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Mod conflicts in Farming Simulator 25: what each message in the mod selection screen means and how to resolve it

Case IH Magnum 340 Special Edition FL – 885 hp Tractor
Pictured: Case IH Magnum 340 Special Edition FL – 885 hp Tractor, from the ModsDrop library.

Farming Simulator 25’s mod selection screen is better than most at telling you what is wrong before you load, and most people click past it. The messages fall into a few types: conflicts, missing dependencies, version warnings, and the silent case where a mod is simply not in the list. Here is what each one means and what to do about it.

“Conflict with” another mod

The game shows this when two mods declare the same mod name, or when one mod’s description file explicitly lists the other as incompatible. The common cause is two versions of the same mod: one from ModHub and a newer manual download, or two downloads with different file names but the same internal name. Only one can be active. Keep the version you want (usually the newer, unless a savegame depends on the old one), untick or delete the other.

A declared incompatibility is rarer and deliberate: the author knows their mod and another change the same system (two realistic-weather mods, two versions of a seasons helper) and cannot coexist. There is no workaround except choosing.

“Missing dependency” or “requires”

A mod can declare that it needs another mod. Maps that need a crop pack, vehicles that need a shared engine or wheel pack, script mods that extend another script. The screen names the missing mod; download it from the author’s link, add it to the folder, and both tick normally. Dependencies have versions too; a dependency updated under you (a ModHub auto-update, say) can break the mod that relied on the old one until its author catches up.

The yellow warning

A warning icon without a conflict means the mod was made for an older game version or uses something the game has deprecated. Most such mods still work. After patches 1.24 and 1.25, the warnings that matter are on script mods: 1.24 disabled the Lua loadstring function and marked getUniqueUserId() for removal. A script mod flagged after those patches may fail at load even though the screen still lets you tick it; the log tells you.

“Unsupported” or not in the list

If the zip is in the folder but not on the screen, the game rejected it before reading its contents. Three causes, in order of frequency: the file name contains spaces, brackets or other special characters; the archive is a zip inside a zip or an extracted folder; the download is incomplete. Rename, re-pack or re-download. The log file names the rejected file and the reason.

Two mods that both work and still fight

No message, but the game behaves oddly: a vehicle has two of the same configuration, a store category is empty, a sell point pays twice. Two mods change the same base-game item without declaring it. The fix is to find them by halves (untick half the list, test, repeat) and then choose. Mods that edit the same base-game XML (price tables, animal data, fill types) are the usual culprits; two “realistic prices” mods will never agree.

Multiplayer conflicts

In a hosted game, the host’s mod list is what counts; your local mods are ignored for that session. If the host has a conflict, nobody can join cleanly. On a dedicated server, the admin resolves conflicts in the server’s mod list, and the same rules apply.

Reading the message, then the log

The selection screen tells you that something is wrong; log.txt in Documents\My Games\FarmingSimulator2025 tells you exactly what. Search it for the mod’s file name; the line next to it says “conflict”, “dependency”, “unsupported characters”, “descVersion” or quotes the Lua error. The log guide covers it in detail.

Preventing conflicts

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