Farming Simulator 25 mods

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Volvo FH16 Tipper Truck v 1.0.0.2
trucks

Volvo FH16 Tipper Truck v 1.0.0.2

Category: Trucks Price: 189.000 $ Capacity: 11.000-26.000l Power: 600 hp Max. speed: 90 kph Configurations: Extension, roof setup, engine setup, front guard, Mudflaps, mirrors, front mounting, sidemarkers, lightbars and fenders Colors: Main, design, grill, tipper and rims Version 1.0.0.2: * Optimized the truck to be used with the tipper trailer * Removed wheel hubs changing color with the main color * Added mudflaps for the chrome fenders

MAN TGX 26.580 Tipper Truck v 1.0.0.1
trucks

MAN TGX 26.580 Tipper Truck v 1.0.0.1

This is a norwegian based tipper truck Capacity: 11.000-26.000 liters Price: $150.000 Power: 580 HP Max. speed: 83 kph Configurations: Extension Wheels Lightbar, worklights, strobe lights and sidemarkers Accessories Fenders Main colors Tipp colors Rim colors Version 1.0.0.1: * Optimized the truck to be used with the tipper trailer * Changed position on Continental wheel configurations * Added chassis color configuration * Other small changes

Advanced Bank System v 1.1
other

Advanced Bank System v 1.1

This mod fully replaces the base game’s finance/loan system: any loan taken from the vanilla financial service is automatically cancelled and refunded, all borrowing goes through this mod’s own bank instead. Advanced bank system with a dedicated tabbed page in the native pause menu. No total loan limit, except at the worst credit rating tier. Interest rate is a base market rate plus a risk premium tied to a dynamic 6 tier credit rating (D to AAA), which drops a tier on every default and climbs back up a tier every time you fully pay off a loan. Each loan has its own locked in monthly repayment and payment hour. If you have any overdue installment on any loan, the bank won’t grant you a new one until it’s settled. A missed payment triggers a warning: if it stays unpaid, a vehicle/implement is seized every following month until settled. The most valuable eligible asset is seized into a hidden virtual warehouse and returned to the shop parking area once the arrears are settled. The last usable motorized vehicle is never seized. Also includes an investment module with three risk profiles tied to a simulated market cycle. Version 1.1: * Fixed text alignment in the “Investments” tab to match the other tabs

Dynamic Market v 1.2
other

Dynamic Market v 1.2

Dynamic Market makes selling prices change over time, on top of the normal seasonal swings from the base game. Each product group develops differently, so the best time to sell keeps changing. Prices Additional monthly market swing on top of base game prices Every product group (crop farming, forage crops, animal products, livestock, processed goods, building materials, map-specific goods) follows its own price curve Optional yearly average mode: replaces the base game’s seasonal peaks with one stable yearly value, so you don’t have to wait for a specific month Sales pressure at selling stations: selling large quantities at once temporarily lowers the price there, which then recovers over time (threshold and strength adjustable) Stock & Notifications Shows your actual stock per product: in storage, trailers/implements, and the output storage of production buildings and animal barns In-game notification when a good you have in stock rises notably in price Show an item’s storage locations at the press of a button, including map markers for the storage location and the best sell point Overview Dedicated market screen with base game price, adjusted price, percentage difference, selling location and best selling month Search, storage filter and sortable columns for fast navigation Favorites Mark goods as favorites directly in the market overview Filter the overview to show only favorites, and sort by favorite Favorites are saved with your savegame Automatic detection Automatically detects sellable goods from any map or mod, without manual setup Goods that don’t fit an existing group but can genuinely be sold end up in their own “Map-specific” group instead of being ignored Manual group assignment available for special cases Multiplayer All market calculations run server-side, so every player sees the same prices Version 1.2: * New: get an in-game notification when a good you have in stock rises notably in price * New: show an item’s storage locations at the press of a button, including map tagging for the storage location and the best sell point * New: the “Sale value” column now shows stock x current price instead of just the price difference to base price * New: goods in trailers/implements and production building outputs now count towards the shown stock * New: manure, liquid manure and digestate are now tracked as sellable animal products * New: unclassified but genuinely sellable goods now get their own “Map-specific” price group instead of being ignored * New: sales pressure at selling stations: selling large quantities at once temporarily lowers the price there, which then recovers over time. Two new settings control the threshold and the price drop per step * Fixed: market prices were recalculated every 5 seconds even when the period had not changed * Fixed: “Normal” price-base mode now keeps the original seasonal curve instead of flattening it * Fixed: group names and market notices now consistently use the shipped translations * Fixed: crop farming and other merged categories had lost their seasonal price influence * Only actually unloadable and sellable products are now shown for production buildings, animal barns and attached implements * Simplified how the mod’s menu tab registers itself, to be more robust for gamepad/controller navigation

Dynamic Wind v 1.0
other

Dynamic Wind v 1.0

Makes the wind more natural and dynamic with smooth changes in speed and direction. The mod follows the active map’s weather, allows real calm periods and keeps appropriate wind during rain and storms. Its strength can be adjusted from 1 to 5 in the game settings.

Rain Fills Water Troughs v 1.0
other

Rain Fills Water Troughs v 1.0

When it rains, outdoor animal water troughs are automatically filled with rainwater. The fill rate depends on rain intensity, and a notification appears when troughs start being filled by rain. Features: Works with all animal types using manual water troughs Fill rate proportional to rain intensity Only fills troughs that are not already full Multiplayer supported

Goat Milk IBC Tanks and Bulk Handling v 1.0
other

Goat Milk IBC Tanks and Bulk Handling v 1.0

Sounds too good to be true? See for yourself what this incredible package has in store for you: The revolutionary 2,000-liter IBC tank! Double your capacity in one fell swoop! Every sheep and goat barn—regardless of brand or model, whether newly built or long established—will now automatically dispense from our new, practical IBC mesh tanks. No demolition, no need to build a new barn! The old can pallets will be replaced. The magic transfer technology! Does this sound familiar from your fertilizer IBC pallets? Park the silo trailer next to it, press the button, and WHOOSH—the milk flows as smoothly as gold straight into your tanker! No more manual labor! No more endless pallet hauling. Two transport giants included! We’re taking it one step further! You’ll receive ready-to-drive special editions of the popular LIZARD MKS 8 and MKS 32 tank trailers, factory-equipped for transporting the finest goat milk elixir! Lizard MKS 8 Capacity: 8,000 liters Price: 27,500 euros Coupling: Swivel coupler Can be filled with: MILK, BUFFALO MILK, GOAT MILK, WATER, LIQUID FERTILIZER, HERBICIDE Lizard MKS 32 Capacity: 92,500 liters Price: 27,500 euros Coupling: Semi-trailer Can be filled with: MILK, BUFFALO MILK, GOAT MILK, WATER, LIQUID FERTILIZER, HERBICIDE Maximum compatibility thanks to LIQUIDFOOD! We’ve added goat milk directly to the LIQUIDFOOD category, which is well-known among modders. For you, this means that even your favorite tank mods that are already installed will now accept goat milk! Put an end to the chaos of jugs and switch to the large-scale dairy farming of the future. Your back (and your goats) will thank you! Contents: Every sheep/goat barn (any brand/mod, including those already placed in your save file) now spawns a 2,000-liter goat milk IBC tank instead of the jug pallet. No separate barn required. Goat Milk Tank (IBC): A pallet with the same “Fill Trailer” mechanic as the vanilla liquid fertilizer/herbicide IBC tanks—park a trailer next to it and pump the contents over using “Fill Trailer.” MKS 32 / MKS 8 (+ Goat Milk): Clones of the LIZARD MKS 32 and MKS 8 tank trailers with GOATMILK added to the list of permitted fillers. GOATMILK has been added to the “LIQUIDFOOD” community category for compatibility with other ModHub tanker mods.

Pitts LB35 CS Lowboy Trailer v 1.0.0.2
trailers

Pitts LB35 CS Lowboy Trailer v 1.0.0.2

Pitts LB35 CS Lowboy Trailer is a low loader trailer made to haul equipment, but can also be used to haul anything you can fit. Since 1976, Pitts has built trailers for the construction, commercial and forestry markets tough enough for every job and priced to make you profitable. Price: $28,000 Brand: Pitts Weight: 13,500 lbs. Axles: 2 Suspension: Spring Version 1.0.0.2: * Make color selectable

New Holland TX 32 v 2.0.0.1
harvesters

New Holland TX 32 v 2.0.0.1

TX 32 Price: 55.000 $ Power: 155 hp Max. speed: 25 kph Grain tank capacity: 5,600 l TX 32 Header Price: 20.000 – 25.000 $ Working width: 4.0 – 4.5 m TX 32 Header Trailer Price: 1.500 – 1.700 $ Version 2.0.0.1: * Fixed issue with external IC trigger preventing IC usage outside the combine

Case IH Axial Flow Series v 1.0
harvesters

Case IH Axial Flow Series v 1.0

AFS Harvest Command automation is officially supported for the following crop types: corn, soybeans, canola, barley, wheat and rice. Specifications: Models: Axial-Flow 250/260 Series Generation: 2019-2026 Class: VII, VIII and IX Price: Starting at $670,247 (varies by model year and configuration) Power: 402 – 550 HP Capacity: 14408 – 24667 l Features: – 2019-2026 Generation (Selectable Model Year with realistic price variation) – Class VII, VIII and IX – North America, Australia, South America and Europe market versions – Standard and Premium cab configurations – Opening side covers – Single, Dual and High-Flotation tire configurations – Tire sizes from 520 to 1400 – Quadtrac, PowerFlex, S-Tech 1000 and High Idler track systems – 140″ and 144″ axle configurations – Manual and Hydraulic grain tank extensions – Big Top grain tank extensions – Demco MX410 Tip-Up systems – Demco XL grain tank – DW grain tank – Tarp options – 30-ft, 40-ft, 50-ft and 60-ft unloading augers – Static, Folding and Pivoting unloading spouts – 60-ft auger extender packages – Standard Spreader and Fine Chopper – AFS Pro 700 Monitor – AFS Pro 1200 – AFS Pro 1200 Plus – Realistic monitor startup animation – Realistic speed, clock, operating hours, fuel and DEF indicators – Rotor startup animation – AFS 372 and AFS 392 GPS receivers – Roof and cab-mounted GPS configurations – Starlink Standard V4 and Mini antennas – Patriot Plot packages (USA, Canada, Brazil and Australia) – Rear attacher options – Oversize signs – Window tint options (25%, 50% and 75%) – LED Light Bar – Single and Dual beacon configurations – Number decals

Fendt 700 Vario Gen 6 v 1.4
tractors

Fendt 700 Vario Gen 6 v 1.4

Price: 162.000 $ Power: 150 hp Max. speed: 50 kph Category: Medium Tractors Engine configuration: 714 Vario (150 hp) 716 Vario (171 hp) 718 Vario (188 hp) 720 Vario (209 hp) 722 Vario (228 hp) 724 Vario (246 hp) Base Color Configurations Rim Color Configurations Design Line Configuration lines (Power, Power+, Profi, Profi+) Warning Signs Beacon Lights Roof terminal Backlights Animated Doors Wheel Configurations: Trelleborg, Michelin, Continental, Mitas, BKT, Vredestein, Nokian Version 1.4: * Beacon lights can be folded via IC * Made various adjustments * Added Dark Mode and reworked displays

Claas Xerion 3000 Series v 1.1
tractors

Claas Xerion 3000 Series v 1.1

Manufacturer: CLAAS Model: 3000 Trac VC Production: 2007 – 2013 Standard engine: Caterpillar C9 six cylinder turbo, 8,8 litres Transmission: ZF Eccom 3.5 CVT Max speed: 50 km/h Price: $330,200 Power: 335 – 379 hp Upgrade: wheel brand, wheel, body color, rim color, engine grid color, front attacher configuration, mudguards, side sign Shop Category: Large Tractors Version 1.1: * New physics * Seat suspension * Exhaust particle * Fixed reverse driving * New three point hitch model * Texture and model improvement

Steyr Profi CVT v 1.0
tractors

Steyr Profi CVT v 1.0

Category: Small Tractors Price: $112,000 Power: 145-175 hp Max. speed: 50 kph

Claas Arion 400 v 1.0
tractors

Claas Arion 400 v 1.0

The Claas Arion 400 is a mid range tractor built to handle everyday farm chores and demanding fieldwork with equal ease. Its wide power range, compact dimensions and excellent maneuverability make it the perfect all rounder from hauling and transport to plowing, seeding and field maintenance. Featuring realistic engine sounds and Interactive Control. Price: $75,500 Power: 90-155 hp Top speed: 52 km/h

Farm Manager v 1.0 BETA
maps

Farm Manager v 1.0 BETA

The Farm Manager is a central order management system. AutoDrive and Courseplay can both drive and work excellently – what I was missing was the level above. So not “how does this vehicle drive”, but rather “who should actually do what and in what order”. The basic rule in the mod: The farm manager decides WHO should do WHAT. Courseplay and AutoDrive decide HOW you drive and work. There is deliberately no own path finding, no own driving physics and no own transport logic. Everything runs via the existing APIs of the two mods, each encapsulated in an adapter. You create an order, for example “Sowing field 12 with wheat”. The mod looks for a suitable free vehicle, sends it to the field via AutoDrive, lets Courseplay generate the course and do the work and then sends it back to its personal AutoDrive parking space. What’s inside Order management Central job list instead of vehicle-related individual orders Virtual group “All vehicles”, plus any of your own vehicle groups Continuously running scheduler that distributes open orders itself The order of the orders can be moved Pause and Resume, with Courseplay continuing from the last waypoint Additionally, a personal queue for each vehicle, separate from the central list 13 work types: sowing, fertilizing/spraying, cultivating, plowing, rolling, mulching, mowing, turning, swathing, removing weeds, collecting stones, transport, harvesting crew. Vehicle selection suitability is assessed based on the actual trailer attached, not on a configuration that you have to maintain somewhere a device change is automatically recognized Integrated fertilization on the seed drill does not mistakenly turn it into an independent fertilizer vehicle Seasonal consideration when sowing Harvest column A coherent job with several roles, in two variants: Overloading wagon: a thresher, a real overloading wagon in Courseplay thresher-unloading mode, plus 1 to 8 drivers who rotate between the field and the dumping point using AutoDrive “Pick-up and Delivery”. Direct driver: a thresher and 1 to 8 normal tractor-trailer combinations without transfer wagons. They drive to the field using AutoDrive, work there themselves with Courseplay thresher unloading, drive full to the dumping point using AutoDrive and come back empty. Transport charging point, destination point, crop type. Several compatible teams can process the same transport order in parallel. If the source is empty, no new vehicles are sent; those that are already loaded complete their last load. Saving and loading Current orders including the entire harvesting crew survive saving and loading. The Drescher continues on the existing course play course instead of starting from the beginning. Only Farm Manager states and persistent vehicle IDs are saved, no AutoDrive or Courseplay internals. Multiplayer server implemented authoritatively and tested up to the last stage of expansion: the server is the only source of truth, clients receive a court-filtered snapshot plus deltas and only send back verified operating intentions. Changing farms, disconnecting and rejoining are covered. Requirements AutoDrive mandatory Course play mandatory Without both of them nothing works. It was developed and tested against exactly these versions; other stands may work, but are untested. In order for a job to even start, you need an AutoDrive network that reaches the goals and a named field marker for each field. What it should be called is written below – this is the point at which most orders failed in my own tests, so please read carefully.

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