










FS25 Field Contractors V1.4
Field Contractors adds a system for hiring contractors to perform work on your fields. Select a field, the type of work, and the execution mode, then hand the task over to a contractor. The cost depends on the field area, the type of work, and the selected mode.
Features
- Express: 10 in-game minutes, +50% surcharge
- Fast: 30 in-game minutes, +40% surcharge
- Medium: 1 in-game hour, +25% surcharge
- Slow: 3 in-game hours, +10% surcharge
- Real Contractor: work is performed using actual machinery on the field
In the first four modes, the work completes automatically after the specified in-game time.
The Real Contractor mode uses actual machinery and standard in-game AI. For standard tasks, the machinery spawns in the game world, travels to the selected field, performs the work, and returns.
Before starting, a GPS configuration window opens where you can select the working width, number of headlands, work direction, and other parameters. A suitable machinery setup is automatically selected based on the chosen working width. On large or complex fields, route calculation may take a few seconds.
Large machinery may struggle on small fields, narrow roads, or difficult access points. If the equipment gets stuck or cannot start working, cancel the order and select a smaller working width. If necessary, traffic can be disabled in the game settings.
Fields
- Standard, modified, expanded, and player-created fields are supported.
- Merged fields may be detected as a single work area, while multiple separate fields on the same plot can be selected independently.
- The mod detects the field’s state and displays available and required tasks.
Supported tasks
- Cultivation
- Plowing
- Sowing
- Sowing with fertilizer
- Solid and liquid fertilizer application
- Herbicide application
- Liming
- Weeding
- Hoeing
- Rolling
- Harvesting
- Harvesting with straw collection
- Cultivator plowing, requires the
CultivatorPlowingmod
Harvesting
Harvesting is available in all modes. The mod calculates the estimated crop yield and prompts you to select a compatible storage facility on your farm with sufficient free space. Capacity is reserved for the active job and released if the job is cancelled.
In Express, Fast, Medium, and Slow modes, the harvested crop is transferred directly to the selected storage facility upon completion.
In Real Contractor mode, the combine harvester and header appear directly at the field. The harvested crop is automatically transferred to the selected storage facility, so no trailer or manual unloading is required. If there is a temporary lack of space, harvesting pauses until capacity becomes available.
Harvesting with straw collection is available for suitable crops, but only in Real Contractor mode.
Cultivator Plowing
If the CultivatorPlowing mod is installed, a separate job using specific cultivator setups becomes available. This works only in Real Contractor mode, and the cost is calculated the same way as for standard plowing. Without the additional mod, the job is visible but cannot be ordered.
Saving
Active jobs are saved along with the game and resume after loading. For Real Contractor mode, the necessary job, route, and harvesting data are restored.
If a job is cancelled before work begins, the full cost is refunded. Once started, the return path depends on the work already completed.
Compatibility and limitations
- Standard and modded maps
- Additional crops on compatible maps
- Modified, expanded, split, or merged fields
- Compatible with
MultifruitSeedersandLimeSpreaders CultivatorPlowingsupported as an optional additional mod- Multiplayer not supported
Real Contractor mode uses the standard in-game AI, so the outcome depends on the map, field shape, roads, obstacles, and machinery dimensions. Compound setups, for example tractor + implement + implement, are not supported.
The mod has been tested on standard and several modded maps; however, it is impossible to verify every combination of maps, machinery, and mods.
If you encounter an error, unusual AI behavior, or a compatibility issue, please report the map, field, selected task, mode, and machinery used.
Changelog
V1.4.0.0
Precision Farming
- Added support for Real Contractor mode.
- Contractor machinery utilizes standard system functions and configurations.
- Automatic fertilizer and lime application rates are enabled for compatible machinery.
- Automatic seeding rates are enabled for compatible seeders.
- Nitrogen and lime requirements, as well as application and seeding rates, are calculated directly by Precision Farming.
- When Precision Farming is installed, fertilizer application, liming, and seeding with fertilizer are unavailable in modes 1 – 4. These tasks are performed only in Real Contractor mode.
- Without Precision Farming, the mod functions as before.
Key Changes
- Added grass mowing to Real Contractor mode.
- Standard machinery setups are used for the work, including various mower combinations and windrowing operations.
- Added the ability to adjust the markup for each contractor mode in the game settings.
- Available values range from 0% to 50% in 5% increments.
- Selected values are saved per savegame and synchronized in multiplayer and on dedicated servers.
- Minimum working speed for machinery in Real Contractor mode increased to 17 km/h for faster task completion.
- If the machinery’s standard working speed exceeds 17 km/h, it remains unchanged.
- Payment is now calculated based on the actual area processed, and funds for the uncompleted portion of the work are refunded.
- Improved contract recovery for fields merged or modified by players in multiplayer games.
- When modifying or merging fields, it is recommended to use only land plots fully owned by a single farm. Since the game allows cultivating land beyond the player’s owned plot, the built-in GPS system is not designed to handle fields merged across land owned by others or unpurchased land. In such cases, the game may misidentify field boundaries or fail to generate a GPS course. It is recommended to purchase all land plots that the new field will span before merging fields.
Multiplayer and Dedicated Server
- Expanded multiplayer support and added Dedicated Server functionality.
- Improved contract synchronization between the server and connected players.
- Active contracts on a Dedicated Server can continue to progress after players disconnect, provided the server itself remains running.
- Improved saving and restoration of active contracts and contractor machinery after restarting the game or server.
- Improved contract handling between multiple farms in a single multiplayer session.
- Fixed GPS support for Real Contractor mode on Dedicated Servers.
- Fixed the detection of suitable silos or storage facilities during harvesting operations on Dedicated Servers.
Important
For GPS to function on a Dedicated Server, there must be at least one tractor, of any type, with any piece of field equipment attached present on the server. The machinery can belong to any farm; the mod uses it solely as a technical data source for the game’s built-in GPS system. A single such setup is sufficient for all farms on the server.
If no such setup exists on the server, the mod will be unable to utilize the built-in GPS system. Consequently, modes 1 – 4 and Real Contractor mode, along with the tasks associated with them, will be unavailable.
Dedicated Server support has been verified in standard scenarios; however, it is impossible to test every map, machinery mod, and network configuration. If you encounter any issues, feedback is appreciated. It is recommended to complete all active contracts before quitting the game or restarting the server.
If you reload a save and only a tiny unprocessed patch remains in the field, the game might register the job as virtually complete. In that case, the contractor’s machinery may not resume the work. Therefore, whenever possible, complete active contracts before exiting the game.







