Farming Simulator 22 mods

50,152 results
19 / 3,344
Audi RS7 Performance 2023 версия 2.3 для American Truck Simulator (v1.61.x)
cars
Realistic Brutal Weather версия 11.3 для American Truck Simulator (v1.61.x)
trucks
Real companies, gas stations & billboards v4.02.01 для American Truck Simulator (v1.61.x)
trucks
Самосвал Beall Bullet Belly версия 2.1 для American Truck Simulator (v1.61.x)
trailers
FS25 Wardrobe Clothing Addon v1.4.0.0
other

FS25 Wardrobe Clothing Addon v1.4.0.0

FS25 Wardrobe Clothing Addon v1.4.0.0 What the mod adds: The core framework for character clothing mods. ATTENTION! If you cannot see the new characters and clothing items, click through the tabs and characters. The game may sometimes fail to load additional items immediately. If this happens, switch to the clothing tab, then go back to the face selection and choose a custom face. The new clothing items will appear. Alternatively, when loading the map, do not click Start immediately. Wait 30 seconds for the game to add the new items, then click Start. V1.4.0.0 various fixes for future mods. V1.3.5.0 – All clothing items have been removed from the add-on and placed in a separate pack. (It will be uploaded later) This was necessary so that people who did not want to see these clothing items would still be forced to see them. Now the mod is lighter, and everyone is free to choose a pack or clothing item from the mods they like. V1.3.4.0 – Fixed missing topLightSweater.i3d. (unnecessary registration) – Removed all unnecessary garbage from the mod that is not used by the mod. V1.3.0.0 – Added new items of clothing for Women, for March 8th! V1.2.0.0 New clothing items have been added for February 23rd. – ABIBAS tracksuit – Beret – Fixed missing fisherman’s face in characters V1.1.0.0 – Added new clothing items V1.0.0.1 – Fixed the problem of duplicating characters’ faces… A test archive was uploaded instead of a release. My apologies

FS25 Seasonal Crop Stress v1.2.6.1
other

FS25 Seasonal Crop Stress v1.2.6.1

FS25 Seasonal Crop Stress v1.2.6.1 FS25 Seasonal Crop Stress – Soil Moisture & Drought FS25 fields look lush even when your crops are quietly dying of thirst. This mod changes that. Real soil moisture physics: heat evaporates water, rain puts it back, sandy soil drains fast while clay holds on longer. Let moisture fall during the windows that matter most, wheat at heading or corn at pollination, and drought stress eats straight into your yield. Place a center-pivot irrigator, schedule it, and protect what you’ve grown. Features – Real Soil Moisture Physics – Soil-Type Drainage – Crop-Critical Stress Windows – Drought Yield Penalty – Field Moisture HUD & Forecast – Crop Consultant Risk Summary – Water Pump & Center-Pivot Irrigation – Multiplayer & 9 Languages Controls – Toggle Field Moisture HUD: Shift + M – Open Crop Consultant: Shift + C – Set irrigation schedule: Shift + I (or E near a pivot) – Open Settings: Shift + S – Move / resize the HUD: Shift + H Note that drought stress only bites during each crop’s critical growth window, so a Crop Consultant warning is your cue to irrigate before harvest, never after! =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_SeasonalCropStress =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== V1.2.6.1 [ Fixed ] – Clicking a field row in the moisture HUD selects it again and fills the 5-day forecast, both in HUD edit mode and from a vehicle cab with a mouse cursor showing (reported on 1.2.6.0). Edit mode no longer fights the vehicle camera in a cab. V1.2.6.0 Added – Finite irrigation water: pumps and water sources hold real water. Scheduled irrigation plans, covers and draws from them, Irrigate Now checks what is really there, and the Agronomy difficulty dial (with Settings Hub) sets how fast irrigation drains a pump. – Pivot rain key: pivots pause in rain and resume after it (fitted pause, sensor and gate), with Auto and Manual modes applied on load. A Reinke A22 pivot is included, and the shop pivot was swapped for a water tank and pump. – Thirsty Ground: dry ground absorbs irrigation more slowly, and water a patch rejects gets one chance to run off onto the lowest neighbouring patch of the same field. – Rainstar irrigation: walk-up watering, and control and reports from the PDA and the Realistic Farming Esc page. – Moisture map: the crop moisture map draws per-pixel moisture through the game’s own map overlay, with irrigator water and seeds shown from load. – Crop Stress Field Guide and a live yield-loss readout. Field lists are grouped by GPS outline. – With Soil & Fertilizer installed, the moisture HUD flags each field’s weeds (W), pests (P), scouted disease (D) and fertilizer need (F), and drought stress uses Soil’s crop nutrient window when Soil reports it. – A moisture HUD show/hide toggle and actions in the Control Center; the HUD follows the base game’s theme, with an independent forecast pane and width resizing. Changed – Soil moisture is Crop Stress’s own. With Realistic Weather installed, Crop Stress takes only the weather (temperature and rain) from it and keeps its own moisture scale, so its Healthy and Critical thresholds no longer apply to Realistic Weather’s crop ranges. – Moisture is saved and restored truthfully: an unknown reading stays unknown instead of reading as 0, and a field’s ground recovers after a restore. – Switching Seasonal Crop Stress off now really switches it off: harvests take no drought cut, other mods stop reading its moisture, and its HUD, PDA and map show no readings. – Multiplayer: Show Moisture HUD, Crop Alerts and Alert Cooldown are each player’s own; a setting changed from the Farm Tablet reaches every player at once; a client admin’s heat wave runs on the host after a rights check. – The Crop Moisture map’s labels show text again instead of “Missing …” messages (reported on 1.2.5.96). – Translations: 1,137 garbled lines in all 26 language files are decoded, the PDA is fully translated, French Canadian reads French, the Korean Field Detail label is fixed, and the title and description read correctly in the mod manager. – Clicks on other Esc menu pages no longer open the Crop Stress screen or change the moisture map. – The pivot no longer grabs numpad 2, 4, 6 and 8, keyboard defaults are bound with live Controls hints, and the pump no longer plays a wood-chipper sound when turned on. – A HUD crash on fields with no moisture reading is fixed, and water source names and pump registration no longer stop saves from loading. – With Time Guard 1.0.0.0, the daily moisture settle runs on Crop Stress’s own day tracking. V1.2.5.0 This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released. New in this version: – Release gate. Seasonal Crop Stress now carries a lock registry that keeps experimental systems off until they are deliberately released, as an explicit opt-in that is independent of the difficulty setting. – New setting: Experimental Systems. Under the mod’s settings, default off (stable only). Turn it on to use experimental systems at your own risk. – Nothing gated yet. This release wires the mechanism in. The future #89 rebuild and moisture-coupling rows are noted but not built. The F93 temperature fix stays in the stable baseline. Everything else works exactly as before. Soil moisture, crop stress, irrigation, and the F93 temperature fix are untouched. V1.2.3.1 – New: Center pivot irrigation arm now visually spins when irrigation is active. Speed is configurable via the armMinPerRev attribute in XML (default: 30 min/revolution). – New: Terrain-following support — pivot spans rise and fall as the arm rotates over uneven ground (requires updated model with span_N nodes). – New: Wheel animation — wheel rotation is physically tied to how far the arm travels. Inner towers spin slower than the tip, which is correct. – Fixed: Replaced a broken node lookup function that was silently failing, preventing the arm from animating at all. V1.2.3.0 This update fixes the long-standing issue where players on dedicated servers saw no field data in the mod’s menus, and brings a major new way to monitor your fields: the in-game Crop Moisture Monitor. What’s new / what’s fixed: • DEDICATED SERVER FIX — field moisture and stress data now syncs to all clients when they join. The Crop Moisture Monitor no longer shows a blank screen on dedi servers. • CROP MOISTURE MONITOR — a new tab in the ESC pause menu (look for the crop icon). Shows every field’s moisture level, stress %, and irrigation status at a glance. Includes a farm-wide overview with average moisture, yield loss estimate, and healthy/warning/critical counts. No more needing to open the HUD overlay — everything is in the menu. • IRRIGATION TAB — the monitor’s second tab lists all fields sorted by driest first. Click any irrigated field to jump straight to its schedule dialog. • FIELD FILTER — toggle between all fields and only your owned fields using the filter button in the monitor. • MAP OVERLAY — soil moisture is now shown as a colour-coded overlay on the in-game map (green = healthy, yellow = warning, red = critical). • RANDOM WORLD EVENTS — if you run FS25_RandomWorldEvents, heat waves and droughts now increase crop stress accumulation dynamically. • ALEX CHEN — the Agronomist NPC’s relationship level now saves and loads correctly across game restarts (requires FS25_NPCFavor). • SETTINGS PANEL — press Shift+S to open the mod settings panel without going into the ESC menu. • DANISH TRANSLATION — full Danish localisation added (thanks to community contributor West). • Various fixes to the HUD overlay, translation files, and UI layout. Save compatibility: no migration needed — your existing save loads normally. V1.2.2.0 Seasonal Crop Stress now connects with Random World Events — harsh field events make your crops more vulnerable, while good seasons give them a break. A new Crop Moisture PDA screen and several usability fixes round out this release. What’s new / fixed: – Random World Events integration: active field events now affect how fast stress builds up — bad events (crop yield penalty, harvest penalty, etc.) increase the stress rate by up to 40%; good events reduce it by up to 20% – New Crop Moisture PDA screen with per-field moisture levels and a map overlay tab showing moisture across all your fields – Irrigation PDA: clicking an irrigated row now opens its schedule directly; clicking a non-irrigated row shows a clear explanation – Fixed: FarmTablet Crop Stress app now shows moisture bars correctly (was showing “not yet available” before this update) – Alex Chen (agronomist consultant) relationship now persists across save/load sessions – Custom settings panel (Shift+S) working correctly with Soil Fertilizer – Fixed a crash caused by an invalid map overlay draw call – Fixed positioning warnings in the settings panel – Ukrainian language added – Missing translation keys filled in for all supported languages Saves: No migration needed. V1.2.1.0 – Removed the HUD -> We now have a page inside the pause menu :) – Some minor bug fixes V1.2.0.0 A lot has been added since the last release. The mod now has a proper in-game interface so you can monitor your farm’s moisture situation without relying solely on the HUD overlay. What’s new: • Crop Moisture tab added to the PDA map — each field shows a colour-coded dot: green (healthy), amber (getting dry), red (irrigate now) • New Crop PDA screen in the InGameMenu — Overview tab shows average moisture, stress level, and estimated yield loss across your whole farm; Irrigation tab lists every field sorted driest-first so you can triage at a glance and see which fields already have irrigation coverage • “Open Crop PDA” button on the map sidebar for quick access • Alex Chen (Agronomist NPC) now remembers your relationship level across save reloads — no more starting from scratch every session • Custom Settings panel added (Shift+S) — adjust stress thresholds and irrigation behaviour without leaving the game • Fixed: moisture HUD scroll, right-click, and field count display bugs • Fixed: Shift+S keybind not showing in controls menu for all languages • Ukrainian language support added • FS25_SoilFertilizer integration improvements No save migration needed — fully compatible with existing saves. V1.1.0.1 – Center pivots and drip lines were registering 0 covered fields. The field lookup used the wrong API that returns an empty list when a placeable is placed. All systems now find the correct fields. – Schedule activation was happening after the moisture simulation ran, so gains were always deferred to the next in-game hour. Fixed — gains now apply in the same hour the schedule activates. – The manual button activated the system but the schedule check on the next tick would immediately deactivate it before moisture updated. “Irrigate Now” now directly applies one hour of water to all covered fields, with immediate effect visible in the HUD. V1.0.9.1 – Improved forecast logic: season-typical daily mean temperatures replace snapshot-temp evap (eliminates midday/dawn bias); rain duration persistence heuristic added for days 1–2; day-2 signal decay blends near-term and seasonal baseline – Added ~ visual indicator on HUD forecast strip — header shows 5-Day Forecast ~, projected columns (D+1–D+4) render in desaturated blue-grey with ~47% format; “Now” column shows live data unmodified V1.0.9.0 – Added mission.cropStressManager cross-mod bridge for FarmTablet integration – Bumped version to 1.0.9.0 V1.0.8.1 – Added cz translation Thanks to @Kynuska for providing the translated version of the mod :) V1.0.8.0 – Added getLocalFarmId() and isFarmlandOwnedByFarm() to CropStressManager.lua for reliable ownership checks across singleplayer and multiplayer. – CropStressManager now re-scans for all map fields once per in-game day, ensuring newly purchased fields are correctly tracked. – The HUD and Crop Consultant dialog now correctly filter field lists to show only owned fields, with a fallback to all tracked fields to prevent blank menus. V1.0.7.0 – Center pivot now reconnects to a pump regardless of placement order — fixed the “pump not connected” bug when pivot is placed before pump V1.0.6.0 Drip irrigation lines were computing their coverage area locally on each machine, meaning clients in multiplayer could have a different coverage zone than the server — crops would dry out or be watered incorrectly for some players. This hotfix syncs the coverage data from the server to all clients. What’s fixed: – Drip line start/end points and coverage zone now correctly sync to all players when joining a multiplayer or dedicated server session – Irrigation works consistently for everyone in the game No save migration needed. V1.0.5.0 New Features: – Standard vehicle sprayers can now be used as manual irrigation. Fill them with WATER to boost field moisture. – Manual watering has been balanced with a 5x effectiveness multiplier for better gameplay. – Water applied via sprayers is fully synced with the Realistic Weather moisture system. – Added detection for Ozz’s Moisture System mod with a warning about the Shift+M keybind conflict. – Added a new ‘Sprayers & Watering’ page to the Help menu. – Updated English, German, and Dutch translations. V1.0.3.2 ## Bug Fixes – When a field was harvested and immediately replanted, accumulated drought stress from the previous crop was incorrectly applied to the new one — silently reducing yield before a single dry hour had passed. This happened because FS25 can transition a field directly from the old fruitTypeIndex to the new one without a bare-soil tick in between. – The modifier now tracks the last seen crop type per field. When a new crop is detected, stress resets to zero before accumulation begins. Bare-soil transitions also clear the tracker so every new planting starts clean. **If you have saves with affected fields, stress will reset correctly on the first hourly tick after loading this update.** ## HUD showing full moisture panel while driving (HUDOverlay) – The “Overlay disabled in vehicle” panel was implemented but never actually rendered. The vehicle detection check relied on g_localPlayer.controlledVehicle, but in FS25, g_localPlayer is nil while driving — the player pawn is despawned when entering a vehicle. The check was always returning false. – Vehicle detection now uses a 5-check chain with g_currentMission.controlledVehicle as the primary check (the same flag that powers the in-game speedometer), with input binding context and pawn-nil fallbacks behind it. The HUD will now correctly show the compact red panel whenever you are seated in a vehicle. V1.0.3.1 – Added scrollwheel and row selection to the HUD overlay V1.0.3.0 Moveable HUD, Forecast Fix & More Crops The forecast strip was overlapping itself, and right-clicking to move another mod’s HUD was accidentally dragging this one too. Both are fixed. The HUD can now be freely repositioned and resized. What’s fixed: – Forecast strip day labels and percentage bars no longer overlap each other – Right-clicking NPCFavor or SoilFertilizer HUDs no longer affects this panel – Settings now sync correctly to all players in multiplayer What’s new: – Right-click directly on the moisture panel to enter move mode, drag it anywhere on screen – Drag any corner handle to resize the panel (60%–160% scale), position is saved between sessions – Crop library expanded to 34 entries with corrected soil moisture absorption values V1.0.2.0 A couple of bugs slipped through that affected multiplayer servers and NPC Favor compatibility. This update addresses both. What’s fixed: – Settings changes on multiplayer servers now sync correctly to all connected players – If you don’t have admin/master rights on a server, the settings will now properly revert instead of appearing to change but doing nothing – Fixed a conflict that prevented the Crop Consultant NPC (Alex Chen) from registering correctly when NPC Favor is installed – Fixed cross-mod detection so NPC Favor is now reliably detected when both mods run together No save migration needed — existing saves continue to work as normal.

FS25 Tax Mod v1.2.0.0
other

FS25 Tax Mod v1.2.0.0

FS25 Tax Mod v1.2.0.0 Adds realistic tax system to your farm. Features: • Daily tax deductions based on farm balance • Monthly tax returns (percentage of taxes paid) • Three tax rate levels: Low (1%), Medium (2%), High (3%) • Configurable minimum balance threshold • Tax history and statistics tracking • Professional in-game notifications • Fully configurable via console commands • Multiplayer compatible • Settings saved per savegame • Type ‘tax’ in console for commands Please be aware: You need to have developer mode enabled in order for you to open the console. This can be done in your FS game folder, then look for the “game.xml”. Change to “true” Enjoy you farming experience with my Tax Mod <3 ========================================================= https://github.com/TheCodingDad-TisonK/FS25_TaxMod ========================================================= COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, or claiming this mod as your own is strictly prohibited. Original author: TisonK ========================================================= V1.2.0.0 Fixed – The yearly tax cycle runs again. The December advisory and the March payment never fired, because the mod read a calendar field the game does not have. Tax now follows the game’s named months in either hemisphere, and the year’s bill is collected once in March. – Multiplayer (with Network Sync): players in a hosted game see the server’s tax settings and their own farm’s tax record, and get their daily and annual tax notices from it. The HUD’s annual rate shows as a whole percentage. – Converting a multiplayer save to single player keeps each farm’s tax history separate, so nothing is charged twice. – Tax settings are saved with the game reliably. – The mod’s description, settings and Esc texts read correctly in every language, Ukrainian and Polish included, and the page legend shows a plain dot between page names. – A Tax HUD show/hide toggle in the Control Center. – The emergency loan in Income Mod can read the tax you will owe, so a loan offer accounts for the annual bill. Changed – The Realistic Farming Esc menu pages are shared with the other suite mods: scrollable breed tables, the Pro Staff page and the dairy barn cards work on any host, and the side panel’s text is laid out in lines. V1.1.6.0 Same tested build as the brief 1.1.5.60 release, with a corrected version number. What’s fixed – A settings save during load could abort the game load with the full suite installed; that is fixed – Cleared the HUD toggle default key binding so it ships clean What’s new – Economy scaling now follows the shared difficulty options – HUD styling and layout improvements No save migration needed. Existing saves load as normal. V1.1.5.0 New – Irrigation operating costs now appear in your tax ledger. When you run irrigation with Seasonal Crop Stress, each day’s pump running cost is recorded as a deductible “Irrigation Operations” expense. It reflects a cost you already pay, so it adds no extra charge. – Realistic Farming ecosystem integration. Tax Mod now saves its state through the shared save system, reports to the unified on-screen display, and its settings appear in the Farm Tablet’s System Settings app. – Companion expense recording. Other Realistic Farming mods can now log deductible expenses into the tax ledger. Fixed – Multiplayer: the annual tax payment is now applied once on the host instead of once per connected player. – The tax HUD edit mode now opens with its own key binding, and the HUD no longer swallows right clicks. Localization – Added Danish, translated by a native speaker (DJWestDK). Note – Every ecosystem hook is optional. With none of the other Realistic Farming mods installed, Tax Mod works exactly as before. V1.1.3.1 – Corrected `nRows` count so the background panel fully contains all rendered rows including Recent Activity and the hint at the bottom Changelog v1.1.3.1 -> https://github.com/TheCodingDad-TisonK/FS25_TaxMod/releases/tag/v1.1.3.0 V1.1.3.0 – Taxes now work annually instead of per-transaction — more realistic farm business behaviour – Tax accumulates throughout the year; the full bill is deducted each March – In December you get an advisory notification showing your estimated tax bill, what % of your balance it is, and how much has accumulated — so you can plan your spending before year-end – HUD now shows an estimated March payment row and a countdown to your next tax event – New setting: Annual Tax Rate — choose Low (2%), Medium (5%), or High (10%) – New console command: taxAnnualRate — accepts low/medium/high or a custom value (e.g. 0.08 for 8%) – Bug fix: total taxes paid was being counted twice; now only the actual March deduction counts V1.1.2.0 – Bumped version – Fixed issue since last HUD fix V1.1.1.0 The Tax HUD previously could only be toggled via the developer console. Now you can show or hide it with a single keypress while playing. What’s New – Press T to toggle the Tax HUD on/off (rebindable in Controls settings) – HUD hint text updated to reflect the new key No save migration needed — existing saves work as-is. V1.1.0.0 This updates includes a complete rewrite of all code – Changed from 1 single file to multiple files – Settings have been rewritten to match correct FS25 behaviour – Added a HUD overlay (same as Income Mod)

FS25 Income Mod v2.3.0.0
other

FS25 Income Mod v2.3.0.0

FS25 Income Mod v2.3.0.0 Converted from FS22_IncomeMod Income Mod provides players with a simple, balanced way to receive passive income. Automatically earn money either hourly or daily, based on your chosen difficulty or a custom amount. Perfect for players who want steady cash flow without relying solely on missions or selling goods. Features: – Easy / Normal / Hard difficulty presets – Custom income amount option – In-game notifications – Fully configurable via console commands or in the pause menu – Settings saved automatically – Works in singleplayer and multiplayer – Lightweight and stable Please be aware: You need to have developer mode enabled in order for you to open the console. This can be done in your FS game folder, then look for the “game.xml”. Change to “true” Enjoy you farming experience with my Income Mod <3 ========================================================= Github: https://github.com/TheCodingDad-TisonK/FS25_IncomeMod ========================================================= COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, or claiming this mod as your own is strictly prohibited. Original author: TisonK ========================================================= V2.3.0.0 Changed – Income schedule (multiplayer): the pay amount and pay mode now change only on the host, after a preview you confirm. Switching mode or pressing Reset pays nothing at the moment of the switch, a non-administrator is refused, and Settings Hub no longer lists or writes the pay mode or amount. – The HUD, the income report and the Esc Realistic Farming page show the host’s income schedule in multiplayer (not the joining player’s own settings), say they are waiting until it arrives, and name the current seasonal adjustment. With Experimental Systems on, they also explain the month at this rate and that the amount applies to every active farm. – Emergency loans: an amount the game does not know yet shows as Unavailable instead of 0, and the buttons only act on known amounts. Paying a loan off keeps its history, so the next loan’s rate and quote are worked out correctly, and accepting a Borrow quote checks that it still fits your current cash instead of refusing over small cash changes. – Setting the clock backwards within a day no longer pays out the “missed” hours; the next real hour pays normally. – Multiplayer: a settings change made through Settings Hub is saved only by the host. – With Master HUD installed, Income Mod no longer logs a false “HUD toggle registration failed” warning at load. – Translations: the settings labels, help pages, pay-mode options, title and description no longer show garbled characters in eleven languages, and the mod manager shows Income Mod’s own name in nine languages that had carried another mod’s name. The Esc page legend shows a plain dot between page names. V2.2.0.0 The Emergency Loan feature now tells you what’s actually happening with your finances instead of just showing a balance. What’s new: – The loan report now shows a forecast: your expected regular income, your known upcoming bills, a separate estimate of your recent day-to-day spending, and a projection of how low your cash will get. If that projection goes negative, it’s flagged as a shortage warning so you can act before you’re actually broke. – You can now repay the loan for any amount you choose, not just pay it off in full. – New Income HUD show/hide toggle added to the suite Control Center (requires SettingsHub). No save migration needed. V2.1.8.0 Quality-of-life additions for managing your income display. What’s new – Toggle the income HUD with Right Shift + I, and enter edit mode with Right Shift + J – Open your income report from the suite Control Center (with Settings Hub installed) – HUD and settings styling improvements No save migration needed. Existing saves load as normal. V2.1.7.0 This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on. New in this version: – Release gate. Experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting. – New setting: Experimental Systems. Under the mod’s settings, default off (stable only). Turn it on to use experimental systems at your own risk. – C3 loan elaboration locked. The emergency loan stays available as the interest-free bridge loan it has always been: grant, re-draw, forecast and repayment are untouched. What stays locked is the cost elaboration (the escalation and the Time Guard compounding). The floor escape is never removed: a broke farm can always reach the base-game loan. Everything else works exactly as before. The passive income system, the HUD, and the report dialog are untouched. V2.1.5.0 Skip income payout during sleeping. V2.1.4.0 The Income HUD position, scale, and visibility were lost every time you reloaded your save. The HUD would snap back to its default position and reappear even if you had hidden it with the I key. What’s Fixed: – HUD position and scale now save on every game save and when exiting the game – Hiding the HUD with the I key now persists across reloads No save migration needed. V2.1.3.0 Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_IncomeMod/releases/tag/v2.1.3.0 V2.1.2.0 – The income panel can now be moved and resized to fit wherever you want it on screen. Right-click the panel to enter edit mode, drag it to a new position, drag a corner handle to scale it up or down, then right-click again to lock it in place. Your layout is saved between sessions. – Colors updated to match FS25’s native panel style (dark, clean, no green border) Toggle visibility still works the same way via the I key. No save migration needed. V2.1.0.0 [Hotfix v2.0.0.5 — fix multiplier option skipping states in UI] In UIHelper.createMultiOption, the cloned FS25 MultiTextOption widget could retain the template’s numTexts rather than adopting the count from setTexts. Explicitly assign opt.numTexts = #options after setTexts to guarantee the correct cycle count for all callers (payMode=2, difficulty=3, multiplier=4). Also move opt:setState() to after layout:addElement() so any FS25-internal layout-pass re-init that might wipe element state has already completed before we set the initial selection. All 50 l10n keys translated into 10 languages (en/de/fr/pl/es/it/cz/br/uk/ru). V2.0.0.4 – Fixed `MoneyType` crash (income never paid) V2.0.0.3 – Fixed mod not loading due to wrong ZIP building inside the build.sh V2.0.0.2 – HUD toggle desync fix – Added missing showHUD field to the console settings – Added explicit override that calls updateDisplay() on every open – Removed stray double blank lines V2.0.0.1 – Replaced both notification calls (payment + startup) with the correct FS25 AP V2.0.0.0 * Added **seasonal income modifiers** (Spring 0.8x, Summer 1.0x, Autumn 1.2x, Winter 0.7x) with optional toggle in the settings UI * Added **selectable income multipliers** (1x / 2x / 5x / 10x) in settings UI and via `IncomeSetMultiplier` console command * Added **per-farm multiplayer support** — each active farm now earns independently * Added **income state persistence** — `lastHour` and `lastDay` saved to `_state.xml` to prevent missed or duplicate payments after reload * Added **payment history tracking** — `IncomeHistory` console command shows last 10 payments (day, hour, amount, seasonal modifier) * Added **next payment timer** — `IncomeNext` console command displays time remaining until the next payout * Added missing **`IncomeSetDebug` console command** for toggling debug mode * Fixed critical **multiplayer duplicate payment bug** by adding a server-only guard in `giveMoney()` * Fixed duplicate startup notification (was triggering from both IncomeManager and IncomeSystem) * Fixed global namespace pollution from `getTextSafe` (moved to `UIHelper.getText()` module method) * Fixed debug print leak in `UIHelper.lua` * Fixed incorrect startup tip text (now shows: `Type ‘income’`) V1.1.0.0 – Rewrote entire code – Changed entire command list – Added new settings tab in the pause menu – Changed notification style – Optimized current code – Added support for: de, fr, pl, es, it, cz, br, uk, ru V1.0.1.0 – Fixed console error V1.0.0.5 [Critical Hotfix] – Updated settings save & load function* *In FS22 we store modSettings in user game path, in FS25 they want it to be stored in savegame folder. I was not aware of that, this is now fixed :)

Custom HUD Crosshair FS25
other

Custom HUD Crosshair FS25

Customize the crosshair in Farming Simulator 25 to suit your preferences. This mod lets you change the shape, color, transparency and size of the standard crosshair when playing on foot. Mod features: - 9 shape options: standard, dot, ring, cross, T-shaped crosshair, corner brackets, diamond, cross with a dot and thin ring. - Choose a color from the palette or customize your own shade. - Adjust visibility from 0 to 100% — the crosshair can be completely hidden. - Change the size from 50 to 300% relative to the standard size. The settings are available in the “Crosshair” section of the game settings menu. The mod also changes the standard crosshair when using a chainsaw and horse brush. Thanks: Helfer B.

Mud on the road FS25
other

Mud on the road FS25

MUD ON THE ROAD - Tyres only drop mud when there is real mud on them - the mud the game shows on your tyres after field work. Clean or washed tyres leave nothing. - On roads, yards and tracks muddy tyres leave tyre-print smears and throw off clods. Faster driving flings clods further across the road. - The tyres shed their mud as they go, so the tyres clean up as the trail fades over a few hundred metres. - Smears bend with the wheels through corners. - Mud builds up: driving over old mud freshens and thickens it, and new layers go on top. - Works for every vehicle and trailer with wheels, including AI helpers. CLEANING UP - Rain washes mud off the road: heavy rain clears it in about 5 in-game hours, light rain in around half a day. - In dry weather mud dries and turns pale, and is gone after about three in-game days. - Sweepers clean it up: any sweeper brush that is turned on removes the mud it passes over. - Scrape it up with a bucket: put a loader, telehandler or wheel loader bucket down with its lip on the road and push forward. The mud goes into the bucket (as manure in the base game, or as mud/dirt/soil if another mod adds that fill type). MUD ON ROAD SIGN - A small A-frame "Mud on road" warning sign in the UK road-sign style. - Shop: Decorations. Price: 25. GOOD TO KNOW - Mud is saved with your savegame. - Multiplayer: the mud is purely visual and worked out on each PC, so it adds no network traffic. - Settings: modSettings/FS25_MudOnRoad.xml is created on first start. Change how long mud lasts, how far it is carried, how many clods are thrown, the maximum amount of mud on the map and more. Console commands (press ~): - mudOnRoadLoadTyres - covers your tyres in mud (for testing, single player or host) - mudOnRoadClear - cleans every road - mudOnRoadInfo - shows how much mud is lying around - mudOnRoadToggle - turns mud dropping on or off - mudOnRoadBucketInfo - shows why your bucket is or isn't scraping mud

ModNest Pro Mods without the ads No ads, no pop-up tabs, no download gate - straight to the file. Go Pro →
IPhone (Prefab) FS25
other

IPhone (Prefab) FS25

iPhone Prefab for installation Have fun

Book (Prefab) FS25
other

Book (Prefab) FS25

Hi, today I got around to making a prefab for you only for installation in your machines or buildings not a mod!!!

Seasonal Crop Stress FS25
other

Seasonal Crop Stress FS25

FS25 Seasonal Crop Stress - Soil Moisture & Drought FS25 fields look lush even when your crops are quietly dying of thirst. This mod changes that. Real soil moisture physics: heat evaporates water, rain puts it back, sandy soil drains fast while clay holds on longer. Let moisture fall during the windows that matter most, wheat at heading or corn at pollination, and drought stress eats straight into your yield. Place a center-pivot irrigator, schedule it, and protect what you've grown. ✨ Features - Real Soil Moisture Physics - Soil-Type Drainage - Crop-Critical Stress Windows - Drought Yield Penalty - Field Moisture HUD & Forecast - Crop Consultant Risk Summary - Water Pump & Center-Pivot Irrigation - Multiplayer & 9 Languages 🎮 Controls - Toggle Field Moisture HUD: Shift + M - Open Crop Consultant: Shift + C - Set irrigation schedule: Shift + I (or E near a pivot) - Open Settings: Shift + S - Move / resize the HUD: Shift + H Note that drought stress only bites during each crop's critical growth window, so a Crop Consultant warning is your cue to irrigate before harvest, never after! =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_SeasonalCropStress =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Added - Finite irrigation water: pumps and water sources hold real water. Scheduled irrigation plans, covers and draws from them, Irrigate Now checks what is really there, and the Agronomy difficulty dial (with Settings Hub) sets how fast irrigation drains a pump. - Pivot rain key: pivots pause in rain and resume after it (fitted pause, sensor and gate), with Auto and Manual modes applied on load. A Reinke A22 pivot is included, and the shop pivot was swapped for a water tank and pump. - Thirsty Ground: dry ground absorbs irrigation more slowly, and water a patch rejects gets one chance to run off onto the lowest neighbouring patch of the same field. - Rainstar irrigation: walk-up watering, and control and reports from the PDA and the Realistic Farming Esc page. - Moisture map: the crop moisture map draws per-pixel moisture through the game's own map overlay, with irrigator water and seeds shown from load. - Crop Stress Field Guide and a live yield-loss readout. Field lists are grouped by GPS outline. - With Soil & Fertilizer installed, the moisture HUD flags each field's weeds (W), pests (P), scouted disease (D) and fertilizer need (F), and drought stress uses Soil's crop nutrient window when Soil reports it. - A moisture HUD show/hide toggle and actions in the Control Center; the HUD follows the base game's theme, with an independent forecast pane and width resizing. Changed - Soil moisture is Crop Stress's own. With Realistic Weather installed, Crop Stress takes only the weather (temperature and rain) from it and keeps its own moisture scale, so its Healthy and Critical thresholds no longer apply to Realistic Weather's crop ranges. - Moisture is saved and restored truthfully: an unknown reading stays unknown instead of reading as 0, and a field's ground recovers after a restore. - Switching Seasonal Crop Stress off now really switches it off: harvests take no drought cut, other mods stop reading its moisture, and its HUD, PDA and map show no readings. - Multiplayer: Show Moisture HUD, Crop Alerts and Alert Cooldown are each player's own; a setting changed from the Farm Tablet reaches every player at once; a client admin's heat wave runs on the host after a rights check. Fixed - The Crop Moisture map's labels show text again instead of "Missing ..." messages (reported on 1.2.5.96). - Translations: 1,137 garbled lines in all 26 language files are decoded, the PDA is fully translated, French Canadian reads French, the Korean Field Detail label is fixed, and the title and description read correctly in the mod manager. - Clicks on other Esc menu pages no longer open the Crop Stress screen or change the moisture map. - The pivot no longer grabs numpad 2, 4, 6 and 8, keyboard defaults are bound with live Controls hints, and the pump no longer plays a wood-chipper sound when turned on. - A HUD crash on fields with no moisture reading is fixed, and water source names and pump registration no longer stop saves from loading. - With Time Guard 1.0.0.0, the daily moisture settle runs on Crop Stress's own day tracking. This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released. New in this version: - Release gate. Seasonal Crop Stress now carries a lock registry that keeps experimental systems off until they are deliberately released, as an explicit opt-in that is independent of the difficulty setting. - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk. - Nothing gated yet. This release wires the mechanism in. The future #89 rebuild and moisture-coupling rows are noted but not built. The F93 temperature fix stays in the stable baseline. Everything else works exactly as before. Soil moisture, crop stress, irrigation, and the F93 temperature fix are untouched. - New: Center pivot irrigation arm now visually spins when irrigation is active. Speed is configurable via the armMinPerRev attribute in XML (default: 30 min/revolution). - New: Terrain-following support — pivot spans rise and fall as the arm rotates over uneven ground (requires updated model with span_N nodes). - New: Wheel animation — wheel rotation is physically tied to how far the arm travels. Inner towers spin slower than the tip, which is correct. - Fixed: Replaced a broken node lookup function that was silently failing, preventing the arm from animating at all. This update fixes the long-standing issue where players on dedicated servers saw no field data in the mod's menus, and brings a major new way to monitor your fields: the in-game Crop Moisture Monitor. What's new / what's fixed: • DEDICATED SERVER FIX — field moisture and stress data now syncs to all clients when they join. The Crop Moisture Monitor no longer shows a blank screen on dedi servers. • CROP MOISTURE MONITOR — a new tab in the ESC pause menu (look for the crop icon). Shows every field's moisture level, stress %, and irrigation status at a glance. Includes a farm-wide overview with average moisture, yield loss estimate, and healthy/warning/critical counts. No more needing to open the HUD overlay — everything is in the menu. • IRRIGATION TAB — the monitor's second tab lists all fields sorted by driest first. Click any irrigated field to jump straight to its schedule dialog. • FIELD FILTER — toggle between all fields and only your owned fields using the filter button in the monitor. • MAP OVERLAY — soil moisture is now shown as a colour-coded overlay on the in-game map (green = healthy, yellow = warning, red = critical). • RANDOM WORLD EVENTS — if you run FS25_RandomWorldEvents, heat waves and droughts now increase crop stress accumulation dynamically. • ALEX CHEN — the Agronomist NPC's relationship level now saves and loads correctly across game restarts (requires FS25_NPCFavor). • SETTINGS PANEL — press Shift+S to open the mod settings panel without going into the ESC menu. • DANISH TRANSLATION — full Danish localisation added (thanks to community contributor West). • Various fixes to the HUD overlay, translation files, and UI layout. Save compatibility: no migration needed — your existing save loads normally. Seasonal Crop Stress now connects with Random World Events — harsh field events make your crops more vulnerable, while good seasons give them a break. A new Crop Moisture PDA screen and several usability fixes round out this release. What's new / fixed: - Random World Events integration: active field events now affect how fast stress builds up — bad events (crop yield penalty, harvest penalty, etc.) increase the stress rate by up to 40%; good events reduce it by up to 20% - New Crop Moisture PDA screen with per-field moisture levels and a map overlay tab showing moisture across all your fields - Irrigation PDA: clicking an irrigated row now opens its schedule directly; clicking a non-irrigated row shows a clear explanation - Fixed: FarmTablet Crop Stress app now shows moisture bars correctly (was showing "not yet available" before this update) - Alex Chen (agronomist consultant) relationship now persists across save/load sessions - Custom settings panel (Shift+S) working correctly with Soil Fertilizer - Fixed a crash caused by an invalid map overlay draw call - Fixed positioning warnings in the settings panel - Ukrainian language added - Missing translation keys filled in for all supported languages Saves: No migration needed. - Removed the HUD -> We now have a page inside the pause menu :) - Some minor bug fixes A lot has been added since the last release. The mod now has a proper in-game interface so you can monitor your farm's moisture situation without relying solely on the HUD overlay. What's new: • Crop Moisture tab added to the PDA map — each field shows a colour-coded dot: green (healthy), amber (getting dry), red (irrigate now) • New Crop PDA screen in the InGameMenu — Overview tab shows average moisture, stress level, and estimated yield loss across your whole farm; Irrigation tab lists every field sorted driest-first so you can triage at a glance and see which fields already have irrigation coverage • "Open Crop PDA" button on the map sidebar for quick access • Alex Chen (Agronomist NPC) now remembers your relationship level across save reloads — no more starting from scratch every session • Custom Settings panel added (Shift+S) — adjust stress thresholds and irrigation behaviour without leaving the game • Fixed: moisture HUD scroll, right-click, and field count display bugs • Fixed: Shift+S keybind not showing in controls menu for all languages • Ukrainian language support added • FS25_SoilFertilizer integration improvements No save migration needed — fully compatible with existing saves. - Center pivots and drip lines were registering 0 covered fields. The field lookup used the wrong API that returns an empty list when a placeable is placed. All systems now find the correct fields. - Schedule activation was happening after the moisture simulation ran, so gains were always deferred to the next in-game hour. Fixed — gains now apply in the same hour the schedule activates. - The manual button activated the system but the schedule check on the next tick would immediately deactivate it before moisture updated. "Irrigate Now" now directly applies one hour of water to all covered fields, with immediate effect visible in the HUD. - Improved forecast logic: season-typical daily mean temperatures replace snapshot-temp evap (eliminates midday/dawn bias); rain duration persistence heuristic added for days 1–2; day-2 signal decay blends near-term and seasonal baseline - Added ~ visual indicator on HUD forecast strip — header shows 5-Day Forecast ~, projected columns (D+1–D+4) render in desaturated blue-grey with ~47% format; "Now" column shows live data unmodified - Added mission.cropStressManager cross-mod bridge for FarmTablet integration - Bumped version to 1.0.9.0 - Added cz translation Thanks to @Kynuska for providing the translated version of the mod :) - Added getLocalFarmId() and isFarmlandOwnedByFarm() to CropStressManager.lua for reliable ownership checks across singleplayer and multiplayer. - CropStressManager now re-scans for all map fields once per in-game day, ensuring newly purchased fields are correctly tracked. - The HUD and Crop Consultant dialog now correctly filter field lists to show only owned fields, with a fallback to all tracked fields to prevent blank menus. - Center pivot now reconnects to a pump regardless of placement order — fixed the "pump not connected" bug when pivot is placed before pump Drip irrigation lines were computing their coverage area locally on each machine, meaning clients in multiplayer could have a different coverage zone than the server — crops would dry out or be watered incorrectly for some players. This hotfix syncs the coverage data from the server to all clients. What's fixed: - Drip line start/end points and coverage zone now correctly sync to all players when joining a multiplayer or dedicated server session - Irrigation works consistently for everyone in the game No save migration needed. New Features: - Standard vehicle sprayers can now be used as manual irrigation. Fill them with WATER to boost field moisture. - Manual watering has been balanced with a 5x effectiveness multiplier for better gameplay. - Water applied via sprayers is fully synced with the Realistic Weather moisture system. - Added detection for Ozz's Moisture System mod with a warning about the Shift+M keybind conflict. - Added a new 'Sprayers & Watering' page to the Help menu. - Updated English, German, and Dutch translations. ## 🐛 Bug Fixes - When a field was harvested and immediately replanted, accumulated drought stress from the previous crop was incorrectly applied to the new one — silently reducing yield before a single dry hour had passed. This happened because FS25 can transition a field directly from the old fruitTypeIndex to the new one without a bare-soil tick in between. - The modifier now tracks the last seen crop type per field. When a new crop is detected, stress resets to zero before accumulation begins. Bare-soil transitions also clear the tracker so every new planting starts clean. **If you have saves with affected fields, stress will reset correctly on the first hourly tick after loading this update.** ## HUD showing full moisture panel while driving (HUDOverlay) - The "Overlay disabled in vehicle" panel was implemented but never actually rendered. The vehicle detection check relied on g_localPlayer.controlledVehicle, but in FS25, g_localPlayer is nil while driving — the player pawn is despawned when entering a vehicle. The check was always returning false. - Vehicle detection now uses a 5-check chain with g_currentMission.controlledVehicle as the primary check (the same flag that powers the in-game speedometer), with input binding context and pawn-nil fallbacks behind it. The HUD will now correctly show the compact red panel whenever you are seated in a vehicle. - Added scrollwheel and row selection to the HUD overlay Moveable HUD, Forecast Fix & More Crops The forecast strip was overlapping itself, and right-clicking to move another mod's HUD was accidentally dragging this one too. Both are fixed. The HUD can now be freely repositioned and resized. What's fixed: - Forecast strip day labels and percentage bars no longer overlap each other - Right-clicking NPCFavor or SoilFertilizer HUDs no longer affects this panel - Settings now sync correctly to all players in multiplayer What's new: - Right-click directly on the moisture panel to enter move mode, drag it anywhere on screen - Drag any corner handle to resize the panel (60%–160% scale), position is saved between sessions - Crop library expanded to 34 entries with corrected soil moisture absorption values A couple of bugs slipped through that affected multiplayer servers and NPC Favor compatibility. This update addresses both. What's fixed: - Settings changes on multiplayer servers now sync correctly to all connected players - If you don't have admin/master rights on a server, the settings will now properly revert instead of appearing to change but doing nothing - Fixed a conflict that prevented the Crop Consultant NPC (Alex Chen) from registering correctly when NPC Favor is installed - Fixed cross-mod detection so NPC Favor is now reliably detected when both mods run together No save migration needed — existing saves continue to work as normal.

FS Icon Studio FS25
other

FS Icon Studio FS25

FS Icon Studio — a Windows utility that combines vehicle selection, equipment configuration, 3D preview and ready-to-use icon creation in one window. It helps prepare images for the in-game store and a mod cover: choose the required wheels and color, set the camera angle, check the result and save it as PNG or DDS. Features - FS22 and FS25 in one application. Separate path settings for the games and GIANTS Editor 9 and 10, with switching between versions. - Convenient mod list. Unpacked mods are displayed as a tree with store items. If a mod has no storeItems list, the program suggests the discovered I3D models. - Interactive 3D preview. Adjust the camera angle and check supported configurations without launching GIANTS Editor after every change. - Equipment selection. Colors, wheels, variants and part visibility from the mod XML. For foldable vehicles, you can choose the folded or unfolded position. - Frame settings. Rotation, tilt, scale, lighting, shadows and automatic model centering. (By rotating the 3D model in space.) - Rendering through GIANTS Editor. A separate tab displays the frame created with GIANTS tools, using materials and configurations loaded from the game. - Two icon types. Store Icon with a transparent background and Mod Icon with a built-in ModHub background. - PNG and DDS export. Store Icon uses DDS DXT5 with transparency, while Mod Icon uses DXT1. Render resolution is up to 2048 × 2048; the finished icon size ranges from 128 × 128 to 1024 × 1024. - Save directly to the mod. The program uses the icon names and paths from the XML. When replacing files, it can automatically create backups. - Save the finished preview. A successful GIANTS frame can be exported without launching the editor again. - Settings memory. Paths, selected configurations, frame parameters and export settings are saved between launches. The interface is available in Russian and English. How does FS Icon Studio differ from GIANTS Icon Generator? The official GIANTS Icon Generator is intended for creating mod icons using GIANTS tools. FS Icon Studio uses the same approach for the final render and adds its own workspace for preparing the image. The main difference is two preview stages in one window. First, you select the equipment configuration and camera angle in the interactive OpenGL preview. Then you launch a GIANTS frame to check the materials and final appearance before saving. The Editor is launched on your command. Configuration selection and frame adjustment are also available in the official generator. (Though by entering values.) The studio’s advantage lies in its workflow: the equipment configuration is displayed next to the model, mods and items are available in a tree, FS22 and FS25 are combined in one interface, and the finished frame can be saved without rendering again. Additional convenience comes from reading paths from the XML, backups and saving settings between sessions. The program works with unpacked mods. For the final render, the corresponding installed game and GIANTS Editor are required: version 9 for FS22 or 10 for FS25. The OpenGL preview is intended for preparing the composition; complex shaders and scripted vehicle features should be checked in the “GIANTS Frame” tab. - Fixed missing icons in icon pack mode. - Added buttons to the camera positioning settings for viewing from different angles. - Added a button to enable smooth model rotation in the 3D preview. - Optimized the 3D preview code (it is now even smoother and more enjoyable). - Configurations in Vehicle Equipment now load translations when available. - Fixed issues with white hoses in the 3D preview. - Added an option to enable or disable the floor plane. - Added the Dark Concrete Floor texture by default. - Added the option to select the floor color or assign it a texture. - Added an option to enable or disable the floor grid. - Improved the settings window interface. - Added a sky to the background by default (you can configure everything). - When user names contained Cyrillic characters, an option was added to specify the temporary folder. - The interface has been reworked (its styles). - Added a new "Pack Icon" mode. - Unloading effects are no longer displayed in the 3D preview. - Fixed display issues with additionalWheel in the 3D preview. - Added the ability to pan the preview camera using the middle mouse button (MMB). - Added the ability to enable a mode displaying an approximate icon view in the 3D preview. - Added the ability to enable a grid in Giants preview mode. - Various minor fixes. - Added language selection to the settings - Added a Save button in the preview. (In this case, there is no need to wait for giantEditor to load a second time) - Added a checkbox to the settings to choose whether to save icon backups

Workplace Triggers FS25
other

Workplace Triggers FS25

Turn any location on any map into a legitimate workplace. Open the Workplace Manager, add a trigger, give it a name and a wage, place it anywhere on the map — then walk in and clock in. Perfect for roleplayers who want their farmer to have a side job, or anyone looking to supplement farm income with off-farm work. FEATURES - Placeable trigger zones — invisible zones you drop anywhere, indoors or outdoors - Three pay schedules per trigger: Hourly, Flat Rate per shift, or Daily rate - Shift tracking HUD — live workplace name, time elapsed, and current earnings; drag and resize it anywhere on screen - Workplace Manager (F4) — view, edit, and delete all your triggers from one screen - Shift history log — last 50 completed shifts saved with name, duration, payout, and in-game day - Persistent saves — all triggers, names, wages, and schedules survive reloads; each savegame has its own set - Multiplayer — each player tracks their own shifts; earnings go to the shared farm account - Optional FS25_NPCFavor integration — completing shifts builds NPC relationships - Optional FS25_WorkerCosts integration — off-farm income tracked alongside AI worker wages HOW TO USE 1. Press F4 to open the Workplace Manager and click Add 2. Name the workplace, set a wage, choose a pay schedule, then confirm 3. Place the trigger at any location on the map 4. Walk into the zone and press E to start your shift 5. Press E again to end your shift and collect your wages CONTROLS E - Start / end shift (when inside a trigger zone) F4 - Open / close Workplace Manager Settings > General Settings > Workplace Triggers: - Show Shift HUD - HUD Scale - Show Notifications - Wage Multiplier (global modifier on top of per-trigger wages) - End Shift on Leave (auto-end shift when leaving the zone) - Show Earnings in HUD - Debug Mode Languages: EN / DE / FR / IT / NL / PL Multiplayer: Yes Added - Named farm sites: mark and name places on your farm (a yard, a storage area, a field entrance) separately from wage triggers. Open them from the Farm Sites entry in the Workplace list or the Control Center; your farm's sites show on the map in blue. Changed - Key defaults no longer collide with other suite mods: workplace interaction is now Right Ctrl + K and the Workplace HUD toggle is Right Ctrl + I (HUD edit stays Right Shift + C). Your own saved key bindings are not touched. - Translated help and store text is kept as it was. What's fixed - Ending a shift no longer pays the earned money twice What's new - Workplace HUD show/hide toggle is now available from the suite Control Center (with Settings Hub installed) - The workplace interact action now has a default E key binding No save migration needed. Drop-in replacement for v1.1.1.2. Previously, the server used a single shared slot to track the active shift. When a second player clocked in, it would silently end the first player's shift early — paying them out immediately and leaving their client stuck showing a running shift they could no longer stop. What was fixed: - The server now tracks shifts per farm using an independent slot per farmId. Multiple farms can have concurrent active shifts without interfering with each other. - A duplicate clock-in guard prevents the same farm from accidentally starting a second shift if the event fires twice. - Deleting a trigger now correctly cleans up any active per-farm shifts using that trigger, not just the single-slot state. - SP and listen-server host behaviour is unchanged — the single-slot fields used for zone checks and HUD updates are preserved and still work as before. This fix only matters in multiplayer / dedicated server sessions with two or more farms clocked in at the same time. Singleplayer and single-farm multiplayer sessions were unaffected by the original bug. - Fully rewrote the Workplace Manager list dialog using the proven structure from FS25_CustomTriggerCreator. Fixes columns (Wage, Sched/Radius, Edit, Del) stacking at center instead of spreading across the row. - List dialog matches Custom Trigger Creator dimensions exactly — intermediate base profiles carry anchorTopCenter, leaf profiles do not repeat it, all position attributes use single-space separators. Several bugs found during live MP testing have been fixed, plus a quality-of-life improvement based on tester feedback. What's fixed: - Other farms could start a shift but not stop it — fixed, all farms can now start and stop independently - Zone-leave countdown showed a frozen "10 seconds" warning that never moved — countdown now starts the moment you step outside the trigger - "End shift on leave" was stuck in the admin-only settings menu, making it useless for other players What's new: - "End shift on leave" is now a per-trigger option, set when creating or editing a trigger — choose End Shift (shift ends when you leave the zone) or Stay Active (shift keeps running even if you walk away). No admin access needed, works for everyone Notes: - No save migration needed - Existing triggers default to End Shift — no behaviour change - All MP fixes only affect listen-server and dedicated server play; singleplayer is unaffected If you run a dedicated server or play in multiplayer, this update is for you. Triggers now survive server restarts and client relogins, and pay the right farm every time. What's fixed / What's new: - Triggers now load correctly after a server restart — no more placing them again every session - Clients who relog now see all triggers within a few seconds of rejoining - Shift earnings now always go to your own farm, not just Farm 1 - Replaced the Real Time / In-Game toggle with a 5-step time multiplier: Auto, x1, x3, x5, x10 - Various dedicated server crash fixes from earlier versions Save compatibility: existing saves are fully supported — no reset needed. Several crashes and bugs were introduced in the 1.0.1.x series. This update resolves all of them and makes the mod fully functional on dedicated servers. What's fixed: - Dedicated server no longer crashes when placing or loading workplace triggers - Zone penalty (pay deductions for leaving work area) now works correctly in multiplayer - Various crash and regression fixes carried over from the 1.0.1.x audit No save migration needed — existing saves will load normally. What was broken: After creating a new workplace trigger, the map marker and floating 3-D beacon appeared to be queued ("pending") but were never actually placed in the world. Shift start, proximity detection, and deletion were also silently broken for any trigger created during that session. Fixed: Newly placed triggers now correctly inherit the server-assigned stable ID the moment the placeable loads. Map icons, 3-D markers, shift tracking, and trigger deletion all work as expected from the first placement. No save-game changes required; existing saves are unaffected. - Deleting a trigger no longer crashes with a "wrong type" error. The 3D marker was passing a file path where the game expected a numeric handle — fixed. - Left Shift no longer accidentally toggles HUD edit mode while sprinting. The key has been moved to F7 (rebindable in the key bindings menu). - Edit and Delete buttons in the trigger list dialog now show a tooltip on hover. - Shift payments no longer log an error on every payout. The broken economyManager call has been removed — farm:changeBalance is now used directly, which is the confirmed working path in FS25. Some players reported the mod failing silently on load, and others were confused about needing to buy something from the shop. This update fixes both and clarifies how the mod actually works. What's fixed: - Fixed a crash on load that caused all mod files to appear missing in the log — no functionality was available until this was resolved - Removed the Work Trigger Zone from the shop — it was never supposed to be there and was confusing people looking for an item that didn't behave like a normal placeable - Updated the in-game Help screen (ESC > Help > Workplace Triggers) to explain the correct way to create triggers - Removed raw texture warnings for the mod icon How to create a trigger (if you weren't sure): 1. Press F4 to open the Workplace Manager, click Add New Trigger, set a name and wage, and confirm. 2. The trigger is placed at your current position — no shop required. No migration needed. Existing saves load as normal.

19 / 3,344

We use essential cookies to keep you signed in and remember your theme. With your consent we also use functional storage (to remember preferences like downloaded mods, kept on your device) and ad cookies that help keep ModNest free. Pro members never see ads. Privacy & cookies.