Farming Simulator 25 mods

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779 / 4,889
Personnel Management v1.1.3
other

Personnel Management v1.1.3

Personnel Management for Farming Simulator 25 adds an employee system with applicants, salaries, loyalty, experience, specializations, training, resignations and helper assignment, including savegame configuration and multiplayer sync. The overview of personnel management extends the AI-powered assistants to include named employees, applicants, and long-term personnel development. Employees possess experience, reliability, loyalty, salary, sick days, and specializations. These values ​​influence assistant work, transport orders, fuel and material consumption, wear and tear, salary demands, and terminations. Menu and Settings: Open the ESC menu and select Personnel Management. The page contains Overview, Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTER executes the main action, T toggles the transport assignment, G approves an outstanding salary request, N rejects it, S starts a training session if permitted, and ESC returns to the Overview. Work and Transport: When a normal AI helper task is started, the mod opens a staff selection window instead of launching an anonymous helper. Transport orders are managed via the staff management: Assign a transport worker before an A-to-B transport order by pressing T. Salaries, Dismissals, and Terminations: – Employees receive monthly salaries. These are based on the number of days worked per month, the economic situation, and the employee’s performance. – Dismissed employees remain available during their notice period and are only removed from the company after their salary has been paid at the appropriate month-end. – Low loyalty can trigger warnings, salary demands, and termination. Experience and reliability: – Employees gain experience after completing tasks. Extensive experience is now a long-term goal; very high levels should be rare. – Inexperienced employees may work more slowly and cause additional wear and tear or moderately higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure. – Reliability impacts short-term dips in performance and sick days. Specializations and Training: – Employees can progress in multiple specializations simultaneously. – The highest amount of progress is displayed. When a specialization reaches 100%, it is considered learned. – Training is a strategic decision: one training session per employee per year, only on the first day of each month. – For training on one day per month, it must begin by 12:00 PM. The trained employee is unavailable for the remainder of the month. The cost depends on the monthly salary and specialization; training typically yields approximately 30% progress. Configuration and Multiplayer: – The toggleable gameplay effects can now be changed in the game settings via the ESC menu. – The savegame configuration file remains available and retains the same values. – The mod is multiplayer-ready; employee data, applicants, assignments, salaries, and key status values ​​are synchronized across farms. – In a completely new and unsaved game, the ESC menu entry will only appear after saving and reloading. Overview – Personnel Management expands the AI ​​helper system with named employees, applicants and long-term staff development. Employees have experience, reliability, loyalty, wages, sick days and specializations. – These values ​​influence helper work, transport assignments, fuel and material consumption, wear, wage demands and resignations. Menu and hiring – Open the ESC menu and choose Personnel Management. The page contains an overview, employee management and the applicant market. Employee and applicant entries are selected with the mouse. – ENTER performs the main action, T toggles transport duty, G grants an open raise request, N declines it, S starts training when it is allowed, and ESC returns to the overview. Work and transport When normal AI helper work is started, the mod opens an employee selection window instead of starting an anonymous helper. Transport jobs are controlled through employee management: assign transport duty with T before starting an A-to-B transport job. Wages, dismissal and resignations Employees receive monthly wages. Wages depend on days per month, economy difficulty and employee quality. Dismissed employees remain available during the notice period and are removed only after payroll at the correct monthly change. Low loyalty can cause warnings, wage demands and resignations. Experience and reliability Employees gain experience after completed work. High experience is now a long-term goal and very high values ​​should be rare. Inexperienced employees can work more slowly and can cause additional wear or moderate additional consumption of fuel, seeds, fertilizer, liquid fertilizer,herbicide, slurry, digestate and manure. Reliability affects short performance drops and sick days. Specializations and training – Employees can develop progress in several specialization areas at the same time. – The highest open progress is shown in the employee entry. When one progress reaches 100%, the specialization is learned. – Training is a strategic decision: one training per employee and year, only on the first day of a month. With one day per month, training must start at 12:00. – A trained employee is unavailable for the rest of the month. Training costs are based on the monthly wage and the trained specialization and usually add about 30% progress. Configuration and multiplayer – The configurable gameplay effects can now be changed in the game settings in the ESC menu. – The savegame configuration file remains available and keeps the same values. – The mod is prepared for multiplayer; employee data, applicants, assignments, wages and important statusvalues ​​are synchronized per farm. – In a completely new and unsaved savegame, the ESC menu entry may appear only after saving and reloading the savegame.

1987 Nissan Patrol v1.0
cars

1987 Nissan Patrol v1.0

– Power: 560 – Max Speed: 160 – Price: 19000 Make sure you download the Wheel Pack or the tires wont show up!

SlurryPipeSystem v1.0.1.6
implements

SlurryPipeSystem v1.0.1.6

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.

Helfer auf Pump v1.0.2
other

Helfer auf Pump v1.0.2

Are you also tired of your AI helper quitting just because your account isn’t exactly overflowing? Changelog 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. – 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.

BigBag Hooks For SkidSteer v1.0
implements

BigBag Hooks For SkidSteer v1.0

Singe and Dual Big Bag hook edit for skidsteers. With this tool you can, with your telehandler, easily load big bags anywhere. – Price: 1800 $ – Configurable hook colors – Configurable stickers Changelog – Added hook to one arm

BigBag-Haken für SkidSteer v1.0.0.0
implements

BigBag-Haken für SkidSteer v1.0.0.0

BigBag-Haken für SkidSteer v1.0.0.0 Einzel- und Doppel-Big-Bag-Hakenbearbeitung für Kompaktlader. Mit diesem Werkzeug können Sie mit Ihrem Teleskoplader problemlos große Säcke überall verladen. Preis: 1800 $ Konfigurierbare Hakenfarben Konfigurierbare Aufkleber Änderungsprotokoll An einem Arm wurde ein Haken angebracht.

МОД Visual Mud Tracks v1.4.0.0 (1.21.x) ДЛЯ FARMING SIMULATOR 2025
other

МОД Visual Mud Tracks v1.4.0.0 (1.21.x) ДЛЯ FARMING SIMULATOR 2025

**Визуальные следы от грязи** расширяют возможности Farming Simulator 25, обеспечивая всестороннюю симуляцию полос движения, влажности почвы, поведения шин, уплотнения грунта, повреждения плодов, корней и застревания. Это означает, что техника реагирует гораздо реалистичнее на сухую, влажную и переувлажненную почву. Мод предназначен для одиночной и многопользовательской игры и может работать с **Реалистичной системой управления водой и почвой**. Влажность почвы, грузоподъемность и заболачивание влияют не только на отображение, но и на загрязнение шин, проседание, скольжение, сопротивление движению и повреждение растений. В версии 1.4.0.0: - Исправлена ​​ошибка на многопользовательских серверах, из-за которой текстуры земли отображались под трактором. - Теперь на сервере все расчеты выполняются автоматически, и результаты передаются только клиентам. - Исправлена ​​ошибка, вызывавшая сильное падение FPS на карте 4x4. - Исправлена ​​ошибка, препятствовавшая передаче данных об уплотнении почвы в мод RWSM на серверах. АВТОР МОДА: Sherman

Hyundai Loniq 5 N 2023 v 1.0
trucks

Hyundai Loniq 5 N 2023 v 1.0

Selectable Body color. Selectable Seat color. Selectable Stripes color. Selectable Caliper color. Supports license plates. Interactive Control Support. Price: $45.000 Engine: Electric 650HP, 260KPH.

Hand Liftable Consumables v 1.2
placeables

Hand Liftable Consumables v 1.2

This mod is a pack of small, hand liftable consumable objects with realistic packaging design and capacities. (Or in some cases semi-realistic capacities for better gameplay). This is very usefull for small or starting farms and some of the items will for sure find their place even in large scale farming. You do not have to buy entire pallet (that has to be lifted with manipulator) but instead buy smaller and exact quantitiy you need which can be easily loaded with your hands and fits in your tuk-tuk or back of your pickup. With included fuel canister or barrel you can refuel your vehicles in field easy and quick. All objects can be multi purchased – The small items 1 up to 20 at a time and the bigger items 1 up to 8 at a time. Following objects and their contents, capacities and prices are available in this pack: Bag – 50 l (Single bag of material. To empty it into vehicle or feeding trough rotate the bag upside down. Automatic filling while sitting in vehicle is also an option.) Available content: – Chicken food (wheat) – 75 $ – Pig food – 50 $ – Horse food (oat) – 70 $ – Calf feed (forage / total mixed ration) – 25 $ – Mineral feed – 50 $ – Seeds – 63 $ – Fertilizer – 96 $ – Lime – 22 $ – Road salt – 10 $ Bags stack – 250 l (A stack of 5 bags bound together as single object. To empty it into vehicle or feeding trough rotate the bags upside down. Automatic filling while sitting in vehicle is also an option.) Available content: – Chicken food (wheat) – 375 $ – Pig food – 250 $ – Horse food (oat) – 350 $ – Calf feed (forage / total mixed ration) – 125 $ – Mineral feed – 250 $ – Seeds – 315 $ – Fertilizer – 480 $ – Lime – 110 $ – Road salt – 50 $ Canister – 100 l Available content: – Liquid fertilizer – 160 $ – Herbicide – 120 $ – Silage additive – 4,000 $ Plastic barrel – 250 l Available content: – Liquid fertilizer – 400 $ – Herbicide – 300 $ – Silage additive – 10,000 $ Fuel canister – 50 l Available content: – Diesel – 75 $ – DEF – 65 $ Iron barrel – 600 l Available content: – Diesel – 900 $ – DEF – 780 $ Round bale Net (Single roll of round bale Net) – 240 $ Square bale Twine (Single roll of square bale Twine) – 35 $ Bale wrap (single roll of bale wrap) – 100 $ Version 1.2: * Added support for Stackable Pallet Object Storage Extension mod

Sawmill v 1.0.0.2
placeables

Sawmill v 1.0.0.2

Boosted sawmill with 2 new recipes. both pallets can be sold what will help increase your bank account. Category: Production Sites Price: $20,000 Daily upkeep: $5 Version 1.0.0.2: * Price correction * Game compatibility check with the latest game version 1.21.1.0 * XML update to version 111 * XML clean up

Pig Pens v 1.0
placeables

Pig Pens v 1.0

Price: $1,250 Animals: 7 pigs Maintenance cost: $10/day Category: Animal Pens

High Capacity Cow Pasture v 1.0
placeables

High Capacity Cow Pasture v 1.0

A high capacity cow pasture capable of producing milk, manure, and slurry. The pasture can be customized to fit your needs. Category: Animal Pens Price: $12,500 Animals: 2,500 Food: 2,500,000 Water: 1,500,000 Milk: 2,000,000 Buffalo Milk: 1,500,000 Manure: 15,000,000 Slurry: 25,000,000

Lizard Grain Storage and Pig Food Maker v 1.2
placeables

Lizard Grain Storage and Pig Food Maker v 1.2

This multi purpose facility has big storage hall allowing you to store crops on ground or keep before they are processed by shredder. Grain can be stored also in large capacity storage silos. Plenty of room also for vehicles or for pallets storing. Shredder makes food for your pigs. 2 recipes: 1) maize + barley + canola + potato 2) sourghum + wheat + sunflower + sugarbeet Lights inside of the shed are controlled manually, anywhere inside of the building. Lamps outside, above the gates are switched on automatically during night. An option to add solar panels on roof. Price per panel: 265 $. Income per panel, per month: 21,6 $ (with adequate weather conditions). Price: 487,000 $ Daily upkeep: 250 $ FillType category: FARMSILO Silo capacity: 1,700,000 l Shredder pig food production speed per in-game month: 60,000 l Version 1.2: * Increased processing speed and ingredients storage capacity for pig food maker

Fendt Tigo75VR v 1.0.0.8
trailers

Fendt Tigo75VR v 1.0.0.8

Category: Forage Wagon Price: €141,000 Working speed: 25 km/h Capacity: 50 m³ – 240 m³ Selectable body color Selectable chassis color Selectable between original and black stickers Selectable rim color Two cameras have been installed (one for the loading area and a reversing camera) Version 1.0.0.8: * ModDesc increased * Color selection for stickers removed * You can now choose between the original and black stickers * Two cameras have also been installed. One provides a view into the loading area, and the other activates when reversing

Ursus 6 cyl Pack v 1.0
tractors

Ursus 6 cyl Pack v 1.0

Configurations: Swamp lamps wetland filter wetland sinker airhorn flashled stciker Tires Transmission Decals Front weight Wheel weight Back Fenders Front Fenders Mud guards Cabin Front lights Grill Back attacher Exhaust Steering wheel Hood Frontloader console Animations: IC/MC Color configurations: Engine Hood Fenders Cabin Grill Rims Front weight Wheel weights Roof Added: Swamp lamps Wetland filter Wetland sinker

779 / 4,889

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