FS25 Field Contractors V1.3.0.0

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FS 25 Other

FS25 Field Contractors V1.3.0.0

Field Contractors adds a system for hiring contractors to perform work on your fields. Instead of renting machinery, assembling your own equipment setup, and using standard in-game AI, you can 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

Work Modes:

  • 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 “CultivatorPlowing” mod

Harvesting:

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 “MultifruitSeeders” and “LimeSpreaders”
  • “CultivatorPlowing” supported 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 (e.g., 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.


Author: B L D W D
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