FS25
Mod Developer · Bot Creator

Tison
K.

Building realism into every field, every farm, every season.

I don't add features for the sake of features.
I build systems that feel like they were always there —
woven into the game, not bolted on top of it.

6+ Published Mods
20+ Github Repo's
FS25 & FS22
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01

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.

Principle I
Immersion First

Systems should integrate seamlessly. If a player notices the mod more than the gameplay, it has failed its purpose.

Principle II
Performance Always

Realism is worthless if it costs frame rate. Every loop, every table, every timer is profiled and questioned before it ships.

Principle III
Earned Complexity

No feature earns its place just by existing. Complexity must justify itself through genuine gameplay depth — or it gets cut.

02

What I build

🌱
Gameplay Systems
  • Soil chemistry & nutrient simulation
  • Seasonal organic matter decay
  • Field compaction & tillage history
  • Dynamic economic balancing models
  • Procedural environmental events
  • Save-game persistent state management
⚙️
Lua Engineering
  • Lightweight, modular scripting architecture
  • Performance profiling & optimization
  • Scalable event-driven systems
  • Clean separation of concerns
  • Base game integration without overwrites
  • Long-term maintainability
👷
Worker & AI Systems
  • Skill-based wage & hiring frameworks
  • Dynamic worker cost modelling
  • NPC relationship mechanics
  • Favor & reputation systems
  • AI cost-balancing over time
📊
Economy & UI
  • Configurable income & economy balancing
  • In-game tablet UI systems
  • Farm management interfaces
  • Real-time data display inside game
  • XML-driven configuration layers
03

The mods

FS25_NPCFavor
FS25
Deep, immersive NPC relationship & interaction system.
Beta Released Ongoing Development
FS25_SoilFertilizer
FS25
Advanced soil chemistry and nutrient simulation.
Released Ongoing Development
FS25_WorkerCosts
FS25
Skill-based worker wage system with economic impact.
Released Ongoing Development
FS25_SeasonalCropStress
FS25
Dynamic seasonal crop stress & irrigation system.
Work in Progress Ongoing Development
FS25_FarmTablet
FS25
Interactive in-game tablet for farm management and stats.
Released Development On-Hold
FS25_IncomeMod
FS25
Configurable economy rebalancing system.
Released Ongoing Development
FS25_RandomWorldEvents
FS25
80+ dynamic environmental & world event systems.
Released Development On-Hold
FS25_RealisticAnimalNames
FS25
Assigns realistic and unique names to farm animals.
Released Ongoing Development
FS25_TaxMod
FS25
Customizable taxation system for farm income and expenses.
Released Development On-Hold
FS22_AdvancedFarmLogistics
FS22
Enhances farm supply chain and logistics management.
Work in Progress Ongoing Development
FS22_AutoIrrigation
FS22
Automatic irrigation system for optimized crop watering.
Beta Development On-Hold
FS22_FarmTablet
FS22
Interactive in-game tablet for farm management and stats.
Released Development On-Hold
FS22_IncomeMod
FS22
Configurable economy rebalancing system.
Released Ongoing Development
FS22_RandomWorldEvents
FS22
Dynamic environmental & world event systems.
Released Development On-Hold
FS22_TaxMod
FS22
Customizable taxation system for farm income and expenses.
Released Ongoing Development
03

The bots

GitBot
Discord
Real-time GitHub event forwarding system with structured embeds, repository tracking, and filtering tools.
Released
ClaudeBot
Discord
Dual-personality AI assistant built for Discord, offering adaptive conversational handling and server integration.
Released
TicketBot
Discord
Advanced ticket management bot used by the FS25 Modding Community with logging, workflows, and moderation controls.
Released
ModBot
Discord
Comprehensive moderation system featuring automod, case tracking, structured logging, and admin utilities.
Released
04

The stack

Primary Language Lua Game scripting, mod logic, performance-first
Config & Shaders XML / GLSL Mod structure, parameters, visual effects
Version Control Git Every release tracked, every change documented
Editor VS Code With Lua LSP, linting, and custom snippets
Platform FS25 / FS22 GIANTS Engine, modDesc, multiplayer-aware
Engine GIANTS Engine Deep integration with native game systems
05

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."