Real Fuel Consumption turns your farm's fuel usage into something realistic and challenging.
Unlike other mods that just multiply consumption by a fixed number, this mod uses a dynamic system that reads each vehicle's real state in real-time.
How it works:
🔹 Base Multiplier configurable from 1.0x to 3.0x (default 1.5x)
🔹 Load Bonus — the engine consumes more when under real stress: climbing hills, pulling heavy implements, towing loads
🔹 Work Type Bonus — each task consumes differently, just like real life:
Plowing / Cultivating: +40%
Harvesting: +35%
Baling: +25%
Mowing / Tedding: +20%
Spraying / Fertilizing: +15%
Sowing: +10%
🔹 RPM Sensitivity — higher engine RPM means more consumption
Features:
✅ All options configured from the Game Settings menu (ESC), no commands or weird keys
✅ Compatible with ALL vehicles and mods
✅ Multiplayer compatible and Dedicated Server
✅ Saves your settings per savegame
Tip: For balanced realism use 1.5x. For a hardcore challenge, go up to 2.5x or 3.0x with Load Sensitivity set to High.
Made with passion for realistic farming simulation. 🚜
⌨️ ENGINE MODE KEY (front loader arm would no longer move)
· The mode was changed with J, but J is the game's default key for raising and lowering the front loader arm, and is also used by other implements. When two controls share the same key, the game only keeps one active, which caused the loader arm to stop moving for many players.
· The engine mode is now assigned to Alt+J. If you were using J, the mod will automatically change it once and notify you on screen. If you had already assigned it to another key, your setting will be kept.
· The key can be changed at any time under Options > Controls.
⛽ MORE REALISTIC FUEL CONSUMPTION
· Tractors, harvesters and self-propelled machines now consume fuel according to the power being produced by the engine: loaded vehicles, uphill driving and working consume more; unloaded vehicles consume much less.
· A large tractor at full load burns around 64 l/h, instead of the previous 183 l/h.
· Plowing, cultivating and discing consume more depending on working width, speed and depth (compatible with Variable Working Depth).
· Mud and cultivated soil increase consumption compared to stubble or roads.
· The additional consumption only affects fuel usage: it does not slow the machine down or change how it handles.
· Trucks, cars, electric vehicles and methane-powered vehicles continue using the game's original calculation.
⚙️ ENGINE MODES
· ECO reduces engine RPM and smooths throttle response: it saves fuel when there is excess power available, while at full load the savings are minimal.
· POWER: faster throttle response.
· Engine modes no longer reduce power or limit top speed.
🛠️ SETTINGS
· New Consumption setting: Real (default), or x1.25 to x3 for increased difficulty.
· New Realistic Traction & Rolling Resistance setting (enabled / disabled).
· Base Multiplier, Load Sensitivity, Work Type Bonus and RPM Sensitivity have been removed: the calculation now handles everything automatically.
🖥️ HUD
· Fuel consumption is displayed below the fuel gauge, using the same size as the ADS reading, with the number shown in the color of the selected engine mode: green ECO, gray STANDARD, red POWER. It appears instantly.
· Electric vehicles display consumption in kW, while methane vehicles display kg/h.
· The icon and reading follow the game's HUD scale.
📊 REPORT (Ctrl+J)
· Liters per hectare while working in the field, liters per 100 km on the road, and engine running time while stationary.
· Each vehicle displays the correct fuel unit and fuel price.
🔧 FIXES
· Dedicated Server: clients no longer always see 0.0 l/h.
· If Advanced Damage System increases fuel consumption, this mod no longer stops working on that vehicle. Both consumption values are now combined.
· Vehicles excluded from Advanced Damage System no longer lose their fuel consumption display.
· Truck brake air pressure no longer consumes fuel as if it were actual fuel consumption.
Compatible with savegames from 1.4.x: no new game is required, and the accumulated report data is preserved. Previous consumption settings are not carried over: every savegame starts with Real consumption.
Multiplayer and Dedicated Server supported.
- Fixed: disabling the engine modes left the vehicle without power permanently.
- Fixed: the mode change key continued to work with the function disabled.
- Dashboard icons unified with the other GN Realism mods.
- Compatibility with Advanced Damage System; the fuel consumption reading no longer overlaps.
- Minor correction to the Modes icon.
New: fuel report (Ctrl+J inside a vehicle): liters, engine hours, average l/h, ECO/STANDARD/POWER share and estimated cost for that vehicle (session and total) plus the farm total. Counted on the server and saved per vehicle; dedicated-server ready.
Fixed: the l/h readout kept showing the last driving value while the engine was off. It now shows 0.0 l/h whenever the engine is not running.
-The Italian translation was added thanks to user FirenzeIT
🔧 Critical Fix: Fuel Consumption and Top Speed in Power Mode
A background bug was found and fixed: Power Mode was modifying an internal engine value that the game also uses to calculate real-world fuel consumption and, in some vehicles, top speed. Since each vehicle has its own RPM range, the effect varied—some consumed half the expected fuel, others much more, and some vehicles had their top speed reduced for no apparent reason.
🎨 Completely Redesigned HUD
The generic colored circle has been replaced with a professional icon system, integrated into the game's native speedometer:
🍃 ECO — green leaf
⏱️ STD — gray speedometer (formerly "Normal", renamed "Standard" throughout the mod to sound more like a real dashboard)
⚡ POWER — red lightning bolt
Each icon has its 3-letter code underneath (ECO/STD/PWR), in the same color, for a third layer of distinction in addition to shape and color—also intended for those who have difficulty distinguishing colors. All of this is positioned right next to the game's speedometer. The fuel consumption indicator (X.X l/h) has also been moved: it now appears next to the fuel icon already included in the game.
Previously, the selected mode (Eco/Standard/Power) would revert to "Standard" every time you loaded a saved game. This has now been fixed.
Thanks to everyone who tried the mod!
Major update: The mod has evolved from a "dynamic fuel consumption multiplier" to a complete system with selectable Engine Modes, a configurable HUD, and support for 4 languages.
🆕 What's New in This Version
Engine Modes: Eco / Normal / Power (J key)
Based on the actual behavior of a tractor's ECU, not made-up numbers. Press J in any motorized vehicle to cycle through three modes:
🟢 ECO — Smooth and "lazy" throttle response: the engine doesn't rev to the redline, staying close to its efficient maximum torque band. Noticeably less power under heavy load, and speed suffers more the harder you push it. Always uses less fuel than Normal, with the greatest savings when the engine isn't pushed to its limits.
🟡 NORMAL — The vehicle's factory behavior, without any modifications. This is the baseline for comparison.
🔴 POWER — Aggressive and immediate throttle response, more torque, and a higher RPM ceiling. The engine struggles to maintain RPMs under heavy load, so a large plow or a direct seeder won't stall in hard soil. However, this does result in higher fuel consumption.
A colored circle (green/amber/red) on the screen indicates the active mode—this is entirely optional and can be turned off in Settings.
Clean and configurable HUD
Real-time fuel consumption indicator: "Diesel: X.X l/h," without unnecessary visual clutter.
Independent engine mode indicator.
Each indicator can be turned on or off separately from the Settings menu (ESC)—this prevents conflicts with other mods that already display fuel consumption.
Full multi-language support
German and French have been added to the existing English and Spanish. The mod now supports four languages, both in the settings menu and in notifications.
New icon
⚙️ Still works as always (and better verified)
The heart of the mod—the dynamic fuel consumption system—remains intact and is now verified line by line as it should be.
Default key: J — toggle engine mode
Requires: no dependencies
Multiplayer: yes, synchronized
Any bugs or suggestions, please leave them in the comments. Thanks for supporting the mod! 🇦🇷
• Added Dedicated Server compatibility.
AdBlue/DEF support and more fuel types
What's new in this update:
- Added AdBlue/DEF consumption — The mod now also increases AdBlue (DEF) consumption on modern engines that use it, not just diesel.
- Methane and electric support — Gas (methane) and electric vehicles are now affected by the dynamic consumption too.
- Unified system — All fuel types use the same dynamic system based on engine load, work type and RPM.