| Name | Field Contractors |
| Version | 1.5.7.1 |
| Autor | B L D W D (mod. SV Latinos) |
| Dateiname | FS25_FieldContractors.zip |
| Größe | 0,57 MB |
| Aktiv | Ja |
| Karte | Nein |
| Beschreibung | Field Contractors lets you hire contractors to work on fields you own. Supported work includes cultivation, plowing, sowing, sowing with fertilizer, fertilizing, liming, weed control, rolling and harvesting. When the "CultivatorPlowing" mod is installed, "Cultivator Plowing" is also available. Field state and equipment capabilities are taken into account when available jobs and equipment are selected. Precision Farming is supported. Five execution modes are available. The first 4 use game time: - Express - 10 game minutes, +50%. - Fast - 30 game minutes, +40%. - Medium - 1 game hour, +25%. - Slow - 3 game hours, +10%. In modes 1-4, work is completed according to game time. Real Contractor uses actual equipment in the game world: the contractor drives to the field, works with the game AI using the selected GPS settings and leaves after completion. Modified, extended, connected and separate fields on the same farmland are supported. With Precision Farming, Real Contractor can optionally equip supported vehicles with the ISARIA crop sensor so the game can determine crop nitrogen demand and adjust the application rate. For harvesting, choose a compatible farm storage. Harvested crop is transferred directly to the selected storage. "Harvest with Straw" is available only in Real Contractor mode. Singleplayer, multiplayer and dedicated servers are supported. Changelog 1.5.3.2 (SV Latinos modification of 1.5.3.1, GPL-3.0): - Fix: equipment sets with two complete combinations (2 tractors) are no longer selected. They spawned duplicated machinery, failed with "Could not assemble the selected equipment complex" and disappeared. - Fix: on dedicated servers the order no longer stops when the AI settings window has no GPS reference vehicle; it continues with the default GPS plan. - Fix: the server now shows and logs the real reason when a contract on a modified/irregular field is rejected. - Fix: contractor cost suppression only blocks charges, lets incomes pass and restores the money function and the "helper buys fuel" setting exactly. - Fix: runtime patches are only removed on map unload if no other mod hooked them afterwards. - New: admin setting "Maximum straw multiplier" (1.0x-5.0x, default 5.0x). - New: a copy of the contract data is stored in the savegame folder (fieldContractorsData.xml) and used when modSettings has none (restored backups, moved savegames). - Performance: tire-track/ground hooks and the scheduler skip their work while no contract exists. Changelog 1.5.3.3 (SV Latinos): - Added Spanish (Latin America) support (language code "ea"): translation/l10n_ea.xml, title and description. Previously players with the game in Latin American Spanish saw the mod in English. Changelog 1.5.3.4 (SV Latinos, diagnostic build): - Diagnostics: every field detection writes "[FieldContractors][DETECT]" lines to log.txt (farmland, farm, bounds, sampled points, field ground / access counts, result and reason) to find why "NO FIELDS ON THIS FARMLAND" appears. No gameplay change. - Internal version constant updated (it still said 1.5.3.2). Changelog 1.5.4.0 (SV Latinos): - New: configurable execution modes (Settings > General, admin only). Each mode can be enabled/disabled independently; disabled modes disappear from the contractor window and the server rejects them (at least one mode stays enabled). - New: free duration for Express, Fast, Medium and Slow (any number of game minutes, minimum 1). The mode name shows the configured time. - New: free surcharge per mode, typed in % without upper limit; negative values are discounts (minimum -100%). - Values are typed in the game's text input window (press an arrow on the row). They are stored in the savegame and synchronized to all players. - Running contracts keep the duration and price they were ordered with. - New: one-time notice per farm explaining that the farm needs at least one own vehicle, otherwise no field is detected. When detection fails for that reason the window now says so instead of "No fields on this farmland". - Change: [DETECT] diagnostic lines are written only while the mod DEBUG option is on. - Network/savegame: settings now use 16 integer slots (older savegames load with the new defaults). Server and all players must use this version. Changelog 1.5.4.1 (SV Latinos): - Fix: the duration/surcharge text window re-opened by itself in a loop (it could not be accepted or closed, the value went back to the old one and it re-opened when returning to the settings). The option row kept its mouse button "pressed" and its auto-repeat triggered again; these rows no longer auto-repeat, only one window can be open and clicks right after closing it are ignored. - Change: the mod options moved from "General settings" to "Game settings". - The typed value is shown immediately for the admin; the server confirms or corrects it. Changelog 1.5.5.0 (SV Latinos): - New: own settings screen "Field Contractors settings". "Game settings" now only shows the section header and one row "Open Field Contractors settings" with an Open settings button (same approach as Realistic Livestock). - Every amount (duration in game minutes, surcharge in %, maximum straw multiplier 1.0-5.0) is typed into a text box; no arrows. Each mode has its own enabled switch. - Nothing is applied until Save is pressed; Defaults fills the default values (also applied only with Save); Back discards. Values are validated (duration >= 1 min, surcharge >= -100 %, at least one mode enabled) and the reason is shown. - Players without admin rights see the values read only; the progress bar stays a personal option. - Fix: the description box of the base-game settings page moved further on every change (the page was re-laid out on each change). - Fix: the arrows of the duration/surcharge rows did nothing (rows removed, replaced by text boxes). Changelog 1.5.6.0 (SV Latinos): - The settings screen is now a full-screen page in the style of the Realistic Livestock settings page (header with own icon, base-game rows, button bar at the bottom). All settings stay on one page. - New icon for the settings page (gui/fc_settingsIcon.dds). - Fix: the "Open settings" button in Game settings showed a pause symbol; it now uses its own button style without icon. Changelog 1.5.6.1 (SV Latinos): - Fix: the "Open settings" row in Game settings was copied from the wrong base-game row (a pause row: whole row highlighted, pause icon, button did not open the screen). It now uses exactly the same template rule as Realistic Livestock (row whose first element is the settings button), so it looks and works like the Realistic Livestock row. - Log lines to check the settings screen: "Settings screen loaded", "Settings launcher button created", "Open settings button pressed", "Opening settings screen". Changelog 1.5.6.2 (SV Latinos): - Fix: the "Open settings" button still looked like the base-game row button (full row, pause icon). Its style was defined inside the settings screen XML and did not exist when the button was created (the game ignores unknown styles silently). All GUI styles are now in gui/fieldContractProfiles.xml and loaded when the scripts load, exactly like Realistic Livestock does. - Log lines "GUI profiles loaded" and "Launcher button style registered: true". Changelog 1.5.6.3 (SV Latinos): - Fix: the "Open settings" button did nothing. The screen kept its instance in a field called INSTANCE, which the class also inherits from the base-game MessageDialog; the mod therefore believed the screen was already loaded, never loaded it, and the game ignored the request to open an unregistered screen. The screen now uses its own field, checks that the game registered it, and loads it on demand when the button is pressed. Changelog 1.5.6.4 (SV Latinos): - Fix: settings screen text boxes were out of proportion. The pencil box of each text box is drawn outside its right edge, so the duration box's pencil was covered by the surcharge box. Boxes are now 230px wide with room for the pencil, and the column titles are aligned over them. Changelog 1.5.7.0 (SV Latinos): - New: the settings screen has two tabs like Realistic Livestock: "Modes and general" and "Price per job". - New: manual base price per hectare for each of the 14 jobs (cultivate, plow, cultivator plowing, sow, sow with fertilizer, solid fertilizer, liquid fertilizer, herbicide, lime, weeding, hoeing, rolling, mowing, harvest). The automatic game price is shown next to each box. 0 = automatic price. The mode surcharge is still added on top of the manual price. Applied with Save, stored in the savegame and synchronized; the server charges with the same price. - Defaults only resets the visible tab. - Network/savegame: settings now use 30 integer slots (older savegames keep their values; prices start at automatic). Changelog 1.5.7.1 (SV Latinos): - Fix: the green background of the selected tab was too small and did not cover the tab text. The tab texts now come from the XML (like Realistic Livestock) so the size is computed when the screen loads, and the background is fitted to its tab. |
| Fehler | 2 |
| Unknown file type 'NOTICE.md'
Unknown file type 'LICENSE' | |