

Realistic Soil & Fertilizer adds dynamic soil fertility, nutrient cycles, and fertilizer economics to Farming Simulator 25.
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, and pH levels impact nutrient availability.
- Fertilizer economics with three fertilizer types:
- 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 the 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
- Makes fertilizer management more important
- Encourages crop rotation strategies
- Adds an economic planning element
- Increases realism without excessive complexity
- Does not affect crop growth rates directly, it adds management layers around soil health and fertilizer economics.
Console Commands
soilfertility(show all commands)SoilEnable/DisableSoilSetDifficulty 1/2/3SoilFieldInfoSoilShowSettingsSoilResetSettings
Installation: Extract to your mods folder. Configure in-game settings under the “Soil & Fertilizer” section.
V2.6.0.3
Fixed
- The game no longer stalls at the second midnight on a new save. The crop disease grid copied itself every frame while it filled, and again at the day change; on a planted map that made memory jump by more than a gigabyte in one frame (#1128).
- The sprayer’s Pass % counts the ground actually sprayed. It used to reach 99% at about half the field, so Overlap Prevention switched the sprayer off early: products stopped being used and lime stopped partway (#1098).
- Fewer repeated log lines while a save loads. A few Soil & Fertilizer lines, “Retroactively injected SF fill types into … silo(s)” among them, could repeat thousands of times in
log.txt. Each now prints once (#1098).
Changed
- Soil compaction follows the real wheel tracks. It now lives on a 2 m map instead of 10 m squares. Slow vehicles and working combines compact as they drive. A subsoiler, plough or grassland weeder clears the ground it works. Compaction fades evenly everywhere. Every wheel track counts, so a day of work with a narrow implement packs more than before.
V2.6.0.2
Fixed
- One lime pass no longer takes the ground straight to pH 7.5. Each patch of ground now gets one pass’s worth of lime (about +0.4 to +0.5 pH at the normal rate), whatever the application rate or AUTO setting, solid or liquid (#1098, #911).
V2.6.0.1
[ Fixed ]
- After sleeping, the game could log “attempt to index nil with ‘setSprayType’” from the field manager, and NPC fields could miss their lime or manure pass. Soil’s field hook now hands the game’s field work back intact.
V2.6.0.0
PLEASE REMOVE EXTENDED FILLTYPE FROM YOUR SAVE
Fixed: sprayers and spreaders
- Overlap: on a field you have already fully sprayed this session, the overlap block holds on every pass: the tank stays put, the field is not fertilized twice, and you are not charged. Overlap prevention no longer switches sections off over ground the last row only grazed, or on their own pass.
- Coverage (Pass %): a switched-off boom section (width control, the machine, or a mod such as Courseplay) no longer marks ground as sprayed; Pass % reaches 100% on rigs without section control at any rate; multi-tank rigs build coverage as you spray; a fertilizer pass no longer counts twice; the base game’s insecticide builds coverage across passes; and protection switches on at 80% coverage even after the day’s pressure reduction is used up.
- Smart Sensor, See & Spray and Variable Rate read the ground under each boom section, so outer sections no longer decide from inner ground. See & Spray’s centre honours its no-target decision.
- Herbicide: recognised by spray type, weed reduction scales with the sections actually spraying, reaching protection no longer repaints the whole field’s weeds, herbicide-withered weeds no longer count as pressure, and the daily weed read measures the whole field.
- Switching Multi-tank application off works. Lime spread by the Streumaster FW 212 TD Profi and the Bredal K105 is tracked at its real width. Headland slivers are guarded by the boom’s real width.
- With AUTO rate on, liming a field whose pH is not known yet keeps your rate instead of throwing an error every few seconds.
Fixed: fields, soil and harvest
- With Experimental Systems off (the default), a nutrient-depleted field yields less again at harvest, as before.
- A field bought mid-session joins the soil simulation straight away, and a sold field leaves it. A fresh save whose fields load late is scanned once they arrive.
- Fertilizing well-stocked ground or tilling low organic matter no longer overshoots the scale, and tillage nutrient changes no longer flip with travel direction.
- Amendment burn accrues again, is measured on covered ground, and ignores cut, withered and wheel-flattened crops. Crop establishment kills are written reliably and dead crops are cleared.
- With Mud System Physics or Use Your Tyres, airing down, sinking or tyre wear no longer raises the compaction estimate. With Seasonal Crop Stress installed, wet ground follows its soil moisture, so an irrigated field compacts under heavy machinery.
- The harvest yield correction applies only to delivered grain, by Soil’s own share.
Fixed: multiplayer and servers
- The dedicated-server stutter is fixed: soil map sync is incremental and sent in small patches.
- Multiplayer security: the sync, organic, sprayer and fungicide-treatment requests are checked on the server, a client can only treat its own or contracted fields, and only the acting farm pays. Oversized messages are dropped.
- The full field sync always sends bounded batches, so maps with more than 32 fields no longer get refused.
- The farm dog’s sick-barn warning goes only to that barn’s own farm and works again with Realistic Livestock 1.4.
Fixed: interface and translations
- 420 French Canadian texts read French instead of Chinese; missing translations are filled in for every language; French and Czech HUD status words, the German ppm label and the Korean Field Detail label are fixed; the title and description read correctly in the mod manager.
- The DAP and AN big bags show their own labels. Multi-buy pricing on three liquid tanks is fixed. Drain Vehicle refunds at the shop price.






