v1.2.8.9
adjustable field completion factor (#240)
compatibility with FS22_Through_The_Years (#238)
V1.2.8.8
compatibility with FS22_KommunalServices (#233)
some minor gui enhancements
V1.2.8.7
add bcPrintVehicles console command: prints a comprehensive list of all defined mission vehicles
fix farmlandManagerSaveToXMLFile() (#169): compatibility with FS22_FieldLease
npc should not work before noon of first day in month (#187): should increase available (sow) missions for games with slow time scales
new setting “hardLimit”: limit jobs per farm and month (#168)
new setting “multRewardMow” for baling contracts (#199): change base game rewards for baling contracts only
v1.2.8.5a
wrong variable name in function harvestCompleteField() in scripts/options.lua
V1.2.8.4
Seems I forgot to update my save function with the new settings.😬 Thanks to @Gordon-Dry for finding this out quickly.
V1.2.8.3
implement #123 “harvest of root crop rewuires subseuwent plowing” (as optional setting)
make “insta-ferment” a separate setting #158
V1.2.8.2
Save NPC farmland owners to farmland.xml (#153).
Insta-ferment only in debug mode (#158)
Support chaff mission (see my next mod soon 😉 )
V1.2.8
implement suggestions from #137: allow swathers on harvest missions. Sort contracts by gross value
allow stationary balers to produce mission bales (ready fermented) (#144)
sort contracts by NPC farmer (to readily find interesting jobs, when playing with discount mode 😉)
v1.2.7.9
Allow 240er PackedBales as mission bales, i.e. insta ferment (needs mod arcusin Multipack D14) (#131)
Add 240er bales to Kuhn sw4014 wrapper
v1.2.7.8 Latest
allow mission bales in storage placeable
catch unknown fillTypes
add “off” values to hardMode settings
Allow forage wagon on grass missions (#118)
let player instant-ferment wrapped bales (#118)
format reward values > 100.000 (#113)
V1.2.7.6
fixes issues
#113 formatting large reward values in contracts list, details on
#115 make userDefined.xml mission vehicles file map-specific
and updates to ru, pl translation – Thank you contributors!
V1.2.7.5
a user (MP admin) was afraid of players hoarding contracts, and asked for a display of all farms active contracts: hit new “M” button (MP only)
#111 the optional user-defined mission vehicles list is now read from modSettings/BCuserDefined.xml
Changelog v1.2.6.2:
– UI settings page in main menu
– display farmland owner in farmland buy/sell view of ingame menu map
– display number of completed jobs under farmers image (if details on)
v1.2.6.0
adds a settings page within the games main menu. In MP games, this is only displayed for Admins
optional modes “hard” and “discount” should now work also in MP games
display no. of successful jobs under the farmer image on contracts page (if BC details is on)
display farmland owner in farmland overview mode of ingame menu map
Changelog v1.2.5.0:
-add option hard mode: active missions time out at
midnight. Penalty for mission cancel
-add option discount mode: get discounted field price,
based on number of missions
-warnings on mission vehicles do not repeat. Warning
only if no vehicles found for a mission
Changelog v1.2.4.4:
– fixed filter buttons to show other mission types, if available
– fixed “time left” display for transport contracts in MP game
– weed, fertilize contracts can now also be configured for lazyNPC
– compatibility with other contract mods
Changelog v1.2.4.2:
– “lazy NPCs” (leave more work for contracts) can be configured on/ off
– maximum number of active contracts configurable (in modSettings/FS22_BetterContracts.xml)
– indicator for active contracts with borrowed equipment
– clear / new contracts buttons in MP games only work for master user
– recognize FS22_DynamicMissionVehicles
Changelog v1.2.3.0:
– Added display filter function for contracts list
Changelog v1.2.2.0:
– Adjusted calculation of keep / deliver values for harvest / baling contracts
– Added conflicts prevention with other mods
– Added support for FS22_SupplyTransportContracts, FS22_TransportMissions
I’ve played multiple maps now where the contract being offered is to plow a field that hasn’t been harvested but is clearly ready to harvest. Stand in the field, it’s ready to be harvested. More and more I’m convinced it’s this mod, not the map maker. If it’s the mod then the bug needs to be fixed. The two maps where I’ve seen it happen recently… Back Roads County 4x, Gatehead Farm 22. I regularly play Gnadenthal (4x) and I’ve never seen this issue. So…there’s a conflict going on. An unharvested field in a ready-to-harvest state, should never have a plowing contract generated for it.
I’ve had this same thing happen on vanilla maps without this mod installed. It’s not from this mod.
This mod isn’t working for me and I can’t find anybody that has experienced the same problems. It doesn’t show any contracts on the list until you disable that group of contracts and then enable them again and then you can click on them and accept but you cant do anything else it doesn’t show you what you have accepted or give you the option to collect the money when it has been completed. I’ve messed around with the setting and nothing. I’ve reloaded the game several times nothing. Is there any known mod conflicts???
been playing on iowa plains view map and when i got a barley contract on field 23 it wouldn’t let me turn in at the grain selling station like i was suppose to. or anywhere for that matter. wonder if it is the mod or a conflict with the mod.
Love this mod on my SP games, but tried to load it to a dedicated server and couldn’t find it. Would love to figure out how to add it.
is there any way to get this mod with the cap of contracts its annoying for multiplayer