Farming Simulator 25 · script mod
Michal's
InGame Mods.
One zip that removes every speed limit, gives your trailers 940,000 liters of capacity, and puts 1156 hp in every big tractor. No XML surgery on the base game, no per-vehicle mod soup. One Lua file holds all the config.
Tool and implement speed limits gone. Seed at 60. Cruise cap raised to 200, factory top speed doubled.
Grain trailers and loading wagons hold a silo. Fill weight optionally ignored so physics survives.
John Deere 9R and 9RX, Case IH Steiger, CLAAS XERION 12 — plus the Volvo VNX 300 and Mack Anthem.
Proof, not promises
This mod logs everything it touches. Straight out of my log.txt — before and after values, per vehicle, every load:
00:48:25.919 MIGM: krampe/sks30_150.xml -> 940000 l (was 59400 l)
00:48:26.592 MIGM: claas/xerion12.xml -> 1156 hp (481 kW -> 850 kW, scale 1.77)
00:48:26.765 MIGM: johnDeere/series9RX830.xml -> 1156 hp (672 kW -> 850 kW, scale 1.27)
00:48:28.088 MIGM: rudolphSohn/tdk301RP.xml -> 60000 l (was 18500 l)
00:48:28.209 MIGM: wilsonPacesetterByStevie/pacesetter.xml -> 940000 l (was 240000 l)
If a vehicle got patched, there's a line for it. If there's no line, it didn't. Grep and know.
What it actually does
No speed limit
Every working-speed clamp in the game funnels through one function — Vehicle.getSpeedLimit. This mod overrides it to return "no limit." Cultivators, seeders, sprayers, balers, cutters: all of them work at whatever speed you're doing. Damage-based speed reduction dies with it. Factory top speed gets a 2x multiplier and cruise control won't re-cap you until 200 km/h.
Max capacity
A pattern table matches vehicles by their config path and rewrites fill unit capacity on load. Works on base game vehicles and mod vehicles the same way. Fill mass is ignored by default — because 940,000 liters of wheat is roughly 730 tons and the physics engine has opinions about that.
Max horsepower
Torque gets scaled at the source — an override on VehicleMotor.getTorqueCurveValue — so it works no matter how GIANTS stores the curve internally. Rigs are matched by config-path substring with explicit per-vehicle overrides — John Deere 9R and 9RX, Case IH Steiger, CLAAS XERION 12, Volvo VNX 300, Mack Anthem — and adding another is one line in the table. Heads up: the shop page still shows factory horsepower because it reads cached store data. The tractor pulls 1156. The brochure lies.
Install
- Drop
FS25_MichalsInGameMods.zipinto your mods folder —Documents\My Games\FarmingSimulator2025\mods\(or wherever your custom mod directory points). Don't extract it. Don't rename it — the filename is the mod name and GIANTS rejects dots and version suffixes. - Enable it when loading your savegame.
- Optional: grep
log.txtforMIGM:to see exactly what got patched.
Make it yours
Everything lives at the top of scripts/MichalsInGameMods.lua inside the zip. Change values, re-zip, done.
MIGM.TOP_SPEED_MULTIPLIER = 2.0 -- physics gets comedic above ~3.0 MIGM.CRUISE_MAX_KMH = 200 MIGM.CAPACITY = { ["pacesetter"] = 940000, -- match by config-path substring ["tdk301"] = 60000, -- add your own trailers here } MIGM.IGNORE_FILL_MASS = true -- false = realistic 730-ton comedy MIGM.BIG_TRACTOR_HP = 1156 MIGM.BIG_TRACTOR_BRANDS = { JOHNDEERE=true, CASEIH=true, CLAAS=true, FENDT=true }
Not sure what a vehicle's config path looks like? Set MIGM.DEBUG = true, load in, and every vehicle prints its exact path to the log. Copy the distinctive part into the table. That's the whole workflow.
Known quirks — read before you complain
multiplayer supported="false" and means it. The motor changes won't sync cleanly across clients.