AI Farm Manager V3.1.9.0

FS25 Mods |
AI Farm Manager V3.1.9.0


AI Farm Manager 25 reads your actual savegame, including cash, fields, fleet, prices, weather, and the clock. It remembers your farm across sessions, displays colour-coded cards when a decision is needed, adds its own page to the game menu, and lets you answer with a click or typed reply.

Full description: https://github.com/Hidden-History/FS25-AI-Farm-Manager

Features

  • Reads your actual savegame, including cash, fields, fleet, prices, weather, and the clock.
  • Remembers your farm across sessions.
  • Displays colour-coded cards on screen when something needs a decision.
  • Adds its own page to the game menu.
  • Allows replies by clicking or typing.

Changelog

  • V3.1.9.0
    Full changelog: https://github.com/Hidden-History/FS25-AI-Farm-Manager/releases/tag/v3.1.9.0
  • V3.0.0.0
    A new architecture for how Cyrus reads your farm, plus a round of fixes from the manager’s first live sessions on a real save. Added Setup now asks your name and what language to speak, right at the start. Before this, the manager never asked either, it addressed you as “partner” and spoke English no matter what language you actually use. Now it asks first, and speaks the language you give it from that point on. A new cache layer. Dedicated scripts now gather your farm’s state and write it to a verified cache whenever the game saves, including pushing fleet fuel/repair alerts straight to your on-screen overlay the moment a threshold is crossed, with no need to ask. Cyrus reads what those scripts already produced instead of gathering and reporting everything itself in one conversation, so a session starts from more of what the game knows, read the same way every time. Closeout can now offer to send issues to the project’s GitHub tracker. At the end of a session, if anything logged looks like a product defect, Cyrus asks whether to send it, and always asks whether there’s anything else you’d like added or changed, defect or not. Every issue is scanned and the scan result is told to you plainly (“scanned for usernames, home paths and author identifiers”, not a claim your finances were checked); you see the exact title and body before anything is sent, and approve, edit, defer, or drop each one individually. Nothing is batched, and nothing goes anywhere without your say-so. Setup now asks which farm is yours when your save has more than one, for example, a joined multiplayer save, instead of assuming. A field-by-field work list of what needs doing today. Each field reports the operation its own state calls for, ploughing, liming, weeding, and more, grounded in the same read of the field’s own state, not a generic checklist, and with the reading behind each recommendation carried alongside it. Cyrus can now tell you which of your production lines are running dry, and how many hours you have before each one empties, checked against that line’s own input stock, not your farm’s stock as a whole, so a full silo elsewhere doesn’t hide a bin that’s actually about to run out. Where the underlying data can’t say, it tells you that instead of guessing. Changed The “can I sell this?” check no longer states a flat “no” it can’t actually back up. It previously could tell you an item you own, manure, wool, milk, and others, can’t be sold, when it had simply not found where, it now only reports what it has confirmed. File-size limits on your farm’s memory files are now recommendations that warn when crossed, instead of hard caps that block you from continuing. Your farm can also record its own preferred size, which overrides the shipped recommendation. A mistyped notification command is no longer reported as “the game must be closed”, argument mistakes and real delivery failures are now told apart. Fixed Several documented commands referenced a Claude Code variable not defined in current versions, so they silently could not run. Every command in the skill now uses a direct path. Updating an older farm’s memory to a newer format now always backs up your data first, or refuses to run, it could previously destroy your only restore point if interrupted partway through. A background freshness check could keep reporting your farm’s cached data as out of date immediately after it had just been refreshed. Fixed for the affected data sources. “I have no mods” is now accepted as a complete, final answer during setup, the manager no longer keeps re-asking or goes searching your disk for a folder that isn’t there. Checking what equipment you’re missing could time out on a large fleet; it now gets more time to finish that specific check. A quick freshness check on your cached data, used when a full re-check would take too long, could report that data as “verified” when it had only compared each file’s timestamp and size, never read its actual contents. It no longer claims more than it checked. Every field’s crop-growth stage was reading as unknown, always, on every save, a step in building the underlying growth-stage table was silently missing its data, so the table never built. It now builds correctly, and crop state populates the way it was always meant to. Whether a crop was ready to harvest was being judged by the name of its growth stage instead of the flag that actually marks it ready. On this map several crops have a stage named as if it were ready when it isn’t, while the truly ready stage is named something unrelated, so a crop could read as ready when it wasn’t, and vice versa. Readiness is now read from the correct flag.
  • V2.2.3.0
    Added Setup now asks how you want to play, your scenario, challenge, or preset, so the manager’s advice fits your run from the start. Mouse-wheel scrolling through the on-screen card stack. A draggable scrollbar on the card panel, so you can scroll through your notifications even without a mouse wheel. A dedicated keybind (Ctrl+Comma) to raise or lower the mouse cursor on foot, so you can click, drag, and scroll the notification panel without needing to be in a vehicle. A settings page (Ctrl+Alt+Period, on foot or in a vehicle): toggle the panel on/off, change its size, reset its position, and set how long messages linger when the panel is off. The manager now keeps a single running plan for your farm, read at the start of every session and updated as decisions are made, instead of only tracking scattered long-term notes. Nothing to set up; it starts empty and fills in as you play. Changed The manager now remembers your game settings, such as season length and crop growth mode, between sessions, instead of only reading them once during setup. Session history now tracks the in-game season and day, so your progress reads on the farm’s own calendar rather than only the real-world date. Shortened the mod’s keybind names so they no longer get cut off in FS25’s Controls menu. The notification overlay now renders at higher resolution, so the cards, panel, and top bar stay crisp on high-resolution (1440p/4K) displays instead of looking soft, and the scrollbar sits clear of the cards. Fixed When several notifications were active, the on-screen card list could grow to fill most of your screen. It’s now capped to a fixed number of visible cards, with the rest reachable by scrolling. Bales stored in modded storage sheds weren’t counted in your farm’s holdings. They’re now detected and included in your totals. Removed a stretched backdrop panel behind the cards that distorted their rounded corners. Cards now render cleanly. Long notification titles no longer run past the edge of the card or overlap the timestamp, they’re shortened with an ellipsis when needed.

Author: therealparzival

Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


Download


Useful Information: How to install FS25 Mods | Farming Simulator 25 FAQ | Farming Simulator 25 News | FS25 System Requirements | Download FS25 Game | Giants Editor FS25 | FS25 Modding Guide | FS25 Cheats | FS25 Guides

Leave a Reply

Your email address will not be published. Required fields are marked *