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Installing mods on a Farming Simulator 25 server

By Benjamin D. · PDG

· 2 min read

Installing mods on a Farming Simulator 25 server
Contents

Farming Simulator lives on its mods: maps, machinery, economy scripts. On a server, managing them is simple in principle and unforgiving in consequence, because removing a mod can damage a running career.

How it works

You drop the archives into the server's mod folder, then enable them from the web interface. When the savegame starts, the server loads them. On connecting, players download them automatically from the server.

No manual install on the player's side: that is what makes modded FS25 servers genuinely practical.

The real danger: removing a mod

This is the point to take away before anything else. An FS25 save records the objects placed on the map. Removing the mod that provides them leaves the save pointing at content that is no longer there.

  • Removing a machinery mod makes the matching vehicles disappear, usually along with the money invested in them.
  • Removing a map mod makes the save unusable, full stop.
  • Removing a production or economy mod can leave orphaned buildings and erratic behaviour.

The rule: back up before removing anything, and treat a map mod as a commitment for the whole length of the career.

Updates

They are less dangerous but not harmless. An update that renames an object has the same effect as a removal for that specific object. On a career a community cares about, update between sessions with a backup set aside, not in the middle of an evening.

What it costs your players

Every active mod is downloaded by every new player. A collection of maps and machinery can run to several gigabytes and turn a first connection into a long wait. On a public server that deserves a deliberate trade-off.

Our Farming Simulator 25 hosting gives access to the server files, so you can copy a save before every mod change.

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