Farming Simulator 22 mods
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Old Italian Iron Shed V1.0
Italian iron shed with an automatic lighting management system. Collisions have been used optimally to ensure smoother use of the mod without issues. A shelf is provided for storing objects. Working winter system. Credits: Max400Modding 5/5 - (1 vote) Download mod File File size FS22_OldItalianIronShed 29 MB
Ursus 4512-4514 Edit V1.0
Price: 4512 – 31000 $ 4514 – 41000 $ Power: 60 hp Max. speed: 28 kph Options: – Front weight – Rims – Tires brand – Exaust – Hood – Lights – Fenders – Body Color options – Starter Configuration – Rear Wheel Weights Configuration New tires and more configurations Credits: xaryc raksiak ryzdan 4/5 - (2 votes) Download mod File File size FS22_Ursus4512_4514 89 MB
YIELDDESK — Farm Economy & Market Intelligence Terminal V1.0
Stop dumping wheat at the floor price. YIELDDESK reads your FS22 economy and turns it into a trading desk. It tracks live prices at every sell-point, forecasts the monthly high, and flags clear SELL / HOLD / WAIT signals so you sell into the peak instead of into a slump. Then it plans the rest of your money. A rotation planner ranks what to plant on each field by expected net €/ha — after seed, fertilizer and wear — and the contract board scores every available mission by real net €/hour so you take the jobs that pay and skip the traps. Every number is read straight from your save. No price cheats, no fake income. Features Live market desk — real-time prices across all sell-points with best-sell recommendations. Peak forecasting — projects the coming price high so you time the sale. Sell / Hold / Wait signals — clear calls per crop, no spreadsheet needed. Rotation profit planner — best crop per field by net €/ha after every input cost. Contract board — every contract ranked by true €/hour, with trap contracts flagged. Finance overview — loan, interest and a recommended payoff slate at a glance. Compatibility: Farming Simulator 22 · reads your save · no economy or price cheats. Credits: Ewan Download mod File File size YIELDDESK.Farm.Economy.Market.Intelligence.Terminal 17 MB
Realistic Water & Soil Management (RWSM) V1.4.0.2
Realistic Water & Soil Management (RWSM) V1.4.0.2 V1.4.0.2 The processing of terrain and density map data has been optimized and distributed more evenly across multiple frames. Completely rewritten. This reduces load spikes and stuttering during tillage. Additionally, a Dedicated Server bug occurring during the day change has been fixed. It could interrupt the updating of NPC fields. The reduced and stress-dependent crop heights, as well as all terrain, weather and yield functions, remain unchanged. Previously removed or incompatible cell formats will not be read again. All new upcoming versions will be based on the new system and remain in place. Unfortunately, old savegame data, such as soil moisture and similar data, will not be loaded because there were problems with the old system. Realistic Water & Soil Management expands Farming Simulator 25 with a permanently stored water, soil and plant balance. Rain, irrigation, evaporation, soil type, terrain, compaction, tire pressure, tillage and plant development are directly intertwined. As a result, fields no longer only react with simple conditions such as “dry” or “wet”, but rather have a multi-layered water balance with topsoil, root zone and subsoil. Natural depressions stay moist longer, heavy vehicles compact wet soil more and inadequate tire pressure increases the load on the topsoil. These influences have long-term effects on soil structure, root health, plant development and yield. Features Multi-layered water balance The soil water balance is calculated separately for: Topsoil from 0 to 10 cm Root zone from 10 to 30 cm Subfloor from 30 to 60 cm Precipitation, irrigation, evaporation, seepage, drainage, surface runoff, plant water absorption, soil type, soil structure, compaction and landform are taken into account. The usable field capacity is displayed separately from the complete pore saturation. Water above field capacity appears as excess water and can seep away, run off or cause waterlogging. Different soil types RWSM differentiates between different types of soil with their own properties, including: loamy sand sandy loam Clay silty clay Each soil type has its own values for field capacity, wilting point, water retention, infiltration, drainage, bearing capacity, risk of compaction and sinking depth. Sandy soils dry faster. Loamy and clay-rich soils store more water, but remain soft longer and are at risk of compaction. Dynamic weather and climate Regional climate profiles influence: Precipitation Temperature Evaporation Wind Humidity Sunlight exposure Seasonal distribution The game’s actual weather data directly affects soil moisture, drying and evaporation. Realistic drying Drying does not take place via a simple timer. Temperature, wind, sun, humidity, soil type, compaction and surface water determine the speed. A wetness memory prevents a field from becoming completely dry and viable again immediately after rain. #Natural depressions and waterlogging RWSM detects local low areas within a field. These areas: collect water dry more slowly have lower load capacity Promote sinking and track formation increase the risk of compaction can cause oxygen deficiency to the roots The terrain evaluation is cached for better performance. Soil compaction The compression is saved separately for: Topsoil Root space Underbody have an influence: Vehicle weight Payload Wheel load Axle load Tire width Tire pressure recommended field pressure Soil moisture Soil type Slip Speed Cornering Multiple crossings High tire pressure puts greater strain on the topsoil for the same wheel load. A suitable low field pressure increases the contact area and protects the ground. High axle loads can still compact deeper soil layers. Multiple crossings Repeated crossings of the same lane are taken into account. The first crossing usually causes the greatest immediate damage. Further passes further compact the already contaminated soil. Among other things, the following are saved: Crossings Compaction Track depth Shear damage Plant damage Edit history Roots and plant stress RWSM simulates: Root health Fine root health achievable root depth Drought stress Waterlogging Lack of oxygen Compaction stress Nutrient stress pH stress mechanical damage Damaged roots are less able to absorb water and nutrients. Impact on earnings The actual yield is influenced, among other things, by: Water balance Dryness Waterlogging Root health Compaction Soil structure Nutrients pH value Seedbed Weeds Lanes mechanical damage Damage does not take full effect immediately, but builds up depending on the strength and duration. Crop Vitality Visuals (Alpha Version) A stored vitality system creates local differences in the plant population. Possible are: different plant heights changed stock density incomplete stocks Visible stress zones weaker development Storage locations The plants remain technically ready for harvest. RWSM does not alter original growth or harvest maturity levels. Weed competition Weeds compete with cultivated plants for water, nutrients, light and development space. Strong weed pressure can reduce development and yield.## Tillage Different devices have different effects: Plow Cultivator Disc harrow Rotary harrow Subsoiler Seeder Roller Working depth, soil moisture, compaction, soil structure, seedbed strength, multiple cultivation and possible plow soles are evaluated. Deep loosening is only fully effective when the soil moisture is suitable. Cultivating when the soil is too wet can cause additional structural and lubrication damage. Seedbed and rollers RWSM evaluates seedbed strength. A seedbed that is too loose offers poor soil sealing. Too much reconsolidation can impair air flow and root development. Rolling acts as a real area-wide reconsolidation and is evaluated depending on the type of soil, moisture and compaction. Irrigation system The mod includes a functional Rainstar irrigation system with: Motor pump Hose reel Sprinkling rail adjustable pump pressure adjustable radius real application rate Water consumption Soil input in millimeters automatic hose retraction Work and transport mode Parking brake Clutch aid Connection markers sound visible water jet The water applied changes the actual water balance of the soil. Extended field info The field info shows, among other things: Topsoil moisture Pore saturation Surface condition Excess water Water in all layers of soil Soil type Evaporation Temperature and wind Compaction Soil structure Seedbed strength Root condition Plant vitality visible height and density main cause of stress Climate values Water-Soil API RWSM provides a versioned interface for other mods. The API provides, among other things: Soil type Soil moisture Pore saturation water available to plants Surface moisture Carrying capacity Trafficability Sink factor possible sinking depth Compaction Track depth Root condition Evaporation recommended tire pressure Plant vitality Other mods can report traffic loads and ground effects back to RWSM. Connection with Visual Mud Tracks In connection with Visual Mud Tracks, among other things, the following are transmitted: Wheel load Axle load Tire pressure Tire width Slip Vehicle weight Payload Soil moisture Carrying capacity Sink factor possible track depth This allows visible tracks, sinking, mud and tire behavior to be linked to the actual ground condition. Saving and multiplayer The following are permanently stored and synchronized, among other things: Water balance Precipitation history Compaction Track depth Soil structure Root condition Edit history Plant vitality Irrigation data Pump pressure Irrigation radius Hose retraction The calculation is server authoritative and designed for multiplayer saves. Highlights 1. Multi-layered water balance Topsoil, root zone and subsoil react separately to rain, irrigation, evaporation and infiltration. 2. Long-term compaction with an impact on yield Tire pressure, wheel load, axle load, soil moisture, slip and multiple passes influence the soil and plants in the long term. 3. Direct connection to Visual Mud Tracks Soil moisture and load capacity control sinking, tracks, mud and tire behavior. 4. Local waterlogging in natural depressions Low areas stay wet for longer and become real problem areas. 5. Visible Plant Vitality Elevation, density and stress zones can vary locally without changing crop maturity. 6. Realistic tire pressure influence Excessive pressure increases topsoil stress, while appropriate field pressure protects the soil. 7. Root Health and Long-Term Plant Stress Dryness, waterlogging, compaction, pH value and nutrients work together. 8. Functional irrigation Pump pressure, radius and application rate determine the real water input. 9. Different tillage systems Plows, cultivators, subsoilers and rollers have their own effects and risks. 10. Extensive field info Water, soil, compaction, roots, seedbed and plant condition are directly visible. 11. Persistent Multiplayer System Ground and water damage is retained and synced after saving. 12. Open Water-Soil API Other mods can read land values and connect their own systems to them. 13. No change in growth stages RWSM assesses and visualizes plant stress without overwriting original harvest maturity levels. The pump only reads the real vanilla hose status: Hose not connected Pump does not start Hose disconnected while pump is running Pump switches off immediately Weather Hud 3 size adjustment options now available. Normal, small, very small And Vanilla Hud Performance fixes Required mods: Precision Farming Visual Mud Tracks
Visual Mud Tracks V1.4.0.6
Visual Mud Tracks V1.4.0.6 V1.4.0.6 Performance on multiplayer servers significantly improved, Fixed an error where the moisture of RWSM was not detected correctly, causing the vehicle to barely create deeper tracks. Visual Mud Tracks expands Farming Simulator 25 with a comprehensive simulation of lanes, soil moisture, tire behavior, compaction, fruit destruction, root damage and bogging. This means that vehicles react much more realistically to dry, moist and water-saturated soils. The mod is designed for single player and multiplayer and can work with the **Realistic Water & Soil Management System**. Soil moisture, load capacity and waterlogging not only influence the display, but also tire contamination, sinking, slippage, driving resistance and plant damage. Physical lanes and terrain grooves Tires can permanently lower the terrain and create real grooves in the terrain heightmap. The depth and width of the tracks are calculated individually for each wheel. To be taken into account: Vehicle weight actual wheel load Tire width and tire radius Tire pressure Soil moisture Soil saturation Carrying capacity Speed Wheel slip Cornering Number of previous crossings Trailers, levels and attachments Left and right bike lanes remain separate. The center of the vehicle is not lowered unnecessarily. The grooves have a narrow, steep cross section so that the edge areas do not sink over a large area. Existing tracks can be deepened by further difficult crossings. A maximum depth protects the terrain from extreme deformation. The groove is created directly at the actual wheel contact. There is no delayed post-processing behind the vehicle. Steered, mirror mounted and differently aligned wheels are taken into account. Restoration through tillage Physical lanes can be removed again through appropriate tillage. The following are supported, among others: Plows Cultivator Disc harrows Subsoiler Mulcher Reels Seeders Direct seeding machines Planters The terrain is only reset within the actual work area being worked on. Pending trace calculations and saved visual traces are also removed there. Safe Terrain Journal The mod uses separate savegame files: `visualMudTracksTerrainBackup.xml` `visualMudTracksActiveRuts.xml` `visualMudTracksState.xml` The original terrain height of a cell is saved during the first intervention and is not later overwritten by further passes. Active grooves and recovery information are managed separately. This allows tracks to be reset in a more controlled manner. Interrupted restores can be resumed the next time you start the game. Important note for updates: Before switching from an older version, existing lanes with the old version still installed should be removed using tillage equipment and the score saved. Grooves that have already been permanently written into the terrain height map may otherwise remain. Visible and physical sinking Tires visibly and physically sink on soft and wet surfaces. The sinking is implemented via the effective wheel physics radius. This means that the tires, suspension and ground contact react together. The sinking occurs progressively and not suddenly. On solid ground, the wheel lifts itself out of the ground in a controlled manner. The sinking depth depends on: Soil moisture Saturation Carrying capacity Wheel load Tire width Tire pressure Speed Slip existing track depth Wide tires distribute the load better. Narrow, heavily loaded tires cut deeper. Tire pressure system The tire pressure can be changed while driving. The value is saved for each wheel and synchronized in multiplayer. Low tire pressure: increases the contact area Improves grip on soft ground reduces cutting can make it easier to get out of soft tracks High tire pressure: reduces the contact area increases cutting increases the risk of getting stuck on wet ground may be cheaper on solid ground A compact HUD shows the current pressure in bar and evaluates it in color. Soil moisture HUD and RWSM connection The Soil Moisture HUD shows the current RWSM topsoil value in percent. The display uses the same soil moisture value as the RWSM field info. Values above 100 percent can represent severe waterlogging or waterlogging. RWSM soil moisture affects: Sludge content Tire contamination Particle effects Carrying capacity Sinking depth Tire grip Wheel slip Groove depth Danger of getting stuck Fruit and root damage Increased soil moisture caused by irrigation can also change the soil physics. Tire dirt and mudThe amount of mud is stored individually for each tire. A tire remains dirty after leaving the field and cleans itself depending on the surface. Asphalt cleans quickly Gravel cleans slower Clean dirt roads only slightly high speed throws more mud out of the tread Rain also washes off the tires a light film of dirt may remain The particle effects distinguish between dry earth and wet mud. Included are: fine dry soil particles medium dry soil particles fine wet splashes medium mud particles rare heavy mud lumps The amount of particles depends on wheel rotation, slip, tire width, radius, moisture, sink factor and load capacity. Particles are only generated when there is suitable ground contact. Progressive stuck physics On heavily waterlogged and less stable ground, a vehicle can progressively become stuck. Continuous slippage causes driven wheels to dig in further. At the same time, the transferable grip decreases and the driving resistance increases. To be taken into account: Soil moisture and saturation Carrying capacity Wheel load Tire pressure Slip Speed Engine utilization Engine speed Tensile load Working resistance Duration of exposure Plows, cultivators, disc harrows, subsoilers, seed drills, power harrows and rollers produce different pulling resistances. Working width and working depth influence the power requirement. In extreme conditions, propulsion can be almost completely lost. Lifting or uncoupling an implement immediately reduces the additional load. Controlled reversing can reduce the digging condition and free the vehicle along its own lane. Soil compaction Vehicles compact the top and bottom soil depending on wheel load, soil moisture, slip and number of passes. Included are: Topsoil compaction Subsoil compaction Stronger compaction in wet soil Multiple experiences Additional load due to cornering and slipping Plow sole for frequent plowing Different effects of plow, cultivator and subsoiler Targeted reconsolidation by rolling slow biological recovery Compaction and soil structure can be viewed in the field info. Fruit destruction Plants in the immediate tire area may be damaged or completely removed. The native LS25 fruit destruction is used for this. The damage depends on: Wheel load Tire width Soil moisture Slip Cornering Growth stage Root health Soil structure Number of crossings Young plants react more sensitively. Repeated crossings significantly increase the damage. Normal tires remove plants after several trips over the same spot at the latest. Detected maintenance tires reduce the damage, but do not prevent it completely if the vehicle is driven frequently. Root Health Each contaminated soil cell can receive its own root health value. Root damage occurs due to: high wheel load wet ground strong slip Cornering Multiple crossings unfavorable growth stages compacted soil If root health declines, the risk of visible plant damage increases. below 70 percent: increased sensitivity below 40 percent: further crossings lead to destruction more quickly less than 20 percent: very high risk of failure Root health is saved and can slowly recover biologically. Field info and settings menu The mod expands the field information to include numerous land values, including: Soil compaction Underbody status Root health Soil structure Sink factor Carrying capacity Fruit and root damage The settings menu contains detailed descriptions of all options. High and low values, interactions, performance consequences and save game effects are explained. The menu texts are available in twelve languages: German, English, French, Spanish, Italian, Dutch, Polish, Portuguese, Russian, Czech, Hungarian and Turkish. Multiplayer and performance The crucial physics calculations run on the server side. Tire pressure, contamination and important soil conditions are synchronized. To optimize performance, the mod uses: limited groove points adjustable storage intervals Event and bulk caches sleeping floor cells Reduced refresh rates for removed or inactive areas delayed safe initialization of the particle systems Clean release of particle effects when deleting vehicles Required mods: Realistic Water & Soil Management (RWSM)
Bohemia Country 25 V1.1.0.1
Bohemia Country 25 V1.1.0.1 V1.1.0.1 Fixed en translation for Pineapple Pizza Fixed ai farm vehicles Welcome to the Bohemia Country 25 map version 1.0.0.1 The Map is 4 x 4 ( 4096 x 4096 px ) , only for PC with Windows . MACos is not supported due to scripts , that are build in the map For this map you need to download FS25_Bohemia_Country_BuildignsPack version 1.0.0.1 From modhub is needed 20 mods for download , when you start the game . !!!! NEW SAVE IS NEEDED !!!! If you are using more DLCs at the same time , i recommend using small script Unlimited FillTypes from Farmer Andy optional – The FS22 version of the map has been completely redesigned to take advantage of all the features of FS25 . – The texture of lime has been modified in the map. – Compost (from Weekend Farmers) has been added to the map. It can be used in manure spreaders and is created in a compost silo designed for this purpose. On the map you will find: – new roads, new buildings (fire station with gate animation and siren, Orlen gas station from Lorex Modding), – the terrain has been modified on all fields – The map contains 61 fields, including 11 meadows (from 1.91 ha to 43.16 ha. Total field area: 1021.53 ha) and 13 forests (a total of 23,774 trees). – The PDA for this map was created using a tool from Weekend Farmers. – 1 main farm, VTC silo, root crop storage, hay barn on the main farm with a capacity of 20 million liters for grass hay, straw, alfalfa hay, and clover hay – 2 plots with animals (cows, pigs, sheep, horses) – 1 plot with greenhouses and orchards – 1 building plot for purchase – BGA – Silage pits for 6 million liters – Animal dealer – Crops added to the map: Silage corn, Rye, Triticale, Spelt, Green rye, Field grass, Mustard (catch crop), Alfalfa, Clover – New crops have also been added as animal feed (alfalfa and clover can be baled as hay and silage) – Help for new crops has been added – The map is ready for Precision Farming – The map has 32 terrain angles – The map features custom vehicle traffic (tractors, telescopic loaders with bales, Family Frost vans with sound, DHL, DPD, Toptrans, and more) – Routes for AI vehicles in most locations, works with Autodrive – Pedestrians – Czech license plates – Added more textures that can be painted on surfaces (also in the game) – Sowing and harvesting calendar adjusted (cotton is disabled from orders) – Factories, buildings, and lamps from Máca have been added to the map,spruce trees and other trees , which can be built in the game Production facilities: Cereal production ZZN Grain Mill (serves as a classic grain selling facility and, after purchase, as a flour production facility (rye, spelt.) Sugar factory (converted from FS22 by me , previous author gamerhzsFSH) Pizzeria Madeta Dairy (with modified products) Carpentry workshop Sawmill Cement plant Tailor’s workshop Spinning mill Lime production Paper production Soup production plant Oil press Fertilizer production Seed cleaner Bakery (muffins, croissants, rye bread, spelt pastries, donuts, brownies) Purchases: Seeds Solid fertilizer Lime Liquid fertilizer Herbicide Mineral additives Silage additives Warehouse with purchase of product pallets at a higher price Sales points: Mill – grain purchase (newly retextured with moving mill wheels), ZZN purchase Bale sales Sales at animal dealer [hay (grass, alfalfa, clover), straw, silage (grass, alfalfa, clover), milk] Lidl Supermarket Coop Jednota Vehicle dealership (newly retextured) Biomass sales Farmers’ market Restaurant Contributors : Monika Wolf , Majky HC , Ondatomule , Vasek3 , Pérák (testing the Map ) , Farmer_Andy(hotspot script) , Souky ( compost effects ) , PfalzAgrar , Weekend Farmers (prefab filltypes + kompost ), Máca , gamerhzsFSH , Jelonek, Giusz324,JMZ,Ikas , Lorex Modding, Jena , Landbauer,ACH25 , Piesel , RoaderSIMModding , Roman CZE. – Thanks to everyone who tested the map, Máca for his advice on texturing objects, and Anro for his sign edits. – Have fun playing! V1.1.0.0 – moddesc version 111 (1.21.0 Farming) – Fixed floating trees on the map – Stubble removal for all crops – Adjusted yield per hectare during harvest – Adjusted crop calendar – Traffic system adjusted – Spinning mill adjusted; it will now be displayed on the map as a production facility – Fixed stone generation for orders – Reduced the number of field polygons (simplify polygon points – Map Toolkit) – New gravel field paths – New textures for cultivation and sowing – Added the Goeweil Vario Master baler for alfalfa and clover – Root Crop Storage and HearthFruitStorage have been added to the buildings pack – ZZN Grain Mill—capacity increased; winter wheat and winter barley added to production; option to load imported raw materials added – Age at which cows can produce milk adjusted – Spanish translation added Required mods: Buildings Pack (Bohemia Country 25) Unlimited FillTypes Sheep And Goat Barn Big Animal Package Vanilla Edition Manure Evacuator
Marston Bale 22ft Trailer 1993 V1.0.0.0
Marston Bale 22ft Trailer 1993 V1.0.0.0 THIS IS NOT MY MOD THIS IS Mattxjs mod big thank you to him for making this brilliant mod Price 12500 WIDTH 22FT POWER – 50hp configs – non i think
Horsch Leeb 5 LT (36m version) V1.0.0.1
Horsch Leeb 5 LT (36m version) V1.0.0.1 Horsch Leeb 5 LT Price 145000€ Working width: 36 m Capacity 5000l V1.0.0.1 Correction of errors related to switching to 36 m
Dacia Logan V1.0.0.0
The 2021 Dacia Logan is a spacious, budget-friendly sedan with a massive 528-liter trunk and efficient 3-cylinder engines, including a highly economical factory LPG option. V1.0.0.0 Paint repaired
Audi A4 V1.0.0.2
Audi a4 Price: 30.000 Power: 453 V1.0.0.2 New Mod/Store icons (FS25 version) Fixed front bumper painting Required mods: Vehicle Years
BMW E39 530D V1.0.0.8
BMW E39 530D V1.0.0.8 Convert of well known meme edit of E39 on FS22 Main color configurations Back window sticker configurations License plate configurations X-Fun mode (To drift around) V1.0.0.8 Vehicle years mod support added Required mods: Interactive Control Vehicle Years
BMW E39 V1.0.0.9
Characteristics : Price: €25,270 Power: 400 hp Main color configurations Working lights Working passenger seats for multiplayer Fixed outside camera Base game license plates V1.0.0.9 Vehicle years mod support added Required mods: Interactive Control Vehicle Years
John Deere 8000 Series Dark Style V1.0.0.0
John Deere 8000 Series Dark Style V1.0.0.0 Price: 95,000$ Power: 160-2000hp Top speed: 60 km/h Configurations: Beacon lights Flash light Fenders Exhaust Wheels Sticker Flag Mirrors Front weight and front hydaulic
New Holland T7 Escobar V1.0.0.0
New Holland T7 Escobar V1.0.0.0 I wish you good games with my New Holland mod, I would like to explain my mod with you: Marine horn window film 5 led cakar floor mats rubber cheeks Side window stickers special light frames Mirror coatings Exhaust coating
Transport Company V1.3.1.0
Transport Company V1.3.1.0 Your map is already full of silos, dairies and mills moving goods between them. None of it pays you a penny. Buy a headquarters and it does. Freight jobs are generated from the stations that already exist on your map, priced against the live economy. Haul them yourself, or put a driver in the cab and let the base game AI run the route while your fleet quietly books the miles, the diesel and the profit truck by truck. Features Contract Board Jobs are generated from real stations on your map, using the live economy price of the goods to set the reward. Two Ways To Run A Job 1: Haul it yourself -> Load at the pickup, tip at the destination. Progress moves as you tip. 2: Hire a driver -> Hands the route to the base game AI as a Load & Deliver job. Per-Truck Books The base game only keeps farm-wide statistics. This tracks every truck separately. Company Ledger Revenue, driver wages, fuel, distance and job count for the company as a whole, followed by a history of every finished and expired contract, newest first. Company figures are tracked separately from the fleet on purpose; a load you tip yourself cannot be pinned to a specific truck, because the station reports liters and a position, never the vehicle that delivered them. Dispatch Office Four tabs in the in-game menu, built from stock FS25 menu widgets so it looks and behaves like the rest of the game. V1.3.1.0 A couple of usability improvements for running your transport business. What’s new Dispatch is now hidden until you have a headquarters, so it stays out of the way early on New contract type toggle so you can filter the kinds of contracts you take No save migration needed. Existing saves load as normal.
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