





Field Contractors adds a system for hiring contractors to perform work on your fields. 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.
Features
- 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 Express, Fast, Medium, and Slow 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.
- 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 the
CultivatorPlowingmod
- Harvesting is 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.
- If the
CultivatorPlowingmod 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
CultivatorPlowingmod, the job is visible but cannot be ordered. - 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.
- Standard and modded maps
- Additional crops on compatible maps
- Modified, expanded, split, or merged fields
- Compatible with
MultifruitSeedersandLimeSpreaders CultivatorPlowingsupported 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, for example, tractor + implement + implement, are not supported.
The mod has been tested on standard and several modded maps. It is impossible to verify every combination of maps, machinery, and mods. If you encounter an error, unusual AI behavior, or a compatibility issue, report the map, field, selected task, mode, and machinery used.
Changelog
- V1.2.0.0
Fields:GPS and Real Contractor:
Harvesting:
Cultivator Plowing:
Interface and Localization:
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, report it and, if possible, specify the map, field, selected job, mode, and machinery used.
- 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.
- 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 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.
- Added a new Cultivator Plowing job for Real Contractor mode.
- This job is available when the
CultivatorPlowingadd-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.
- 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.
- V1.1.0.0
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.
- 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.






