Field Contractors V1.2


Field Contractors V1.2


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.

V1.2.0.0
Fields:
– Added support for merged fields. Adjacent fields that have been physically combined are now detected and processed as a single work area.
– Added support for multiple distinct fields on a single land plot. The specific field can be selected individually.
– Added support for expanded fields and new fields created by the player.
– Improved detection of boundaries and the status of modified fields.

GPS and Real Contractor:
– Added a dedicated GPS configuration window before starting a job.
– Added manual selection of working width, number of headlands, and work direction.
– The selected working width is now used to choose a suitable in-game equipment set with the corresponding actual working width.
– Fixed the selection of seeder and planter configurations for “Sowing with Fertilizer” jobs. Standard in-game tank and equipment configurations are now taken into account, including machinery where fertilizer application is enabled via a separate configuration option.
– Improved machinery selection for sowing based on field conditions and implement capabilities. For example, only suitable direct-seeding planters are suggested for stubble fields.
– Improved route planning, start-point selection, machinery return, and implement folding.
– Improved resumption of active jobs after loading a save game.
– The minimum working speed for contractor machinery during field operations has been increased to 15 km/h. Road travel speed remains unchanged.
– Very large equipment sets may behave unstably with the standard AI, especially on small fields, narrow roads, and tight passages. If machinery gets stuck or fails to start working properly, it is recommended to re-order the job with a smaller working width.
– If traffic interferes with contractor machinery reaching the field or returning, it can be disabled in the game settings.

Harvesting:
– Harvesting is now available in “Real Contractor” mode.
– In “Real” harvesting mode, the combine and header appear directly at the selected field and begin work immediately.
– Harvested crops are transferred directly to the selected storage facility during operation; separate transport and unloading are not required.
– Capacity checks and space reservation for the selected storage facility apply to “Real” harvesting as well. If there is a temporary lack of space, harvesting pauses until space becomes available.
– Added a “Harvesting with Straw” job, available only in “Real Contractor” mode.
– Improved the saving and resuming of active harvesting jobs after loading a save game.

Cultivator Plowing:
– Added a new “Cultivator Plowing” job for “Real Contractor” mode.
– This job is available when the “CultivatorPlowing” add-on mod is installed.
– It utilizes standard in-game cultivator setups, and the cost is calculated the same way as for regular plowing.
– If the add-on mod is not installed, the job remains visible but unavailable.

Interface and Localization:
– Updated the display of modified, merged, and split fields.
– Updated translations for all supported languages.
– Implemented further stability improvements regarding machinery, routes, simultaneous work by multiple contractors, active order saving, and interaction with the standard AI.

I try to verify all changes whenever possible, but it is impossible to test every map, piece of machinery, and mod combination. If you encounter an error, please report it and, if possible, specify the map, field, selected job, mode, and machinery used.


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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