Farm Tablet integrates with five companion mods from the TisonK mod suite. Integration apps appear in the sidebar automatically when the companion mod is loaded — no configuration or setup required.
When a savegame finishes loading, AppRegistry:autoDetect() checks for each companion mod by looking for its global manager object. If found, the app is registered. If not found, the app is not added to the sidebar (no "mod not installed" placeholder).
If you add a companion mod mid-session, restart the game to trigger detection.
App ID: income_mod
Requires: FS25_IncomeMod
Detection: g_currentMission.incomeManager
What it shows:
- Current enabled/disabled status
- Payment mode (Hourly / Daily / Weekly)
- Payment amount per cycle
Actions:
- ENABLE button — turns the mod on
- DISABLE button — turns the mod off
Both buttons take effect immediately and save the setting.
App ID: tax_mod
Requires: FS25_TaxMod
Detection: g_currentMission.taxManager
What it shows:
- Current enabled/disabled status
- Tax rate tier (Low / Medium / High)
- Return percentage (how much tax is refunded as a rebate)
- Total taxes paid this session
Actions:
- ENABLE / DISABLE buttons
App ID: npc_favor
Requires: FS25_NPCFavor
Detection: g_NPCSystem or g_currentMission.npcFavorSystem
What it shows:
Town Reputation section:
- Reputation score (0–100) with label: Respected ≥ 70 · Neutral ≥ 40 · Poor < 40
- Colour-coded reputation bar
Favors section:
- Number of active favors
- Total completed favors
- Total money earned from favors
Active Favors (up to 3):
- NPC name and task description
- Completion % and hours remaining
Relationships section:
- All active NPCs sorted by relationship score (highest first)
- Per-NPC score, status label (Friend / Neutral / Cold), and bar
- NPC role shown in brackets (e.g.
[Agronomist])
App ID: crop_stress
Requires: FS25_SeasonalCropStress
Detection: g_cropStressManager (via getfenv(0))
What it shows:
Status banner:
- Active / Disabled status
- Difficulty setting
Field list:
- Field ID with crop type in brackets
- Soil moisture % and colour-coded bar
- Drought stress indicator — if stress > 5%, shows
!XX%in red
Bar colour thresholds:
| Colour | Moisture Level |
|---|---|
| 🟢 Green | ≥ 40% |
| 🟡 Yellow | ≥ 25% |
| 🔴 Red | < 25% |
Tip: Fields with a red
!XX%stress indicator need immediate irrigation to prevent yield loss.
App ID: soil_fertilizer
Requires: FS25_SoilFertilizer
Detection: g_SoilFertilityManager, g_soilFertilizerManager, or g_currentMission.soilFertilityManager
What it shows:
Status banner:
- Active / Disabled status
- PF DLC indicator (if Precision Farming DLC is active)
Field list:
- Each owned field with crop name
[FERT!]warning flag if the field needs fertilizing- SELECT / DESEL button to pin a field for detailed view
Soil detail panel (selected field):
- Nitrogen — value and status (Good / Fair / Poor)
- Phosphorus — value and status
- Potassium — value and status
- pH — value with colour (green if 6.0–7.5, yellow outside range)
- Organic matter %
- Last crop type
- Days since last harvest
- "Needs Fertilizer" flag
Nutrient colour coding:
| Colour | Status |
|---|---|
| 🟢 Green | Good |
| 🟡 Yellow | Fair |
| 🔴 Red | Poor |
pH note: Optimal range is 6.0–7.5. Outside this range, nutrient uptake is reduced even if absolute nutrient levels look fine.
An app isn't appearing in the sidebar
- Confirm the companion mod is enabled in the mod manager for this savegame
- Reload the savegame (the tablet checks for mods when the mission finishes loading)
- Check
log.txtwith debug mode on — detection failures are logged at[FarmTablet System]
The app says "mod not installed" even though the mod is loaded
This shouldn't happen in v2 (companion apps are only registered after confirming the manager exists). If you see this, enable debug mode and check the log — the detection global name may have changed in a newer version of the companion mod.
Integration buttons (Enable/Disable) don't seem to work
The tablet writes directly to the companion mod's settings object. If the mod has its own validation or save system, changes may not persist until the companion mod saves. Check the companion mod's documentation.