Reduced maintenance costs | Mod Review | Farming Simulator 22

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Are you ready to have your maintenance and painting costs cut in half? Then this mod is for you. An account will be needed at the site below to download but it will be well worth it.

Download mod –

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Games and Online Game Stores
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Giants Software
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– Farming Simulator 22 (PC) –
– Farming Simulator 22 (PC-Download) –
– Farming Simulator 22 Season Pass (PC) –
– Farming Simulator 22 GIANTS Bonus Bundle –
– Farming Simulator 22 SADDLE TRAC Pack –
– Modding Tutorials 5.0 –

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Gamesplanet (Keys for Steam, EPIC, GOG, Ubisoft, Origin and more)
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Current Specials –
Full catalog –

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Epic Games
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– Add this code to any purchase – FARMER-KLEIN
– SnowRunner –
– Surviving the Aftermath –

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Gaming + Streaming hardware
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Amazon
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– Elgato Wave 3 USB Mic –
– Elgato Stream Deck –
– Logitech G Farm Sim Vehicle Side Panel –
– Thrustmaster T300 RS (Wheel and T3PA pedals) –
– Cooler Master MH-752 MH752 Gaming Headset With Virtual 7.1 Surround Sound –
– Acer ED323QUR Abidpx 31.5 Inches WQHD (2560 x 1440) Curved 1800R VA Gaming Monitor 144Hz Refresh Rate –
– ELECOM 2.4GHz Wireless Finger-operated Large size Trackball Mouse 8-Button Function with Smooth Tracking –
– WooZoo Floor Fan –

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10 COMMENTS

  1. my main issue is the maintenance kost after 4 ingame years. i had 2 medium fields seeded and repair was 4k again on a 110k tractor. that makes no sense. early on it was that over 2 years. so it increases with time just like the stupid property maintenance that started at 300 but has reached 800…

  2. Hey! Thanks so much for help with this 🙂 But I wonder in lua script after I open it, which number changes the prices?

    ReduceMaintenanceCosts = {};

    function ReduceMaintenanceCosts.prerequisitesPresent(specializations)
    return SpecializationUtil.hasSpecialization(Wearable, specializations);
    end;

    function ReduceMaintenanceCosts.registerOverwrittenFunctions(vehicleType)
    SpecializationUtil.registerOverwrittenFunction(vehicleType, "getRepairPrice", ReduceMaintenanceCosts.getRepairPrice);
    SpecializationUtil.registerOverwrittenFunction(vehicleType, "getRepaintPrice", ReduceMaintenanceCosts.getRepaintPrice);
    end

    function ReduceMaintenanceCosts:getRepairPrice(superFunc)
    return superFunc(self) / 2;
    end;

    function ReduceMaintenanceCosts:getRepaintPrice(superFunc)
    return superFunc(self) / 2;
    end;

    It is the "2? So 1 should be normal price, 2 half, 4 quarter etc? I get it right? thanks 🙂

  3. I wish there was a way to see how damaged the used stuff is before you bought it. The other day I bought a cultivator but then when I went to repair the cost was so high it wound up costing almost exactly what a new one would. This mod will help that situation though.

  4. This mod may be a good compromise, but I really think the repair, and repainting system is way too fast, a few months and 15 used hours is far too quick for a new machine to need a full repair and paint job. A new machine should last a year or 2 and several hundred hours of use before needing much work, you should not be needing to repaint a brand new tractor, before your first harvest.

  5. I was really surprised the first time I had to repair. But after thinking about it, real life repair costs for farm equipment is stupid expensive. I wish Giants would model damage created by driving too fast on rough terrain or crashing into things. Those are costs that really eat up real farm profits.

  6. I'm new to FS. Is maintenance decay just a set constant as you use the vehicle? I've been trying to discern whether bumping into things (aka head on collisions with oncoming cars) and the like cause it to reduce faster. I also wonder if things like pulling too big of loads with tractors causes it to drop faster. If anyone has any insight, thanks.

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