Farming Simulator 22 mods

50,366 results
150 / 3,358
Kühne KNT 770 V1.0 v1.0
tractors
Aussie Plates V1.0 v1.0
other
Universal Window Tint V1.0 v1.0
other
Playable Garden Chess Set V1.0 v1.0
other
Pedestrian Control V1.0 v1.0
maps
NPC Control V1.0 v1.0
maps
Merlo P41.7 Turbofarmer V1.0.0.2 v1.0.0.2
implements
Lowloader Bale Autoload Pack V1.0 v1.0
implements
New Holland Varifeed 18FT V1.0 v1.0
tractors
Production Supply Manager V1.0 v1.0
harvesters
Ford 2000-3000 Series V Beta
cars
Auto Grove V1.0 v1.0
cars
1976 Ford F250 v 1.0
trucks
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Machine Drive Controls V1.0.1.0
other

Machine Drive Controls V1.0.1.0

Machine Drive Controls V1.0.1.0 This mod is to designed to make better use of controller hardware with the Moza Farming Control System specifically in mind but should work with similar hardware and or peripheals that contain toggle switches etc. MAIN FEATURE: Provides a shop configuration that makes Hydrostatic drive an option. Perfect for vehicles like combines or forage harversters, it enables stop and go braking with automatic direction change to make full use of the throttle control on the FCS controller while standard mode keeps those options turned off for non-hydrostatic vehicles. Additional features: This mod configures how the toggle switches to work like true toggle switches. It provides configurable keybinds in the control menu to separate on and off functions. For example, PTO switch, up is on, down is off. This can also apply to the rotary switches onthe FCS. Propulsion and throttle have been separated to make the stick more realistic. Vehicle can be moved at the engine speed you set instead of increasing or decreasing with the propulsion lever. Throttle can be controlled via the encoder dials or other keybindings of your choosing. Increase or decrease with a twist of the knob, pressing the knob will activate the throttle to hold at idle or reset to idle from a higher rpm. Includes a small hud to show the stick input to help find true center along with an indicator to show if the throttle control is active or inactive. Raise and lower commands have been separated into separate commands. Controls are configurable in the keybind menu IMPORTANT NOTE : Currently when selecting the toggle keybinds, when trying to set the down position the game will register the command as both positions. for example if the toggle is 45 and 46 it will natively set 45 but 46 registers as 45 + 46. After setting the keybinds to your liking save and quit the game then restart, The mod corrects the dual key on restart. Same applies to the rotary switch setting but if you set it from high to low it will register as one control. ( to set 34, start with switch on 35 and turn to 34. 33 to 34 results in 33 + 34. ) IF CONTROLS DO NOT WORK CHECK FOR CONFLICTING KEYBINDINGS. Please feel free to give suggestions for command settings you need toggles or support for. V1.0.1.0 Added separate On / Off commands for Combine thresher and header to support Realistic Harvesting mod Fix to raise / lower commands where some mods did not respond

Hyper Realistic Maintenance 2 V1.2.0.0
other

Hyper Realistic Maintenance 2 V1.2.0.0

Hyper Realistic Maintenance 2 V1.2.0.0 The DEF Pack mods and Variable Tire Pressure can be used together without compatibility issues. Two photos have been added with mods tested on a multiplayer server. More translations in development. Your engine wears out. Your oil gets dirty. Your turbo fails if you never maintain it. This is what “realistic maintenance” should have meant from the beginning. Hyper Realistic Maintenance 2 adds deep, continuous mechanical simulation to all motorized vehicles in your saved game — tractors, trucks, harvesters and cars — with real gameplay consequences, not just cosmetic numbers. What is simulated Engine: 5 independent components (cylinder, piston, bearings, crankshaft, valves) that affect one another — cylinder wear increases blow-by, which contaminates the oil and accelerates wear even further Thermal: coolant temperature increases under load and the engine overheats if the radiator is degraded Fluids: oil level/contamination and coolant level, both of which can be checked and require maintenance Transmission: clutch, gearbox, turbo and battery/starter motor wear over time Failures: probabilistic failures that increase sharply above around 35% wear in the relevant component — critical overheating above 118 °C is guaranteed and does not depend on luck Behavior by vehicle type: tractors, trucks, harvesters and cars wear at different, realistic rates Real effects, not cosmetic ones Actual power loss — reduces the engine’s effectively available torque; you will feel it in the field Actual no-start conditions — a dead battery or worn starter motor can genuinely prevent the engine from turning over, with a warning displayed on screen Harvesters suffer a real loss of threshing efficiency as engine condition deteriorates Scheduled maintenance, just like in real life 10 maintenance items (engine oil, filters, hydraulic/transmission oil, coolant, grease, belts and much more), each with its own interval and a real cost for the farm — automatically adjusted to the vehicle’s actual power. If you neglect maintenance for too long, wear accelerates by up to +120%. Vehicle HUD with 3 pages — overview, detailed engine diagnostics and maintenance status — with an adjustable position in the Game Settings menu. The game’s repair screens themselves (shop, farm workshop, mobile workshop) now also perform a complete HRM2 service. Compatibility: works completely standalone. If you also have the 4×4 Traction System mod, the two mods detect each other automatically, and driving with 4WD/differential lock now has a real additional effect on the transmission. Significantly improved multiplayer and tested on a real dedicated server (see the changelog for details and known limitations). Maintenance progress is saved in the saved game. V1.2.0.0 Move the HUD with the mouse A new way to position the HRM2 panel, requested by the community: press Ctrl+Shift+H to activate HUD editing mode (this shows the mouse cursor), click and hold on the panel, and drag it wherever you want. Release the button to confirm the new position, then press Ctrl+Shift+H again to exit editing mode. The position is saved for the player, not the savegame configure it once and it will remain the same across all savegames; you do not need to repeat it for each save. If the shortcut does not respond, check under Settings Controls that the “HRM2 Edit HUD” action is actually assigned to a key (in some cases, the game may leave it unassigned by default). Small internal stability and code-cleanup adjustments have also been made.

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