Who I am
I'm Tison — a 24-year-old Farming Simulator mod developer from the Netherlands, building systems that breathe life into virtual soil.
What started as a love for farming games became something more disciplined: a practice of Lua engineering, realism design, and long-term architecture. I don't ship quick scripts. I design systems that stand up to hundreds of hours of gameplay — modular, maintainable, and quietly invisible to the player.
The best mod is the one you forget is a mod. It just feels like the game was always this way. That's the standard I hold myself to.
- Farming Simulator systems developer
- Focused on FS25 & FS22 ecosystems
- Lua as primary engineering language
- Realism, performance, and modularity first
- Dad, builder, lifelong learner
Immersion first. Performance always. Complexity only when it earns its place.
Every system I ship is built around these three principles. They're not just design rules — they're a mindset that shapes how I approach every function, every file, every release.
Systems should integrate seamlessly. If a player notices the mod more than the gameplay, it has failed its purpose.
Realism is worthless if it costs frame rate. Every loop, every table, every timer is profiled and questioned before it ships.
No feature earns its place just by existing. Complexity must justify itself through genuine gameplay depth — or it gets cut.
What I build
- Soil chemistry & nutrient simulation
- Seasonal organic matter decay
- Field compaction & tillage history
- Dynamic economic balancing models
- Procedural environmental events
- Save-game persistent state management
- Lightweight, modular scripting architecture
- Performance profiling & optimization
- Scalable event-driven systems
- Clean separation of concerns
- Base game integration without overwrites
- Long-term maintainability
- Skill-based wage & hiring frameworks
- Dynamic worker cost modelling
- NPC relationship mechanics
- Favor & reputation systems
- AI cost-balancing over time
- Configurable income & economy balancing
- In-game tablet UI systems
- Farm management interfaces
- Real-time data display inside game
- XML-driven configuration layers
The mods
The bots
The stack
Beyond the code
Proud dad at 24, with a beautiful daughter and a wonderful girlfriend who keeps the whole operation running. Fatherhood changed how I approach everything — patience, attention to detail, and building things that last.
I'm a lifelong learner drawn to how systems work — not just in code, but in nature, economics, and human behaviour. Farming Simulator is, in many ways, just systems all the way down.
I build for passion first. Mods that I'd want to play. Systems that actually make the game better — not just bigger. Quality over speed, every time.
Part of the KingMods community, sharing mods publicly and learning from every bit of player feedback. The community makes the craft better.
"I build mods the same way I try to parent — with patience, attention to detail, and a long view."
All projects, source code, and release history live on GitHub. Come see what's being built.
View GitHub Profile