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.
- In «Real Contractor» mode, you can now choose where the equipment spawns in the GPS window.
- Before confirming the order, you can choose «SPAWN - SHOP» or «SPAWN - FIELD».
- When «SPAWN - FIELD» is selected, the entire equipment set appears directly in the field. This makes it easier to move the equipment along narrow roads and in confined spaces.
- After the work is completed, the equipment returns to the place where it appeared in the field.
- This option is not available for harvesting, as this type of work already uses its own system for spawning the harvester and header directly in the field.
- Navigation between the order, GPS and confirmation windows has been fixed.
- The «Back» button or the ESC key now returns to the previous window.
- Repeated and double sounds when switching between windows have been fixed.
- Storage selection controls during harvesting have been fixed.
- Fixed an issue where contractor equipment could appear in the standard AI workers list in multiplayer after a player left the farm and switched to spectator mode.
- The «Contractor» item is no longer displayed on the map if the player is not a member of any farm in multiplayer.
- 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.
- Added support for Precision Farming in modes 1–4.
- Reworked the logic for fertilizing, liming, regular sowing and sowing with fertilizer when using Precision Farming.
- In modes 1–4, regular sowing now takes the current field state into account. On an empty field, any available crop can be selected as usual. If the field has already been sown, regular sowing can only be used to sow newly plowed or expanded areas, and only with the same crop.
- In modes 1–4, sowing with fertilizer can be used to completely reseed a field with the selected crop. When Precision Farming is active, the nitrogen level is calculated according to the requirements of the selected crop and the actual soil type.
- In modes 1–4, fertilizing with Precision Farming active is determined by the crop’s actual nitrogen requirements. If the field has a nitrogen deficiency, the work is available, and after completion the level is adjusted to the required value for the specific areas of the field.
- Liming now takes the actual pH level, soil type and permitted application stage into account.
- Messages explaining why work is unavailable have been improved: missing soil analysis, normal nitrogen or pH level, completed lime application period, crop ready for harvest and other field conditions.
- Reworked the logic of the “Real Contractor” mode. The availability of sowing, sowing with fertilizer, fertilizing and liming now better takes the actual field condition, crop growth stage, current fertilizer layer and Precision Farming rules into account. The work itself is still performed by real machinery using the standard game mechanics.
- Added the “Use ISARIA sensor” setting for supported work types. The sensor can be enabled or disabled directly when configuring the work. When disabled, the AI works without ISARIA, which also prevents the sensor from readjusting data on areas that have already been processed when turning around.
- Reworked harvesting settings in “Real Contractor” mode. Added a separate straw output toggle.
- Added support for Straw Output Control. If the mod is installed and straw output is enabled, the global straw multiplier can be changed directly in the contractor settings window, from 0.5x to 5.0x. Field Contractors does not create a separate multiplier for the contract, but controls the current global value of Straw Output Control.
- Fixed the operation of auxiliary equipment used to build GPS routes: it is no longer displayed, has no collision and cannot be interacted with.
- Improved the positioning and coupling of attached and towed equipment before work begins.
- Changed the order of the checkout windows.
Important for Dedicated Server:
For GPS to work, the server must have at least one tractor with any attached field equipment. The machinery can belong to any farm and is used by the mod only as a technical data source for the standard GPS system. One such setup is sufficient for all farms.
If no suitable machinery is available on the server, the mod will not be able to use the standard GPS system, so modes 1–4, “Real Contractor” and the work available for them will be unavailable.
The mod is developed and tested on game version 1.24.0.0. Operation on older versions is not guaranteed. If you encounter a problem, make sure the game is up to date and send me a private message specifying the map, field number, mode, type of work and a detailed description of the problem. Messages such as “it doesn’t work” without additional information make it much more difficult to find the cause.
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, I would appreciate your feedback. 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.
- Multiplayer support enabled.
- Functionality has been tested in a regular multiplayer game with multiple farms.
- It is recommended to complete active contracts before stopping or restarting the multiplayer game.
- Dedicated servers have not been tested separately. If you have the opportunity to test the mod on a dedicated server, I would appreciate your feedback.
Fields:
- Reworked the detection of merged, expanded and player-created fields.
- Increased the field size limit. Large merged fields should no longer be incorrectly split into several areas after approximately 32 ha.
- Improved the detection of merged field numbers and their actual boundaries.
- Fixed the handling of parts of fields passing through special/non-purchasable land.
- If a field was expanded or joined with a neighbouring field during an active contract, the existing contract is now correctly detected for the entire new work area.
Quick Modes 1–4:
- Improved the application of work results on merged and custom fields.
- Standard field sections and areas added by the player are now processed as one job.
- The preparation of large fields is distributed over the contract duration to reduce the load on the game.
- On large created or significantly expanded fields, processing may continue for some time after the estimated time has elapsed. Do not rush to cancel the job—wait for the completion notification.
- A high game-time acceleration does not always speed up this processing, as it is performed in stages to prevent freezes and severe FPS drops.
Equipment and GPS:
- Improved the detection of the actual working widths and configurations of equipment.
- Added a selection for the tractor's maximum engine configuration.
- Accelerated the preparation of equipment presets, working configurations and available widths after loading the game.
- Fixed the initial focus of the GPS window on the working-width selection.
- Temporary GPS equipment is no longer displayed on the standard map.
- Added flashing beacons when contractor equipment travels from the shop to the field.
Other:
- Fixed fertilizer application, the rolling state and several work availability checks.
- Improved the field preview, map zooming, and the saving and restoring of active contracts.
- Additional stability and compatibility fixes have been made.
- Saved contracts from version 1.2.0.0 are supported. However, due to significant changes in the detection of expanded and custom fields, it is recommended to complete active contracts before updating.
Precision Farming and multiplayer support are not planned for now. They may be added later.
I try to check all changes whenever possible, but it is impossible to test every mod map, piece of equipment and combination of mods. If you encounter an error, please report it and, if possible, specify the map, field, selected job, mode and equipment.
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.
- Added harvesting for the following modes: Express, Fast, Medium and Slow.
- Added storage selection for the harvested crop.
- Added checks for capacity and supported crop type.
- Added free storage space reservations for active harvesting contracts.
- Updated windows, field status and translations.
When ordering harvesting, the mod calculates the approximate crop volume and lets you choose one of your farm’s available storage facilities.
The storage capacity available takes existing active harvesting contracts into account: the calculated crop volume is reserved in the selected storage facility so that several simultaneously active orders cannot exceed its available capacity. When a contract is cancelled, the reservation is released.
Once the order is completed, the crop is delivered directly to the selected storage facility.