayer Power 330 hp Price 450000$ Speed 50 km Includes a tank for liquid fertilizer and herbicides, as well as one for solids
Settings Hub V1.0.1
The settings bedrock of the Realistic Farming mod ecosystem. SettingsHub is mod 4 in the load order. Companion mods hand it their settings and one callback; SettingsHub owns a throttled async queue so heavy setting changes (rebuilding a large array on a slider tick) apply smoothly in the background instead of freezing the Lua thread, and it routes admin-only changes through the server so multiplayer stays consistent. There are no settings of its own to configure. Install it, keep it loaded, and let the companion mods use it. New Control Center: open it with Right Shift + A to see and run actions that companion mods register (toggle HUDs, open reports, and more) Companion mods can now hook their own actions into the Control Center No save migration needed.
Network Sync V2.0.1
The multiplayer network bedrock of the Realistic Farming mod ecosystem. NetworkSync is mod 2 in the load order (after StateLedger). It replaces each companion mod’s own network event classes with one batched sync cycle: companions register a schema and call markDirty, and NetworkSync serializes, batches at 1Hz, and delivers. This cuts multiplayer traffic and stops the cross-mod rubber-banding that comes from many mods each syncing on their own timer. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. Multiplayer join reliability: a blank join filename no longer aborts the rest of the sync The join handshake now latches on the server’s reply, so clients connect more reliably No save migration needed.
Income Mod V2.1.8
Converted from FS22_IncomeMod Income Mod provides players with a simple, balanced way to receive passive income. Automatically earn money either hourly or daily, based on your chosen difficulty or a custom amount. Perfect for players who want steady cash flow without relying solely on missions or selling goods. Features: – Easy / Normal / Hard difficulty presets – Custom income amount option – In-game notifications – Fully configurable via console commands – Settings saved automatically to XML – Works in singleplayer and multiplayer – Lightweight and stable Please be aware: You need to have developer mode enabled in order for you to open the console. This can be done in your FS game folder, then look for the “game.xml”. Change to “true” Enjoy you farming experience with my Income Mod <3 No save migration needed. V2.1.7.0 This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on. New in this version: – Release gate. Experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting. – New setting: Experimental Systems. Under the mod’s settings, default off (stable only). Turn it on to use experimental systems at your own risk. – C3 loan elaboration locked. The emergency loan stays available as the interest-free bridge loan it has always been: grant, re-draw, forecast and repayment are untouched. What stays locked is the cost elaboration (the escalation and the Time Guard compounding). The floor escape is never removed: a broke farm can always reach the base-game loan. Everything else works exactly as before. The passive income system, the HUD, and the report dialog are untouched. V2.1.6 Fix: mouseEvent accepts eventUsed but never checks or returns it (#25) V2.1.5.0 Skip income payout during sleeping. v2.1.4.0 — HUD Persistence Fix The Income HUD position, scale, and visibility were not being saved when you saved your game — only when you manually exited edit mode (right-click). This meant the HUD would reset to its default position and reappear on every reload even if you had hidden it with the I key. HUD position and scale now save on every game save and on mod unload HUD visibility (I-key toggle) now persists across reloads No save migration needed — existing saves work as-is. V2.1.3 Bug fix release. V2.1.2.0 – The income panel can now be moved and resized to fit wherever you want it on screen. Right-click the panel to enter edit mode, drag it to a new position, drag a corner handle to scale it up or down, then right-click again to lock it in place. Your layout is saved between sessions. – Colors updated to match FS25’s native panel style (dark, clean, no green border) Toggle visibility still works the same way via the I key. No save migration needed. V2.0.0.4 – Fixed `MoneyType` crash (income never paid) V2.0.0.3 – Fixed mod not loading due to wrong ZIP building inside the build.sh V2.0.0.2 – HUD toggle desync fix – Added missing showHUD field to the console settings – Added explicit override that calls updateDisplay() on every open – Removed stray double blank lines V2.0.0.1 Hotfix: Payment Notifications Fixes a crash that occurred every time an income payment fired. Bug FSBaseMission.lua:2472: attempt to index nil with ‘id’ — the game’s update loop crashed because hud:showBlinkingWarning() internally accesses a value that can be nil at runtime. Fix Replaced both notification calls (payment + startup) with the correct FS25 API: g_currentMission:addIngameNotification(FSBaseMission.INGAME_NOTIFICATION_OK, message) Notifications now display correctly without errors. Changes src/IncomeSystem.lua — payment notification src/IncomeManager.lua — startup notification V2.0.0.0 * Added **seasonal income modifiers** (Spring 0.8x, Summer 1.0x, Autumn 1.2x, Winter 0.7x) with optional toggle in the settings UI * Added **selectable income multipliers** (1x / 2x / 5x / 10x) in settings UI and via `IncomeSetMultiplier` console command * Added **per-farm multiplayer support** — each active farm now earns independently * Added **income state persistence** — `lastHour` and `lastDay` saved to `_state.xml` to prevent missed or duplicate payments after reload * Added **payment history tracking** — `IncomeHistory` console command shows last 10 payments (day, hour, amount, seasonal modifier) * Added **next payment timer** — `IncomeNext` console command displays time remaining until the next payout * Added missing **`IncomeSetDebug` console command** for toggling debug mode * Fixed critical **multiplayer duplicate payment bug** by adding a server-only guard in `giveMoney()` * Fixed duplicate startup notification (was triggering from both IncomeManager and IncomeSystem) * Fixed global namespace pollution from `getTextSafe` (moved to `UIHelper.getText()` module method) * Fixed debug print leak in `UIHelper.lua` * Fixed incorrect startup tip text (now shows: `Type ‘income’`) V1.1.0.0 – Rewrote entire code – Changed entire command list – Added new settings tab in the pause menu – Changed notification style – Optimized current code – Added support for: de, fr, pl, es, it, cz, br, uk, ru V1.0.1.0 – Fixed console error V1.0.0.5 [Critical Hotfix] – Updated settings save & load function* *In FS22 we store modSettings in user game path, in FS25 they want it to be stored in savegame folder. I was not aware of that, this is now fixed 🙂
BUFFALO 5200 0630 V1.0
The BUFFALO 5200 0630 is a 6-row, 30″ stalk chopper designed for chopping and destroying crop residue after harvest. Features: 6 Row — 30″ Configuration 3-Point Hitch Roller Stalk Chopper Rear Diamond Harrow Designed for Corn and Sorghum Residue North American Farm Equipment
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