




Realistic Soil & Fertilizer v1.0.8.1
Adds depth and realism to soil management and fertilization in FS25. This mod introduces dynamic soil fertility, nutrient cycles, and realistic fertilizer economics, making farming more challenging and strategic.
Key Features:
– DYNAMIC SOIL FERTILITY: Tracks nitrogen, phosphorus, and potassium levels for each field. Soil nutrients deplete as crops grow and recover when fields are fallow.
– REALISTIC NUTRIENT CYCLES: Different crops extract different nutrients. Organic matter content affects long-term fertility. pH levels impact nutrient availability.
FERTILIZER ECONOMICS: Three fertilizer types with varying costs and effectiveness:
– Liquid Fertilizer: Balanced nutrients, moderate cost
– Solid Fertilizer: Higher phosphorus, standard cost
– Manure: Improves organic matter, lower cost
CUSTOMIZABLE DIFFICULTY:
– Simple: Reduced nutrient depletion, lower costs
– Realistic: Balanced gameplay, standard settings
– Hardcore: Rapid nutrient depletion, higher costs
USER-FRIENDLY INTERFACE:
– Integrated into game settings menu
– Console commands for advanced control
– Real-time notifications for low nutrients
– Field-specific soil information
FULLY COMPATIBLE:
– Multiplayer supported
– Works with all maps
– No conflicts with other mods
– Save game compatible
Gameplay Impact:
– Makes fertilizer management more important
– Encourages crop rotation strategies
– Adds economic planning element
– Increases realism without excessive complexity
Console Commands Available:
– soilfertility (show all commands)
– SoilEnable/Disable
– SoilSetDifficulty 1/2/3
– SoilFieldInfo
– SoilShowSettings
– SoilResetSettings
Installation:
Extract to your mods folder. Configure in-game settings under “Soil & Fertilizer” section.
This mod is perfect for players who want more depth from their farming experience without overwhelming complexity. It strikes a balance between realism and playability, making soil management a meaningful part of your farm strategy.
Note:
This mod does not affect crop growth rates directly – it adds management layers around soil health and fertilizer economics.
V1.0.8.1
– The mod was showing healthy soil values right from the start of a new game, while the base game was simultaneously telling you your fields needed – liming and fertilizing. Both systems were right — they just weren’t tarting from the same place. This update fixes that.
What’s fixed:
– Fields now start slightly acidic (pH ~6.0) and with moderate nutrients, matching the base game’s “needs lime / needs fertilizing” starting state
– Applying lime or fertilizer now brings both systems into agreement at the same time
– Added CC BY-NC-ND 4.0 license
– Refreshed README with clearer instructions and feature descriptions
Your existing saves are not affected. Fields already tracked in your save keep their current values — only new or untracked fields use the updated starting values.







