Field Contractors V1.5.1


Field Contractors V1.5.1


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.

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.

V1.5.1.0
Added a field reservation system for active contracts in modes 1-4 and Real Contractor mode.
While the contractor is carrying out a job, the field is protected from being worked by the player. When attempting to work a reserved field, the standard in-game warning is displayed.
Added a dedicated Straw Output setting for Real Contractor mode.
Straw output can now be configured separately for each contract and applies only to the combine harvester carrying out that contract. The setting does not affect other fields, equipment, or contracts running simultaneously.
Available straw output values: from 0.5x to 5.0x. The default value is Standard (1.0x). The setting is displayed only when straw is enabled.
Integration with Straw Output Control for changing straw output has been removed.

Added a progress bar for active contracts.
In modes 1-4, progress is calculated based on the job duration and takes game time speed into account.
In Real Contractor mode, the bar shows the actual progress of work on the field.
The progress bar can be enabled or disabled in the game settings.
When multiple contracts are active, progress bars are sorted by field number.

Added compatibility with the Store Deliveries mod.
Contractor equipment is now correctly placed at the store’s custom delivery point, including sets consisting of multiple pieces of equipment.

Fixed an issue where hidden service equipment used for GPS operation could appear in third-party mods for switching between vehicles.
Fixed a possible multiplayer issue that could cause contractor notifications to be displayed to players from another farm.


Author: B L D W D


Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution.


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