Farming Simulator 25 mods
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Nissan Skyline GT-R R32 V1.0
Characteristics: -Selectable Body color. -Selectable Seat color. -Selectable Rims color. -Selectable Caliper color. -2 Spoilers. -2 Rims. -Supports license plates. -Interactive Control Support. -Price: $45.000 -Engine: -RB26DETT 276HP, 5 Speed Manual, 250KPH. Requires: Interactive Control
Elmers Haulmaster 1300 v 1.0
Holds 1300 bushels with a right hand unload auger. It has tracks, rowcrop tandems, LSW floaters and Mitas floaters, scale option, water tank option, toolbox and shovel option, rear hitch config and some color configs as well.
Knight Trailblazer Pro 4200 v 1.0
Working width: 24 meters Tank capacity: 3200 L Price: 72977 $ Working speed: 15 kph Category: Sprayers
1976 Chevrolet K30 v 1.2
Specifications: Brand: Chevrolet Model: K30 HP: 260 Year: 1976 Price: 1699$ Configurations: Cab Color Hood Color Left Door Color Right Door Color Bumper (Yes or No) Bumper Lights (Yes or No) Bed Type (Flatbed or chassis only) Bed Walls Wood Type For Sale” Sign Animations: Doors Bed walls (can be removed) Interior animations (pedals, needles, shifter, etc) Additional Features: FS25 Standards (material system, wetness, lights) Tension belts License plates Custom dirt and wear (rust) Brand colors Custom sounds Plow mount Goosneck hitch (drive to the trailer and it will attach) Version 1.2: * Fixed the wheels not appearing
1964 John Deere 37 Sickle Mower v 1.0
Required hp: min. 10hp Price: 850$ FS25 standards( new material system, rain drops) New dirt/wear map with a rust texture Added tire options Replaced the wheels with more accurate ones You can choose between John Deere, International and Allis Chalmers versions Rim color options
Illschwang Map v 1.0.1.0
– 18 playable farms, biogas plants and contractor farms – 255 original field sizes – from small farm plots to large scale cultivation areas. – From fields that are 1ha to large ones of around 13ha – A total of 500ha of arable land awaits you – 12 small villages, large forests and the flair of the Oberpflaz – an atmosphere that is recognizable – Farms and industrial sites recreated almost 1:1 – choose from a total of 18 farms that are true to the original – Whether cows, pigs, horses, or other animals: you make the choice – Dynamic seasons & weather – work in harmony with wind, rain and nature – Suitable for solo and multiplayer – from relaxed after work games to large community campaigns. Everyone will find their own home here Version 1.0.1.0: * Ground collision at grain storage * Double cow barn removed from Farm 12 * Misplaced decoration removed from Farm 12 * Trees and decorative foliage removed from Field 21 * Silo wall collision fixed at Farm 7 * Road collision on the bridge fixed * Water hazard fixed in Field 56 * Double Weinzierl silos removed from Farm 7 * Pit dug out at the contractor’s site * Field 72 fixed * Fence collision fixed at Farmhouse 9 * Fence collision fixed at Farmhouse 86 * Fence collision fixed at Farmhouse 152 * BGA fermenter brought back to the ground * Silos under the map removed at Farm 4 * Grass planted between Fields 13 & 14 * Bale stacking Collisions added * Floating guidepost placed at field 64 * Fixed seed purchase trigger * Terrain in the cow barn on Farm 5 leveled * Fixed the decal on Farm 7 / BGA access road that caused the terrain to disappear * Replaced the silo at Farm 3 / BGA with a placeable, functional silo * Given the attribute “defaultFarmProperty=”true” to the starting vehicle fleet * Missing collisions at the drive-through silo on Farm 11 – error is in the placeable mod from the Modhub (SCS_GUTSHOF_BUNKERSILO) * Floating beer crate on field 111 – error is in the placeable mod from the Modhub (upperBavarianFarmhouse) * Excessive collision at the silo on Farm 7 – problem with the placeable mod * Silage silos on Farm 8 not working – due to additional mods with more HeightTypes * Silage silos on Farm 7 not working – due to additional mods with more HeightTypes * Grain storage on Farm 7 not functioning – Function tested, everything OK * Grain storage Farm 7 – Terrain adjusted * Paintable plants added via separate mod * Paintable textures added via separate mod * HeightTypes adjusted to 256 so that tipping works fully again * Water09 StoreIcon added * Alfalfa and clover can be baled * Triticale can be fed to pigs * Farm signs and posters removed from the Klattenhof map * Birch trees removed and replaced * Old shed removed and replaced * Meadow fence used as a placeable * Placeable tire tracks used as a placeable
Armer Salmon 10 Row Seeder v 1.0
– Twin Tool Bar and Stabilisers – Crumbler Roller for Seed Bed Preparation and Unit Drive System – Ridging Assembly for Sowing on Ridges – Parallel movement of individual Seeder units – Self Cleaning rubber low ground pressure pack wheels – Monitor to ensure that machine is seeding at all times and that boxes are not empty – Hydraulic Markers controlled from Tractor Cab – Electric Clutch to engage and disengage 4, 5, 6 units on 8, 10 and 12 Row machine – ‘A’ frame and Quick Hitch for fast attaching of Tractor to Seeder or Trolley – Bung fitted in each unit for easy removal of seed – Applicator for applying insecticide granules in ground with seed or applying granules overground pollowing pack wheels – Stabiliser Disc fitted to ensure machine runes straight – Double Disc opening for Seed Groove – Twin Seed Covers wuth adjustable weights – Trolley for safe and simple movement of seeder – Tailer for transporting Armer Salmon 10 Row Crumbler Roller Seeder
Abbey 3000 Slurry Tanker v 1.0
Compatible with Slurry Pipe System Mod. The Tandem Tanker range are built standard with a self steer Bogie system, Parabolic Weight Sensing Sprung Drawbar, MEC 11,000 pump, hydraulic 420 X 180 brakes with 120 sq. Axle, LED lights, side amber lights, power brake system, rear hydraulically operated and include heavy duty outlet valve, inverted spreading plate, One blank fill point with 50mm wash trap, Two complete quick attach fill points, 24” rear door & mudguards, one front blank fill point, 20ft of 6” suction hose and a DM Band Spreader bracketry. Price: 22750 $
Slurry Pipe System v 1.0.1.6
Release V1.0.1.6 – Everything since V1.0.1.5. No config schema changes, savegames unaffected. Added – Spreader HUD can follow the help menu (F1) New per-player setting under the SPS HUD section: Hide with help menu (F1). Yes: the SPS HUD (dribble bar cells, pressure, pump readout) hides together with the help menu when F1 is pressed, and returns with it. No (default): it stays on screen exactly as before. Saved per player, never synced. Changeover-lever animation — Tankers can now show their vacuum/pressure changeover lever moving. Name an animation from the vehicle’s own on the pump element (); time 0 = FILL (vacuum), time 1 = DISCHARGE (pressure). SPS plays the swing on every direction toggle, snaps the pose on spawn and savegame load, and stays in sync in multiplayer and on dedicated servers with no extra setup — the animation rides the same direction event every peer already receives. Coupler animations from the vehicle’s own block Couplings can now reference vanilla animations by name — connectorAnimationName=”…” / valveAnimationName=”…” on — instead of re-authoring the parts in . Start = disconnected/closed, end = connected/open. Save/load pose restore and multiplayer sync work exactly like the id-based system; a missing animation name warns in the log. Vehicle couplings only. Rear-valve animation — Spreader tankers can animate their rear valve with the SPS spreader valve: name an animation from the vehicle’s own ; it plays open/closed with the valve toggle (time 0 = closed, 1 = open), starts closed, and syncs in multiplayer including late joiners. Sounds in the animation ride along. A movingTool axis driving the same animation may stay in the XML for players without SPS — SPS disarms it automatically at registration (logged), so one XML serves both audiences. Same for the directionAnimation lever, and for a setup driving an SPS-owned animation: the fold key then refuses with a clear warning instead of desyncing the lever. Manual / hydraulic changeover as a store option An outside direction control can declare store-configuration indices (cabDirectionConfigIndex / cabDirectionConfigType) for which the direction control moves into the cab — a tanker sold with a manual changeover keeps the walk-up control, while the hydraulic-changeover variant of the same tanker is switched from the seat (hydraulics connected required). PTO at the node is unaffected. Blockage clearing is now a proper job The blockageAnimation no longer fires when a blockage happens — it now belongs to the clearing: hold the clear key and the mechanism opens (animation forward), the clearing time runs, and it closes back up (animation reverse) before the blockage clears. Releasing early aborts and winds it back. Without an authored animation, clearing is the plain timed hold as before. Clearing now requires the pump off and the spreader valve closed on every tanker type (vacuum tankers must also be vented), and other players see the whole attempt in multiplayer. Quieter, clearer logs One line per vehicle names its nodeTree and how many nodes linked; a declared but unloadable nodeTree, an unresolved blockage section band, and a missing animation name each warn explicitly; the crust-vegetation load chatter moved behind a debug channel. Silent failures keep getting louder, healthy loads keep getting quieter. Fixed Coupler “connect” option lost when visuals are added under the mount node The connect-detection arc group was found strictly as the mount node’s FIRST child. A modder who nested coupler animation visuals (clamps, handles) under the mount node before the arc group lost the connect option entirely — the coupler still laid pipe, but walking a laid pipe’s end onto it offered nothing. The arc group is now found by name (any direct child ending in Arcs), with the old first-child rule as fallback, so child order no longer matters. The coupler node structure is now documented in the tanker guide. Open spreader valve: the pump only builds against slurry With the rear spreader valve open, vacuum can no longer be built at all (the valve must be closed to fill — no pumping-in while spreading), and pressure builds only while slurry is aboard. An empty tank with the valve open builds nothing and any stored charge vents at the fast rate. New: the spread follows the gauge — spread rate and the size of the discharge effect now scale continuously with stored pressure: no charge = a slow gravity dribble with a small stream, half a charge = a visibly weaker spread, full charge = the full-rate, full-size spread. Watch the stream fade as the stored pressure tapers with the PTO off. Working-speed cap released when the tank is empty An open spreader valve kept the implement’s working-speed cap (and thickness speed scaling) even with an empty tank — driving home empty at field speed. The cap now releases as soon as there is nothing left to spread. Blockage-risk HUD honours per-vehicle tuning The risk row used the global crust thresholds, so a machine tuned to resist blockages (e.g. a wide-bore splash plate with outletCrustMinRaw 0.85) showed HIGH while its actual risk was near zero. Risk is now computed from the same per-vehicle thresholds the blockage roll uses. Store pipe effects during gravity / head-driven emptying A placeable store’s own pipe effect only played while the connected tanker’s pump was running with pressure built. A tanker emptying into the store by gravity or head equalisation — pump off, level still falling — moved slurry with no visible stream at the store inlet. The effect is now driven by the same flow resolver that moves the liquid, matching the 1.0.1.4 fix the tanker-arm effect got. SPS nodes on a vehicle’s 2nd, 3rd, … component were invisible Every vehicle-side node lookup searched only rootNode — which in FS25 is component 1 and nothing else; the other components are its siblings, not its children. Any SPS node authored on a later component (a coupler on the sprung tank body so it rides the suspension, a fill arm on a rear frame) was silently never found: nodeTree containers failed to link, and mountNodeName lookups came up empty. Placeables never had this problem — their resolver always searched every component; the vehicle side now does the same. Affects the nodeTree container linker, all mountNodeName/surfaceRef/sound node resolution, the whitespace-tolerant retries, the live-arm relink, and the sprayer-side equivalents. Both authoring styles remain fully supported, alone or mixed: SPS nodes authored directly in your vehicle’s i3d (on any component — put them on the component that physically carries them), and/or injected from a separate i3d shipped next to your vehicle. Nothing was removed; the log now prints one line per vehicle naming the nodeTree and how many nodes it linked, so you can see which path ran. Release V1.0.1.5 Everything since V1.0.1.4. A small follow-up release: custom vehicle types that descend from none of the vanilla tanker families now work, and the tanker / fert-sprayer override families are kept cleanly apart. No config schema changes, savegames unaffected. Added Custom vehicle types — the safety net V1.0.1.4 taught SPS to walk a type’s parent chain, covering modder types derived from the vanilla tanker or sprayer families. This release covers everything else: a vehicle whose type descends from none of them (e.g. a modder’s own parent=”sprayer” or parent=”tractor” type, as in the LSFM Universal Tank Pack) but that registers through an embedded block now receives the tanker behaviour per-vehicle at registration. The declaration in the vehicle’s own XML is the authority — the type family is just the fast path. A log line names the type when this kicks in: custom vehicle type ‘…’ is not in the tanker type family — N tanker override(s) applied per-vehicle at registration. Fert/herb sprayers cannot be affected: only a pure slurry registration triggers it, dual-registered sprayer/slurry machines keep their exact previous behaviour, and blockage-only spreader implements (dribble bars) stay driven by their tanker as before. Fixed Tanker / sprayer override families kept apart With 1.0.1.4’s parent-chain walking, the vanilla tanker types (which themselves descend from the sprayer types) also collected the fert-sprayer override set a second time on top of the tanker set. Harmless in play (the functions self-guard), but the two families are now resolved exclusively — a type is covered as a tanker or as a sprayer, never both.
Helpers on Credit v 1.0.2.0
Are you also tired of your AI helper quitting just because your account isn’t exactly overflowing? This mod solves the problem: Helpers (field work and more) now continue working even if the balance is negative or no longer covers ongoing costs. In the base game, a helper job is immediately stopped with the message “No more money” as soon as the balance is insufficient. With this mod, costs continue to be deducted as normal, and your account can go into the negative instead of the helper immediately giving up. Version 1.0.2.0: * New: Purchase of vehicles and equipment on credit. If your balance isn’t sufficient, but your accepted jobs cover the price, the purchase will still go through * New: A credit limit of €50,000. Helpers stop working and credit purchases are blocked once this balance is reached
Lizard T4000 v 1.0
Category: Cultivator Price: $18,500 Working width: 3M – 4M Required power: 90 HP Working speed: 15 km/h
Bourgoin MD8 v 1.0
Category: Harvesters Price: 11.800 $ Power: 100 hp (74.5 kW) Top speed: 28 kph Max. working speed: 9 kph Working width: 2.0 m
Mercedes Benz Metz FGL LF16 v 2.0
Features – Fully animated roller doors – animated running boards – Working rear ladder – Animated hose reel – Animated speedometer – Windshield wiper animation Configuration options Designs: – Neutral – Volunteer fire department – Mittelberg fire department – Flokensee fire department – Schonstett fire department – Wertheim fire department – Your design Customize your vehicle with different fire department designs. Blue light options Choose between different blue light variants: Rotating mirror LED Xenon Bumper color Individual adjustment of the bumper color possible. Reel hose color Configurable hose colors for the tail reel. Special features The Mercedes Benz Metz LF16 is based on classic LF16 bodies with a typical crew cab, rear reel and the characteristic Metz equipment rooms, as they were often found, especially on older Mercedes chassis. Whether historical fire department, modern modification or collector’s vehicle – this LF16 combines nostalgia with extensive functionality. Version 2.0: * Fully animated 3D expansion * Jet pipe script (jet pipe can be removed from compartment GR3 using the key) * Chainsaw script (LS chainsaw can now be stored in compartment GR1) * Added winch configuration * Added configuration for single and double hose reel mount * Added 2 new designs for the LF16 * Adjusted neutral fire department skin on the door * Vehicle can now be refueled * Added water tank * Added passenger mode for multiplayer * Fixed mesh errors * Added new siren * Major LOG errors fixed * Response time for doors, roof boxes and running boards have been adjusted
Family Frost Ice Cream Truck v 1.0.0.3
A classic Family Frost ice cream truck bringing sweet treats and nostalgic melodies to your neighborhood. Perfect for delivering frozen goods. Interactiv control animation Doors. X button back door open. Version 1.0.0.3: * Back white texture fix * Back Right wheel fix rotation
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