FS25 Hire A Worker V1.0.0.1

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FS25 Hire A Worker V1.0.0.1

Manage your farm with help from professional contractors. One dedicated in-game menu combines your land, storage, supply requirements and recurring work.

Features

Field services

  • Schedule mulching, plowing, stone picking, cultivating, sowing, rolling, liming, fertilizing and herbicide application based on the field and game settings
  • Handle harvests on regular fields, grassland, rice paddies, vineyards and olive groves
  • Detect fields enlarged or combined with a plow and calculate the work from their currently workable area
  • Assign 1 to 10 workers to cultivation and harvest, with an individual selection for every recurring-plan section
  • Select compatible harvest products, loose material or bales, along with destinations for the main crop and its byproducts
  • Gather loose material and existing bales from fields; turn supported cut-crop windrows into grain while leaving the resulting straw for collection later
  • Before regular rice is sown, flood paddies; recurring rice plans also keep water supplied during the growth stages that require it
  • For recurring grass harvests, select early mowing or full maturity, plus an optional silage additive for compatible destinations

Storage and logistics

  • Keep track of products, quantities, capacities and jobs in silos, bunker silos, manure and slurry stores, bale and pallet warehouses, husbandries and productions
  • Add farm-owned loose pallets and big bags to stock management
  • Sell products or move them into compatible storage, husbandries and production inputs, including feeding robot ingredients
  • Supply husbandries, productions and independent manure or slurry stores from stock, with the possibility of buying quantities that are missing
  • Take compatible harvests to bunker silos, compact and cover the material, then sell or transfer the fermented silage
  • Pick a selling point or let the mod choose automatically; plan recurring sales for a selected month or the product’s best seasonal month while keeping a stock reserve

Planning and control

  • Save and modify job plans, copy one-off field plans and place duplicate recurring field plans on compatible land
  • Automate chosen field work according to crop requirements and seasons, and organize supplies around schedules and stock thresholds
  • Follow progress and time remaining, stop or cancel jobs, and inspect finished or interrupted work in the history
  • Apply Precision Farming support to yield estimates and lime and fertilizer use; sampled areas and compatible farm-owned spraying equipment are required for these treatments
  • Run jobs in singleplayer or multiplayer, with plans and active jobs saved and synchronized for the farm

Customization

  • Set separate cost and time multipliers from 0.1x to 3.0x in 0.1 steps, with 1.0x as the default, so contractor charges and work durations can be reduced or increased independently
  • Set Minimum Cultivable Area from 0.05 to 0.95 ha in 0.10 ha steps, with 0.15 ha as the default, to hide smaller fields
  • Turn recognition of fields expanded and joined with a plow on or off; it is enabled by default
  • For Farmlands Per Page, select 5, 10, 15, 20, 30, 40 or 50 rows

Changelog

Changelog 1.0.0.1:

  • An on-screen alert with sound now appears when a recurring field, supply or sale job cannot begin because funds are insufficient. In multiplayer, the alert goes only to players in the farm that owns the job; automatic retries do not show it again while that job is still blocked.
  • Cultivation and harvest jobs now check seasonal completion. One-off plans are stopped when sowing or harvesting would finish outside the crop’s permitted season, and the server checks every start again. If recurring jobs begin late or retry after insufficient funds, they wait for a safe seasonal window without charging money or losing their settings.
  • A 1 to 10 worker selector is now available for one-off and recurring cultivation and harvest jobs. Dividing work time by the worker count means the fixed hiring fee applies only to additional workers, zero with one worker and one base fee with two; individual phase costs remain unchanged. Material collection has no fixed worker fee either. Storage, supply and sales, whether one-off or recurring, keep their separate fixed service fee. The choice is saved and synchronized in multiplayer. Jobs longer than 5 hours now suggest adding workers before confirmation, allowing confirmation anyway or a return to the plan; with 10 workers, no warning appears. Job creation now displays hours and minutes for durations of at least one hour, including individual phases and totals in one-off and recurring field plans.
  • Minimum Cultivable Area has been added, ranging from 0.05 to 0.95 ha in 0.10 ha steps, with 0.15 ha as the default. Smaller fields are hidden, and the setting is saved and synchronized in multiplayer.
  • The game setting Recognize Expanded And Joined Fields has been added and is enabled by default after performance improvements. Turning it off pauses affected recurring plans without removing their settings; paid jobs keep their previous working area. The setting is saved and synchronized in multiplayer.
  • Owned fields joined with a plow are now recognized automatically. They appear as one field, such as 71 – 72, can be searched using either number and share their working area for one-off and recurring jobs. If existing recurring plans are joined, all of them are disabled so you can select one; sold portions are excluded from work.
  • Fields expanded with a plow are now recognized automatically. Workable area, costs and field operations, including lime and fertilizer application, now cover newly created sections connected to the field within the same farmland.
  • Bunker silo filling has been improved by spreading material over the usable width and length while preserving access ramps and wall clearance. Capacity estimates now use the same geometry as filling. Before excess material is sold, the mod retries the available space and checks the quantity actually stored by the game; estimated capacity no longer restricts deliveries.
  • An optional silage additive selector is now available for compatible one-off and recurring harvest jobs and is disabled by default. When enabled, it raises the new grass or chaff harvest by 5%, buys the required additive automatically and adds its cost to the estimate. An explanation is shown beneath the selector; changing the option keeps the selected destination. The choice is saved and synchronized in multiplayer.
  • Grass can now be harvested from the first harvest-ready stage while keeping its reduced yield. The ready status displays the yield percentage, 50% or 100% for base-game grass, together with an explanatory tooltip. Recurring grass jobs can use early mowing or full maturity; the selector explains the balance between grass per cut and an earlier start to regrowth.
  • A selling point selector has been added for one-off and recurring sales. It lists only points that accept the product. Automatic is the default and allows the mod to select the best selling point, while players can choose a specific destination.
  • New recurring sales now use Automatic as the first and default sale-month choice. It chooses the product’s best month from the game’s seasonal prices and preserves the selected sale hour. The choice is saved and synchronized in multiplayer; existing plans keep their selected month.
  • A green $ symbol now appears beside storage location names during the product’s best sale month, with an explanatory tooltip. It is shown only for products in stock with a valid selling point and, in productions, only for outputs, never inputs.
  • Stone picking in one-off and recurring field jobs now runs after plowing or cultivat

Author: NYKK3
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