– Completely removed all fields and turned them to grass for the ones that just like hay farming and/or horses
– Created a big farm across from the shop for ones who dont like to travel their equipment so far down the map
Credits:
Midnight24
This category encompasses a diverse collection of mods that don’t neatly fit into other classifications. Discover a world of unexpected enhancements, ranging from decorative items and gameplay tweaks to entirely new features. From functional tools and utilities to purely aesthetic additions, these miscellaneous mods offer endless possibilities to customize and expand your Farming Simulator 25 experience.
– Completely removed all fields and turned them to grass for the ones that just like hay farming and/or horses
– Created a big farm across from the shop for ones who dont like to travel their equipment so far down the map
Credits:
Midnight24
This specialization ensures that the indicators are automatically switched off after turning.
Credits:
Ifko[nator]
This mod allows unloading unfinished bales early.
The mod works for:
– Round balers (including poplar bio balers)
– Square balers (only when turned off)
– Round baler/wrapper combinations
– One-Chamber Cotton Harvesters
– Two-Chamber Cotton Harvesters and modded two-chamber balers
Hotkeys:
– O: Unloads unfinished bales or overloads the first chamber to the second one. The baler might have to be turned off for this to work.
Credits:
Farmsim Tim (timmeey86)
With this script the tractor stops when the round baler is full.
If the fill level reaches 90%, the top speed is limited to 8 km/h so that the tractor does not have to brake so hard when the baler is full.
If you turn off the baler or raise the pickup, the tractor’s top speed is of course no longer limited.
Stopping works when you accelerate or the cruise control is active.
If the cruise control was active when the press gets full, it will be activated again automatically so that all you have to do is steer.
Which can even be partially taken over by the new GPS system.
Credits:
Ifko[nator]
Shows the current real time in game, default location is below the ingame clock.
This script creates a configuration xml at first startup in your modSettings folder. There you can adjust the following:
* Position
* isDynamic
true: automatically position the text below the game clock, ignore x and y
false: Use x and y ignoring text dimension
* x, y: the position on the screen, see small illustration below for details
1,0 .. 1,1
0,0 .. 1,0
* Color and size of text
* color: supports the following text values: black, white and all rgba colors seperated by comma in the range [0..1] example king blue “0.25,0.41,0.88,1”
* fontSize: the size of the font to display, a value in the range [0..1], default 0.015. UI Scale is used for calculating the font size to display
* Format of datetime string (see list below)
Position and font size can now also be set with console commands, this makes it a lot easier to position the clock at the wanted position
* vdRealClockPrintCurrentValues -> Shows the current values which are used
* vdRealClockSetPosition 0.9 0.9 -> Set the position, applies immediately
* vdRealClockSetFontSize 0.013 -> Set the font size, applies immediately
* vdRealClockResetToDefault -> Set the values back to their defaults
* vdRealClockSaveSettings -> Saves the changed values in the xml within the modSettings folder
Possible Formats:
%a abbreviated weekday name (e.g., Wed)
%A full weekday name (e.g., Wednesday)
%b abbreviated month name (e.g., Sep)
%B full month name (e.g., September)
%c date and time (e.g., 09/16/98 23:48:10)
%d day of the month (16) [01-31]
%H hour, using a 24-hour clock (23) [00-23]
%I hour, using a 12-hour clock (11) [01-12]
%M minute (48) [00-59]
%m month (09) [01-12]
%p either “am” or “pm” (pm)
%S second (10) [00-61]
%w weekday (3) [0-6 = Sunday-Saturday]
%x date (e.g., 09/16/98)
%X time (e.g., 23:48:10)
%Y full year (1998)
%y two-digit year (98) [00-99]
%% the character `%´
Credits:
Slivicon