Farming Simulator 25 mods
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FS25 Frontier
FS25 Frontier Welcome to Frontier! A fictional map set in a border region divided by a massive wall. Over the years, the climate here has shifted: very rainy springs, scorching summers, dry autumns, and winters with heavy snowfall. On one side, agriculture is losing ground to the expanding city. On the other lies a vast, spacious desert rich in oil. You have just arrived in the city, and all you have is a truck with a load to sell and a hotel room. Map contains: -135 purchasable lands. -45 fields. -Collectibles. -Various points of sale. -Various new productions. -Mine. -Forestry area. -New crops. -Pre-placed farms. -Pallet purchasing locations. -and more.s The large wall can be removed by purchasing plots 1, 2, and 3. The farms located on the map can also be removed (except for Walter’s house).
FS25 Lieshof 4x Map
FS25 Lieshof 4x Map Welcome to the 4x map Lieshof. The landscape of fields, meadows and forests is a recreation of the area between the municipalities of Veringenstadt, Harthausen and Hermentingen in the heart of the Swabian Alb. The region is fully integrated into a functioning economic network: selling and purchasing points ensure that products can be processed or sold directly. This creates a closed and realistic economic cycle that makes everyday agricultural life tangible. The farms in the center of the map are the Lieshof farms, which mainly cultivate this beautiful region. The Felahtal valley in particular presents a real challenge. Its partly narrow, irregular and difficult-to-cultivate fields require careful planning and suitable equipment. Anyone who wants to work successfully here must take the characteristics of the landscape into account and organize their operations efficiently. This effort is rewarded by the fertile land. You can expect: – 9 pre-built farms with different types of livestock farming (all farms can be completely demolished) – 1 biogas plant – 1 gravel plant – 212 fields (723 ha) ranging from 0.2 ha to 40 ha – 30 forests (252 ha) ranging from 1.8 ha to 38 ha – A total cultivable area of 975 ha – 254 purchasable plots of land – Suitable for small to large machinery, although operating large machines requires an experienced driver – A varied landscape ranging from flat to steep terrain with a maximum elevation difference of 140 m – Various selling points and production facilities – Collectibles that are displayed at the vehicle dealer – The rest is yours to discover Players starting the game in “New Farmer” mode begin on a small dairy farm with a starting vehicle fleet in the municipality of Hermentingen. Additional map feature from the WeekendFarmer map template: – 32 ground angles – Additional crops: rye, spelt, triticale, green rye, vetch rye, mustard, Humus Active, silage maize, flowering cover crop, winter wheat, spring wheat, winter barley, spring barley, clover and alfalfa – Stubble destruction – More paintable textures – Cotton and sugarcane are not planted by the AI – District-specific license plates – Modified lime texture – Special in-game help – New crops with feeding recipes added
FS25 Old Farm
FS25 Old Farm Welcome to Vieille Exploitation, a 100% fictional map designed for players looking for peace, isolation, and large open areas to develop. Forget about villages and busy roads. There are no houses anywhere on the map. Just your small farm, lost deep in vast forests, a few facilities, and nature that seems to have reclaimed the land. A farm lost in the middle of the woods At the end of the forest tracks lies a small, aging farm. This is where your adventure begins. Very little has been developed, leaving you free to expand the farm and create your own estate. Vast forest areas Forests dominate the landscape. Harvest timber, open new paths, or clear parts of the woodland to create your own farmland. It is up to you to decide how the land will evolve. A pond hidden in nature Deep in the woods, you will discover a peaceful pond surrounded by nature, adding to the quiet and remote atmosphere of the map. An old quarry Explore an old quarry, a remnant of past activity and another area that you can incorporate into the development of your farm. A dealership nearby Even in this isolated environment, you are not completely cut off from the outside world. A dealership is located not far from the farm, allowing you to purchase, replace, and adapt your machinery for your different projects. A multi-product selling point A versatile selling point allows you to sell various types of products in one location, giving you the freedom to choose and develop your activities. No villages, no houses On Vieille Exploitation, you will not find any houses or residential areas. This is a deliberate choice to create a true feeling of isolation and leave the landscape entirely to the forests, machinery, and your farm. An almost forgotten land, waiting for you to transform it. Start small. Make use of the available resources. Expand your farm. Clear new land and gradually shape the landscape to suit your own playstyle. A lost farm. An old quarry. A pond. Forests as far as the eye can see. No neighbors. Welcome to Vieille Exploitation. Here, you are the only master of the land.
FS25 Open Pastures
FS25 Open Pastures A pack of fence-less style pastures for animals featuring color selectable feeders, customizable pasture, straw, and manure production. Small Cow Pen: -Price: 25,000 -Base Animal Capacity: 7 -Suggested Custom Pasture Animal Capacity: 40 -Food Capacity: 15,750L -Water Capacity: 6,300L -Straw Capacity: 8,500L Small Cow Pen Auto-Water: -Price: 35,000 -Base Animal Capacity: 7 -Suggested Custom Pasture Animal Capacity: 40 -Food Capacity: 15,750L -Straw Capacity: 8,500L Large Cow Pen Auto-Water: -Price: 46,750 -Base Animal Capacity: 9 -Suggested Custom Pasture Animal Capacity: 130 -Food Capacity: 47,250L -Straw Capacity: 27,500L Small Sheep Pen: -Price: 14,000 -Base Animal Capacity: 15 -Suggested Custom Pasture Animal Capacity: 75 -Food Capacity: 3,750L -Water Capacity: 5,800L Large Sheep Pen Auto-Water: -Price: 52,100 -Base Animal Capacity: 19 -Suggested Custom Pasture Animal Capacity: 400 -Food Capacity: 20,000L
FS25 Bale Batch Tracker
FS25 Bale Batch Tracker Keep track of your bales with a clear and compact HUD. Bale Batch Tracker shows the number and total volume of your physical and stored bales, grouped by material and status. For fermenting bales, the mod displays fermentation progress and estimated remaining time. Optional notifications can alert you when fermentation reaches a configurable threshold. Main features: – Tracks physical and stored bales – Shows bale count and total volume – Groups bales by fill type and status – Displays fermentation progress and remaining time – Configurable fermentation warning threshold – Optional fermentation notifications – Supports grass, hay, straw, silage, cotton and other compatible bale types – Automatically excludes contract and mission bales – HUD can be shown or hidden – Key binding can be changed in the game controls menu PLEASE NOTE: Bales are not displayed on the minimap.
FS25 Baler Power Pulse
FS25 Baler Power Pulse This script adds realistic behavior to all square balers. From now on, you will feel, as well as your tractor, each piston stroke made by the baler. Each piston stroke simulates an increase in the power required by your baler from the tractor. There is no actual increase in power demand because that would compromise gameplay, especially when using a tractor with a manual gearbox or powershift. You will therefore hear the engine speed decrease and increase in volume to simulate extra effort, and the color of the exhaust gases will also become darker. Thus, every second, only during forage collection, this cycle repeats with progressive rises and falls of these effects so that they appear more natural.
FS25 Better Outdoor Camera
FS25 Better Outdoor Camera This mod improves the vehicle’s outdoor camera by no longer keeping it rigidly attached to the vehicle. Instead, the outdoor camera dynamically follows the direction of travel and the vehicle’s movement, giving a noticeably better driving feel. After a manual adjustment with the mouse, the camera also re-centers behind the vehicle after an adjustable delay. The mod can be turned on and off at any time while playing.
FS25 Grain Volume HUD
FS25 Grain Volume HUD Ever noticed this? You pull up with a trailer filled to the brim, glance at the display – and it reads: 42,000 litres of wheat. Litres? For wheat? Who measures a whole heap of grain in litres! Water, milk, diesel – sure, you can pour those and measure them in litres. But grain, silage, woodchips? That’s a heap, not a drink. And a heap is measured in cubic metres. Just like moving house: you don’t say „I’ve got 12,000 litres of boxes”, you say „twelve cubic metres”. And that’s all this mod does. It looks at what’s sitting in your trailer. Bulk goods? It quickly turns the litres into cubic metres on the display – 42,000 litres becomes 42.0 m³. A liquid instead – water, slurry, diesel? Then everything stays in litres, because that’s exactly where litres belong. Sounds complicated? It really isn’t. Nothing to set up, nothing to press. Load as always, look at the display – and see at a glance how much is really on there. And so your fill-level HUD now shows cubic metres where cubic metres belong. What the mod does: – Bulk goods (grain, silage, grass, woodchips, root crops …) shown in m³ – Liquids (water, milk, diesel, slurry, liquid fertiliser …) stay in litres – Nothing to configure, just runs – Multiplayer-friendly (display only, no changes to gameplay)
FS25 Shader by MaciekFarmerek
FS25 Shader by MaciekFarmerek The FS25 Shader by Maciej Farmerek needs to be pasted into the x64 folder within the game’s installation directory.
Realistischer Boden & Dünger V2.6.0.0
Realistischer Boden & Dünger V2.6.0.0 V2.6.0.0 Bitte entfernen Sie den erweiterten Fülltyp aus Ihrer gespeicherten Datei. Fest installiert: Sprühgeräte und Streuer Überlappung: Auf einem Feld, das Sie in dieser Sitzung bereits vollständig behandelt haben, bleibt die Überlappungssperre bei jeder Überfahrt aktiv: Der Tank bleibt an Ort und Stelle, das Feld wird nicht doppelt gedüngt und es fallen keine Kosten an. Die Überlappungsverhinderung schaltet keine Abschnitte mehr ab, die über Flächen liegen, die in der letzten Reihe nur beweidet wurden, oder bei einer eigenen Überfahrt. Abdeckung (Durchgang %): Ein abgeschalteter Spritzbalkenabschnitt (Breitensteuerung, Maschine oder eine Modifikation wie Courseplay) markiert den Boden nicht mehr als besprüht; die Durchgangsrate erreicht bei Fahrzeugen ohne Abschnittssteuerung immer 100 %; Mehrtankfahrzeuge bauen die Abdeckung während des Sprühens auf; ein Düngedurchgang zählt nicht mehr doppelt; das Insektizid des Basisspiels baut die Abdeckung über mehrere Durchgänge hinweg auf; und der Schutz schaltet sich bei 80 % Abdeckung ein, selbst nachdem die tägliche Druckreduzierung aufgebraucht ist. Smart Sensor, See & Spray und Variable Rate erfassen den Boden unter jedem Gestängesegment, sodass die äußeren Segmente nicht mehr vom Boden unter dem inneren gesteuert werden. Die mittlere See & Spray-Funktion berücksichtigt ihre Entscheidung, kein Ziel zu treffen. Herbizid: wird nach Spritzmittelart unterschieden, die Unkrautreduktion skaliert mit den tatsächlich besprühten Abschnitten, erreichter Schutz überdeckt nicht mehr das gesamte Unkraut des Feldes, durch Herbizid abgetötete Unkräuter zählen nicht mehr als Druck, und die tägliche Unkrautzählung erfasst das gesamte Feld. Die Deaktivierung der Mehrtankapplikation funktioniert. Der Kalk wird mit dem Streumaster FW 212 TD Profi und dem Bredal K105 in ihrer tatsächlichen Arbeitsbreite verteilt. Vorgewende-Streustreifen werden durch die tatsächliche Breite des Streuwagens geschützt. Bei aktivierter AUTO-Rate wird beim Kalken eines Feldes, dessen pH-Wert noch nicht bekannt ist, die eingestellte Rate beibehalten, anstatt alle paar Sekunden eine Fehlermeldung auszugeben. Festgelegt: Felder, Boden und Ernte Wenn die experimentellen Systeme deaktiviert sind (Standardeinstellung), liefert ein nährstoffarmes Feld bei der Ernte wie zuvor wieder einen geringeren Ertrag. Ein mitten in der Spielsitzung gekauftes Feld wird sofort in die Bodensimulation aufgenommen, ein verkauftes Feld verlässt sie. Ein neuer Spielstand, dessen Felder erst spät geladen werden, wird nach deren Ankunft gescannt. Das Düngen von nährstoffreichen Böden oder das Pflügen von Böden mit geringem Humusgehalt führt nicht mehr zu einem zu starken Abfall, und die Nährstoffveränderungen bei der Bodenbearbeitung kehren sich nicht mehr mit der Fahrtrichtung um. Die Abbrennung von Pflanzenresten wird erneut erfasst, auf bedecktem Boden gemessen und berücksichtigt weder abgeerntete, verdorrte noch durch Räder plattgefahrene Pflanzen. Schäden durch die Etablierung neuer Kulturpflanzen werden zuverlässig dokumentiert und abgestorbene Pflanzen werden entfernt. Mit der Funktion „Mud System Physics“ oder „Use Your Tyres“ führt das Absenken des Reifendrucks, das Einsinken des Bodens oder der Reifenverschleiß nicht mehr zu einer Erhöhung der Bodenverdichtung. Dank der Funktion „Seasonal Crop Stress“ passt sich die Bodenfeuchtigkeit dem Feuchtigkeitsgehalt des Bodens an, sodass sich ein bewässertes Feld unter schwerer Beanspruchung durch Maschinen verdichtet. Die Ertragskorrektur gilt nur für das gelieferte Getreide, und zwar aus dem Eigenanteil von Soil. Behoben: Mehrspieler und Server Das Ruckeln des dedizierten Servers wurde behoben: Die Synchronisierung der Bodenkarte erfolgt inkrementell und wird in kleinen Abschnitten gesendet. Sicherheit im Mehrspielermodus: Synchronisierungs-, Bio-, Sprüh- und Fungizidbehandlungsanfragen werden serverseitig geprüft. Ein Client kann nur seine eigenen oder vertraglich gebundenen Felder behandeln, und nur der ausführende Betrieb zahlt. Zu große Nachrichten werden verworfen. Die vollständige Feldsynchronisierung sendet immer begrenzte Batches, sodass Maps mit mehr als 32 Feldern nicht mehr abgelehnt werden. Die Warnung des Hofhundes vor einem kranken Stall gilt nur für den eigenen Hof dieses Stalls und funktioniert auch mit Realistic Livestock 1.4. Behoben: Benutzeroberfläche und Übersetzungen 420 französisch-kanadische Texte werden auf Französisch statt auf Chinesisch angezeigt; fehlende Übersetzungen werden für jede Sprache ergänzt; französische und tschechische HUD-Statusbezeichnungen, die deutsche PPM-Bezeichnung und die koreanische Felddetailbezeichnung wurden korrigiert; Titel und Beschreibung werden im Mod-Manager korrekt angezeigt. Die Big Bags von DAP und AN sind mit eigenen Etiketten versehen. Der Mengenpreis für drei Flüssigkeitstanks ist fix. Rückerstattungen für Fahrzeugentleerungsgebühren erfolgen zum Ladenpreis. Das Infofeld zeigt das Risiko von Bodenverbesserungsmaßnahmen, den empfohlenen Bohrzeitpunkt und den Ertrag eines wachsenden Feldes an. Die Schaltfläche „Admin“ im Einstellungsmenü hat keine Leerzeile vor ihrer Beschriftung. Die Standardeinstellungen der Tastatur kollidieren nicht mehr mit anderen Mods oder den Suchtasten und helfen dabei, die richtigen Tasten zu benennen. Hinzugefügt Frühwarnsystem für kranke Tiere im Stall durch Hofhunde. Soil Esc-Seite: eine kontinuierliche pH-Karte mit einer Gradientenlegende, Feldfungizidresistenz, warum ein Bodenfleck blockiert oder voraus ist, Listen der eigenen Felder, gruppiert nach GPS-Umriss, und ein Hinweis, wenn die Simulation eines Feldes im Ruhezustand ist. Bodenanalyse-Set (Handvoll): zeigt die Bandbezeichnung und die Abbildung für N, P, K und pH. Ein überarbeiteter Versionsdialog, ein Boden-HUD, das dem Thema des Basisspiels folgt und in der Größe angepasst werden kann, ein Schalter zum Ein-/Ausblenden des HUDs und Aktionen im Kontrollzentrum sowie ein Farm Tablet, das die ppm-Skala des Bodens anzeigt. Kalkung und pH-Wert-Regulierung im besprühten Bereich: Kalk- und pH-Produkte wirken auf der tatsächlich besprühten Fläche. Experimentelle Systeme (standardmäßig deaktiviert) Ziel N/P/K (AUTO): Die Spritze dosiert die N/P/K-Produkte entsprechend dem verbleibenden Bedarf der Kulturpflanze unter dem Spritzbalken, pausiert mit einer Begründung, wenn keine Produkte verbraucht werden sollen (z. B. wenn keine Kulturpflanze wächst), und das PDA, HUD und das Dosierfeld zeigen das Kulturfenster und jeden Zieldurchgang an. Bodenmaterial: Heu, Gras und Stroh auf dem Boden behalten ihr Alter und ihre Feuchtigkeit durch Wenden, Rechen, Mähen und Pressen; Ballen werden in dem Zustand geboren, in dem sie aufgenommen wurden, und behalten diesen Zustand durch Lagerung und Aufbewahrung; der Zustand wird zusammen mit dem Boden erhalten. Stock Guard-Integration: Mit installiertem Stock Guard wird der Zustand des Bodenmaterials mit dem Material übertragen, das von Ladern, Ballenpressen und Futterwagen aufgenommen wird. Vorboten für lokale Pflanzenkrankheiten (bisher keine sichtbare Veränderung). Jeder Acker hat seine eigene Bodenqualität – Stickstoff, Phosphor, Kalium, organische Substanz und pH-Wert –, die sich je nach Anbau, Düngung und Witterung verändert. Vernachlässigt man den Boden, leidet der Ertrag. Bewirtschaftet man ihn gut, läuft der Betrieb effizienter. Realistische Bodentiefe ohne überfordernde Komplexität. Merkmale Bodengesundheit pro Feld Realistische Düngemittelarten Sprühmengenregelung Nachgiebigkeitsstrafen Schädlings-, Unkraut- und Krankheitsdruck Live Soil HUD & Kartenüberlagerung PDA-Bodenbericht Mehrspielermodus & 26 Sprachen Bedienelemente Einstellungen öffnen: Umschalt + O Sprühmenge erhöhen/verringern: zuweisbar (in der Kabine) HUD ein-/ausblenden / Bodenbericht öffnen: Zuweisbare Tastenkombinationen Beachten Sie, dass ein Mangel an Stickstoff, Phosphor oder Kalium Ihren Ertrag mindert. Achten Sie daher auf eine ausreichende Nährstoffversorgung Ihrer Felder, pflügen Sie regelmäßig, wechseln Sie Ihre Anbaukulturen und behalten Sie die Bodenkarte im Auge, um Probleme frühzeitig zu erkennen und ihre Ausbreitung zu verhindern! V2.5.0.0 Neu in dieser Version: Die Freigabefrist. Neue Systeme (Krankheitsresistenz, Hybridstämme, Tankmischungen, die Bodenmaterialfamilie, räumlicher Boden und „Erde lesen“) werden nun GESPERRT ausgeliefert, bis sie gezielt freigegeben werden. Ein stabiler Spielablauf trifft standardmäßig nie auf unfertige Systeme. Aktivieren Sie experimentelle Systeme unter Einstellungen > Experimentell, unabhängig vom Schwierigkeitsgrad, auf eigene Gefahr. Ein Statusdialog für die Freigabe, der über die Versions-/Änderungsprotokollansicht geöffnet wird, zeigt an, was gesperrt ist und warum. Der Konsolenbefehl SoilRelease liefert dieselbe Funktion. Das Gatter ist orthogonal zur Schwierigkeit: Es hat seine eigene Opt-in-Funktion und die beiden Sperren werden gestapelt. Alles, was mit der bewährten Basisversion zu tun hat, bleibt unverändert: die Bodenberechnung pro Pixel, der Schädlings- und Krankheitsdruck, die sechs Fungizide, die Erntevertragsabsicherung, die Wettervoreinstellungen und der Fruchtfolgeplaner. Anmerkungen: Experimentelle Systeme bleiben gesperrt, bis sie im Spiel getestet wurden, eine für Spieler sichtbare Oberfläche aufweisen, ihre Fehlerprüfungen bestehen und als balancierungssicher gelten. Ihre Freigabe ist eine bewusste Handlung, keine Standardeinstellung. Fehlerbehebungen fließen ungehindert durch das Tor; nur neue Systeme warten. Erforderliche Mods: Dichteschicht-Installateur Tags: Erforderliche ModsExperimentelle SystemeKalium Ihren ErtragSchwierigkeit Es
Realistic Soil & Fertilizer V2.6
Realistic Soil & Fertilizer V2.6 V2.6.0.0 PLEASE REMOVE EXTENDED FILLTYPE FROM YOUR SAVE Fixed: sprayers and spreaders Overlap: on a field you have already fully sprayed this session, the overlap block holds on every pass: the tank stays put, the field is not fertilized twice, and you are not charged. Overlap prevention no longer switches sections off over ground the last row only grazed, or on their own pass. Coverage (Pass %): a switched-off boom section (width control, the machine, or a mod such as Courseplay) no longer marks ground as sprayed; Pass % reaches 100% on rigs without section control at any rate; multi-tank rigs build coverage as you spray; a fertilizer pass no longer counts twice; the base game’s insecticide builds coverage across passes; and protection switches on at 80% coverage even after the day’s pressure reduction is used up. Smart Sensor, See & Spray and Variable Rate read the ground under each boom section, so outer sections no longer decide from inner ground. See & Spray’s centre honours its no-target decision. Herbicide: recognised by spray type, weed reduction scales with the sections actually spraying, reaching protection no longer repaints the whole field’s weeds, herbicide-withered weeds no longer count as pressure, and the daily weed read measures the whole field. Switching Multi-tank application off works. Lime spread by the Streumaster FW 212 TD Profi and the Bredal K105 is tracked at its real width. Headland slivers are guarded by the boom’s real width. With AUTO rate on, liming a field whose pH is not known yet keeps your rate instead of throwing an error every few seconds. Fixed: fields, soil and harvest With Experimental Systems off (the default), a nutrient-depleted field yields less again at harvest, as before. A field bought mid-session joins the soil simulation straight away, and a sold field leaves it. A fresh save whose fields load late is scanned once they arrive. Fertilizing well-stocked ground or tilling low organic matter no longer overshoots the scale, and tillage nutrient changes no longer flip with travel direction. Amendment burn accrues again, is measured on covered ground, and ignores cut, withered and wheel-flattened crops. Crop establishment kills are written reliably and dead crops are cleared. With Mud System Physics or Use Your Tyres, airing down, sinking or tyre wear no longer raises the compaction estimate. With Seasonal Crop Stress installed, wet ground follows its soil moisture, so an irrigated field compacts under heavy machinery. The harvest yield correction applies only to delivered grain, by Soil’s own share. Fixed: multiplayer and servers The dedicated-server stutter is fixed: soil map sync is incremental and sent in small patches. Multiplayer security: the sync, organic, sprayer and fungicide-treatment requests are checked on the server, a client can only treat its own or contracted fields, and only the acting farm pays. Oversized messages are dropped. The full field sync always sends bounded batches, so maps with more than 32 fields no longer get refused. The farm dog’s sick-barn warning goes only to that barn’s own farm and works again with Realistic Livestock 1.4. Fixed: interface and translations 420 French Canadian texts read French instead of Chinese; missing translations are filled in for every language; French and Czech HUD status words, the German ppm label and the Korean Field Detail label are fixed; the title and description read correctly in the mod manager. The DAP and AN big bags show their own labels. Multi-buy pricing on three liquid tanks is fixed. Drain Vehicle refunds at the shop price. The field info box shows the amendment burn risk and the drilling-window advisory, and a growing field’s yield once. The settings panel’s Admin button has no blank space before its label. Keyboard defaults no longer collide with other mods or the look keys, and help names the right keys. Added Farm dog early warning for sick animals in your barns. Soil Esc page: a continuous pH map with a gradient legend, field fungicide resistance, why a soil patch is blocked or ahead, owned field lists grouped by GPS outline, and a note when a field’s simulation is asleep. Soil test kit (handful): shows the band word and the figure for N, P, K and pH. A reworked version dialog, a Soil HUD that follows the base game’s theme and can be resized, a HUD show/hide toggle and actions in the Control Center, and Farm Tablet reading Soil’s ppm scale. Sprayed-area lime and chemical pH: lime and pH products work on the area actually sprayed. Experimental Systems (off by default) Target N/P/K (AUTO): the sprayer meters N/P/K products against the crop’s remaining need under the boom, pauses with a reason when it should not spend (for example no growing crop), and the PDA, HUD and rate panel show the crop window and each target pass. Ground material: hay, grass and straw on the ground keep their age and wetness through tedding, raking, mowing and baling; bales are born with the condition of what their chamber took in and keep it through saves and storage; the condition is saved together with the terrain. Stock Guard integration: with Stock Guard installed, the condition of ground material travels with what loaders, balers and forage wagons pick up. Groundwork for local crop disease (no visible change yet). Every field has its own soil health — nitrogen, phosphorus, potassium, organic matter, and pH — that changes with what you grow, what you apply, and what the weather does. Ignore your soil and yields suffer. Manage it well and your farm runs more efficiently. Realistic depth without the overwhelming complexity. Features Per-Field Soil Health Realistic Fertilizer Types Sprayer Rate Control Yield Penalties Pest, Weed & Disease Pressure Live Soil HUD & Map Overlay PDA Soil Report Multiplayer & 26 Languages Controls Open Settings panel: Shift + O Sprayer Rate Up / Down: assignable (in the cab) Toggle HUD / open Soil Report: assignable keybindings Note that low nitrogen, phosphorus or potassium cuts your yield, so keep your fields fed, plow and rotate your crops, and watch the soil map for trouble before it spreads! V2.5.0.0 New in this version: The release gate. New systems (disease resistance, hybrid strains, tank mixes, the ground-material family, spatial soil, and Read the Dirt) now ship LOCKED until they are deliberately released. A stable playthrough never meets unfinished systems by default. Turn experimental systems on under Settings > Experimental, independent of your difficulty, at your own risk. A Release Gate status dialog, opened from the version/changelog screen, shows what is locked and why. The SoilRelease console command does the same. The gate is orthogonal to difficulty: it has its own opt-in and the two locks stack. Everything from the proven baseline is unchanged: the per-pixel soil engine, pest and disease pressure, the six fungicides, harvesting-contract underwrite, weather presets, and the rotation planner. Notes: Experimental systems stay locked until they are observed in-game, have a player-visible surface, pass their defect checks, and are balance-safe. Releasing them is a deliberate act, not a default. Bug fixes flow freely past the gate; only new systems wait. Required mods: Density Layer Installer Author: tisonK Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Krajow And Lazniki V1.0
Welcome to Krajów & Łaźniki! The map is four times larger than a standard map and covers Krajów, Łaźniki, parts of Krotoszyce and a small part of Sichówek. The whole area is based on real places in Lower Silesia, with real buildings, fields, roads and other details inspired by the local landscape. With over 12 km² of playable area, there is something for everyone. Different terrain, fields of many different sizes and 8 playable farms let you choose your own way to play — from a small farm with old machinery to a large and modern farm. Krajów 18 – starting farm (farmland 224): A medium-sized farm, perfect for starting with smaller machinery. There is plenty of room to expand and turn it into a cattle farm. You will find a barn with a silo and blower, a cow pasture, a chicken coop and several sheds for your machines. Krajów 1 (farmland 225): An old German farm with a long history. It once had an inn and royal stables. Today, the buildings are a little run-down, but you can still keep cows and chickens here. The farm is quite small, so you will have to make good use of the space. The old half-timbered barn also has a very atmospheric hayloft. PGR Krajów (farmland 227): The old State Agricultural Farm in Krajów. After the fall of communism, the farm slowly fell into disrepair. Now it is your chance to bring it back to life and start farming here again. The PGR is mainly focused on cattle. Around the beautiful palace, you will find old farm buildings, cow barns, places to store straw and a working chain system for removing manure. Krajów 7c (farmland 252): The biggest farm in the whole area. In real life, more than 650 hectares of land are farmed here. The farm has huge grain silos with a weighbridge, unloading pit and corn dryer. The old barn gives you space for grain and fertilizer, while the modern machinery hall with a workshop is a great place to keep your machines during the winter. Krajów 31 (farmland 254): A small and compact farm belonging to an older farmer. It is perfect for smaller machines and a more traditional way of farming. There is a small pigsty, chicken coop, grain silo in the hayloft, barn, garage and several small sheds. A great place if you like small farms with lots of character. Krajów 26 (farmland 253): A small farm with plenty of room to grow. It is a good place to start with smaller machines and slowly build up your farm. There are small grain silos, a farm building with space for your equipment and room for a few cows. You also get a shed where you can keep your combine harvester. PGR Łaźniki (farmland 251): This old farm dates back to the beginning of the 20th century. The old German cow barns have plenty of room for a large cattle farm, while the grain storage buildings can hold a huge amount of grain. There is also a chicken coop just behind the beautiful palace. The buildings have changed very little over the years, and the whole place still has the same feeling it had back in the 1990s. Łaźniki 8 (farmland 250): Don’t want to keep animals? Then this farm might be just right for you. It is a great place to start with almost nothing and build your farm your own way. A few sheds and a garage with grain storage give you everything you need to get started. On the map you will find: – 8 playable farms – 229 fields, including meadows, from 0.03 ha to 81.54 ha – MultiTerrain (360° terrain) – Varied terrain – New crops: rye, triticale and rye for forage – New textures for trees, plants and crops – Corn dryer – 41 new terrain painting textures – Reworked lighting – Store with workshop – Biogas plant in Łaźniki – Many selling points for grain, wood, products and bales – 2 fuel stations – Milk selling point – Water can be filled from rivers, ponds and hydrants – Lime station – Slurry buying point – Animal dealer – Authentic license plates – Collectibles Have fun and enjoy many hours of farming in Krajów & Łaźniki! Required Mods: – More Animal Husbandries Possible (64) (By: modelleicher (Farming Agency)) – RSM Container (By: michal piwko) – Pack Of Greenhouses (By: BarT) – PGR Buildings (By: LeoLeo) – Old German Barn (By: LeoLeo) – Old Grain Storages Pack (By: LeoLeo) – Manor House In Krajow (By: LeoLeo) – Weighing Station PGR (By: LeoLeo) – PGR Animal Barns Pack (By: LeoLeo) – Barn With Cowshed (By: LeoLeo) – Barn With Grain Loft (By: LeoLeo) – Palace In Lazniki (By: michal piwko) – Farmstead Buildings (By: LeoLeo, Deus_Volt) To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.
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