“Should I take those three fertilizer missions, or rather the 2.3 ha potato harvesting contract?” “How much liquid fertilizer will I need for this job?” If you ever asked yourself questions like these, this mod will help to find the answers. It improves the contract system, both in singleplayer and multiplayer.
– The maximum number of contracts and the amount generated per cycle is automatically adjusted to the number of fields on the map.
– You can immediately generate new contracts through the “New Contracts” button, or delete all of them with the “Clear Contracts” button.
– You can sort the available contracts by type and field number, by total profit, or by profit per minute, to make it easier to find the one you desire.
– You can activate more than three contracts at a time.
– The mod adds new vehicle combos for contracts, for the mission generator to chose from.
– With the “Details” button you can toggle on/ off the display of additional contract information. Like cost estimates for usage material as fertilizer, herbicide, or seeds. For harvest and baling contracts, it shows the minimum amount to be delivered, and the amount that you can keep (and sell). From this it calculates the total profit value for a contract, i.e. reward minus cost for fertilize/ spray/ sow contracts, and reward plus value of kept harvest for harvest/ baling contracts. It even estimates the time you will probably need for total completion of the job, by taking into account the work speed and work width of the appropriate leasing vehicles/ tools that are offered with the contract.

Disclaimer: All values shown in details display are ESTIMATES. You should not take them absolutely, but rather as an indication of what contracts to prefer among others.


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

wrong variable name in function harvestCompleteField() in scripts/options.lua

Seems I forgot to update my save function with the new settings.😬 Thanks to @Gordon-Dry for finding this out quickly.

implement #123 “harvest of root crop rewuires subseuwent plowing” (as optional setting)
make “insta-ferment” a separate setting #158

Save NPC farmland owners to farmland.xml (#153).
Insta-ferment only in debug mode (#158)
Support chaff mission (see my next mod soon 😉 )

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 😉)

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)

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!
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)

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



4.7/5 - (26 votes)

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File File size
zip FS22_BetterContracts 133 KB

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2 years ago

is there any way to get this mod with the cap of contracts its annoying for multiplayer

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