Farming Simulator 22 mods

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Egg Throwing Stand FS22
trailers

Egg Throwing Stand FS22

Hi hi, here is the egg-throwing stand by AJTF Price: 24.800€

Kverneland plow with packer FS22
implements

Kverneland plow with packer FS22

Here is my plow with packer PLEASE UNPACK!!!!!!!!!!!! have fun with it price:22.000 width:4M Power:200hp

Machinery Hire Contracts FS22
other

Machinery Hire Contracts FS22

Machinery Hire Contracts adds a new way to earn money from machinery you already own. Create named customer hire yards, then receive Machinery Hire jobs alongside the standard contracts. Accept a job and deliver a suitable machine you own to the requested yard. The hire only begins after a valid machine is delivered and the machine must remain in the yard until the hire period ends. Tractor hires include a required horsepower range. Other jobs request suitable trailers, cultivation equipment, grassland machinery, harvesters, loaders and other supported equipment categories. Hire offers are seasonal where appropriate. Customer use is simulated during the hire. Up to 10 operating hours per game day are included, with a chance of overtime. Actual customer hours and wear are added to the hired machine, and overtime increases the final contract payment. Leased machinery cannot be hired out. Hire yard controls: Option + K - Create a new hire yard Option + H - Add a boundary point Option + J - Finish and save the boundary Option + E - Edit the yard you are standing inside Saved hire yards are shown as named coloured outlines on the full-screen map. Designed for single-player PC/Mac. Compatible with the base-game Contracts menu and includes compatibility handling for Contracts Plus. Recommended to be played alongside Realistic Hours & Depreciation, another Cov's Mods release coming soon, for a more realistic machinery ownership and hire experience. If you encounter any issues or bugs, please leave a comment in the comments section with as much information as possible so they can be investigated and patched as soon as possible. An FS25 version of Machinery Hire Contracts is also currently in development and will be coming soon.

Adjust Suite V1.0.0.3
other

Adjust Suite V1.0.0.3

Adjust Suite V1.0.0.3 With AdjustSuite, you can reduce the need for multiple separate mods when your goal is mainly to adjust and personalize your gameplay experience. Customize vehicles, attachments, placeables and productions in FS25 to suit your personal playstyle. Optimize power, working width, capacities, driving behavior, production values and much more, so every machine, attachment, placeable and production fits your farm, your fields and your workflow better. By default, the REAL and UNREAL ranges are enabled. If you want more freedom, you can unlock wider adjustment ranges in modSettings and tailor the mod even more precisely to your personal playstyle. However, always keep the game’s logical and physical limits in mind, as values that are too extreme can affect handling, tool functionality or game balance. Select the desired adjustments directly in the vehicle and attachment shop or in construction mode before purchase. The settings file is created in modSettings after the first game start and controls modules, adjustment ranges, help menu entries, price scaling and external capacity. Restart the game after changing this file. In multiplayer, the host or dedicated server settings apply to every player. AdjustSuite is compatible with Courseplay, AutoDrive, and Precision Farming. It also includes an optional setting for AdjustStorageCapacity and similar mods that let you change a vehicle’s storage or tank capacity at runtime, so AdjustSuite doesn’t overwrite those changes. Vehicle and attachment modules: AFV – Fill Volume AFC – Fuel Capacity APC – Payload Compensation ABW – Ballast Weight AMP – Motor Power AWS – Working Speed AWW – Working Width APW – Pickup Width ADS – Driving Speed ABP – Brake Power ADR – Discharge Rate Placeable and production modules: AFV-P – Fill Volume ADR-P – Discharge Rate ACR-P – Cycle Rate ACA-P – Cycle Amount AIP-P – Income Payments V1.0.0.3 Updated for Farming Simulator 25 Patch 1.23. Added an optional EXTERNALCAPACITY setting so AFV, AFC, and APC can respect capacity changes made by AdjustStorageCapacity or similar mods instead of overwriting them. must be changed to true.

Real Exhaust Smoke BETA 2 V0.3.0.0
other

Real Exhaust Smoke BETA 2 V0.3.0.0

Real Exhaust Smoke BETA 2 V0.3.0.0 This is a mod I am working on for personal use. But I thought I would share it, if someone else want’s to play with it. Please report suggestions and/or bugs. “Created with assistance from OpenAI Codex” Added settings to adjust global smoke intensity, smoke intensity of current vehicle or enable/disable custom smoke for current vehicle. Vehicles that consumes AdBlue, starts with custom smoke disabled (can be enabled). Reduced smoke intensity under 80% engine load.

Real Fuel Consumption V1.3.1.0
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Real Fuel Consumption V1.3.1.0

Real Fuel Consumption V1.3.1.0 Real Fuel Consumption turns your farm’s fuel usage into something realistic and challenging. Unlike other mods that just multiply consumption by a fixed number, this mod uses a dynamic system that reads each vehicle’s real state in real-time. How it works: Base Multiplier configurable from 1.0x to 3.0x (default 1.5x) Load Bonus — the engine consumes more when under real stress: climbing hills, pulling heavy implements, towing loads Work Type Bonus — each task consumes differently, just like real life: Plowing / Cultivating: +40% Harvesting: +35% Baling: +25% Mowing / Tedding: +20% Spraying / Fertilizing: +15% Sowing: +10% RPM Sensitivity higher engine RPM means more consumption Features: All options configured from the Game Settings menu (ESC), no commands or weird keys Compatible with ALL vehicles and mods Multiplayer compatible and Dedicated Server Saves your settings per savegame Tip: For balanced realism use 1.5x. For a hardcore challenge, go up to 2.5x or 3.0x with Load Sensitivity set to High. Made with passion for realistic farming simulation. V1.3.1.0 New: fuel report (Ctrl+J inside a vehicle): liters, engine hours, average l/h, ECO/STANDARD/POWER share and estimated cost for that vehicle (session and total) plus the farm total. Counted on the server and saved per vehicle; dedicated-server ready. Fixed: the l/h readout kept showing the last driving value while the engine was off. It now shows 0.0 l/h whenever the engine is not running.

Implement Maintenance V1.0.1.0
implements

Implement Maintenance V1.0.1.0

Implement Maintenance V1.0.1.0 Does your seeder work a thousand hours without anyone changing a bearing or adding grease? No real machine can withstand that. This mod introduces realistic implement maintenance: machines require lubrication, wear through use, can break if neglected, and must be repaired using spare parts, time, and money. It works automatically with ANY towed or non-motorized implement from the base game or other mods, detecting its components. No configuration required. REAL LUBRICATION Use a grease gun with standard or premium lithium EP2 grease. Premium grease provides longer lubrication intervals. Lubrication is based on actual working hours. Long-term storage can also require lubrication before returning to service. WEAR BY SYSTEM Four individual systems are simulated: Wear Parts Bearings and Transmission Hydraulic Circuits Wheels/Tires Each has its own lifespan. Wear progresses through operation and increases faster when the machine is dirty or lubrication has expired. Condition also affects normal machine wear and resale value. REAL BREAKDOWNS Machines can suffer minor, serious, or critical failures. Depending on the failed component, an implement may stop working, fail to lower or deploy, operate at reduced speed, or become immobilized. The more worn the machine, the greater the risk of failure. FIELD REPAIRS A toolbox allows temporary emergency repairs of serious failures in the field, letting you continue working with limitations. Critical failures require a workshop. YOUR OWN WORKSHOP Place a workbench with a service bay on your farm for diagnosis and repairs. Repairs can use STANDARD or faster EXPRESS service and take from hours to several days. Repairing a failure does not remove the machine’s existing wear. PHYSICAL SPARE PARTS Diagnosis displays operating hours, wear of all four systems and required spare parts. Servicing requires physical wear, bearing, hydraulic or tire kits. A complete service history is stored for every machine. OEM OR AFTERMARKET Replacement parts are available as OEM or aftermarket. Aftermarket parts are cheaper but have shorter lifespans and may have a greater risk of premature failure. SUPPLIER PORTAL Use the ordering computer to purchase spare parts and select their quality and quantity. Delivery takes several days, with parts physically delivered for use in your workshop. FEATURES Automatic support for base-game and mod implements Realistic lubrication and working-hour tracking Four independent wear systems Minor, serious and critical breakdowns Emergency field repairs Workshop diagnosis and repairs Physical spare parts and supplier ordering OEM and aftermarket parts Maintenance history and savegame support Multiplayer and Dedicated Server compatible Deadlines adapt to game month length English, Spanish, German, French and Italian Compatible with Agricultural Financial System (GN Realism) V1.0.1.0 The standard game repair (workshop / dealer) no longer applies to implements maintained by this mod: it charged money without clearing breakdowns or wear. A clear message now points you to the workbench. Fixed: implements could work faster than their rated working speed (e.g. a disc harrow at 32 km/h). The speed limit only returned one of the two values the game expects, so the tractor ignored it. Breakdown / worn-tyre / patch speed caps now also apply while towing. Fixed: with Agricultural Financial System installed, the credit-margin check for parts orders silently fell back to the cash balance. It now uses the AFS margin.

Agricultural Financial System V1.0.2.0
trucks

Agricultural Financial System V1.0.2.0

Agricultural Financial System V1.0.2.0 Agricultural Financial System: real current accounts, credit and cash flow Buy a tractor and the money vanishes from your pocket instantly? No farm works that way. This mod brings in how a real agricultural business actually handles money: you buy on account, you get paid on terms, and you have to earn your credit. YOUR COMPANY, YOUR DETAILS You’re not “Farm 1”: enter your real company details and they stay on screen. Company or estate name, tax ID, bank or lender, and town. They appear in the header of the finance panel, like the letterhead on a real invoice. Every supplier and every customer carries the name you give it: put the account under your own grain merchant, your own farm store, your own dealership. The system remembers each one and keeps its own history and its own credit limit. Customers the mod detects on the map can be given custom names too. Saved with your game and synced in multiplayer. CURRENT ACCOUNTS WITH SUPPLIERS A “Charge to Current Account” button on the shop’s normal purchase screen, right next to “Buy”. Buy now, pay later: the money doesn’t move until the real due date. Works with everything: tractors, implements, seeds, fertilizer, pallets, placeables. Standard 30-day trade terms, up to 60 depending on the supplier. Early payment discount of 3% per month: pay sooner, pay less. TWO CREDIT LINES YOU HAVE TO EARN Separate types: Supplies ($50,000 to start) and Machinery ($100,000 to start). Every purchase classifies itself by reading the item’s real shop data: a fertilizer spreader draws on Machinery, seeds draw on Supplies. Works with items from other mods too. Your limit grows 15% every time you pay on time, up to 8× the starting figure. Paying late doesn’t grow it. If the type’s margin isn’t enough, the purchase is rejected. There’s no way to blow past your limit without noticing. PROMISSORY NOTES AGAINST THE HARVEST When the current account isn’t enough, you can formalise the deal with a promissory note. Long terms, up to 270 days: meant to be paid off with the harvest. Not a blank cheque: the ceiling is twice the limit you’ve earned, and it’s total accumulated exposure — whatever you already have out in open notes is deducted. ARREARS AND SEIZURE A single overdue account drops your available credit to $0, across both types and for promissory notes as well. The limit you earned is never lost: it returns in full the moment you settle up. Penalty interest of 3% per month on overdue balances. Refinancing is available, at a 15–25% surcharge and up to twice per debt. An unpaid promissory note doesn’t just go into arrears: it goes to enforcement, and until you’re back in the black with real money, no supplier will extend you credit. RECEIVABLES Sales don’t pay out instantly: they settle on terms that depend on the product you sold, just like real life. Direct debit: if you have money in the bank, your debts pay themselves when they fall due. Sales to your own selling points are spread across daily instalments. THE CUSTOMER WHO PAYS LATE There’s a business on the other side of the counter too, with its own problems — and sometimes it doesn’t pay on time. One of your receivables can be pushed back 7 to 21 days beyond the agreed date. Always with a concrete reason: sales were down this month, an internal problem, a supply disruption, or short on cash. You get an on-screen notice naming the customer and how many days late they’ll be. It’s rare, it can only happen once to any given account, and it doesn’t fire more often just because you have more sales outstanding. It simply stops you taking money you haven’t collected yet for granted. 3D ATM Its own placeable: buy it, put it down, use it. Deposits, withdrawals and balance enquiries, keeping Cash and Bank separate. GRAIN EXCHANGE Barter contracts: commit future grain in return for supplies today. With a cancellation penalty, like any contract you actually sign. FEATURES Cash-flow panel with five figures in distinct colours: Cash, Bank, Committed Funds, Supplies Margin and Machinery Margin. One glance tells you how much money is genuinely free. Event log with the full history of every movement. Serially numbered vouchers, keeping current accounts and promissory notes apart. Payment terms adapt to how long a month lasts in your game. Multiplayer and dedicated server compatible. Translated into Spanish, English, German, French and Italian. Made with a passion for realistic farming simulation. V1.0.2.0 New: post-dated cheques (30/60/90 days) to settle an open current-account entry (“Issue Cheque” button). A bounced cheque adds a 5% surcharge, goes overdue and lowers the supplier limit; a second bounce suspends cheque issuing for 90 days. New: animal purchases on current account choose Cash or Current Account when confirming at the dealer. Grain exchange is now valued 5% above market price. UI: named tabs (Pending, Payables, Receivables, Grain Exchange, Statement) and a more compact layout. Multiplayer: clients now receive the daily notices (automatic debits, overdue, seizure, late customers) and the full statement, including when joining later. The daily summary is per farm.

Economic Inflation System V1.2.0.0
other

Economic Inflation System V1.2.0.0

Economic Inflation System V1.2.0.0 Inflation System brings real economic pressure to your farm: every month that passes, prices rise. Your costs always outpace your income. Unlike other mods that adjust prices only once, this mod applies compound monthly inflation that stacks period after period, just like real life. How it works: Every month change, the inflation index rises based on your chosen mode The increase is compound: it stacks on the previous month, not a fixed percentage Three economic modes to set your challenge level: Stable: +1% to +2% monthly — calm economy Moderate: +3% to +5% monthly — constant pressure Crisis: +8% to +15% monthly, with random spikes — survival mode The inflation trap: inputs and machinery rise at the full rate, but your crops rise slower (only 40%). The result: your costs skyrocket while your income barely moves — exactly like reality. What it affects: Inputs (diesel, seeds, fertilizer, lime, herbicide…) → full rate Machinery and tools in the shop → full rate Crops and products → lagged at 40% Features: On-screen HUD with current index, monthly inflation and accumulated total Warning notifications when inflation spikes Fully configurable from the in-game Settings menu (ESC), no commands or weird keys Optional annual index reset Compatible with ALL vehicles and mods Saves your settings and index per savegame Compatible with Singleplayer, Multiplayer and Dedicated Servers Tip: For a realistic challenge, use Crisis mode. You’ll learn to buy early and stockpile before prices rise. Made with passion for realistic farming simulation. V1.2.0.0 New: market goods bought in bulk (buying stations, silo refill) follow the inflation index purchases only, sale prices never change; “Crop Price Inflation” is now “Market Inflation (purchases)”. Fixed: inflation applied once and never again; it now follows the real in-game month. Fixed: machinery/shop prices were not inflated and the shop configuration screen broke. Dedicated server: admins can change the settings.

Zone Radar V1.2.0.1
other

Zone Radar V1.2.0.1

Radar Zone brings speed enforcement to your roads: placeable speed cameras that fine any player caught speeding, with amounts based on the real ranges of Argentina’s National Traffic Law 24.449. Unlike a flat fine, this mod uses a progressive system: the faster you go, the more it hurts. How it works: Place the radar next to your road (Construction → Decoration) and choose between three limits: 40 km/h Radar — Urban zone ($10,000) 60 km/h Radar — Rural road ($7,000) 80 km/h Radar — Highway ($5,000) Automatic detection within a 14-meter radius, with a real-life 10% tolerance (the 40 radar only fines you above 44) Progressive fine: base amount + rate per km/h of excess Law 24.449 severity ranges: exceeding the limit by more than 20 km/h is a serious offense (fine x2), and more than 40 km/h is reckless driving (fine x3.5). Passing a 40 radar at 110 km/h can cost you over $50,000 The SPEED TICKET appears on the driver’s screen with the excess and amount, instantly deducted from the vehicle’s farm Includes the blue “Speed control” warning sign ($4,000) to place a few meters before the radar, just like real roads — decorative, doesn’t fine Features: Only fines player-driven vehicles — AI workers and traffic are exempt Trailers and implements never generate duplicate fines 15-second cooldown per vehicle (one pass, one fine) Radars and sign have real collision — sellable/removable from construction mode Compatible with ALL vehicles and mods Zero configuration: place it and it works Compatible with Multiplayer and dedicated servers On servers with friends, a 40 radar in town turns every trip to the workshop into a financial decision. Made with passion for realistic road simulation. V1.2.0.1 New: Agricultural Financial System integration with it installed, fines are booked to the current account with a 30-day due date (cash otherwise). Fixed: on multiplayer/dedicated servers the fine notification and camera flash never reached clients; each player now sees it in their own language and currency. New store icons for the three radars.

Czech Language Pack V2.3.0.0
other

Czech Language Pack V2.3.0.0

Czech Language Pack V2.3.0.0 translation package for many mods and maps. When a mod translated here is activated, the translation is automatically loaded and applied. It is possible to create your own version for PL, FR, IT, …. This script will add/override translations for activated mods from the translations folder – “mapdir”/translations/ or you can define a separate folder – “mapdir”/modTranslations/ files must follow the pattern “modname”_”lang”.xml Czech translations for the mods: FS25_AdditionalFilltypes – v1.1.1.0 FS25_additionalGameSettings – v1.0.0.5 FS25_Alma_Missouri – v1.1.0.1 FS25_AnimalFoodCalculator – v1.0.0.0 FS25_AnimalPackage_vanillaEdition – v1.0.0.0 FS25_BR163_Brazil – v1.0.0.2 FS25_Claas_Axion_900 – v1.0.0.1 FS25_ClaasJaguar800 – v1.0.0.0 FS25_ClaasLexion500 – v1.0.3.0 FS25_ClaasPack – v1.1.0.0 FS25_CMV – v1.0.0.0 FS25_Configure_Maintenance – v1.0.0.0 FS25_ContractBoost – v1.1.0.0 FS25_CultivatorSettings – v2.0.1.0 FS25_CustomLogos – v1.2.0.1 FS25_DefModPack – v1.2.1.1 FS25_EasyDevControls – v1.2.0.0 FS25_EnhancedAnimalSystem – v1.1.0.1 FS25_EnhancedLoanSystem – v1.0.0.0 FS25_FarmlandOverview – v1.0.2.0 FS25_Fastrac_4000_ICON – v1.2.0.2 FS25_Fastrac_8000_ICON – v1.1.0.3 FS25_Fendt700Vario_Gen6 – v1.3.0.0 FS25_Fendt700VarioSeries – v1.3.0.0 FS25_Fendt900Vario_S4 – v1.3.0.0 FS25_FendtVario_900Gen7 – v1.1.0.2 FS25_FendtWeightsPack – v1.1.0.0 FS25_FLC253 – v1.0.0.1 FS25_FlieglTimberRunnerAutoload – v1.0.0.0 FS25_Geistal – v1.0.0.0 FS25_Greenhouse_Wood – v1.0.0.2 FS25_Hinterkaifeck – v5.0.0.5 FS25_InfoDisplayExtension – v1.2.2.0 FS25_infusionproductionpack – v1.1.0.0 FS25_Jungheinrich_EFG_S50_PRO – v1.0.0.1 FS25_Lunow_crossplay – vv1.0.0.0 FS25_MAN_19_322 – v1.0.0.1 FS25_Meat_Production – v1.1.0.0 FS25_ObjectStorageExtension – v1.0.1.0 FS25_pinnacle6x4Pack – v>1.1.0.0 FS25_PlaceableOverview – v1.0.1.0 FS25_ProductionControl – v1.0.0.2 FS25_ProductionPointLeasing – v1.0.0.0 FS25_RealisticAnimalLosses – v1.0.0.0 FS25_RefreshContracts – v1.0.0.0 FS25_RepairPickup – v1.2.0.0 FS25_rootCropStorage – v1.0.0.0 FS25_roundBalerExtension – v1.2.1.0 FS25_stopFullCombine – v1.1.0.0 FS25_ToolInclinationHelper – v1.0.0.6 FS25_TreeSaplingPalletPack – v1.0.0.1 FS25_TSStockCheck – v1.0.0.2 FS25_useYourTyres – v1.0.0.3 FS25_VIPOrderManager – v1.2.1.0 FS25_VolvoFH16Tipper – v1.0.0.1 FS25_enhancedMixerWagons – v1.0.0.0 FS25_GarageMenu – v1.0.0.3 FS25_CropRotation – v1.0.0.0 Map and mods depending on Pichonniere Valley map: FS25_The_Pichonniere_Valley – v1.1.0.1 FS25_The_Pichonniere_Buildings_Pack – v1.1.0.0 FS25_Straw_Shed_Old – v1.0.0.1 FS25_Ivoy_Straw_Hangar – v1.0.0.0 FS25_Ivoy_Piggery – v1.0.0.0 FS25_Ivoy_Farm_Garage – v1.0.0.0 FS25_Ivoy_Cereal – v 1.0.0.1 Map and mods depending on Kingdom Of Wallachia map: FS25_bigGarage – v1.0.0.1 FS25_CowBarnEuropeanModernPack – v1.0.0.0 FS25_FoodMixerSilo – v1.1.0.0 FS25_LongShed – v1.0.0.0 FS25_OldCornDryer – v1.0.0.1 Map and mods depending on CIZKOV map: FS25_ArtisanalChipsFactory – v1.0.0.0 FS25_BigWhiteCowBarn – v1.1.1.0 V2.3.0.0 Update change only the numbering of the translation in CLP: FS25_HofBergmann – v1.4.5.0 – v1.5.0.0 Beta1

Keybind Inspector V1.1.0.1
other

Keybind Inspector V1.1.0.1

Keybind Inspector V1.1.0.1 FS25 Keybind Inspector is a read-only in-game utility for Farming Simulator 25 that helps you understand and manage your keybindings without changing your controls. Features include: Check whether a key or key combination is already assigned Capture a key combination by simply pressing it Browse all keyboard, mouse and gamepad bindings Find unused keyboard combinations Identify conflicts and shared keybindings Identify which installed mod registered a custom input action Search and browse bindings directly from the ESC menu Keybind Inspector reads your existing FS25 input bindings and mod information. It does not modify or rebind your controls. The interface is fully integrated into the FS25 menu with its own navigation page. No dependencies required. Created by Boy Meets Farming. V1.1.0.1 Multilingual Update Added an in-game language selector. Added English, German, French, Italian and Spanish interface support. Translated all tabs, headings, instructions, buttons, status messages and information panels. Localized FS25 and mod action names are displayed where available. Some action names may remain in English when no translation is supplied by Farming Simulator 25 or the originating mod. Improved text sizing for longer translated labels. KeyBind Inspector remains completely read-only and does not modify control assignments.

Realistic 4×4 Traction System V1.2.0.0
other

Realistic 4×4 Traction System V1.2.0.0

Realistic 4×4 Traction System V1.2.0.0 Take real control of your tractor’s traction — engage 4WD, lock the differential, and let the system react to actual wheel slip, not just a keybind. This mod adds a fully switchable 4×4 traction system to compatible vehicles (tractors, trucks, harvesters, cars): engage/disengage the front axle on demand, and toggle a differential lock that trades turning radius for raw grip in mud, snow, or heavy pulls. Features Real rear-wheel slip detection — the automatic modes react to actual wheel slip physics, not just speed Four drive modes, assigned per vehicle out of the box: Manual — you’re always in control Semi-auto — engages on real slip, manual override always available Auto — same logic, tuned for vehicles with factory-automatic 4WD (CVT/IVT drivetrains) Smart — Fendt-style continuous, proportional engagement (no hard on/off) Native tire pressure simulation on engagement — no dependency on any other mod On-screen HUD with live status, adjustable position from the in-game Settings menu Zero XML edits to any vehicle — the system injects itself into every compatible vehicle automatically V1.2.0.0 MULTIPLAYER (tested on a real dedicated server): Differential detection on dedicated servers fixed; it previously always failed on the client side Toggling 4×4 (Ctrl+J) now synchronizes correctly between the server and clients Manual differential lock (Ctrl+K) now synchronizes correctly between the server and clients Automatic modes (auto/semiauto/smart) are calculated by the server and synchronized with all clients A player joining in the middle of a session immediately receives the correct state of every vehicle REALISM: Ctrl+K (manual differential lock) respects a speed limit for engagement – it only locks when stationary or moving slowly, just like in a real transfer case GENERAL: Internal diagnostic code removed Documentation and store description reorganized

Kenworth T900 Legend V1.1.0.0
other

Kenworth T900 Legend V1.1.0.0

Kenworth T900 Legend V1.1.0.0 Kenworth T900 Legend returns to FS25. Converted and updated with new textures and some new features. Requires Interactive Controls. V1.1.0.0 Added skins to the larger sleeper bunk. Added new grilles. Added Rock screen with visors. Added hood ornaments and bug deflectors. Added ribbed fenders. Added new sounds. Fixed jake brake as fold option Button X Required mods: Interactive control

2006 Dodge Ram 3500/5500 Single Cab Flatbed V1.0.0.1
other

2006 Dodge Ram 3500/5500 Single Cab Flatbed V1.0.0.1

2006 Dodge Ram 3500/5500 Single Cab Flatbed V1.0.0.1 Tons of options on this truck for attachers, mudflaps, plow mount, mirrors, hood, front grille, etc. This truck works with the Western Tornado salter, Western Wide Out plow and a bunch of other plows out there. The truck is under the “cars” category in the store! Version 1.0.0.1 : Fixed issue with stock wheels not showing up. V1.0.0.1 Fixed issue with stock wheels not showing up. Required mods: Western / Fisher Plow Pack Western Tornado salt shaker FisherV plow

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167 / 3,358

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