Farming Simulator 22 mods
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Wholesome Foods factory V1.0
Taking advantage of the growing demand for healthier foods, the local farm collective purchased an old industrial building, installed modern processing equipment, and founded Wholesome Foods. Using locally sourced oats, corn, wheat, soybeans, honey, milk, sugar, and other ingredients, Wholesome Foods produces a wide range of value-added products — from Frosted Corn Flakes and Oatmeal to Granola, Muesli, Protein Bars, and other snacks. Turn your farm’s grain harvests into finished foods and build a complete farm-to-market production chain. Wholesome Foods adds a modern food-processing facility focused on breakfast cereals, oatmeal, granola, muesli, and snack bars. The plant receives dry ingredients at the grain hoppers, liquid ingredients at the tank receiving area, and ships finished products from the loading dock.
Real Physics Tire Wear V1.2.2.6
This mod enhances Farming Simulator 25 by introducing a standalone and highly detailed wear system for tires, rubber tracks, and steel tracks. Welcome to the next generation—the evolution: 2.0! Tires and track systems (rubber or steel) now wear down based on actual distance traveled, wheel slip stress, and various other factors. Your driving style, ground conditions, weather, load weight, and dynamic load distribution across wheels or tracks all influence wear. Each vehicle and wheel or track unit tracks and saves its wear individually, independent of the standard GIANTS vehicle wear system. This applies to all farm vehicles—whether purchased, rented, or leased. AI traffic, vehicles from other farms, or machinery rented specifically for missions are not tracked. The goal of this mod is to visually display realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting their actual condition. It supports conventional wheeled vehicles as well as machines with rubber or steel tracks. Trailers and implements with their own wheels are included and tracked too. For rubber and steel tracks, the wear of road wheels is calculated based on their design and shown separately via a combined icon. Most in-game vehicles and many mods have been tested; while 100% compatibility isn't guaranteed, it exceeds 90%. Some isolated cases, such as two-wheelers, three-wheelers, or specialized machinery mods, may not support tracking yet, but work is ongoing. For specific mods, I need the mod files—including i3d files, UV masks, shape mappings, and vehicle XML files—to assess feasibility. As wear increases, visual changes are complemented by performance impacts: heavily worn tires lose traction, affecting handling. This can cause the vehicle to slide during acceleration, braking, or turning. Tires, suspension, and track rollers can be replaced at the workshop, with costs depending on vehicle type, component size, and a small multiplier based on the chosen reference mileage. The reference lifespan can be adjusted in settings—options include 350, 500, and 750 km for smaller or classic 2×2 maps, and 1,000, 1,500, and 2,000 km for larger 4×4 maps. Note that setting a reference of 1,000 km doesn't guarantee tires or suspension will last exactly that long; it’s a basis for wear calculation, and actual lifespan varies with driving style, workload, and load. The mod also supports wear calculations for AI-controlled vehicles using Courseplay, AutoDrive, or Giants AI. To ensure smooth operation, an electronic immobilizer locks the vehicle during startup and system initialization, preventing external input. Once ready, the immobilizer disengages, and normal operation resumes. The mod introduces three penalties: first, reduced traction depending on wear level, though vehicles can still be driven to the workshop with performance penalties; second, a speed penalty for AI vehicles, with cruise control throttled down to as low as 20 km/h depending on wear, to maintain route following; third, a maximum speed reduction for rubber and steel tracks—up to 50% depending on roller wear. Replacing rollers removes this penalty. Current wear levels can be displayed directly in the HUD when using the 'FS25 Lights & Symbol HUD' mod, which is recommended to be installed alongside this mod. Version 1.2.2.6 includes optimizations based on long-term testing and a setting to toggle certain features.
OZZ SQR 3 – Amber, White & Red DRL Pack (Prefab) V1.0
OZZ SQR 3 – Amber, White & Red DRL Pack Enhance your Farming Simulator 25 vehicles with the OZZ SQR 3 lighting setup, featuring three DRL colors in one prefab pack: amber, white, and red. Each version includes white work lighting and a golden amber double flash. The upper and lower light bands, along with the OZZ logo, illuminate in the selected DRL color while the engine is running. Activating the warning lights switches these surfaces to amber double flash. When the warning lights are turned off, your chosen DRL color is restored.Features: – Three DRL variants: amber, white, and red – White work lighting – Golden amber double flash with a real light source – Adjustable lamp housing with a fixed mounting bracket – Corrected reflector faces and physical inner housing walls – Detailed model with LODs – Editable Blender source files – English installation guide and XML examples for each variant – XML helper and required DRL script included This prefab is designed for modders. Requires GIANTS Editor and manual installation into a compatible vehicle mod. Register the included DRL script following the installation guide. The lamps are not standalone shop items. The white and red DRL versions are game adaptations of the reference lamp. Platform: PC/Mac Game: Farming Simulator 25 Version: 1.1.0.0
FS25 Custom lighting
FS25 Custom lighting Data>maps>mapsUS>config In-game brightness 1.5 My shader: Have a good game.
FS25 Variable Working Depth
FS25 Variable Working Depth **Variable Working Depth: the implement works as deep as you lower it ** Do you lower the disc harrow and the field always ends up looking the same, no matter how deep you put the discs? No real implement works that way. This mod introduces what actually determines field work: **working depth**. Lower it slightly and you leave a seedbed; sink it all the way down and you’re opening the soil like a plow. **WITH ANY DISC HARROW OR CULTIVATOR** This is not a new implement: it is a system that works with all disc harrows and cultivators, both base-game and modded equipment. There is no need to edit any XML or buy anything from the store. Hook up the implement you already have and it works. When the mod is first installed, nothing changes: each implement’s factory position behaves exactly like it does in the original game. Only when you adjust the depth setpoint does the system start controlling the working depth. **DEPTH DETERMINES THE TYPE OF WORK** Depth setpoint from 0 to 100% with **Ctrl + Num Plus / Minus**. **Shallow:** seedbed preparation, the typical job of a disc harrow. **Medium:** cultivation, similar to the work of a cultivator or heavy disc harrow. **Deep:** plowing, or subsoiling if you prefer the more realistic option for a disc harrow (**console: `vwdSet deepMode subsoiler`**). At 0% setpoint, the discs barely touch the ground and perform no tillage: **lowered does not necessarily mean working**. Working-mode changes use hysteresis, so the system does not flicker between states when going over uneven terrain. **REAL MECHANICS, NOT JUST ANIMATION** Implements with support wheels: the depth wheels move relative to the frame and the frame actually sinks, like a real offset disc harrow. Mounted implements without support wheels: the 3-point hitch height is adjusted and the hitch becomes rigid in height. The control mode is selected automatically for each implement based on how it is built. Draft load scales with working depth: the deeper you work, the more power the tractor requires, with higher consumption and lower speed. With a lower setpoint, you save power. Hydraulic cylinder sound plays while adjusting the depth. AI workers and Courseplay continue lowering, raising and operating the implement normally. **ON-BOARD TERMINAL IN YOUR TRACTOR’S STYLE** An on-screen terminal designed to look like a real tractor’s onboard computer. It automatically uses the colors and real logo of the tractor brand operating the implement: **John Deere, Case IH, New Holland, Fendt, Claas, Massey Ferguson, Valtra, Deutz-Fahr, Kubota, Challenger, Steyr.** Other brands use a generic color scheme with their own logo. Displays: * Working depth in centimeters * Type of operation * Setpoint bar with factory position * Adjustment in cm relative to factory setting * Control mode * Status LED (raised / position / working) * Draft load The terminal can be expanded, minimized to a single line, or hidden (**Ctrl + Num Multiply**). With **Ctrl + Num Divide**, the cursor appears so you can use the **− / + buttons**, fine-tune with the mouse wheel, and drag the terminal wherever you want. Click the logo to manually select the tractor brand. The position and state are remembered between game sessions. Technical information only, with no unnecessary data: just what you would see inside the cab of a real machine. **FEATURES** * Depth setpoint saved for each implement in the savegame. * Global settings via console (`vwd`): deep-work type, depth range, thresholds, and draft load. * In-game self-calibrated depth reference for each implement. * Multiplayer and dedicated server compatible: setpoint, work mode, and draft load synchronized for all players. * Translated into **Spanish, English, German, and French**. Made with a passion for realistic agricultural simulation.
Tree saplings greenhouse V1.2.0.0
Tree saplings greenhouse V1.2.0.0 With this greenhouse you can grow your own tree saplings! Needs water and tree saplings (saplings optional, will make production faster) to grow saplings. V1.2.0.0 Small optimizations New features coming in next update: Boosting production speed and amount with organic fertilizers (manure, compost etc.) Required mods: ProductionStorageControl
Multipurpose Hall V1.0.0.0
Multipurpose Hall V1.0.0.0 VILLAGE MULTIPURPOSE HALL Cok Amacli Salon Price: $10000 Daily upkeep: 150 $ / day Update 1.0.0.0 Dugun Salonu
AgriCredit Solutions V1.0.0.0
AgriCredit Solutions V1.0.0.0 Build now. Pay over time. AgriCredit Solutions adds a complete building-finance system to Farming Simulator 25, allowing you to finance eligible placeable structures directly through Construction Mode instead of paying the full price up front. FINANCE DIRECTLY FROM CONSTRUCTION MODE The normal PLACE option remains unchanged. For eligible buildings, you can instead choose FINANCE and configure an AgriCredit agreement before placement. Choose your down payment, finance term and plan, then review: Down Payment Financed Amount APR Scheduled Payment Finance Plan Applicable groundwork costs are paid up front. Once placed, the agreement is permanently linked to that exact building. KEY FEATURES Traditional and Balloon financing plans, multiple terms and down-payment options, APR-based financing, automatic monthly payments, manual payments, early payoff, persistent agreements, dedicated management menu, late fees, Collections and Cure Account systems, financed-building sale settlement, transaction tracking, and multiplayer-aware server-authoritative synchronization. MANAGE YOUR AGREEMENTS The dedicated AgriCredit menu displays each agreement’s status, payment due, APR, remaining payments, outstanding balance, final payment and current payoff amount. Make manual payments, pay off financing early, or cure an account in Collections. MISSED PAYMENTS & COLLECTIONS If the farm cannot afford a monthly payment, no partial payment is taken and the balance is not forced negative. Delinquency progresses through: LATE 1/6 → LATE 2/6 → LATE 3/6 → LATE 4/6 → LATE 5/6 → LATE 6/6 Late penalties increase from 5% to 30%. If enough money becomes available, AgriCredit can automatically collect the required payment plus penalty and begin returning the agreement to good standing. LATE 6/6 triggers SEVERELY DELINQUENT — FINAL NOTICE, providing one final monthly opportunity before entering IN COLLECTIONS. In Collections, automatic servicing and additional penalties stop. Your building is not repossessed or demolished and remains usable, but the farm cannot start another AgriCredit agreement. Use CURE ACCOUNT to pay the overdue amount and penalties, return the agreement to ACTIVE status, and resume financing eligibility. EARLY PAYOFF & BUILDING SALES Agreements can be paid off early at any time. Financed buildings can also be sold. Sale proceeds are applied to the payoff first. Any remaining equity goes to the farm. If proceeds are insufficient, farm cash can cover the difference; otherwise, the sale is blocked. BUILT FOR LONG-TERM SAVES Agreements use persistent placeable identities and restore balances, payments, delinquency and Collections status across save/reload. MULTIPLAYER Financial transactions and agreement synchronization use multiplayer-aware, server-authoritative handling. Extensive testing has been completed in single-player; remote multiplayer and dedicated servers have received less live testing. VERSION 1.0.0.0 The release has undergone extensive gameplay testing and passed GIANTS TestRunner 0.9.21 — 15/15 modules, 0 failures. INSTALLATION Place FS25_AgriCreditSolutions.zip directly in your FS25 mods folder. Do not unzip it. AGRICREDIT SOLUTIONS Build now. Pay over time. For bugs or issues, contact JerseyShoreModding on Discord and include your Farming Simulator 25 log file whenever possible.
Veenhuis Silage distributor V1.0.0.0
Veenhuis Silage distributor V1.0.0.0 I converted it from fs22 might contain bugs Price: 2000 € Max. working speed: 5 kph Working width: 3.0 m
Schuitemaker Rapide 580V Tandem V1.0.0.0
Schuitemaker Rapide 580V Tandem V1.0.0.0 Hey i share this Schuitemaker Rapide 580V Tandem I converted it over from FS22; there might be some errors, so please let me know. I hope u like it Base Price: 111000$ Capacity: 30000L Needed power: 150 HP Max working speed: 20 km/h
Leboulch 24T New V1.0.0.0
Leboulch 24T New V1.0.0.0 Discover the Leboulch 24T NEW, a versatile and robust tipper, ideal for your agricultural work. Purchase price 16 000 € Configurations Capacity 21 000 T — +1 000 € Capacity 25 000 T — +2 250 €
New Holland CH7 (Rio Grande Do Sul) v1.0.0.0
New Holland CH7 (Rio Grande Do Sul) v1.0.0.0 Power: 775 hp Maximum speed: 40 km/h Grain tank capacity: 9,300 liters Price: R$ 281,000 Wide tire and dual-wheel options New integrated grain tank Flag of Rio Grande do Sul Multiplayer compatible Model: New Holland CH7.70
Massey Ferguson 5S 2023 Edit v1.0.0.0
Massey Ferguson 5S 2023 Edit v1.0.0.0 RED FLASHING LIGHTS POWERFUL TORQUE AND HIGH TRACTION CHROME RED COLOR FOR A MORE EYE-CATCHING LOOK. THE ENGINE AND TRANSMISSION HAVE BEEN STRENGTHENED LARGE YELLOW AND WHITE FLASHING LIGHT WHITE TIRE LETTERING HAS BEEN ADDED
Mercedes-Benz Econic WISS TMB (Hannover Fire Department) V1.0.0.0
Mercedes-Benz Econic WISS TMB (Hannover Fire Department) V1.0.0.0 Mercedes-Benz Econic WISS Telescopic Aerial Platform – Hannover Fire Brigade This mod contains: Hannover Fire Brigade skin/texture for the Mercedes-Benz Econic WISS Telescopic Aerial Platform Skin/texture created by: Der Bürgermeister0815 / Die Skin Schmiede Original vehicle created by: Wald4tlerModding NOTE: This is exclusively a texture or skin. The corresponding original vehicle by Wald4tlerModding is required for use: https://farmingsimulator25mods.com/mercedes-benz-econic-wiss-telescopic-mast-platform-v1-0/ The creator assumes no liability for any damage that may occur to the system.
Daytime running lights for the Fendt S4 (Prefab) V1.0.0.0
Daytime running lights for the Fendt S4 (Prefab) V1.0.0.0 Hi guys, I have daytime running lights for the Fendt 900 S4.
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