Farming Simulator 22 mods
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John Deere Rims (Prefab) V1.0.0.0
John Deere Rims (Prefab) V1.0.0.0 Includes John Deere rims and hubs. The folder includes Michelin tires that fit the rims perfectly.
Trailer Load From Rear V1.0.0.0
Trailer Load From Rear V1.0.0.0 This script changes the filling behavior during forage harvesting so that the trailer is filled from back to front.
Draw Distance V1.0.0.0
Draw Distance V1.0.0.0 Extends the existing Object Draw Distance option in the Graphics settings with additional draw-distance presets. Presets: – Base Game – Enhanced (200%) – Extended (250%) – High (300%) – Very High (400%) – Ultra (600% objects/LOD and foliage) – Extreme (1000% objects; foliage limited to 600%) Base Game keeps Farming Simulator’s own configured draw-distance values. The selected Draw Distance setting is stored in the standard modSettings directory and is shared across career saves. Console commands: – ddInfo – ddPreset [1-7] – ddSet object lod terrain ground foliage foliageLod – ddFoliage percent [optional LOD percent] – ddReset The ddFoliage command supports experimental values from 10% to 1500%. Values above the currently reserved foliage capacity usually require one save reload and may increase memory use or cause instability on some maps. Higher presets can significantly reduce performance and increase video-memory usage, especially on large or highly detailed maps. Ground displacement/detail distance is not exposed to Lua in the current game build and remains controlled by the base game.
Increase straw yield v2.0.0.0
Increase straw yield v2.0.0.0 V2.0.0.0 Adds the possibility of increasing grass yields like straw Straw Multiplier adds a new setting to the game options allowing you to increase the quantity of straw produced during harvest. Freely choose the multiplier that suits your playing style: x1 (Vanilla) x2 x3 x5 x10 Features New setting in game settings Changing the multiplier at any time Automatic saving of setting Multiplayer compatible Dedicated server compatible Compatible with most FS25 maps as long as they use the fillType=”STRAW” standard for straw harvesting. Known limitations In some cases, conflicts may appear with: Mods modifying crop yields Mods modifying straw production Mods adding or replacing cultures Some maps using custom FruitTypes If multiple mods change straw yields simultaneously, the end result may be different of the selected value. To avoid conflicts: Avoid using multiple mods that change straw yields at the same time. Check the log.txt file if there are any problems. Test compatibility with your other gameplay mods before use on a main backup.
Hire A Worker V1.0.0.0
Hire A Worker V1.0.0.0 Run your farm with the support of professional contractors. From a dedicated menu, review your land, workable areas and recommended operations, then commission each job with clear costs and completion times. FIELD SERVICES Plan, start, stop or cancel work on your land Follow every stage and its remaining time Schedule recurring field operations Review completed and interrupted jobs in the history STORAGE AND LOGISTICS Monitor silos, bunker silos, bale and pallet warehouses, husbandries and productions Check products, quantities, capacities and active jobs at a glance Sell stored materials or arrange transfers between facilities Supply husbandries and productions from farm stock or purchase any shortfall Include loose pallets and big bags when required Automate supplies and sales with schedules and stock thresholds
Job Queue V1.0.0.0
Queue several jobs for one vehicle. When the hired helper finishes, the next entry on the list starts on its own – field after field. An entry is either field work or a drive to a spot you click, so a drive placed on the yard as the last entry is what brings the machine home at the end. The panel also names the job the helper is on right now, so a machine already out working does not read as idle. A queue set up behind work already under way starts by itself, in either order: whether the helper was hired first and the fields queued behind them, or the fields were queued first and a helper hired the ordinary way afterwards. The helper still cannot change implements, so every queued field is worked with whatever is attached. Hotkeys: Left Alt + Q – open the queue panel (rebindable in the controls menu)
Production Supply Manager V1.0.0.0
Production Supply Manager V1.0.0.0 Production Supply Manager combines the logistics of owned productions, animal facilities and fixed silos in one full-screen interface. INCLUDED PLACEABLE – Universal Logistics Center: purchase price $25,000, daily upkeep $120 and capacity 100,000,000 litres. MAIN FEATURES – Global, per-production and per-ingredient warning thresholds and refill targets. – Stable alphabetical lists with selection and scroll position preserved. – Selective manual refills with an adjustable litre quantity for every product. – Free transfers from physically available stock in owned silos and compatible internal outputs. – Assisted purchases from the cheapest compatible buying point, with an optional configurable virtual supplier. – Controlled automatic purchases with protected balance and limits per cycle, day and product. – Animal input and output management, including feeding-robot ingredient bunkers. The base-game robot prepares the mixed ration. – Smart Total Mixed Ration shortcut for normal cow barns: hay, silage, straw and mineral feed are proposed together, mixed in fixed proportions and transferred directly to the barn. – Output modes: keep, distribute, sell now, sell in the selected month and send internal stock to the included silo. – Autonomous WAREHOUSES page for stock management and scheduled sales; warehouse modes never change stock availability for ordinary refills. – Optional Universal Logistics Center (shop category: Containers): 100,000,000-litre capacity, price $25,000, daily upkeep $120, and support for products registered by the map and active mods, including bulk materials, liquids, pallets and supported bales. Water supplied by this center is free. – Multiplayer support with separate settings for each farm and permission checks for farm-related changes. DEFAULT CONTROLS Left Alt + U: open or close the logistics center. Left Alt + I: refresh data. All bindings can be reassigned in the game settings.
Real Snow V1.0.0.0
Real snow that builds up: deep powder your vehicles sink into and compact, pass by pass – on any map. Pick a climate step, fine-tune temperature and snow amount, and give your map winters that finally feel like winter. CLIMATE PRESETS One simple ladder of five steps: Arctic, Frosty, Default, Mild, Southern Default sits in the middle and leaves the map weather untouched – go left for colder, right for warmer Every step is only a starting position – the settings stay free SETTINGS Temperature offset: shifts every temperature by -10 to +10 degrees Snow amount as one simple level: Extreme, Very high, High, Default, Low, No snow – cold sits on the left on every row All three rows are independent: picking a preset never touches your sliders DEEP SNOW Higher snow levels also let the snow lie deeper – on Extreme up to almost three times the usual depth, about 1.3 m instead of 0.5 m Vehicles sink into fresh snow and compact a firm track pass by pass, much like silage Soft shoulders beside the track instead of hard snow walls Melting and the seasons keep working as usual GOOD TO KNOW A change takes effect with the next weather change. Ingame that can take up to a day: the mod sets what the game draws next, it does not cut into weather that is already running. Settings are saved per savegame. Multiplayer supported. The settings belong to the server, so only host and admin can change them.
Case IH Precision Air 3380 W/ SDX40 Concord V1.0.0.0
Case IH Precision Air 3380 W/ SDX40 Concord V1.0.0.0 SDX40 Concord Category: Seeding / Seeders Price: SDX40 Drill $ 55.000 Required power: 250 hp Max. working speed: 15 kph Working width: 12.0 m Wing Tire configurations Pull behind and pull between options Precision Air 3380 Category: Seeding / Seeders Price: $ 25.000 Capacity: 10.120l / 4.600l Decal configurations Tire configurations Pull behind and pull between options
Increase straw yield FS25
Straw Multiplier adds a new setting to the game options allowing you to increase the quantity of straw produced during harvest. Freely choose the multiplier that suits your playing style: x1 (Vanilla) x2 x3 x5 x10 Features New setting in game settings Changing the multiplier at any time Automatic saving of setting Multiplayer compatible Dedicated server compatible Compatible with most FS25 maps as long as they use the fillType="STRAW" standard for straw harvesting. Known limitations In some cases, conflicts may appear with: Mods modifying crop yields Mods modifying straw production Mods adding or replacing cultures Some maps using custom FruitTypes If multiple mods change straw yields simultaneously, the end result may be different of the selected value. To avoid conflicts: Avoid using multiple mods that change straw yields at the same time. Check the log.txt file if there are any problems. Test compatibility with your other gameplay mods before use on a main backup. Support & Bug Reporting For any bug reports, compatibility issues or improvement suggestions, please open a ticket on my Discord server or in the mods post in the "MODS-CRAZZY" lounge https://discord.gg/qzzqbW3XHw Please attach if possible: Your log.txt file The list of your active mods The name of the map used A detailed description of the problem encountered This will allow us to process your request more quickly. Adds the possibility of increasing grass yields like straw
More Motor Sounds V2.0.0.0
More Motor Sounds V2.0.0.0 This script allows you to configure an alternative engine sound for many vehicles. With the new “More Motor Sounds” configuration in the shop, you can choose different sounds from a large database. The available sounds vary depending on the vehicle model and include different engine sounds for 4-, 6-, and 8-cylinder engines. Some sounds also offer variants, for example with an integrated turbo, a blow-off valve, or an open pipe option. Please note: Blow-off sounds can only be heard in multiplayer if you also install the ‘Multiplayer Game-Sound Expansion’ mod from ModHub. In the in-game shop, most sounds in the sound configuration are marked with stars. The stars mean: Sounds with one star (*) are exclusive original sound recordings with model-specific adjustments. Sounds with two stars (**) are Farming Dud’s prefab sounds with model-specific adjustments. Sounds with three stars (***) are heavily modified GIANTS sounds with model-specific adjustments. Sounds without stars are universal. They were created from the original recordings mentioned above and from the modified GIANTS sounds. The exclusive sounds of Farming Dud’s (FD) are original sound recordings that are only included in this mod. They are not available as prefabs elsewhere and have not been used directly in any other vehicle mods. Sounds from the FD exclusively for this mod (*): MWM 226.4 (4-cylinder): Original recording of a naturally aspirated engine from a Fendt Farmer 308 Perkins 1006-6T (6-cylinder): Original recording from a Massey Ferguson 6290 MAN D0826 (6-cylinder): Original recording from a Fendt Favorit 824 KHD BF6L913 (6-cylinder): Original recording from a Deutz DX 6.30 Cummins 6BT (6-cylinder): Original recording from a Case 5150 Maxxum Sounds from the FD, which are also available as prefabs in the ModHub (**): JD PowerTech TLA (6-cylinder): Original recording from a John Deere 6910 JD PowerTech PVS (6-cylinder): Original recording from a John Deere 6155M Mercedes Benz OM366 (6-cylinder): Original recording from an MB-trac 1300 CASE IH DT-402 (6-cylinder): Original recording from a Case 1255 KHD BF4L913T (4-cylinder): Original recording from a Deutz DX 4.70 MWM 226.6B (6-cylinder): from a Renault TZ (Sound Prefab FS22) MWM 226.6TD (6-cylinder): Straight pipe / open pipe from a Renault TZ Perkins 1006-6T (6-cylinder): Straight pipe / open pipe original recording from a Massey Ferguson 6290 MAN D0836 (6-cylinder): Sound from a Fendt 900 TMS (Sound Prefab FS22) The following sounds are heavily modified GIANTS sounds (***): MAN LE 521 (6-cylinder) Merlo, Deutz TCD 2012 L04 (4-cylinder) FPT, Claas Axion (6-cylinder) Deutz Agrostar 8.31 (6-cylinder) JCB Fastrac 8000 Series (6-cylinder) Volvo EC250 (6-cylinder) Volvo LM841 (6-cylinder) Volvo L120H (6-cylinder) Volvo L180H (6-cylinder) Sounds that were created by combining existing sound recordings (no original recordings): 6-cylinder sound for Ford/New Holland 6-cylinder sound for trucks and Unimogs 8-cylinder sound for the K700 V2.0.0.0 New original sounds added: 6.7 FPT from Case Puma 160 CVX 6.6 AGCO POWER from Massey Ferguson 7616 6.6 SiSu 66ETA from Massey Ferguson 7480 5.9 CUMMINS from Case Maxxum 5150 6.8 PowerTechPlus from John Deere 7430 6.8 PowerTech from John Deere 6R185 7.2 BF6M 1013 E from Deutz Agrotron 1145 TTV 6.2 BF6L 913 T from Agrostar 6.31 Deutz F2L511 from Zettelmeyer ZL500 6.6 Valmet 620 DSRE from Valtra 8150 7.4 AGCOPower 74 AWF-4V from Valtra T194 3.8 V3800 CR-TIEF4 from Kubota M105GX For these new sounds, a number of vehicles have been adjusted; those marked with an asterisk (*). Improvements have also been made to existing adjustments, such as the MB Trac sound and others. A PDF was created for the original version detailing the complete history of the recorded sounds, their origins, and their owners. It also includes links to mod vehicles that have an adjustment in the MMS. For version 2.0.0.0, another PDF was created with the complete history of the recorded sounds, their origins, and their owners, as well as links to mod vehicles that have an adjustment in the MMS. You can find these PDFs on our Discord.
Repopulate Fields V1.0.1.0
Repopulate Fields V1.0.1.0 Repopulate Fields lets you reset fields to a randomised state with a single button press. Each field receives a random crop at a random growth stage, along with randomised soil conditions: spray level, plow level, lime level, weed state, and ground type. Grass-only fields always receive grass. Five options are available, both as console commands and as buttons in the in-game Settings menu: Repopulate All Fields (command: repopulateAllFields) Repopulate Owned Fields (command: repopulateOwnedFields) Repopulate Unowned Fields (command: repopulateUnownedFields) Repopulate Current Field (command: repopulateCurrentField) Repopulate All Fields To Grass (command: repopulateAllFieldsToGrass) The first four commands accept an optional fruit type, which is then used for every field instead of a random one, for example: repopulateOwnedFields WHEAT In multiplayer, admin rights are required to use any of these options. V1.0.1.0 Fixed grass fields not changing to a different crop. Added a button and command to turn all fields into grass.
Bank And Credit V1.1.0.0
Bank And Credit V1.1.0.0 Bank & Credit adds a fractional-reserve bank to Farming Simulator 25. Borrow money, manage your debt and grow your credit capacity by farming. The bank is a standalone virtual entity with its own equity, funded by the interest it collects. Credit is not granted automatically: it is evaluated based on your income and assets. Features: – Three loan types: Annuity (fixed monthly payment), Bullet (interest-only, full principal at maturity), Revolving (draw and repay freely, no fixed term) – Revolving: 1%/year commitment fee on the undrawn portion; voluntary closure when balance is zero – Credit scoring via DSCR (12-month decay-weighted income history) and LTV (asset liquidation value with per-category haircuts) – Five risk levels: LOW / MODERATE / HIGH / CRITICAL / REFUSED – transparent rate breakdown and explicit refusal reasons – Risk surcharges on top of base rate: LOW +0%, MODERATE +0.75%, HIGH +2%, CRITICAL +5% – CRITICAL applications are auto-capped at 50% of the requested amount (the bank still lends, but at a reduced size) – Asset haircuts by category: farmland 70%, livestock 60%, buildings 55%, inventory 50%, tools 50%, tractors 40%, cash 30% – Borrower limit: liquidated asset value plus 24-month income projection, minus existing outstanding debt – Concentration cap: a single farm cannot exceed 25% of the bank’s total lending capacity – Loan detail view: full amortisation schedule (Annuity, Bullet) or draw and repayment panel (Revolving) – Bank health dashboard: equity, leverage ratio, outstanding portfolio, internal loss reserve (not player-loan reimbursement), coverage ratio – Annual financial report per farm – Configurable base rate (1.25–5.75%) with persistent monthly market trends – Type spreads: Annuity +0%, Bullet +0.75%, Revolving +5% – Early repayment on Annuity and Bullet loans: full or partial by number of months (configurable penalty 0% – 5%) – Settings (in Game Settings): starting capital (100 k€ – 5 M€), leverage ratio (5x – 20x), base rate, dynamic rate, early repayment penalty – Separate Interest and Principal entries in the Finance tab – Solo and multiplayer: in multiplayer, bank equity and portfolio are shared server-side across all farms – Compatible with FS25_Invoices: invoice income counts in DSCR history – Compatible with FS25_RedTape: subsidy and grant income counts in DSCR history Important: this mod replaces the vanilla loan system. Any vanilla loan balance is automatically cleared at game start. V1.1.0.0 Fixed bank settings persistence and multiplayer UI synchronization Revolving credit limits now follow leverage-ratio changes Reworked dynamic interest rates into persistent monthly market trends with stable, normal, strong, and exceptional movements Adjusted the configurable base-rate range to 1.25€, 5.75% Improved multiplayer safety: bank and loan state is now only synced from the host, preventing corrupted or tampered data on clients. Thanks to KeilerHirsch. Existing saved base rates above 5.75% are automatically capped at 5.75% Added compatibility with FS25_additionalCurrencies: amount fields for loans, repayments, and revolving draws now accept values in the active converted currency
Grünental FS25
Welcome to Grünental! Nestled among valleys, fields, and small country roads, Grünental features a landscape inspired by the heart of Germany. A river flows through the region, following the landscape and connecting rural areas, farms, and the town. Large power transmission towers and wind farms stand out among the hills on the horizon, giving the region its own unique character. The town brings movement and life to Grünental, while the roads crossing the countryside reveal small details along the way. Animals can be found near the roads and throughout the rural areas, creating a more natural, dynamic, and lively environment. The climate, vegetation, and atmosphere have been carefully designed to capture the feeling of a true German rural region, where nature, agriculture, and everyday life come together. Grünental features 44 agricultural fields in different sizes and shapes, offering a variety of possibilities for different farming styles. In addition, there are 6 forestry areas, allowing you to develop both agricultural and forestry activities. Features -44 agricultural fields -6 forestry areas -7 production points -5 selling points -4 lime stations -A second farm is located near Field 32. There is also an olive grove. Railway transportation system Sell and transport products by train to Felsbrunn and Hagenstedt Explore every road, cross the river, discover the town, and enjoy every detail of the Grünental landscape. Grünental – where nature meets rural life in Germany.!
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