Just checked a few of your mods and they link back to Modhub.
Modders also use the WIP section on Kingmods to preview their mods.
But of course there might be stolen ones available as well. Just like on any other mod download site.
Search found 4609 matches
- by Eische
- Tue Jun 16, 2026 8:59 am
- Forum: Mods
- Topic: Kingmods.net is a bad site?
- Replies: 2
- Views: 55
- by Eische
- Mon Jun 15, 2026 6:20 pm
- Forum: Mods
- Topic: Ich habe Probleme mit dem folgenden Mod: John Deere DN345 Spreader.
- Replies: 1
- Views: 118
Re: Ich habe Probleme mit dem folgenden Mod: John Deere DN345 Spreader.
I'm not aware of any spreader that can directly unload into productions.
- by Eische
- Mon Jun 15, 2026 5:14 pm
- Forum: Mods
- Topic: Mods im Testing - Fan Diskussion
- Replies: 11189
- Views: 6947829
Re: Mods im Testing - Fan Diskussion
Da passen 85000 Liter rein.
Und ja, ich gebe dir absolut recht. Die wichtigsten Infos sollten in der Modbeschreibung drin sein.
Und ja, ich gebe dir absolut recht. Die wichtigsten Infos sollten in der Modbeschreibung drin sein.
- by Eische
- Mon Jun 15, 2026 5:03 pm
- Forum: [EN] Off-topic
- Topic: Ultimate Farmer
- Replies: 2
- Views: 98
Re: Ultimate Farmer
If the promises mentioned on their website can be fulfilled, this is supposed to be the simulator that many people are requesting for years.
https://www.ultimate-farmer.com/
As of now, there is not really much to see there. There are no gameplay videos available. Only new screenshots that could be ...
https://www.ultimate-farmer.com/
As of now, there is not really much to see there. There are no gameplay videos available. Only new screenshots that could be ...
- by Eische
- Mon Jun 15, 2026 4:55 pm
- Forum: [EN] Modding
- Topic: create trigger
- Replies: 14
- Views: 398
Re: create trigger
In that case there should be error/warning messages in the game log file for your mod.
By adding the i3d file (with the triggers I guess?) to your mod, all triggers got new nodes assigned. The xml file is still referring to the old nodes. That's why triggers will be visible in game via F5, but they ...
By adding the i3d file (with the triggers I guess?) to your mod, all triggers got new nodes assigned. The xml file is still referring to the old nodes. That's why triggers will be visible in game via F5, but they ...
- by Eische
- Fri Jun 12, 2026 9:28 pm
- Forum: Grundspiel
- Topic: LS28 - Wünsche/Vorstellungen/Ideen
- Replies: 223
- Views: 45952
Re: LS28 - Wünsche/Vorstellungen/Ideen
Konsolenbashing könnt ihr euch bitte sparen. Daher Beitrag gelöscht.
Wenn das ganz einfach per Änderungen in der xml machbar ist, könnte Giants das ja auch in allen Basisspiel Geräten abändern.
Man könnte die notwendigen Änderungen auch in der Moddingszene public machen...
Wenn das ganz einfach per Änderungen in der xml machbar ist, könnte Giants das ja auch in allen Basisspiel Geräten abändern.
Man könnte die notwendigen Änderungen auch in der Moddingszene public machen...
- by Eische
- Thu Jun 11, 2026 6:58 am
- Forum: [EN] Modding
- Topic: create trigger
- Replies: 14
- Views: 398
Re: create trigger
Per default, triggers are invisible.
On the left side in GE you should see the model tree. Selecting something there, will highlight it in the model window. This way, triggers will be visible as wireframe boxes.
And yes, not every map uses the generic selling stations I referred to. It was just an ...
On the left side in GE you should see the model tree. Selecting something there, will highlight it in the model window. This way, triggers will be visible as wireframe boxes.
And yes, not every map uses the generic selling stations I referred to. It was just an ...
- by Eische
- Wed Jun 10, 2026 7:41 pm
- Forum: [EN] Modding
- Topic: create trigger
- Replies: 14
- Views: 398
Re: create trigger
For selling/purchasing material it is not possible to have triggers directly built into the map.
You need to use placeables, or more in general use the placeable.xml of the map to place and load triggers.
But instead using a placeable that has triggers and a building, you can just create a placeable ...
You need to use placeables, or more in general use the placeable.xml of the map to place and load triggers.
But instead using a placeable that has triggers and a building, you can just create a placeable ...
- by Eische
- Tue Jun 09, 2026 9:13 pm
- Forum: Mods
- Topic: US Modder und Ihre Bezahlmods
- Replies: 5
- Views: 469
Re: US Modder und Ihre Bezahlmods
Solche Paywalls gerne per email an support@giants-software.com melden.
Giants wird sich das dann anschauen.
Giants wird sich das dann anschauen.
- by Eische
- Tue Jun 09, 2026 12:38 pm
- Forum: PC/Mac
- Topic: game crash
- Replies: 30
- Views: 1743
Re: game crash
Integrated GPUs never were officially supported by any FS version. Basically it is pure luck if the game runs on this hardware.
In the past, many users have successfully made FS22 run by changing the renderer in game.xml (found in the same folder as log.txt) file from
<renderer>D3D_12</renderer>
to ...
In the past, many users have successfully made FS22 run by changing the renderer in game.xml (found in the same folder as log.txt) file from
<renderer>D3D_12</renderer>
to ...
- by Eische
- Tue Jun 09, 2026 11:36 am
- Forum: Mods
- Topic: US Modder und Ihre Bezahlmods
- Replies: 5
- Views: 469
Re: US Modder und Ihre Bezahlmods
Es wurde hier schon mehrfach diskutiert:
Laut den Giants AGBs ist die direkte Monetarisierung von Mods verboten.
Eine Bitte für eine Spende ist durchaus legitim und ich selbst habe mich schon häufiger mit einer kleinen Spende bedankt, wenn mir der Mod gut gefallen hat.
Als Teil eines Patreon-Abos ...
Laut den Giants AGBs ist die direkte Monetarisierung von Mods verboten.
Eine Bitte für eine Spende ist durchaus legitim und ich selbst habe mich schon häufiger mit einer kleinen Spende bedankt, wenn mir der Mod gut gefallen hat.
Als Teil eines Patreon-Abos ...
- by Eische
- Tue Jun 09, 2026 6:35 am
- Forum: Mods
- Topic: Modwünsche LS25
- Replies: 327
- Views: 158933
Re: Modwünsche LS25
Als Mod wird so etwas erstmal nicht möglich sein, da es Scripte benötigt, die auf Konsolen nicht zugelassen sind.
- by Eische
- Mon Jun 08, 2026 11:30 am
- Forum: [EN] Off-topic
- Topic: Can the AI's be any dumber?
- Replies: 4
- Views: 1225
Re: Can the AI's be any dumber?
Well, I guess it was never intended to have more AI workers on the same field working as a team.
Even in past FS versions, AI workers were not really knowing each other on the same field. But the old system allowed to start the on different edges of the field and you just had to make sure to come ...
Even in past FS versions, AI workers were not really knowing each other on the same field. But the old system allowed to start the on different edges of the field and you just had to make sure to come ...
- by Eische
- Sun Jun 07, 2026 4:53 pm
- Forum: Mobile
- Topic: Signature Edition Mod Hub
- Replies: 1
- Views: 841
Re: Signature Edition Mod Hub
As far as I know there is no specific Modhub for Signature Edition.
Instead, as somebody mentioned, the Signature Edition is currently using an older modDesc version which prevents all mods using the most recent version to be available there.
So in short:
Signature Edition needs to be updated to ...
Instead, as somebody mentioned, the Signature Edition is currently using an older modDesc version which prevents all mods using the most recent version to be available there.
So in short:
Signature Edition needs to be updated to ...
- by Eische
- Wed Jun 03, 2026 6:40 pm
- Forum: PC/Mac
- Topic: LS25 geht nach Beenden nicht mehr ins Hauptmenü
- Replies: 13
- Views: 958
Re: LS25 geht nach Beenden nicht mehr ins Hauptmenü
Wieso ist mir das nicht aufgefallen? :confusednew:
Ja, so wie es im der Fehlermeldung steht: die Karte unterstützt maximal nur 255 fillTypes, verschiedene Mods fügen aber weitere dazu, sodass es deutlich mehr sind.
Du musst also durch deine Mods gehen und diejenigen identifizieren, welche neue ...
Ja, so wie es im der Fehlermeldung steht: die Karte unterstützt maximal nur 255 fillTypes, verschiedene Mods fügen aber weitere dazu, sodass es deutlich mehr sind.
Du musst also durch deine Mods gehen und diejenigen identifizieren, welche neue ...