Farming Simulator 25 mods

73,758 results
826 / 4,918
RPM Work Mode v2.4.4.5
other

RPM Work Mode v2.4.4.5

Work RPM intelligently increases your engine speed during tasks that would normally leave the RPM sitting at idle. It integrates seamlessly with the game’s existing dashboard and HUD no extra displays or clutter. What It Does – Automatic Work RPM Boost While you are in control of a vehicle from the cab, the mod dynamically raises engine RPM during active work situations: – Hydraulic Operations – Loader arms, telehandler booms, skid steers, forklifts, and other hydraulic movements. – Loader-type machines receive a stronger boost, matching Giants’ intended high-flow behaviour. – Tipping & Unloading – Maintains higher RPM while unloading for smoother operation. – Implement Folding – Activates when tools are folding or unfolding. – Attacher Movement – Engages during three-point linkage or hitch lifting/lowering. – Combine / Auger Pipe Movement – Applies when pipes are folding or unfolding. Customisation All features can be individually enabled or disabled in the in-game settings, giving you full control over how the system behaves. Another update is out, bringing a bunch of fixes and improvements. Because apparently fixing one thing just unlocks three more things to fix. 2.4.4.5 – Fixed settings getting stuck on NO and refusing to go back to YES – Settings no longer reload from disk every time you open the menu – Toggle states now read correctly – HUD now properly disappears when removed/disabled instead of deciding it lives there permanently – Fixed the solid white settings box – Fixed dark row colours not being applied properly – Fixed missing l10n/translation labels – Fixed vehicles not revving correctly – Restored PTO / tach lift – Fixed conflicts with Yield Control and additional Game Settings – Made settings, HUD and motor hooks safer – Fixed telehandler/front-loader RPM getting stuck at max after hydraulics stop Hopefully that’s actually everything this time… I’ve tested it on my end and it’s working properly for me, so fingers crossed I’ve finally managed to squash the little gremlins. If you find any issues, bugs or something that decides to randomly break itself, please contact me and let me know. Thanks everyone for the reports and testing! Make sure you’re running version 2.4.4.5 for the latest fixes. Hopefully I fixed it… I swear it works on my end.

Bohemia Country 25 v1.1
maps

Bohemia Country 25 v1.1

If you are using more DLCs at the same time , i recommend using small script Unlimited FillTypes from Farmer Andy – optional. – The FS22 version of the map has been completely redesigned to take advantage of all the features of FS25 . – The texture of lime has been modified in the map. – Compost (from Weekend Farmers) has been added to the map. It can be used in manure spreaders and is created in a compost silo designed for this purpose. On the map you will find: – new roads, new buildings (fire station with gate animation and siren, Orlen gas station from Lorex Modding), – the terrain has been modified on all fields – The map contains 61 fields, including 11 meadows (from 1.91 ha to 43.16 ha. Total field area: 1021.53 ha) and 13 forests (a total of 23,774 trees). – The PDA for this map was created using a tool from Weekend Farmers. – 1 main farm, VTC silo, root crop storage, hay barn on the main farm with a capacity of 20 million liters for grass hay, straw, alfalfa hay, and clover hay – 2 plots with animals (cows, pigs, sheep, horses) – 1 plot with greenhouses and orchards – 1 building plot for purchase – BGA – Silage pits for 6 million liters – Animal dealer – Crops added to the map: Silage corn, Rye, Triticale, Spelt, Green rye, Field grass, Mustard (catch crop), Alfalfa, Clover – New crops have also been added as animal feed (alfalfa and clover can be baled as hay and silage) – Help for new crops has been added – The map is ready for Precision Farming – The map has 32 terrain angles – The map features custom vehicle traffic (tractors, telescopic loaders with bales, Family Frost vans with sound, DHL, DPD, Toptrans, and more) – Routes for AI vehicles in most locations, works with Autodrive – Pedestrians – Czech license plates – Added more textures that can be painted on surfaces (also in the game) – Sowing and harvesting calendar adjusted (cotton is disabled from orders) – Factories, buildings, and lamps from Máca have been added to the map,spruce trees and other trees , which can be built in the game Production facilities: – Cereal production – ZZN Grain Mill (serves as a classic grain selling facility and, after purchase, as a flour production facility (rye, spelt.) – Sugar factory (converted from FS22 by me , previous author gamerhzsFSH) – Pizzeria – Madeta Dairy (with modified products) – Carpentry workshop – Sawmill – Cement plant – Tailor’s workshop – Spinning mill – Lime production – Paper production – Soup production plant – Oil press – Fertilizer production – Seed cleaner – Bakery (muffins, croissants, rye bread, spelt pastries, donuts, brownies) Purchases: – Seeds – Solid fertilizer – Lime – Liquid fertilizer – Herbicide – Mineral additives – Silage additives – Warehouse with purchase of product pallets at a higher price Sales points: – Mill – grain purchase (newly retextured with moving mill wheels), – ZZN purchase – Bale sales – Sales at animal dealer [hay (grass, alfalfa, clover), straw, silage (grass, alfalfa, clover), milk] – Lidl Supermarket – Coop Jednota – Vehicle dealership (newly retextured) – Biomass sales – Farmers’ market – Restaurant V1.1.0.0 – moddesc version 111 (1.21.0 Farming) – Fixed floating trees on the map – Stubble removal for all crops – Adjusted yield per hectare during harvest – Adjusted crop calendar – Traffic system adjusted – Spinning mill adjusted; it will now be displayed on the map as a production facility – Fixed stone generation for orders – Reduced the number of field polygons (simplify polygon points – Map Toolkit) – New gravel field paths – New textures for cultivation and sowing – Added the Goeweil Vario Master baler for alfalfa and clover – Root Crop Storage and HearthFruitStorage have been added to the buildings pack – ZZN Grain Mill—capacity increased; winter wheat and winter barley added to production; option to load imported raw materials added – Age at which cows can produce milk adjusted – Spanish translation added Required: – Buildings Pack (Bohemia Country 25) – Unlimited FillTypes – Sheep And Goat Barn Big – Animal Package Vanilla Edition – Manure Evacuator

Landini PowerFarm 110 v1.0.0.2
tractors

Landini PowerFarm 110 v1.0.0.2

– Price: 43000 $ – Manufacturer: Landini – Model: PowerFarm 110 – Max speed: 40 km/h Wheels: – TRELLEBORG – NOKIAN – MICHELIN – MITAS – CONTINENTAL – BKT – VREDESTEIN Configurations: – GPS configuration – beacon lights and warning triangle configuration – Precision Farming configuration – front fender configuration – frontloader configuration – rim color configuration Mod is prepared for Precision Farming (crop sensors configuration) and Interactive Control! V1.0.0.2 – Increased modDesc version – Color corrected Required: – Interactive Control – Precision Farming

Same Explorer 90 v1.1
tractors

Same Explorer 90 v1.1

The SAME Explorer 70-90 series is a versatile and reliable 4-wheel drive tractor known for its performance and low running costs. It’s a popular model with over 130,000 units sold since 1983. The Explorer 70-90 offers a choice of transmissions. V1.1.0.0 – Fixed some errors, minor interior and exterior rework , custom colors added

Lizard T4000 – Mod pour Farming Simulator 25
other

Lizard T4000 – Mod pour Farming Simulator 25

Lizard T4000 – Mod pour Farming Simulator 25

New Holland TC 4.90 BETA v1.0
harvesters

New Holland TC 4.90 BETA v1.0

New Holland TC 4.90 Stage IV | V – Price: 105,000 – Power: 175 – Max speed: 25 – Capacity: 5000 l – Realistic sounds – Customizable design 3.96 m3 high capacity header: – Price: 30,000 – Working width: 3.96 m Configurations: – Crop dividers – Crop lifters – Rapeseed table color

Pronar VMP 10 v1.0
trailers

Pronar VMP 10 v1.0

– capacity-10000l – price-25 000$ – required power: 65 hp

Pronar T680 v1.0
trailers

Pronar T680 v1.0

– Price: 16,120$ – Capacity: 17,200 L – Overload pipe Config: – Cover – A lot of tires – Plate

Bury Sprayer v1.0
implements

Bury Sprayer v1.0

– Working width: 24 meters – Tank capacity: 3200 L – Price: 72977$

Realistic Water & Soil Management (RWSM) v1.3.9.1
other

Realistic Water & Soil Management (RWSM) v1.3.9.1

Realistic Water & Soil Management – RWSM **Realistic Water & Soil Management*expands Farming Simulator 25 with a permanently stored water, soil and plant balance. Rain, irrigation, evaporation, soil type, terrain, compaction, tire pressure, tillage and plant development are directly intertwined. As a result, fields no longer only react with simple conditions such as “dry” or “wet”, but rather have a multi-layered water balance with topsoil, root zone and subsoil. Natural depressions stay moist longer, heavy vehicles compact wet soil more and inadequate tire pressure increases the load on the topsoil. These influences have long-term effects on soil structure, root health, plant development and yield. Features – Multi-layered water balance The soil water balance is calculated separately for: – Topsoil from 0 to 10 cm – Root zone from 10 to 30 cm – Subfloor from 30 to 60 cm Precipitation, irrigation, evaporation, seepage, drainage, surface runoff, plant water absorption, soil type, soil structure, compaction and landform are taken into account. The usable field capacity is displayed separately from the complete pore saturation. Water above field capacity appears as excess water and can seep away, run off or cause waterlogging. Different soil types RWSM differentiates between different types of soil with their own properties, including: – loamy sand – sandy loam – clay – silty clay Each soil type has its own values for field capacity, wilting point, water retention, infiltration, drainage, bearing capacity, risk of compaction and sinking depth. Sandy soils dry faster. Loamy and clay-rich soils store more water, but remain soft longer and are at risk of compaction. Dynamic weather and climate – Regional climate profiles influence: – Precipitation – Temperature – Evaporation – Wind – Humidity – Sunlight exposure – Seasonal distribution The game’s actual weather data directly affects soil moisture, drying and evaporation. Realistic drying Drying does not take place via a simple timer. Temperature, wind, sun, humidity, soil type, compaction and surface water determine the speed. A wetness memory prevents a field from becoming completely dry and viable again immediately after rain. Natural depressions and waterlogging – RWSM detects local low areas within a field. These areas: – collect water – dry more slowly – have lower load capacity – promote sinking and track formation – increase the risk of compaction – can cause oxygen deficiency to the roots The terrain evaluation is cached for better performance. Soil compaction The compression is saved separately for: – Topsoil – Root space – Underbody Have an influence: – Vehicle weight – Payload – Wheel load – Axle load – Tire width – Tire pressure – Recommended field pressure – Soil moisture – Soil type – Slip – Speed – Cornering – Multiple crossings High tire pressure puts greater strain on the topsoil for the same wheel load. A suitable low field pressure increases the contact area and protects the ground. High axle loads can still compact deeper soil layers. Multiple crossings – Repeated crossings of the same lane are taken into account. The first crossing usually causes the greatest immediate damage. Further passes further compact the already contaminated soil. Among other things, the following are saved: – Crossings – Compaction – Track depth – Shear damage – Plant damage – Edit history Roots and plant stress RWSM simulates: Root health Fine root health achievable root depth Drought stress Waterlogging Lack of oxygen Compaction stress Nutrient stress pH stress mechanical damage Damaged roots are less able to absorb water and nutrients. Impact on earnings The actual yield is influenced, among other things, by: Water balance Dryness Waterlogging Root health Compaction Soil structure Nutrients pH value Seedbed Weeds Lanes mechanical damage Damage does not take full effect immediately, but builds up depending on the strength and duration. Crop Vitality Visuals (Alpha Version) A stored vitality system creates local differences in the plant population. Possible are: different plant heights changed stock density incomplete stocks Visible stress zones weaker development Storage locations The plants remain technically ready for harvest. RWSM does not alter original growth or harvest maturity levels. Weed competition Weeds compete with cultivated plants for water, nutrients, light and development space. Strong weed pressure can reduce development and yield.Tillage Different devices have different effects: Plow Cultivator Disc harrow Rotary harrow Subsoiler Seeder Roller Working depth, soil moisture, compaction, soil structure, seedbed strength, multiple cultivation and possible plow soles are evaluated. Deep loosening is only fully effective when the soil moisture is suitable. Cultivating when the soil is too wet can cause additional structural and lubrication damage. Seedbed and rollers RWSM evaluates seedbed strength. A seedbed that is too loose offers poor soil sealing. Too much reconsolidation can impair air flow and root development. Rolling acts as a real area-wide reconsolidation and is evaluated depending on the type of soil, moisture and compaction. Irrigation system The mod includes a functional Rainstar irrigation system with: Motor pump Hose reel Sprinkling rail adjustable pump pressure adjustable radius real application rate Water consumption Soil input in millimeters automatic hose retraction Work and transport mode Parking brake Clutch aid Connection markers sound visible water jet The water applied changes the actual water balance of the soil. Extended field info The field info shows, among other things: Topsoil moisture Pore saturation Surface condition Excess water Water in all layers of soil Soil type Evaporation Temperature and wind Compaction Soil structure Seedbed strength Root condition Plant vitality visible height and density main cause of stress Climate values Water-Soil API RWSM provides a versioned interface for other mods. The API provides, among other things: Soil type Soil moisture Pore saturation water available to plants Surface moisture Carrying capacity Trafficability Sink factor possible sinking depth Compaction Track depth Root condition Evaporation recommended tire pressure Plant vitality Other mods can report traffic loads and ground effects back to RWSM. Connection with Visual Mud Tracks In connection with Visual Mud Tracks, among other things, the following are transmitted: Wheel load Axle load Tire pressure Tire width Slip Vehicle weight Payload Soil moisture Carrying capacity Sink factor possible track depth This allows visible tracks, sinking, mud and tire behavior to be linked to the actual ground condition. Saving and multiplayer The following are permanently stored and synchronized, among other things: Water balance Precipitation history Compaction Track depth Soil structure Root condition Edit history Plant vitality Irrigation data Pump pressure Irrigation radius Hose retraction The calculation is server authoritative and designed for multiplayer saves. Highlights 1. **Multi-layered water balance** Topsoil, root zone and subsoil react separately to rain, irrigation, evaporation and infiltration. 2. **Long-term compaction with an impact on yield** Tire pressure, wheel load, axle load, soil moisture, slip and multiple passes influence the soil and plants in the long term. 3. **Direct connection to Visual Mud Tracks** Soil moisture and load capacity control sinking, tracks, mud and tire behavior. 4. **Local waterlogging in natural depressions** Low areas stay wet for longer and become real problem areas. 5. **Visible Plant Vitality** Elevation, density and stress zones can vary locally without changing crop maturity. 6. **Realistic tire pressure influence** Excessive pressure increases topsoil stress, while appropriate field pressure protects the soil. 7. **Root Health and Long-Term Plant Stress** Dryness, waterlogging, compaction, pH value and nutrients work together. 8. **Functional irrigation** Pump pressure, radius and application rate determine the real water input. 9. **Different tillage systems** Plows, cultivators, subsoilers and rollers have their own effects and risks. 10. **Extensive field info** Water, soil, compaction, roots, seedbed and plant condition are directly visible. 11. **Persistent Multiplayer System** Ground and water damage is retained and synced after saving. 12. **Open Water-Soil API** Other mods can read land values and connect their own systems to them. 13. **No change in growth stages** RWSM assesses and visualizes plant stress without overwriting original harvest maturity levels. V1.3.6.4 New weather HUD Added modern weather HUD in weather app style. Multi-day weather forecast supplemented with symbols for sun, clouds, rain, heavy rain, thunderstorms, snow, hail and frost. Added current temperature and daily high and low temperatures. Probability of rain and forecast amount of precipitation in millimeters for today and the following days added. Added two weather icons for weather changes within a day. Weather region and climate region added. Added understandable month names instead of internal game periods. Account balance, time, date, year and time acceleration integrated into the display. Added choice between the original LS25 weather HUD and the enhanced RWSM weather HUD. Weather texts added in all existing languages. New RWSM in-game map menu Added custom RWSM category in existing LS25 map view. The following map levels added: soil moisture Navigability Topsoil compaction Root area compaction Subsoil compaction Waterlogging and drought stress Root health Earning potential Irrigation history Added custom color legends for all map layers. Local representation of actually irrigated, compacted or damaged areas added. Active crops are recognized directly from the game’s existing fruit and growth data. Added new neutral map class “Culture present – ​​not yet locally assessedâ€. This class realistically indicates that a culture exists, but there is not yet enough local RWSM data for a reliable assessment. Once sufficient information on soil, water, compaction and plant development is available, the neutral condition is automatically replaced by the actual local assessment. Missing data is no longer represented as optimal root health or 100 percent yield. Added persistent card values ​​for savegames and multiplayer. Map, tab and legend texts added in all existing languages. V1.3.9.0 With this update, Realistic Water & Soil Management has been extensively developed, stabilized and optimized in particular for performance, dedicated servers and multiplayer. The existing range of functions is retained, but many internal processes have been made significantly more efficient. Performance & Servers Large calculations are more spread out over multiple frames. Soil, water and agronomy processes further optimized on a chunk/cell basis. Reduced unnecessary constant field and map scans. Existing GIANTS values, WorkAreas and vehicle states are preferred instead of recalculating the same information in parallel. Additional device detection only remains as a fallback for unusual third-party mods. Time budgets for complex calculations introduced or further limited. Reduced temporary Lua tables and unnecessary memory allocations in frequently executed functions. Vehicle, tire and ground contact queries optimized. Detailed tire load, contact force and slip values ​​are only generated when actually needed. With Visual Mud Tracks (VMT) installed, all necessary extended contact information is retained. Storage system The RWSM storage system has been significantly relieved. No regular complete writing of rwsmState.xml during game operation. Saving occurs via the normal GIANTS save game process. Soil moisture, compaction, root health, plant water and other conditions remain in RAM throughout the game. Changes are managed via dirty cells and only synchronized when necessary. The previous periodic weather save has been removed. rainstarWeather.xml is no longer written to the server approximately every 30 seconds. Changes to region, climate or weather year continue to take effect immediately, but are only saved when the game is saved. This means significantly less hard drive access on dedicated and Nitrado servers. Existing save games remain compatible. No manual rescan required. Recovery and security functions for existing saves are retained. Soil & Compaction Soil model further optimized for topsoil, root zone and subsoil. Compression also takes into account, among other things: Vehicle weight Tire and axle load Tire pressure slip soil moisture Soil type Working device Different tillage implements continue to work at different depths. Plows, cultivators and subsoilers retain their respective effectiveness. Seeders and planters do not remove existing RWSM compaction. Tillage is preferably detected via native GIANTS WorkArea events. Roads and non-relevant areas are still excluded from unnecessary calculations. Water balance & plants The water balance remains separated according to soil layers. Precipitation, evaporation, water absorption and drainage are still taken into account. Plant water is calculated depending on soil moisture and root depth. Drought stress and waterlogging continue to influence plant and root health. Root health and fine root condition remain part of the agronomy system. Different crops continue to respond differently to water supply and soil conditions. No unnecessary writes to GIANTS plant growth states. Topography & waterlogging Detection of hollows in the terrain and areas of waterlogging remains completely intact. Topography cache designed to be more performance-friendly. Significantly fewer grid positions per frame. Computation more spread out over multiple frames. Reuse of existing data improved. Temporary tables reduced during terrain evaluation. The mathematical result remains unchanged. Cache is built automatically – no manual scan necessary. Plant heights Plant height/growth evaluation further optimized. Larger map areas are more limited and processed in a distributed manner. The existing 9-point evaluation is retained. Query positions and weights remain unchanged. Fewer temporary storage objects in frequently executed routines. Shader and Scenegraph updates further limited. The RWSM field info also shows, among other things: Topsoil water Root zone water Subsoil water Plant water Root health waterlogging Compression Soil structure Precipitation The field info uses existing cell values as directly as possible, without additional complete field scans. The map overlay system has also been revised to be performance-oriented: No permanent overlay calculations when the RWSM card is closed. Map updates limited in time.Soil and agronomy data is fully preserved regardless of the overlay. Weather & Climate The weather and climate system remains completely intact. Precipitation and historical weather values ​​continue to flow into the water balance. Weather data is managed on the server side and synchronized to clients. Region, location and climate year can still be saved. Removing the periodic file save does not change the weather calculation. Rainstar & irrigation The Rainstar has been optimized in several areas. Feed system stabilized. Removed duplicate physical controls when retracting. Native animation no longer runs parallel against the RWSM joint control during autofeed. A defined joint path controls the retraction. Hose length is continuously calculated based on frame time. The entry speed of 60 m per hour of play is maintained. Behavior remains correct even at higher game speeds. Additional strong tension spring control when retracting removed. Regular tightening and unnecessary suspension response are reduced. Downhill protection only works on actual slopes. Automatic limit switch-off and pump off are retained. Transport mode and work mode are retained. Pump pressure, water volume, irrigation radius and water calculation remain fully available. Ground hose The visual Rainstar ground hose has been significantly optimized. Previously, with a segment length of around 4 cm and a hose of 220 m, up to around 5,500 segments could be processed. New: Segment length optimized to approx. 10 cm. This means a maximum of around 2,200 segments. Terrain positions are updated less frequently and only upon actual movement. Position buffers are reused. The appearance and function of the hose are retained. Network & Multiplayer Server remains the authoritative authority for RWSM states. Clients receive synchronized values. Dirty cells are transferred collectively. No complete soil map is constantly sent over the network. Distance and relevance are taken into account during synchronization. Network and server load further reduced. VMT compatibility The collaboration with Visual Mud Tracks has been further improved. RWSM also provides data on soil moisture, compaction, tire/soil contact, slip and other conditions. Once VMT is loaded, all the necessary extended bike and contact data will be generated. Without VMT, unnecessary additional calculations are avoided. Help, GUI & translations Help area extensively expanded. Texts on soil layers, water balance, compaction, tire pressure, slip, irrigation, pumping and field information added. Fixed GUI and DDS issues. Incorrect help graphics revised. All visible texts will continue to be maintained in all languages ​​included. For Czech, the correct identifier cz is still used. The following areas, among others, have been improved: Server stability in irrigation functions. Too frequent cell and terrain queries. Pump and hose conditions. Loading saved irrigation states. Unnecessary terrain and plant state writes. GUI/DDS error. Lua and XML issues. Regular hard drive accesses. Dual Rainstar physics controls. Performance peaks when loading cards. V1.3.9.1 Soil and moisture system fundamentally converted to GIANTS Density Maps. Significantly improved performance and fewer permanent field/cell queries. Land values ​​are saved and loaded securely in a save game. Removed old, error-prone savegame/cell loading logic. Soil moisture, topsoil, root and subsoil compaction revised. New, more realistic compaction calculation based on wheel/axle load, tire pressure, tire width, slip, soil moisture and soil type. Different depth effects of heavy vehicles and trailers added. Soil cultivation more realistic: cultivators, plows, disc harrows, rotary harrows and subsoilers work differently depending on the depth of cultivation. Compaction is more difficult or less effective when the soil is wet. Map layers and field information revised and accelerated. RWSM map colors are now automatically loaded when opened. GIANTS tillage functions are detected based on events instead of constantly scanning. Fixed several bugs with cultivators and other tillage equipment. GIANTS return values ​​from density map functions are now safely preserved. FPS drops when driving on or approaching fields are further reduced. Roads and non-relevant areas are excluded more from RWSM calculations. Multiplayer/server stability and error handling improved. General performance, stability and compatibility optimizations. Required: – Precision Farming – Visual Mud Tracks

Randazzo 2-axle grape trailer BETA v1.0
trailers

Randazzo 2-axle grape trailer BETA v1.0

This is a reskin of the game’s default Fuhrmann trailer, branded “Randazzo”. Specifications: – Product types: Grapes and more – Capacity: 12,000 to 150,000 liters

Rid-Hobbs Photorealism v1.1
other

Rid-Hobbs Photorealism v1.1

New shader update to ensure compatibility with ReShade 6.8. This version notably fixes the various problems that appeared after the ReShade update, in particular blurred areas and abnormal blur effects that could appear in-game. Changes made – Compatibility with ReShade 6.8 – Correcting unwanted areas and blurring effects – Adjustment of effects impacted by the new version of ReShade – Revising several preset parameters – Maintaining the realistic and natural rendering of the shader – General improvement in visual stability The shader remains designed specifically for Farming Simulator 25, with the aim of improving the atmosphere, colors, contrasts and general rendering of the game while maintaining a natural appearance. ReShade 6.8 is recommended to use this new version of the preset.

Sipma Z224 v1.0
implements

Sipma Z224 v1.0

SIPMA Z224 – a classic baler for FS25, featuring square bales compatible with the AutoLoad system. Simple, reliable and efficient, perfect for baling hay and straw while keeping the traditional farming style.

Riverbend Springs Expanded 4X v1.0
maps

Riverbend Springs Expanded 4X v1.0

Welcome to Riverbend Springs Expanded. Riverbend Springs Expanded is a 4X version of the original Riverbend Springs map from Farming Simulator 25. The goal of this project was to keep the original Riverbend Springs map as close to the base game as possible while expanding the playable area and creating more possibilities for larger farming operations. The original map layout, sell points, and base game structure remain unchanged, with only minor modifications made. The expanded outer area provides more land, mainly consisting of larger fields, open spaces for custom farmland layouts, animal areas, vehicle parking areas, and other projects. The map includes the following additions: – Expanded farmland with field sizes ranging from approximately 10 to 208 hectares, suitable for medium and large-scale farming. – Additional open areas for creating your own farms and customizing your gameplay experience. – A forest area with a supported loading ramp where you can use a wheel loader or other front loaders to load logs onto train and sell them directly through train transport. – A separate loading ramp designed mainly for pallets or other goods, allowing you to load them onto train and transport them to sell point. – Three additional grain elevators added to the expanded outer area. These allow you to unload grain, store it in silos, load it onto train, and sell it through train transport. – The train route remains the same as in the base game map, but it has been extended into the expanded outer area. In this new area, you can find the additional grain elevators and two loading ramps. The train selling point is located at the Goldcrest Valley location, where you can sell goods by driving the train to this icon from either direction. Riverbend Springs Expanded is made for players who want more space, larger fields, and the ability to operate bigger farms while still keeping the familiar Riverbend Springs experience. Enjoy farming on a bigger scale!

Mining / Pit Layers (TerraFarm Add-on) v1.6
maps

Mining / Pit Layers (TerraFarm Add-on) v1.6

Make your own gravel pit, coal mine or limestone quarry in FS25 — real mining gameplay: the material in your bucket depends on how deep you dig. Topsoil first, then gravel, then the pay seam, bedrock at the bottom. Works on any map, no map editing. No area to draw. Set the target “Everywhere (no area needed)” on the layers page, save, dig — layers apply across the whole map. A drawn TerraFarm area wins wherever you assign one; an area switched off or given a material by hand gets no layers, so building sites and pipe trenches stay clean. The target height is a tool: level a pad at ground level, cut a berm halfway up the pit wall, grade a ramp at a fixed slope — the dozer holds that line. A height you set yourself is never touched by the mod; where it cuts off the lowest layer, the display tells you. In the game: V1.6.0.0 IMPORTANT FIX: 1.4.3.0 and 1.5.0.0 could freeze the game when the shovel was deep in the ground or working against a steep wall (one Lua error per frame, log +10,000 lines/s). Also affected players who had not changed anything. Fixed. If you stay on an older version: set freeDumpHeight=”false” in the miningLayers.xml. New: – Layers with no area drawn: Target “Anywhere (without area)” on the Layers page — so far the most common reason people thought the mod didn’t work – Target height becomes a tool: a height you set will no longer be automatically pulled down (levelling, berms, ramps). Without a height of its own, there is automatically a pit floor beneath the deepest layer – Target height in the display: value, origin (set by you / automatic) and warning if it cuts off the bottom layer – Portuguese and Brazilian Portuguese (thanks to Alicopower) — now seven languages – Starting report with the real numbers of your card: total soil material places / occupied / channel width – Rejected terrain changes are visible: the display reports when three trains in a row have not moved any volume – 29 minute video tutorial at the top of each mod page Fixed: – Turning off a named area no longer deletes its layers – Depth display also works outside a drawn area – Water protection checks every corner of an area (previously only point 1) – a pit floor below the water line heals itself during loading, intentional flooding remains possible – No guessing about the shift before hitting the ground – Map report is no longer truncated in the menu – Various display and text errors in all seven languages Changed: – Log is now completely English (game display and menu remain in your language) — logs move to GitHub and Discord, a common language helps everyone – New header image, FrittePlayz logo updated – Layer editor in the menu: materials, depths and order per map or per area — your own geology in minutes – On-screen depth display: current layer, dig depth, target height (set by you / automatic) and warnings – Spoil memory: dumped material stays what it was — one bucket, one material – Water guard: no pit floor below the water line unless you set that height yourself – Startup report with your map’s real numbers: ground slots total / in use / channel width — full slots are the actual reason material digs and sells but will not tip back onto the ground – Seven languages (EN, DE, FR, PL, IT, PT, BR), in-game manual included – 29-minute video tutorial, subtitled in seven languages Requires TerraFarm by scfmod (GitHub only, folder must stay FS25_0_TerraFarm) and at least one machine with a TerraFarm configuration. PC/Mac only. Unofficial add-on, not affiliated with scfmod or GIANTS. Required: – TerraFarm

826 / 4,918

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