Farming Simulator 25 mods

79,502 results
897 / 5,301
Exhaust Color Configurations v 1.0
other

Exhaust Color Configurations v 1.0

Want more smoke? Darker smoke? Or something completely your own? With Exhaust Color Configurations, you can change the exhaust smoke of many vehicles right in the shop or later in the workshop. Standard – Keeps the original exhaust settings. Level 1 – Darker and stronger. Level 2 – Adds a little more. Level 3 – For when you want some serious smoke. Custom – Set your own color, transparency and smoke size. The three preset levels and up to ten custom slots can be adjusted through the automatically created FS25_exhaustColorConfigurations.xml file. The file is located in the corresponding modSettings subfolder. A German/English README with explanations of color, alpha, scale and the Min/Max behavior is also placed there. Want to use different values later? Vehicles you already own keep their saved settings. To apply new values, select a different exhaust level in the workshop and then select the desired level or Custom again.

Keybind Inspector v 1.0
other

Keybind Inspector v 1.0

FS25 Keybind Inspector is a read-only in-game utility for Farming Simulator 25 that helps you understand and manage your keybindings without changing your controls. Features include: Check whether a key or key combination is already assigned Capture a key combination by simply pressing it Browse all keyboard, mouse and gamepad bindings Find unused keyboard combinations Identify conflicts and shared keybindings Identify which installed mod registered a custom input action Search and browse bindings directly from the ESC menu Keybind Inspector reads your existing FS25 input bindings and mod information. It does not modify or rebind your controls. The interface is fully integrated into the FS25 menu with its own navigation page. No dependencies required.

Hyper Realistic Maintenance 2 v 1.0
other

Hyper Realistic Maintenance 2 v 1.0

Your engine wears out. Your oil gets dirty. Your turbo fails if you never service it. This is what “realistic maintenance” should have meant all along. Hyper Realistic Maintenance 2 adds a deep, ongoing mechanical simulation to every motorized vehicle in your save — tractors, trucks, harvesters, and cars — with real gameplay consequences, not just cosmetic numbers. What it simulates Engine: 5 independent components (cylinder, piston, bearings, crankshaft, valves) that influence each other — cylinder wear increases blow-by, which contaminates your oil, which accelerates wear further Thermal: coolant temperature rises with load and overheats if your radiator is degraded Fluids: oil level/contamination and coolant level, both trackable and serviceable Drivetrain: clutch, gearbox, turbo, and battery/starter wear over time Failures: probabilistic breakdowns that ramp up sharply past ~35% wear on the relevant component — critical overheating above 118°C is guaranteed, not luck Per-vehicle-type behavior: tractors, trucks, harvesters, and cars wear at different, realistic rates Real effects, not cosmetic Genuine power loss — reduces actual available engine torque, you’ll feel it in the field Real no-start conditions — a dead battery or worn starter can actually stop your engine from turning over, with an on-screen warning Harvesters lose real threshing efficiency as engine health degrades Scheduled maintenance, like the real thing 10 serviceable items (engine oil, filters, hydraulic/transmission oil, coolant, grease, belts, and more), each with its own interval and a real farm-money cost — scaled automatically to the vehicle’s actual horsepower. Let service slide too long and wear accelerates up to +120%. 3-page in-vehicle HUD — overview, detailed engine diagnostics, and maintenance status — position adjustable from the in-game Settings menu. The game’s own repair screens (store, farm workshop, mobile workshop) now perform a full HRM2 service too. Compatibility Runs entirely standalone. If you also install the 4×4 Traction System mod, the two detect each other automatically — their HUDs won’t overlap, and running in 4WD/diff-lock adds a touch of extra, realistic drivetrain stress. Neither mod requires the other. Singleplayer only for now; state isn’t yet saved to the savegame (see the README for the honest list of current limitations).

Claas Convio 1530 v 1.0
harvesters

Claas Convio 1530 v 1.0

Price: €151,000 Working width: 15.30 m Working speed: 10 km/h Power requirement of the cutting header drive: 140 kW Capacity: no own tank/hopper Configurations: standard version, no additional shop options

Lamborghini Mach 250 VRT v 1.0
tractors

Lamborghini Mach 250 VRT v 1.0

Shop Category: Medium Tractors Price: 158,500$ Engine power: 224 hp Max. speed: 60 kph Configurations: Main Color: White, Black, Gray, Light Gray, Silver Warning signs Front loader protection

Realistic 4×4 Traction System v 1.0.1.0
other

Realistic 4×4 Traction System v 1.0.1.0

How to test the mod: 1. Choose a rear-wheel-drive (2×4) tractor in Manual mode 2. Accelerate uphill or on soft terrain The rear wheels will spin The HUD shows wheel slip 3. Switch to Semi-auto or Automatic The mod detects actual wheel slip 4WD engages automatically The HUD switches to 4WD The wheel slip disappears 4. Test Smart mode (Fendt) 4WD increases gradually according to the amount of wheel slip It is not simply on/off — it is progressive A dream that took years to become reality. 4×4 Traction System (v1.0.1.0) Take real control of your tractor’s traction — engage 4WD, lock the differential, and let the system react to actual wheel slip, not just a keybind. This mod adds a fully switchable 4×4 traction system to compatible vehicles (tractors, trucks, harvesters, cars): engage/disengage the front axle on demand, and toggle a differential lock that trades turning radius for raw grip in mud, snow, or heavy pulls. Features Real rear-wheel slip detection — the automatic modes react to actual wheel slip physics, not just speed Four drive modes, assigned per vehicle out of the box: Manual — you’re always in control Semi-auto — engages on real slip, manual override always available Auto — same logic, tuned for vehicles with factory-automatic 4WD (CVT/IVT drivetrains) Smart — Fendt-style continuous, proportional engagement (no hard on/off) Native tire pressure simulation on engagement — no dependency on any other mod On-screen HUD with live status, adjustable position from the in-game Settings menu Zero XML edits to any vehicle — the system injects itself into every compatible vehicle automatically Version 1.0.1.0: * Keybinds changed to Shift+Ctrl+J/K/N to avoid conflicts with other mods * Auto/semi auto response is much faster (confirm delay cut from 2.5s to 0.9s) * The 2WD 4WD switch in manual/semi auto/auto is now a short smooth ramp instead of an instant on/off no more jolt or momentary speed loss when the front axle engages under load * Optional soft compatibility with Hyper Realistic Maintenance 2, if you also run it (see below) fully standalone otherwise

Claas Lexion 600/700 2012-2017 v 1.0.0.3
harvesters

Claas Lexion 600/700 2012-2017 v 1.0.0.3

Claas Lexion 600 of 2012: Price : 142100 € Motor configuration : Lexion 620 – 305 ch Lexion 630 – 313 ch Lexion 650 – 339 ch Lexion 660 – 336 k Lexion 670 – 390 ch Claas Lexion 600 from 2015: Price: 196500 € Motor configuration: Lexion 620 – 305 ch Lexion 630 – 313 ch Lexion 650 – 339 ch Lexion 660 – 336 k Lexion 670 – 390 ch Claas Lexion 600 from 2017: Price: 344500 € Motor configuration: Lexion 660 – 336 k Lexion 670 – 390 ch Claas Lexion 700 from 2012: Price: 200500 € Motor configuration: Lexion 740 – 366 k Lexion 750 – 415 ch Lexion 750 75 Years Claas. Lexion 760 – 449 ch Lexion 770 – 503 ch Claas Lexion 700 from 2015: Price: 319999 € Motor configuration: Lexion 740 – 366 k Lexion 750 – 415 ch Lexion 760 – 449 ch Lexion 770 – 503 ch Lexion 780 – 598 ch Claas Lexion 700 from 2017: Price: 41,000 € Motor configuration: Lexion 740 – 366 k Lexion 750 – 415 ch Lexion 760 – 449 ch Lexion 770 – 503 ch Lexion 780 – 598 ch Category: Sweatshirt-beating Training: 8000L – 13500L Settings: – Roues – Of the tracks – Motor/reserve Extensions – Tuyau – Tire brand – Names – Achoir Table – GPS – Manette – Radio CB – Conceive – Version – triggers fool added Version 1.0.0.3: * Bug fixed * Texture improvement

CarboLime v1.0.0.3
scripts

CarboLime v1.0.0.3

This prefab extends your own Farming Simulator 25 mod map with a complete lime fertilization system featuring two variants: classic lime and CarboLime from sugar production. CarboLime is a real agricultural by-product of sugar beet processing. It works faster than standard lime, contains valuable additional nutrients (phosphate, magnesium) and is significantly cheaper – because it is produced as a waste product. WHAT IS INCLUDED? Vehicles & Objects: – Bredal K105 lime spreader with native support for lime AND CarboLime (12m / 18m spread width) – Streumaster FW 212 TD PROFI with its own CarboLime particle effect (like K105) – Šálek RZK 300H, Amazone ZA-TS 3200 and Amazone ZG-TS 10001 additionally with lime and CarboLime support – CarboLime BigBag (2000 L) – purchasable in the shop – CarboLime Pallet (2000 L) – purchasable in the shop – Multi-purchase of up to 8 units at once Map & Technical: – Custom ground texture after spreading (visible difference to standard lime) – Custom spreading particle effect (beige/earthy instead of white) – Custom FillPlane texture in the spreader tank – CarboLime correctly removes the lime requirement – Standard lime correctly overwrites CarboLime fields REALISTIC VALUES: – CarboLime: ~$270 / 2000 L (40% cheaper than lime – by-product) – Spreading amount: 1.5x higher than standard lime – Bulk density: 1.2 kg/L FOR MAP BUILDERS: Complete step-by-step guide included (PDF). All XML entries, paths and configuration are documented. Every fertilizer and manure spreader in the game (base game and all active mods) gets lime and CarboLime support automatically – no vehicle needs to be registered individually or shipped as an i3d file any more. Individual spreaders can be excluded on demand via carboLimeSpreaders.xml – without touching the Lua files. V1.0.0.3 – Vehicle registration reworked completely: EVERY fertilizer and manure spreader in the game (base game and all active mods) now gets lime and CarboLime automatically – no allow-list, no i3d files and no storeItems.xml entries for individual vehicles needed any more – carboLimeVehicles.xml removed, replaced by the exclusion list carboLimeSpreaders.xml (opt individual spreaders out instead of in) – Added the missing RegisterSpecialization.lua – without it CarboLimeSpreader.lua was never attached to any vehicle and the entire width/consumption logic stayed inactive – Removed the sample vehicle (Bredal K105) from the prefab, since no vehicle is required for the integration any more – Fixed a crash: wrong index used when registering CarboLime in supportedSprayTypes/fillTypeSources caused a crash while spreading or when reloading a savegame – Fixed the consumption factor calculation (getSprayerUsage/getLimeUsage) – it previously searched across all vehicles and could apply the multiplier to the wrong spreader when several were active at once (e.g. Courseplay helpers) – Fixed a bug where lime/CarboLime spread outside the field boundary (e.g. while turning at the headland) could corrupt the automatic field boundary detection used by the AI Helper and Courseplay. Ground state is now only written within already-detected field area. – Fixed a wrong l10n key in the BigBag/pallet multi-purchase files (pointed at the lime instead of the CarboLime function text) – Fixed a bug where, on spreaders with adjustable sections (VariableWorkWidth, e.g. Amazone ZA-TS 3200), the engine reset the working width to the full machine width on every AI Helper start, regardless of the lime/CarboLime tank content – Fixed a bug where, on the same spreaders, the working width used internally by the AI Helper and GPS Pilot stayed stuck at the full machine width for lime/CarboLime, even though the section-width display (F1 HUD) was already correctly narrowed – Fixed a bug where the automatic working width shown under “Steering Assist” in the Helper menu did not update after a fill type change on its own, only after detaching and reattaching the spreader

ModNest Pro Mods without the ads No ads, no pop-up tabs, no download gate - straight to the file. Go Pro →
Better Contracts v1.3.1.1
other

Better Contracts v1.3.1.1

Mod to augment contracting functions in FS25. “Should I take those three fertilizer missions, or rather the 2.3 ha potato harvesting contract?” “How much liquid fertilizer will I need for this job?” If you ever asked yourself questions like these, this mod will help to find the answers. It improves the contract system, both in singleplayer and multiplayer. The maximum number and the amount of missions generated is automatically adjusted to the number of fields on the map. You can immediately generate new missions through the “New Contracts” button, or delete all of them with the “Clear Contracts” button. You can sort the available contracts by type and field number, by total profit, or by profit per minute, to make it easier to find the one you desire. You can activate more than three contracts at a time. The mod adds some new vehicle combos to borrow for contracts With the “Details” button you can toggle on/ off the display of additional contract information. Like cost estimates for usage material as fertilizer, herbicide, or seeds. For harvest and baling contracts, it shows the minimum amount to be delivered, and the amount that you can keep (and sell). From this it calculates the total profit value for a contract, i.e. reward minus cost for fertilize/ spray/ sow contracts, and reward plus value of kept harvest for harvest/ baling contracts. It even estimates the time you will probably need for total completion of the job, by taking into account the work speed and work width of the appropriate leasing vehicles/ tools that are offered with the contract. Disclaimer: All values shown in details display are ESTIMATES. You should not take them absolutely, but rather as an indication of what contracts to prefer among others. V1.3.1.1 don’t assume all std fruitTypes #213. Merge PR #215 estimate mision worktime. PRs #210 French, #211 Czech check for NPC contract giver (FS25_ExtendedJobsLivestock)

Bunning Series 200 Interactive Control+ V1.0.2
trailers

Bunning Series 200 Interactive Control+ V1.0.2

I am releasing the Bunning Series 200 Trailer for Farming Simulator 2025. The mod includes a Bunning trailer to which I added a lot of interactive features, plenty of new configurations, a camera system, a weigh scale system, a fixed nameplate, and much more. This trailer currently has all the best and most interesting features for gameplay and realism. If anyone has any more ideas on what could be added, feel free to write in PMs or in the comments (depending on the website). – Bugs: It “rather” doesn’t have bugs in-game, but they might happen. 1 harmless warning appears in Giants Editor, so you can play without any issues. If you find anything else, let me know in the comments. Mod Includes: – Giants Software model – 14 configuration variants – 3 color configurations – Rear license plates – Fixed Nameplate – Wheel chocks – Camera System for (DLC MB TRAC PACK) – On-board Weigh Scale System Interactive Control: – Support Leg: Up/Down – GPS: Yes/No – Weigh Scale Monitor: Off/On – 4 Supports after hitching the trailer: Yes/No – Cover or Uncover the Tarp – After uncovering the tarp, you can unfasten it side-by-side by clicking in IC; on the last step, you can completely remove the tarp Bunning 200 Series Configuration Options: – Wheel Brand: BKT/TRELLEBORG/MICHELIN/VREDESTEIN. – Wheel Configuration: Standard/Standard2/Wide/Wide2. – Decals: New/Old/None. – Add-ons: All/None/Warning Triangle/Fire Extinguisher. – Speed Decals: 25/30/40/50/60 KM/H. – Rear View Camera System: Yes/No. – Interactive Control: Yes/No. – On-board Weigh Scale System: Yes/No. – Rear Trailer Hitch: Yes/No. – Cover: Yes/No. – License Plate: Rear. Color Configurations: – Base Color – Rim Color – Tarp/Cover Color Trailer Information: – Bunning Series 200 -> Capacity: 26.7 m³, Weight: 7.8-8 Tons + Most filltypes can be loaded onto it. Update 1.0.2.0: – From now on, the rear trailer chute also supports the “approach” (IC) interaction.

1997 International 9800i V1.0
trucks

1997 International 9800i V1.0

1.Specifications: -Brand: International -Price: 18 399$ -HP: 330-510 2.Configurations: -Exterior Color -Doors Color -Front Mask Color -Chassis Color -Bumper Color -Front Grill Color -Visor Color -Sideskirts Color -Fenders Color -Rim Color -Chassis Lenght -Cab Variant -Bumper Lights -“For Sale” sign -Bumper (Plastic or Painted) -Grill (Plastic or Painted) -Sideskirts (Plastic or Painted) -Fenders (Plastic or Painted) -Chicken Lights -Antennas -Beacons 3.Animations: -Doors -Interior animations(pedals, needles,levelers, light switches and more) 4. Additional Features: -FS25 Standard (Materials, Wetness, Lights) -Custom wear/dirt and rust for all parts including rims/tires -Custom sounds -Factory Exterior Colors -Animation sounds -IC support Nick Burtnyk – Clownzilla

Audi e-Tron GT 2022 V1.0
cars

Audi e-Tron GT 2022 V1.0

Characteristics: -Selectable Body color. -Selectable Rim color. -Selectable Rim color 2. -Selectable Caliper color. -Selectable Interior color. -Trailer Hitch. -Price: $100.000. -Engine: Standard 469HP RS 639HP

No More Gear Shifting V0.1.2
implements

No More Gear Shifting V0.1.2

Tired of FS25 automatic gear mode, dropping your speed while cruising trying to work fields? Tired of the back and forth of speed/rpms? Yeah so was I. This is a true automatic transmission, that works universally with every vehicle in a game save. No individual xml editing. Just drop it in your mods folder, and every vehicle will have D,N,R, with no gear shifting or rpm loss. Think of it like CVT. Report any bugs or issues in the comments and i can get them addressed asap. Enjoy!

Bush Hog V1.0
implements

Bush Hog V1.0

Edited RC6m from modhub. Edited to go with the compact tractor. Not much to say!

International 4140 Skid Loader V1.0.0.3
implements

International 4140 Skid Loader V1.0.0.3

Just a edited version of the jd90 from modhub. Saw a image of one and decided to try and replicate it for myself. Bucket is 10000 capacity as i use it for TerraFarm Gold mining. TerraFarm compatible bucket!

897 / 5,301

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.