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YMMV / Farming Simulator

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  • Game-Breaker:
    • One of the fan Mods for a John Deere 4400 has built in cheats including heighten speed, the ability to drive with low fuel, and the highest maneuverability of any in-game tractor or harvester.
    • Any seeder that are also cultivators, for example the Vaderstad Rapid A 600S. These will allow you to ditch cultivators and plows, which translates to savings on maintenance as well as allowing you to plant a new crop right after harvesting the previous one. This is even better with the seeders that sow, cultivate and fertilize as well. These multi-function seeders do lose some of their value if you use Seasons as they're unable to sow over patches of the field where seeds failed to germinate though time is less of the essence as you'll have to wait to plant a specific crop, meaning you may as well cultivate and/or plow the field unless you're playing with 22's Precision Farming DLC in which direct seed drilling gives you the best environmental score.
    • Buildings that generate hourly income such as the official GIANTS provided greenhouse, beehive and wind turbine mods. They easily offset their maintenance costs and they can provide a steady stream of income while you're waiting for high demand moments, especially if you're waiting out the Winter in the Seasons mod. That said, wind turbines in FS 19 have extremely high build costs (in the million dollar range) that need 50-60 days just to break even, so unless you're in it for the long haul, they're not worth it. FS 22 rectified this by massively boosting the income generated by solar and wind power installations, allowing them to pay for themselves in less than a year (12 days on standard settings). A decently sized green power park can generate millions of dollars each month, effectively turning farming from your main source of income into a chill side hobby.
  • Goddamn Bats: Street signs, as weird as it may sound. They're absolutely everywhere, and while they're easy to knock down with just about anything, driving over one is almost guaranteed to throw even the heaviest machines wildly off course thanks to the game's weird vehicle physics. FS 22 introduced another nuisance by making AI helpers treat street signs as insurmountable obstacles, which routinely results in them stopping well short of a field's edge if there's a street sign vaguely near the end point of their current lane.
  • Most Wonderful Sound: If you're a diesel fan, then the engines of the tractors and machines starting up will always put a smile on your face. Particularly ones like the John Deere 4755 or the Big Bud 747-16V slowly turning over before revving to life.
  • Scrappy Mechanic
    • Although certainly realistic in principle, anything related to the handling of objects (pallets and logs in particular) is a chore due to the extremely fiddly controls of the machines you need; especially on PC without a controller. It's so bad that accepting transport missions or engaging in forestry is pretty much out of the question without installing a bunch of auto-loading mods first.
    • Animal troughs becoming "dirty", requiring you to use a vehicle with a loader shovel in the vanilla game to clean it. 22s new husbandries would do away with this.


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