Total files: 44559
MATERIAL
183
55
0
0
22 Oct 2025 at 8:54

MOD Manager version 3.7.4.0 for Farming Simulator 2019 (v1.7.x)

This version supports working with FarmingSimulator 19 and FarmingSimulator 17

At the first launch, if the program detects both games installed, it will prompt which mode to operate in. In the same window, you can enable or disable the prompt before each manager launch. Also, the selected mode can be changed in the settings. If only one game is detected, the manager will start in the corresponding mode.
Categories for 17 farms had to be adjusted to the new interface.
Also, in the "All Mods" menu, mod icons have appeared indicating which game they are intended for, allowing you to check if any mods were installed by mistake. You can disable the icons there as well, in the pop-up menu at the top, by clicking the gear icon.
This same icon will also be shown during mod installation.

Main new features:
- Added an editor that allows anyone, in five minutes, to configure the program to edit any parameters of any mods. The editor sets up almost everything automatically; the user only needs to choose what and how they want to edit in the given mod and save;
- Improved the color converter, added a list of standard in-game colors;
- Redesigned the DDS to PNG converter, making it much more convenient and functional;
- Reworked the "Categories" menu to resemble the in-game categories more closely;
- Many graphical changes;
- Fixed editing of color configurations, now you can easily change colors, for example, where it is not possible in the store, while visually observing the applied color;
- Fixed errors in the mod installer;
- Fixed errors in mod packs;
- Fixed duplication of mods in categories;
- Many other minor fixes.

MATERIAL
212
85
0
0
22 Oct 2025 at 8:53

Growth Control Script version 1.0.0.0 for Farming Simulator 2019 (v1.2.0.1)

This mod allows you to customize the growth time of plants and weeds or the yield and seed consumption according to your own ideas!

Since it will probably take some time for Giants to match the presented mods, I have posted Growthcontrol here!!
I did a short test with patch 1.3.0_Beta, so it should be compatible!

This mod allows you to customize the growth time of plants and weeds according to your ideas!
Additionally, you can adjust the yield and seed consumption! (all changes are in "growthcontrol.xml" in the saved game).
Furthermore, you can use the keys "Shift-Left" + "Y" to display a message indicating the approximate remaining time with the current growth stage! (very precise display is not possible because there is no access to the necessary variables.)

Authors: apuehri, LS-Modcompany

MATERIAL
167
70
0
0
22 Oct 2025 at 8:52

Backup mods version 1 for Spintires: MudRunner (vALL)

Batch file for backing up the _mods folder in the Spintires Mudrunner - Editor.
saves to the D drive in the Backup_mods folder (The folder will be created automatically) and deletes the old backup after a new one is made.
Place the batch file in the root of the editor ....................\steamapps\common\Spintires Mudrunner - Editor.
Change the encoding of the batch file to oem866 (image 2).

MATERIAL
189
92
0
0
22 Oct 2025 at 8:51

VehicleExtension version 1.0.0.0 for Farming Simulator 2019 (v1.2.0.1)

The idea of the new user interface is to move as many settings as possible into the new settings dialog. This dialog uses standard elements. Only those parameters necessary for visualization or intermediate actions remain available on the heads-up display (HUD).

New input bindings:
H: start or stop the hired worker
Left Shift + H: open the new settings dialog
Left Control + H: open the heads-up display
Left Alt + H: toggle automatic steering on or off
Left Alt + V: raise or lower all tools
Left Alt + 6: swap side

MATERIAL
165
79
0
0
22 Oct 2025 at 8:50

MoneyMod version 1.0.0.0 for Farming Simulator 2019 (v1.2.0.1)

Money cheat mod. You can create any amount of money in just a few clicks.

– To install, simply enable the mod;
– Tested on FS19 version 1.2.

Controls:
RIGHT-CTRL Numpad + = Add 1 million
RIGHT-CTRL Numpad - = Take 1 million
RIGHT-SHIFT Numpad + = Add $100,000
RIGHT-SHIFT Numpad - = Take $100,000

MATERIAL
163
63
0
0
22 Oct 2025 at 8:49

Automatic Unloading for Bale Wrappers Script v1.0.0.1 for Farming Simulator 2019 (v1.6.0.0)

Switching between automatic and manual unloading for the bale packer The script has been translated into Russian.

MATERIAL
221
62
0
0
22 Oct 2025 at 8:48

Guide to Changing Water Physics and Floating Mod Basics v1.0 for Spintires: MudRunner (v18.10.18)

The instructions are provided as an XML file and in the video. The archive also contains an already modified media file. Do not place the file in the root folder, but in the mods folder (the yellow Media folder).

The main principles of a floating mod. The lighter the body (PhysicsModel), the easier it is for the mod to stay afloat. And the larger the volume and the lighter the wheels, the better they will keep the mod above water. This is the basic principle. Almost the same as in real life.

Here are the nuances. The wheels should not be lighter than 50 (less wobbling), but preferably not heavier than 100. The larger the volume, the better, regardless of how it is achieved. You can make the size 1.0 radius and 1.0 width. Or you can make it 0.4 radius and 5.0 width, for example, if these wheels are under the bottom of some barge. Or 2.0 radius and 0.7 width. In short, the total volume is important. And the more of these wheels the mod has, the better it stays on the water.
The body of jeeps and buggies should be light, 600-1000 game kg, if they have 4 wheels, for example, sized 0.8 by 0.8. With the default media, such a mod will already float on water. But to make it actually move (drive on water), you need to increase the wheel friction. If offroad wheels by default have friction BodyFriction="1.0" SubstanceFriction="1.2", then to make the mod float, you need to increase it to at least BodyFriction="9.0" SubstanceFriction="9.2". Better to set it to 20.0. But with such friction values on the wheels, the mod will jerk a lot on mud. Also, a mod that is too light bounces unnaturally and unrealistically. It’s immediately obvious that it is very light. That’s why you need to modify the media file. With the modified file, the weight of jeeps can remain default, which is usually 1600-2500 game kilograms. And the wheel friction can remain default. Then the mod bounces normally and doesn’t jerk on different surfaces. If everything is done as in the video, the physics, in my opinion, do not suffer.

Then add invisible wheels everywhere you can hide them. Then the mod can weigh 6000 or 15000. And at the same time, it can carry default loaded cars on board, if this mod is a ship or some kind of barge.

by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
by downloads per week
by downloads per month
There are no mods yet
Updates every hour

Go Up
How do I add to exceptions?

You have an ad blocker enabled. Please, add this site to the exceptions. We don't have annoying ads, but we need it to continue to please you with the publication of the best mods :)

We would like to inform you that in some cases blockers block not only ads. (There are cases when the drop-down menus did not work for users: "Mods", etc.)