A 20-level cooperative progression backbone for the Realistic Farming ecosystem. Each farm invests to climb the Co-Op ladder, and every rung unlocks economic modifiers that companion mods read through a shared getter API.
Features
- Server-authoritative purchases via the base-game money write, TaxMod audit-only
- Level cost scales with the level reached and, from L10 up, a net-worth wealth bracket capped at 1.35x
- Recurring money, agronomy report subscription and L14 fleet rebate, settles on the shared Time Guard clock
- Modifier getters for
WorkerCosts, wages and fatigue,SoilFertilizerand the disease/fungicide layer, andDairyCore, vet, dairy logistics and bulk procurement StateLedger/NetworkSync/SettingsHub/ Time Guard bridges, all neutral when a companion is absent- 26 languages, full multiplayer, admin-only settings
- Zero Precision Farming: PF disables only the fertilizer and fungicide getters, the progression stays active
Required mods:
Changelog
V1.2.0.0
- Added a Pro Staff page on the Realistic Farming Esc menu: your membership, live bonuses, the twenty Co-Op levels as cards, with the current one marked, buying the next level, and the disease flush quote and run. It works on any host.
- Scrollable breed tables.
- Fixed the Pro Staff page and the twenty level names so they are translated into all 25 languages the game supports. They read English everywhere before.
- In multiplayer, buying a Co-Op level, running a disease flush and the admin clear reach the server correctly.
- The Disease Flush scouts the fields of the farm that runs it.
- Editing the HUD in the suite editor works again, and the page legend shows a plain dot between page names. A stray “” is gone.
V1.1.0.0
- This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on.
- Release gate: experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting.
- New setting: Experimental Systems. Under the mod’s settings, default off, stable only. Turn it on to use experimental systems at your own risk.
- Soil test kit, SF-40, locked. The kit depends on the Read the Dirt system, which is still experimental on
SoilFertilizer, so it stays locked.hasSoilTestKitreturns false until the kit is released. - Everything else works exactly as before. The progression, economic modifiers and recurring fees are untouched.






