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unfortunately, modding on consoles is very limited for 2 reasons......
1st - Licence for brands - some popular assets for the game have brands associated to them, in order to make the game feel more realistic (a mcdonalds, a starbucks, a texaco gas station, etc). Of course there are alot of assets that dont have branding, but is hard to pick those from the ones with brands individually to filter them out for consoles alone.
Reason why brand licencing is an issue....... on pc, there isn´t a specific company managing the platform, therefor the brands only pursue legal action when they catch a mod creator selling a mod with their brand, because in part the mod creator is also selling their brand without consent, profiting from something that he does not own.
On consoles however, they are made by a specific manufacturer. Sony for playstation, microsoft for xbox, nintendo for switch, etc). By having a brand in a game, the companies see that the console makers are benefiting from their brand by selling more consoles, or more games, either way their are profiting more due the use of the brand image. in order for console makers to avoid paying licences for every single brand out there in the world, or risking to pay lots of money in compensation, they prefer to forbid brands in the games, unless that specific game is already paying for the brand licencing (thats why you see big games with real life brands, how "need for speed" has all the known car brands in the game for example, the game company pays the licencing, console makers dont worry about brands).

2nd - Mods with scripts/coding languages - Console makers are afraid that someone create a mod that may contain malicious coding/scripting that might either damage their consoles, or open new ways of hacking into other players consoles, or even the console makers company. Again, it is not easy for them to control the millions of mods around, be it for cities skylines or for any other possible game that can be modded, and therefore is hard to filter the good ones from the bad ones, as it is hard to filter branded mods from non-branded ones. In order to prevent issues, console makers prefer to forbid mods in certain games.

Now, mods in consoles are not totally forbidden, there are games on consoles that might allow mods, farming simulator is one of them, but the responsibility of the mod filtering and selection for consoles is made through the game developer itself, which demands a big team to check every single mod sent to them for evaluation. In Farming Simulator case, its not a big developer and the team isnt so big, which made mods being delayed officially ingame for quite some months until approved and released (and they are just some hundreds, not the thousands we see every day on cities skylines, or the millions already existing in total through the years). For pc however, since there are no limitations being enforced, Farming Simulator has maybe 4 or 5 times more mods than consoles (or even more, and special scripted mods that give extra gameplay, and brands that are not officially ingame, and maps to play which are 8x or 16x the size of the normal game map, etc etc, but all of those come from 3rd party websites which we have to download and install manually, developer has no control over them and is at players risk to use them).
Problem here is, not all game developers are willing to spend money in a team dedicated to select and approve/reject mods for consoles specifically, and worse yet, not all developers have the time or budget to create a game that has its own internal mod list/hub (like farming simulator has) just to enable the game console mod ready, they rather prefer to keep it open to public and either use steam workshop or just manual downlaod and install from 3rd party sites dedicated to that game mods. And by having a game console mod ready, they do need to create an ingame internal mod download/install feature, to force the control over unauthorized or bad mods from other sources. It simply is an extra layer of enforced security by the console makers which not all game developers is willing to take the effort and time to make, as it would take alot of time and resources for other things needed in the game.

Sorry the long text, but hope you can understand why mods on consoles are very limited or even inexistent for some games.
 
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unfortunately, modding on consoles is very limited for 2 reasons......
1st - Licence for brands - some popular assets for the game have brands associated to them, in order to make the game feel more realistic (a mcdonalds, a starbucks, a texaco gas station, etc). Of course there are alot of assets that dont have branding, but is hard to pick those from the ones with brands individually to filter them out for consoles alone.
Reason why brand licencing is an issue....... on pc, there isn´t a specific company managing the platform, therefor the brands only pursue legal action when they catch a mod creator selling a mod with their brand, because in part the mod creator is also selling their brand without consent, profiting from something that he does not own.
On consoles however, they are made by a specific manufacturer. Sony for playstation, microsoft for xbox, nintendo for switch, etc). By having a brand in a game, the companies see that the console makers are benefiting from their brand by selling more consoles, or more games, either way their are profiting more due the use of the brand image. in order for console makers to avoid paying licences for every single brand out there in the world, or risking to pay lots of money in compensation, they prefer to forbid brands in the games, unless that specific game is already paying for the brand licencing (thats why you see big games with real life brands, how "need for speed" has all the known car brands in the game for example, the game company pays the licencing, console makers dont worry about brands).

2nd - Mods with scripts/coding languages - Console makers are afraid that someone create a mod that may contain malicious coding/scripting that might either damage their consoles, or open new ways of hacking into other players consoles, or even the console makers company. Again, it is not easy for them to control the millions of mods around, be it for cities skylines or for any other possible game that can be modded, and therefore is hard to filter the good ones from the bad ones, as it is hard to filter branded mods from non-branded ones. In order to prevent issues, console makers prefer to forbid mods in certain games.

Now, mods in consoles are not totally forbidden, there are games on consoles that might allow mods, farming simulator is one of them, but the responsibility of the mod filtering and selection for consoles is made through the game developer itself, which demands a big team to check every single mod sent to them for evaluation. In Farming Simulator case, its not a big developer and the team isnt so big, which made mods being delayed officially ingame for quite some months until approved and released (and they are just some hundreds, not the thousands we see every day on cities skylines, or the millions already existing in total through the years). For pc however, since there are no limitations being enforced, Farming Simulator has maybe 4 or 5 times more mods than consoles (or even more, and special scripted mods that give extra gameplay, and brands that are not officially ingame, and maps to play which are 8x or 16x the size of the normal game map, etc etc, but all of those come from 3rd party websites which we have to download and install manually, developer has no control over them and is at players risk to use them).
Problem here is, not all game developers are willing to spend money in a team dedicated to select and approve/reject mods for consoles specifically, and worse yet, not all developers have the time or budget to create a game that has its own internal mod list/hub (like farming simulator has) just to enable the game console mod ready, they rather prefer to keep it open to public and either use steam workshop or just manual downlaod and install from 3rd party sites dedicated to that game mods. And by having a game console mod ready, they do need to create an ingame internal mod download/install feature, to force the control over unauthorized or bad mods from other sources. It simply is an extra layer of enforced security by the console makers which not all game developers is willing to take the effort and time to make, as it would take alot of time and resources for other things needed in the game.

Sorry the long text, but hope you can understand why mods on consoles are very limited or even inexistent for some games.
No that is EXCATLY what I was looking for when it comes to answers. Thus THANKS a lot for the help and time spent explaining.