Materials of the author «Nicklegosta» 24

MATERIAL
276
109
0
0
22 Oct 2025 at 13:49

Additional Folders for Mod Installation version 1.1 for Spintires: MudRunner (v29.01.18)

A mod for control freaks or just those who love order and putting everything in its place.
After installing the mod, clear the cache with mandatory deletion of the Config.xml file, but specifically in the CACHE, not in the game folder. The files in the cache that need to be deleted are shown in the third screenshot.
Additional folders for mods. Mods can be placed in any of the suggested folders, taking folder priority into account.
Separate folders are offered for each type of mod.
The folders have different priorities. This is done intentionally. The highest priority is given to the Media_test and Media_level_test folders so that when testing a new mod, any issues are immediately visible if they exist. Then I suggest moving the tested mod to the Media folder if you liked the mod and it has no issues. After media test and media level test, the priority goes to Media_deffolt; this folder is needed if you tinker with default trucks and addons. Next priority is the Media folder, where I place already verified and liked mods for permanent use. Then the priority goes to Media_level, which is slightly lower than Media, because maps sometimes have built-in trucks and to prevent them from overriding higher-priority mods, the maps have slightly lower priority. Next is the Media_trailers folder, for trailers, if you need it, of course. The lowest priority is the Media_tracked_vehicles folder, which is for tracked vehicles. Although it makes sense to test this equipment first by placing it in Media_test, even after successful testing I place all tracked vehicles in Media_tracked_vehicles because they are still the most prone to various bugs and issues, so this folder has the lowest priority. And all these folders, naturally, have higher priority than Media.zip.

The video for the mod, as friends said, is quite old news, but it shows how you can create the folders you need yourself.

MATERIAL
253
104
0
0
22 Oct 2025 at 13:47

Additional Folders for Mod Installation for SpinTires (v03.03.16)

You asked to upload this for Spintires as well.
A mod for control freaks or just fans of order and putting everything neatly on the shelves.
After installing the mod, clear the cache with mandatory deletion of the Config.xml file, but specifically in the CACHE, not in the game folder. The files in the cache that need to be deleted are shown in the third screenshot.
Additional folders for mods. Mods can be placed in any of the suggested folders, taking folder priority into account.
Separate folders are offered for each type of mod.
The folders have different priorities. This is done intentionally. The highest priority is given to the Media_test and Media_level_test folders, so that when testing a new mod, any issues are immediately visible if they exist. Next, I suggest moving the tested mod to the Media folder if you liked the mod and it has no issues. After Media_test and Media_level_test, the priority goes to Media_deffolt; this folder is needed if you tinker with default vehicles and addons. Next in priority is the Media folder, where I put already verified and liked mods permanently. Then the priority goes to Media_level, which is slightly lower than Media, because maps sometimes have built-in vehicles, and to prevent them from overriding higher-priority mods, the maps have slightly lower priority. Next is the Media_trailers folder, for trailers, if you need it, of course. The lowest priority is for the Media_tracked_vehicles folder, which is for tracked vehicles. Although it makes sense to test this equipment first by placing it in Media_test, even after successful testing I place all tracked vehicles in Media_tracked_vehicles, since they are still the most prone to various bugs and issues, so this folder has the lowest priority. And all these folders, naturally, have higher priority than Media.zip.

MATERIAL
249
72
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.

MOD
UPDATE
293
107
0
0
22 Oct 2025 at 7:13

Fix for GMS_dw950 from DLC Old-Timers version 1.0 for Spintires: MudRunner (v18.10.18)

I don't even know what can be done with it. Maybe I ruined it, although that's unlikely, maybe I just tweaked it a bit.

Without the DLC America, the fix is not relevant.

Moved the trailers slightly backward. They were hooking too far forward.

Removed the Kamaz addons. The fenders were overlapping the wheels. Crazy. And this is an official DLC.
Addons from "America" are registered. Added registrations for these addons, they start with the prefix AW_.

Replaces the original mod. If you want it not to replace, rename the truck itself.
How it will work in multiplayer with people without this fix, I don't know. With the fix for everyone, everything will be fine.

I've never seen such madness before. Who's on their development team?
If they took a dozen of our guys, the game would be a gem. Even just a couple of guys would make it awesome.

MOD
UPDATE
337
113
0
0
22 Oct 2025 at 7:10

GMC DW950 and Chevrolet Napco 3100 with Textures and Encoded Mesh v1.0 for Spintires: MudRunner (v18.10.18)

Well, it was done quickly, of course. But it seems like all the files are there. Textures, mesh, class entries.

They don’t have their own wheels; the wheels are from the Hummer and the Fredliner. They were just already extracted. I didn’t want to extract from the Ford and Bison, even though it would have taken an extra 15 seconds.

Add-ons and trailers for Navko should also be in the archive, in theory.

I didn’t extract sounds because Navko takes sounds from the Blazer, and GMC takes sounds from the Bison and Fredliner. I think the America DLC, in one form or another, is already installed for everyone, so the sounds should be there anyway.
I don’t know how to check, so you’ll have to verify that yourselves.
No fixes of mine were added. I extracted it as is.

MOD
UPDATE
300
110
0
0
22 Oct 2025 at 6:58

Textures for Default Chevrolet Napco 3100 v1.0 for Spintires: MudRunner (v18.10.18)

Nine textures for replacement. For the original, default Chevrolet Napco 3100.
Choose any and accept the replacement.
The archive includes the original blue one if you don’t like these.
Don’t forget to clear the cache.
Textures - black, gray, white-like, light green, dark green, red, yellow, and the original blue. Nine in total.

MOD
UPDATE
272
102
0
0
22 Oct 2025 at 6:52

Chevrolet Napco 3100 collor version 1.0 for Spintires: MudRunner (v18.10.18)

One vehicle, dark green by default. Eight interchangeable textures, with appropriate icons matching the texture color.
Wheels replaced. Tow hitch added.

Wheels from some Hummer. Tow hitch from Land Rover. Don’t remember the authors, files have been on my computer for a long time.
The tow hitch is a "ghost," so it doesn’t get painted. Didn’t make it an addon, that would cause more problems.

Loads logs into the bed for 2 points and into the trailer for 2 points. Loading is cheat-like.
Sounds are taken from the America DLC by Blazer. Didn’t include sounds in the archive, I think everyone already has America.
Does not replace the original mod.

MOD
UPDATE
375
121
0
0
21 Oct 2025 at 9:23

Logs on the standard map The Desert version 1.0 for Spintires: MudRunner (v18.10.18)

If you have ever wanted to haul logs on the The Desert map, now you have the opportunity.
Now, when you attach the tank and press drop cargo, 20 logs will fall out (they cannot be reloaded). Or, as before, you can simply deliver the tank.

The archive contains three folders; whichever you use, that type of logs will drop.
Transfer them to your truck or trailer just like on regular maps.
Haul logs or whatever loads into your vehicle when loading logs.

MOD
UPDATE
221
94
0
0
20 Oct 2025 at 6:20

Textures for Chevrolet K5 Blazer, Ford F150, Hummer H1 from DLS America v1.0 for Spintires: MudRunner (v18.10.18)

For those who know how to mod. It's summer and I'm too lazy to organize into folders. And only one person asked for them anyway. Textures for the Chevrolet K5 Blazer, Ford F150, and Hummer H1 vehicles. Requires "DLS America" support.

MOD
UPDATE
273
101
0
0
19 Oct 2025 at 14:51

AP-4045 Forklift with Long Forks version 1.1 for Spintires: MudRunner (v18/05/21)

Forklift:
- Lifting height 7 meters
- Load weight 5 tons.
- Has its own sound and cabin view

Two forklifts. One is controlled via functions. The other, with the "modEXE" suffix, is controlled by keys.

Authors: D.Alexandrovich, Ilya_Ilya.
Author of the long forks, presumably Den Huan.
The mod is posted with permission from Ilya_Ilya.

In the version on the website, it has all-wheel drive. Because sometimes it drives poorly.
In the Steam version, front-wheel drive as in the original.

MOD
UPDATE
292
95
0
0
19 Oct 2025 at 12:34

PMM Kirovets (Ferry Bridge Machine) version 1.0 for Spintires: MudRunner (v18.10.18)

Floats by default.

In this mod, everything is default and does NOT replace any game settings or ANYTHING.
A makeshift variation of a ferry-bridge-machine.
In the video, the capabilities are exaggerated. In fact, you can transport, for example, a Hummer or any jeep across the water. You can try a ZIL 130 or a GAZ 66.

Not very oversized. Suitable for spacious maps with flooding elements.

Author of the main element, Vasya Karpov.
Author of some details, msergt.

MOD
UPDATE
285
109
0
0
19 Oct 2025 at 10:24

Detachable Gangplank version 1.0 for Spintires: MudRunner (v18.10.18)

THE RAMP is designed for transporting vehicles in regular beds.
THE RAMP fits ANY vehicle that has the default hitch.

The ramp is made as a trailer. It attaches in the garage. You can detach it anywhere like a regular trailer.
If you want to detach it, first unfold it. Folded, it will detach, but then it’s hard to attach it back. Unfolded, it attaches back without any problems.

Author - Vasya Karpov.

MATERIAL
192
75
0
0
19 Oct 2025 at 9:29

LCAC-27 Default version 1.1 for Spintires: MudRunner (v18.10.18)

Everything is set to default. The game does NOT change in any way. LCAC-27, other invisibles, other settings. Very fast ship.

Mod speed:
on land - up to 45 km/h.
on water - up to 20 km/h.
loaded on land - up to 40 km/h.
loaded on water - up to 8-10 km/h.
Load capacity ON WATER - 20-30 tons (in-game 20,000 - 30,000).

Original mod.

Mod for map makers or testing. Do not look for the mod in the selection menu. The balance entry is deliberately removed. Spawn using developer tools on test ranges or on your own maps using modEXE.

It is huge and may not spawn properly in every garage.

Video about floating mods in general, not specifically about this mod and mostly for developers.

MOD
UPDATE
347
115
0
0
19 Oct 2025 at 6:01

Variation on the Default Theme version 1.0 for Spintires: MudRunner (v10.06.19)

Well, first of all, everyone is making them and so do I.
I don’t know what to call this properly. There were many sarcastic names, but I decided that the humor wouldn’t be understood and someone would definitely get offended.

Let’s say, this is probably the most complete default replacement pack with more original vehicles. But not 15GB. For the most part, this is DenА HuanА’s pack with replaced radiator grilles. And I separately looked for Kraz 256, Maz 6317, Maz 7429.
I didn’t replace Maz 538/537/535/7310, UMZ-6, LuAZ, ZAZ, since they are already decent.
ZAZ and LuAZ are better than the default, but they would bloat the archive. There is also a good ZIL 130, but that’s an extra 300-400 MB.

The goal was not to create a perfect default. Besides, everyone has their own vision of what perfect and complete addons and gadgets are. The goal was to create a minimal-size and system-load pack that would improve the default. Like the pack we all dreamed of, that Pasha would write a fix for in a month and the default would become awesome.

I couldn’t find a suitable replacement for Kamaz 65115.

The specs haven’t changed. The original off-road capability and power remain.

In a separate folder, there are dump truck bodies for Kraz 255/256 and Kamaz.
Unfortunately, Kraz trucks load logs, Kamaz trucks load sand. The Kamaz bodies have addons with garages in the form of asphalt, sand, and gravel.
In the same folder with the bodies, there is a separate mod for the Russian localization of these dump truck addons.
Dump trucks and the Russian localizer are not mandatory for installation.

I didn’t use the default much before, so I’m not aware of what it lacks for happiness in terms of long unloads, cranes, and other default stuff. Write in the comments what the default lacks and if it looks reasonable, I’ll add it.

Installation. You can simply copy all the files, agreeing to replace. Same with addons. Then you don’t have to mess with Zip archives.
The second option is to put everything from Media into Media, and everything from the yellow MeshCache and TextureCache into the corresponding Zip archives, after backing up copies of those archives. With the second option, you don’t need to copy the Config file.
And if you have your own custom entries in the config (Config), I think you’ll figure out the installation.

Of course, clear the CACHE. And actively bombard the comments.

Authors are roughly these –
https://stmods.ru/author/Den+Huan/
https://stmods.ru/author/Klik/
https://stmods.ru/author/Slava_102Rus/
https://stmods.ru/author/%D0%A1%D0%B5%D1%80%D0%B3%..
https://stmods.ru/author/Konturena+Aleksey/
And sorry to those I didn’t mention.

MOD
UPDATE
130
49
0
0
18 Oct 2025 at 12:13

Replacing Default 65115 with 55102 version 1.0 for Spintires: MudRunner (v10.06.19)

Replaces the default. Does not work in multiplayer. Installed like a regular mod.
After my last mod, I realized that DEFAULT-themed PACKs are quite a questionable topic. So one vehicle at a time is probably more relevant.

On my setup, 65115 was replaced with 55102 from Devil38rus. From this mod.

The entire Kamaz (and only the Kamaz itself) is in the archive, default wheels are also in the archive. Custom icon.
Additionally, there is one addon: a dump truck bed with a load of sand and garage parts in the form of sand, asphalt, and gravel (or snow). The bed is by Konturena Aleksey.

Everything else from the original Devil38rus mod is missing. Maybe only the spare tire underneath will remain for those subscribed to the original mod.

Everywhere the default 65115 is used, it is now replaced with 55102.

MOD
UPDATE
175
78
0
0
15 Oct 2025 at 6:17

Menu Icons for Kamaz 7330 version 1.0 for Spintires: MudRunner (v10.06.19)

Just icons for this mod.

Two icon options. The original and one with addons already included. There are two separate folders in the archive.

MOD
UPDATE
167
73
0
0
14 Oct 2025 at 16:56

Ford 9010 AWD/WDM version 1.0 for Spintires: MudRunner (v10.06.19)

All-wheel-drive Ford. Added front axle. Refined the interior, hood, frame, and something else. The Ford itself was made by Vadim Chugainov. Work with standard addons: Nicklegosta. From custom addons: spare tire, fenders, snorkel. The rest of the addons are from the America DLC. DLC is required.

Available on Steam, but currently the version there is without trailers. Either the editor is buggy, or it's me.

MOD
UPDATE
218
86
0
0
14 Oct 2025 at 12:34

John Deere 4755 version 1.0 for Spintires: MudRunner (v10.06.19)

John Deere 4755 (1990-1995)
Engine: John Deere 7.6L 6-cylinder diesel.
Engine power: 140 kW / 190 hp.
Transmission: 15-16 forward, 4-6 reverse. Depends on the transmission model.
Fuel tank capacity - 102 gallons (386.1 L).

From its own addons, only the counterweight.
Hooks up 9 default trailers. And any trailers with default hitch.

Who created the 3D model and textures is unknown!
The John Deere 4755 mod for MudRunner was made by Modfix.
Custom engine sounds were created by Modfix.

Authors: Bala, Szmate, Zolee11, Modfix.

MOD
UPDATE
121
47
0
0
12 Oct 2025 at 11:00

Universal Point of Sale for Almost Everything v1.1 for Farming Simulator 2019 (v1.5.х)

Improvement of this mod. Two elevators ("gas stations"): gray and black.

- You can buy all default crops: seeds, fertilizers, liquid fertilizers, lime, pesticides, pig feed, water, lime, silage, wood chips, grass, hay, straw, manure, compound feed;
- Price: 10000;
- Maintenance: 10 per day;
- Loading speed is 20,000 liters per second.

Author: Painwulf

The improvement consists only in changing the price of everything sold by this elevator. The original author's prices were too low. For example, 1000 wheat costs 1200 on the market, but at this elevator, it could be bought for 400. I changed the coefficient. Now the prices are more realistic. If wheat costs 1200 on the market, the elevator will sell it for a price higher than that. For example, 1400. Just like in reality. Usually, resellers buy from us cheaper and sell more expensive. In short, it was cheating, now it’s more realistic.

Overall, in my opinion, the mod is useful. Not everyone wants to engage in crop growing. Some prefer animal husbandry. And you can’t buy everything in the default store. Now there is a choice: pay a little extra for the goods and get them immediately or produce them yourself. Prices are higher than the market in medium and high economy settings. In low economy, prices may be slightly below market. But not two or three times lower, like in the original.

Tested on fresh 1.5.0, licensed version.

MOD
UPDATE
150
70
0
0
12 Oct 2025 at 7:48

Biogas Plant version 1.0 for Farming Simulator 2019 (v1.5.0)

I tried to make it not too overpowered. But enough to make it worthwhile to invest in building the factory.

Factory price: 300,000. Prices at the factory are generally more attractive than market prices.

Accepts: silage, manure, liquid manure, straw, wood chips, hay, grass, wheat, barley, canola, soy, sunflower, corn, potatoes, sugar beet, sugarcane, poplar, oats. Grains are the most valuable. Then silage, manure, wood chips. Then grass and hay. Straw is the cheapest.
During processing, it produces digestate (liquid fertilizer) for free.
Storage capacity: 500,000 liters (per day, per batch, you can load 500,000 units of product).
Generates a small passive income. Since this is your factory, you can also process for others.
Payment for processing loaded products is received after midnight.

Requires Global Company script!
Original author: Fullpowershift
Based on the mod

MOD
UPDATE
155
59
0
0
11 Oct 2025 at 16:01

Your Personal Income Store version 1.1 for Farming Simulator 2019 (v1.5.х)

Generates passive income for you. Prices are slightly below market. For sale: wheat, oats, corn, potatoes, beets, wood chips, monosilage, silage, hay, grass, straw, fertilizers, seeds, lime, manure, pig feed.
Everything sold in a regular store is cheaper here.
Everything not sold in a regular store is slightly above market price here.

Construction cost: 100,000. Income depends on difficulty level.

Easy. Income per hour: 600, per day: 14,400, pays off in 7 days.
Medium. Income per hour: 400, per day: 9,600, pays off in 10 days.
Hard. Income per hour: 300, per day: 7,200, pays off in 14 days.

Original author: AFModding

MOD
UPDATE
141
67
0
0
11 Oct 2025 at 11:33

Pronto 9 DC Seeder/Planter version 1.0 for Farming Simulator 2019 (v1.5.х)

Sows and plants all default crops. Even weeds. Fertilizes.
Speed up to 41 km/h. Default cost.

Main color changes (standard LS19 palette);
Rim color changes (standard LS19 palette);
Decals by DarkRazexYT.

Original author DarkRazexYT
Based on the mod.

MOD
UPDATE
160
75
0
0
11 Oct 2025 at 11:31

GREAT PLAINS YP2425A Planter/Seeder version 1.0 for Farming Simulator 2019 (v1.5.х)

Plants and sows all default crops. Even weeds. Fertilizes.
Speed up to 41 km/h. Default cost.

The original author is probably BYBUNYAMN
Possibly based on this mod.

MOD
UPDATE
144
56
0
0
20 Sep 2025 at 14:33

Scania Rcab 2009 4x2 version 1.1 for Spintires: MudRunner (v25.02.21)

Another modification for front-wheel drive enthusiasts. Changes:

- Made it front-wheel drive;
- Reduced off-road capability.

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.)