Farming Simulator 25 mods
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Futterwagen-Heuschloss BETA 2 v0.1.0.5
Futterwagen-Heuschloss BETA 2 v0.1.0.5 ZWECK Verhindert, dass bereits im Futterwagen gesammeltes Heu durch Gras oder eine andere Heusorte überlagert wird. VERHALTEN – Mehr Heu der GLEICHEN Sorte wird normal gesammelt. Normales Gras wird beim Laden von Heu ignoriert. – Frischer Klee und frische Luzerne werden beim Verladen von Heu ignoriert, wenn diese Füllarten vorhanden sind. – Eine andere Heusorte wird beim Laden von Heu ignoriert. – Leere Waggons und Waggons, die kein Heu enthalten, behalten ihr normales Spielverhalten bei. UNTERSTÜTZTE HEUARTEN – Heu: TROCKENGRAUEN_WINDROH – Kleeheu: TROCKENKLEE_WINZROW – Luzerneheu: DRYALFALFA_WINDROW BETA 2 Version 0.1.0.5 Feste Zulassung für Standard- und Sonderfahrzeugtypen für Futterwagen. Bereits geladenes Gras kann nicht mehr durch Heu überschrieben werden. Bereits geladenes Heu kann nicht mehr durch Gras überschrieben werden. Weitere Füllmaterialien desselben Typs sammeln sich weiterhin normal an. Die unterstützten Klee- und Luzernevarianten werden ebenfalls getrennt gehalten. Erfolgreich getestet mit dem 8450 Schwadrower-Ladewagen auf der Kinlaig-Karte. Tags: BETANormales GrasVERHALTENZWECK
New Holland FR Series US V1.0
New Holland FR Series US V1.0 US Version of the New Holland FR Series forage harvester. Initial changes from the original: Made rear red/white reflective stripes selectable Added selectable SMV triangle Author: JACOO B, GIANTS Software Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
John Deere Waterloo Boy Model R V1.0
John Deere Waterloo Boy Model R V1.0 The Waterloo Boy Model R was manufactured by the Waterloo Gasoline Engine Company from 1914 to 1918, when John Deere purchased the company. This was the tractor that put John Deere in the tractor business. It featured one forward gear, one reverse gear, and was rated at 12 hp on the drawbar and 25 hp on the belt. This Pack Includes Two Versions Waterloo Boy Model R: The classic green version with yellow steel wheels. Overtime Model R: The version exported to the United Kingdom during World War I under the Overtime name, finished in green with red wheels. In-game specifications: 25 hp 20 L fuel tank 6 mph top speed 7.9 t $2100.00 Price All credit for the original mod goes to MulletMewModding. I only updated and repaired the mod for use in FS25. Fixes and Improvements Mod not appearing in-game: Updated the descVersion in modDesc.xml from 45 to 113. Unneeded backup folder: Removed the duplicate FS25_waterlooBoy_John Deere – копія folder that was packed inside the mod. This reduced the overall file size and removed unnecessary files. Weight balance for both tractors: Moved most of the weight from the wheels to the main body while keeping the total weight at 7.9 t. This helps prevent the front end from lifting when an implement is attached. Body: 500 kg → 7,100 kg Front wheels: 1.5 t → 0.1 t each Rear wheels: 2.2 t → 0.3 t each Sound errors: Updated four outdated sound names in both sound files to their FS25 equivalents: waterSplash01, switch01, switchTurnlightJD, and attach01. The hydraulic sound was removed because it has no FS25 equivalent and was unnecessary for a drawbar-only tractor. Collision support: Added the VEHICLE collision bit (16). Refueling support: Added an exactFillRootNode to the fuel tank, allowing the tractor to be refueled properly. AI support: Added AI worker functionality. Author: Just Joe, MulletMewModding Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Allis Chalmers 4w-305 V3.0
The Allis-Chalmers 4W-305 is a four-wheel-drive tractor for FS25 with an updated model, optimized materials, improved lighting, custom configurations, and realistic performance options. Features Articulated four-wheel-drive steering Functional lighting and flashers Realistic exhaust effects Optimized model and materials for FS25 Specifications 305 HP factory configuration 400 HP Big Cam Cummins performance option Note: IF YOU DO NOT GET THE REQUIRED MOD, THERE WILL BE NO ENGINE SOUNDS Required Mods: More Motor Sounds Recommended, but NOT required: Advanced Damage System
Case IH Farmall C Series US/EU Edit FS25
Case IH Farmall C Series Category: Small Tractors Price: $82,000 Power: 90-157 hp Engine: 3.7L 4 cylinder FPT Loader Combination: Case IH L63 This mod isn't mine; I just edited it.
Case IH Farmall C Series US/EU Edit V1.0
Case IH Farmall C Series US/EU Edit V1.0 Case IH Farmall C Series Category: Small Tractors Price: $82,000 Power: 90-157 hp Engine: 3.7L 4 cylinder FPT Loader Combination: Case IH L63 This mod isn’t mine; I just edited it. Author: UMUT EFE MODDING, Jolly Farms Modding Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
1999 Small Shed FS25
A small shed. Ideal for storing materials, bales of straw, hay. Specifications: -Price: 17500/25000 $ -Daily cost: 20 $
New Holland T6 Serie V1.1.0.0
New Holland T6 Serie V1.1.0.0 Passend zu meiner New Holland T7-Serie habe ich mich entschieden, auch meine New Holland T6-Serie auf den Markt zu bringen. Diese Modifikation umfasst die New Holland T6-Baureihe mit den Modellen T6 4-Zylinder Dynamic Command, T6 4-Zylinder Auto Command, T6 6-Zylinder Dynamic Command und T6 6-Zylinder Auto Command. Alle Modelle verfügen über die unten aufgeführten Konfigurationen. New Holland T6 4-Zylinder-Motor: T6.145, T6.155, T6.165, T6.175 6-Zylinder-Motor: T6.160, T6.180 Rad: Mitas, Trelleborg, Michelin, BKT Design: Blau, Blaue Kraft, Fiat-Agri, Schwarze Kraft Modelljahr: MY16, MY18, MY22, MY24, Getriebe: Dynamischer Befehl, Auto-Befehl, Seitenlichter: Standard, LED, Standard + Halogen, LED + Halogen Leuchtfeuer: MY16 – MY24, MY26+, Beacon-Typ: Halogen, LED, GPS-Empfänger: Keine, Trimble, Raven, Zusätzlicher Bildschirm: Nein, Intelliview IV, Intelliview IV+, Frontanbaugerät: Gewichtsträger, CNH-Gestänge, Frontlader: Quickie, Hauer, MX, Der Gewichtsblock kann durch Herunterladen meiner anderen Mod „New Holland Scheibengewicht“ angebracht werden. Bei Problemen hinterlassen Sie bitte einen Kommentar. V1.1.0.0 Abhängigkeit entfernt, um Verwirrung zu vermeiden Viele Probleme behoben Angepasste Farbkonfigurationen Erforderliche Mods: New Holland Scheibengewicht Tags: Alle ModelleErforderliche ModsLEDNew Holland T6
Turkish Bull / Hattat 398 FS25
🚜 TURKISH BULL🔥 💪 The Turkish Bull tractor mod is here with its powerful look and unique design! 🔴 MOD FEATURES: • Unique red-and-black design • Stylish and detailed cabin • Powerful and eye-catching appearance • Special lighting details • Realistic tractor design • Will add a different touch to your farming experience!
Wholesome Foods factory V1.0
Wholesome Foods factory V1.0 Taking advantage of the growing demand for healthier foods, the local farm collective purchased an old industrial building, installed modern processing equipment, and founded Wholesome Foods. Using locally sourced oats, corn, wheat, soybeans, honey, milk, sugar and other ingredients, Wholesome Foods produces a wide range of value-added products — from Frosted Corn Flakes and Oatmeal to Granola, Muesli, Protein Bars and other snacks. Turn your farm’s grain harvests into finished foods and build a complete farm-to-market production chain. Wholesome Foods adds a modern food-processing facility focused on breakfast cereals, oatmeal, granola, muesli, and snack bars. The plant receives dry ingredients at the grain hoppers, liquid ingredients at the tank receiving area, and ships finished products from the loading dock. Author: BlitzDrake64 Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
NPC-Transport- und Dienstleistungsverträge V1.0.0.4
NPC-Transport- und Dienstleistungsverträge V1.0.0.4 Bringen Sie mit Transport- und Serviceverträgen von NPC mehr Abwechslung auf Ihren Hof. Transportieren Sie Schüttgut, Paletten und Ballen, Fahrzeuge, versorgen Sie Felder mit Saatgut, Dünger und Kalk, bergen Sie verlorene Fracht, liefern Sie Kuriersendungen aus und bieten Sie Notfallbetankung an. Fahrzeugpflegeaufträge ermöglichen es Ihnen außerdem, Kundenfahrzeuge zu waschen, zu trocknen und auszuliefern. Routen werden anhand der auf Ihrer Karte verfügbaren Standorte und Produkte generiert. Geeignete Ladeausrüstung für Paletten- und Ballenabholungen steht zur Verfügung, während markierte Ziele Ihre Lieferungen leiten. Verwalten Sie die Auftragsauswahl über die Spieleinstellungen und nutzen Sie die optionale GPSLite- Integration zur Navigation. V1.0.0.4 Die Zugriffsrechte für Notfallbetankungsverträge wurden korrigiert, sodass der Auftragnehmer das Zielfahrzeug betreten und die normalen Betankungssteuerungen nutzen kann. Die Dieselkraftstoffübertragung von den Treibstofftankern erfolgt im Rahmen des Vertragsfortschritts, wobei die Übertragung auf die noch benötigte Menge begrenzt ist. Automatischer Ausstieg des Fahrers hinzugefügt, wenn der Tankvertrag abgeschlossen ist, bevor das NPC-Fahrzeug entfernt wird. Der Zugang zum Zielgebiet wurde weiterhin auf den Vertragsbetrieb beschränkt. Die normale Fahrzeugbetankung, die Vertragspreise und die Dieselkostenerstattung bleiben unverändert. Betankung: Positioniere den Dieseltanker deines Bauernhofs neben dem Zielfahrzeug, steige in das Zielfahrzeug ein und führe die normale Betankungsaktion durch. Tags: Ihren HofIhrer KarteNPCSie Felder
Real Physics Tire Wear V1.2.2.6
Real Physics Tire Wear V1.2.2.6 This mod expands Farming Simulator 25 with a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks. The next generation—the next stage of evolution: 2.0! Tires and track systems (rubber or steel) wear down based on the actual distance traveled, stress caused by wheel slip, and various other factors. Your driving style, the type of ground you are driving on, weather conditions, the weight you are hauling, and the dynamic load distribution across your wheels or tracks all play a role. Wear is tracked and saved individually for every vehicle and every wheel or track unit, making it independent of the standard GIANTS vehicle wear system. This applies to all vehicles owned by your farm—whether purchased, rented, or leased. AI traffic vehicles, vehicles from other farms, or machinery “rented” specifically for a mission are not tracked. The goal of this mod is to visually display realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting the actual level of wear. It supports conventional wheeled vehicles as well as machines with rubber tracks or steel tracks. Trailers and implements with their own wheels are also included and tracked. For rubber and steel track systems, the wear of road wheels is calculated based on their actual design and displayed separately via a combined icon. Most in-game vehicles and many mods have been tested; while 100% compatibility isn’t guaranteed, it is well over 90%. There may be isolated cases where tracking isn’t possible—such as with two-wheelers, three-wheelers, or specialized machinery mods—but work on compatibility is ongoing. For specific mods, however, I require the mod itself, including its i3d files, UV masks, i3d mappings/shapes, and vehicle XML files. Only then can I determine whether it is feasible to implement. As wear increases, the visual appearance isn’t the only thing that changes; heavily worn tires lose traction, thereby affecting handling. This introduces a shift in momentum or a lag that causes the vehicle to slide—whether accelerating, braking, or turning. Tires, suspension systems, and track rollers can be replaced at the workshop; costs depend on factors such as the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage. The desired reference lifespan can be adjusted in the settings. Options include 350, 500, and 750 km for smaller or classic 2×2 maps, and 1,000, 1,500, and 2,000 km for larger 4×4 maps and correspondingly longer periods of use. It is important to note that a 1,000 km setting does not guarantee the tire or suspension will last at least 1,000 km; the reference value simply serves as the basis for calculating wear. Consequently, the tire might last less time—or potentially longer—depending on driving style, the nature of the work, and the load. Furthermore, the mod supports wear calculations for AI-controlled vehicles—specifically those using Courseplay, AutoDrive, or the built-in Giants AI. To ensure this functions smoothly, I developed an electronic immobilizer designed to lock the vehicle until the startup phase and system initialization are complete, preventing any external input during that time. This is necessary because Courseplay and AutoDrive bypass the standard startup sequence intended by Giants, which could otherwise lead to inconsistent states or unintended issues. Simply think of it as a “Parking Brake 2.0”: once the vehicle is ready to drive, the immobilizer disengages, and everything operates as usual. The mod introduces three specific penalties. First, there is a loss of traction for tires and running gear depending on their wear level. However, it remains possible to drive the vehicle to the workshop—albeit with a performance penalty and potentially without a trailer. Second, there is a speed penalty for AI-controlled vehicles. The AI cruise control speed is throttled down to as low as 20 km/h, depending on wear, to ensure the vehicle can still be steered and follow its route. At normal speeds, the AI driver (AD) is unable to compensate for the tire slippage and loss of traction. If you drive the vehicle manually, there is no speed restriction, though the corresponding performance penalties still apply. Third, there is a penalty affecting the maximum speed of rubber tracks and steel tracks. Depending on the wear of the inner rollers, the maximum speed can be reduced by up to 50%. Once the rollers are replaced, the penalty is removed. Current wear levels can be displayed directly in the HUD when using the “FS25 Lights & Symbol HUD” mod. It is therefore recommended to install the Lights & Symbol HUD alongside this mod. V1.2.2.6 1.2.2.64 Optimizations to the calculations following the long-term test, selector in the settings to switch on/off Author: duestereLegende Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Configurable Animal Reproduction V1.0
Configurable Animal Reproduction V1.0 This mod was developed from the author’s ideas and creative direction, with the goal of improving the gaming experience for players who have limited time to play. Artificial intelligence was used exclusively as a support tool to help identify and correct technical errors and create the project’s illustrative images. Configurable Animal Reproduction changes the reproduction duration of supported animals without modifying the original game files. The duration is configured in months of game time. The current default value is 2.94 months, which results in approximately 34% reproduction progress per month. Supported animal types include cows, pigs, chickens, horses, sheep, goats, rabbits, ducks and buffalo. To change the rates, open main.lua inside this ZIP file and edit the values in EAS_GestacaoConfiguravel.duracoes. Example: COW = 5 results in approximately 20% progress per month, while COW = 2 results in approximately 50% progress per month. Formula: reproduction progress per month = 100 divided by reproduction duration. This mod requires Enhanced Animal System 1.1.0.1 or newer and is designed for multiplayer use. All players must use the same version of the mod. Explanatory images are included in the docs folder: how the mod works, how to calculate the rate, and compatibility with other animal mods. Author: Kachro Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Transfer Speed Menu V1.0
Transfer Speed Menu V1.0 Directly modify the filling and unloading speed of compatible vehicles, trailers, silos and loading points in-game. Select the target in the menu, then apply a multiplier from x1 to x1000. Configurable keys, keyboard/controller and multiplayer. The initial key is Shift + T, but it can be changed in the key settings menu; Author: TARHKA Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Dynamische Zapfwellendrehzahl BETA 3 v1.0.0.0
Dynamische Zapfwellendrehzahl BETA 3 v1.0.0.0 Diese Modifikation verleiht der Zapfwelle endlich eine realistische Dynamik. Anstelle einer festen Zapfwellendrehzahl passt sich die Arbeitsgeschwindigkeit aller Anbaugeräte direkt der aktuellen Motordrehzahl des Traktors an. Je höher die Motordrehzahl, desto schneller arbeiten Mähwerke, Feldhäcksler, Ballenpressen oder Förderbänder. Hauptmerkmale Die Zapfwellendrehzahl ist nicht mehr fest, sondern wird live aus der Motordrehzahl berechnet. Die Geräte reagieren merklich unterschiedlich auf niedrige, mittlere oder hohe Motordrehzahlen. Ein Multiplikator für jedes Anbaugerät ermöglicht individuelle Einstellungen für jedes Anbaugerät. Realistische Arbeitsgeschwindigkeiten: Niedrige Motordrehzahl → langsamerer Betrieb Mittlere Motordrehzahl → Normalbetrieb Hohe Motordrehzahl → schnellerer Betrieb Technische Umsetzung Die Mod ist vollständig kompatibel mit LS25 und verwendet benutzerdefinierte Skripte, um Motordrehzahl, Zapfwellendrehzahl und Verhalten zu verknüpfen. Animationen, Effekte und Arbeitsgeschwindigkeit werden dynamisch angepasst. Sowohl Fahrzeuge als auch Anbaugeräte werden durch Schnittstellen in ihren Aktualisierungsfunktionen verbessert. Verhalten umsetzen Die Rasenmäher drehen sich schneller und reagieren direkter auf Gaspedalbewegungen. Feldhäcksler arbeiten bei hohen Motordrehzahlen am leistungsstärksten. Ballenpressen arbeiten schneller und verarbeiten das Material zügiger. Förderbänder transportieren Material abhängig von der Motordrehzahl. Jedes Werkzeug kann mithilfe seines eigenen Faktors feinjustiert werden. Mod-Inhalte Vollständige Mod-Struktur mit modDesc- und Lua-Skripten Beispiel: Implementierung von XML mit dynamischer PTO-Konfiguration Optionale Einblendung zur Anzeige der aktuellen Zapfwellendrehzahl Mod-Ziel Die „Dynamische Zapfwellendrehzahl“ sorgt für ein deutlich realistischeres Spielerlebnis. Die Zapfwellenleistung hängt nun endlich von der Motordrehzahl ab – je höher die Drehzahl, desto schneller die Arbeit. Dadurch arbeiten alle Anbaugeräte natürlicher, variabler und realitätsnäher. Die Mod ist aktuell nicht mit dem Mehrspielermodus kompatibel. Wir arbeiten an einer Version, die auch im Mehrspielermodus genutzt werden kann. BETA 3 Stabilitätsverbesserungen und bessere Sichtbarkeit Tags: Beispiel ImplementierungDie ModHohe MotordrehzahlRealistische Arbeitsgeschwindigkeiten
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