Hire A Worker V1.0.0.1

FS25 Mods |
Hire A Worker V1.0.0.1


Run your farm with the support of professional contractors. A dedicated in-game menu brings together your land, storage, supply needs and recurring jobs.

Features

Field services

  • Plan mulching, plowing, stone picking, cultivating, sowing, rolling, liming, fertilizing and herbicide application according to the field and game settings
  • Manage harvests on normal fields, grassland, rice paddies, vineyards and olive groves
  • Recognize fields expanded or joined with a plow and calculate work from their current workable area
  • Choose 1 to 10 workers for cultivation and harvest, with separate choices for each section of recurring plans
  • Choose compatible harvest products, loose material or bales, and destinations for the main crop and byproducts
  • Collect loose material and existing bales from fields; process supported cut crop windrows into grain, leaving the resulting straw for a later collection
  • Flood paddies before sowing regular rice; recurring rice plans also maintain water during the growth stages that need it
  • Choose early mowing or full maturity for recurring grass harvests and optional silage additive for compatible harvest destinations

Storage and logistics

  • Monitor products, quantities, capacities and jobs in silos, bunker silos, manure and slurry stores, bale and pallet warehouses, husbandries and productions
  • Include farm-owned loose pallets and big bags in stock management
  • Sell products or transfer them to compatible storage, husbandries and production inputs, including feeding robot ingredients
  • Supply husbandries, productions and independent manure or slurry stores from available stock, with the option to purchase missing quantities
  • Deliver compatible harvests to bunker silos, compact and cover their contents, then sell or transfer fermented silage
  • Select a selling point or use automatic selection; schedule recurring sales in a chosen month or the product’s best seasonal month while retaining a stock reserve

Planning and control

  • Save and edit job plans, copy one-off field plans and duplicate recurring field plans onto compatible land
  • Automate selected field operations around crop needs and seasons, and supplies around schedules and stock thresholds
  • Track progress and remaining time, stop or cancel jobs, and review completed or interrupted jobs in the history
  • Use Precision Farming support for yield estimates and lime and fertilizer application; these treatments require sampled areas and compatible farm-owned spraying equipment
  • Manage jobs in singleplayer and multiplayer, with plans and active jobs saved and synchronized for your farm

Customization

  • Separate cost and time multipliers from 0.1x to 3.0x, in 0.1 steps, with 1.0x as default: reduce or increase contractor charges and work durations independently
  • Minimum Cultivable Area from 0.05 to 0.95 ha, in 0.10 ha steps, with 0.15 ha as default, to hide smaller fields
  • Recognition of fields expanded and joined with a plow, enabled by default, which can be switched on or off
  • Farmlands Per Page: choose 5, 10, 15, 20, 30, 40 or 50 rows

Changelog

Changelog 1.0.0.1:

  • Added an on-screen alert with sound when a recurring field, supply or sale job cannot start due to insufficient funds. In multiplayer, only players in the farm that owns the job receive the alert; automatic retries do not repeat it while the same job remains blocked.
  • Added seasonal completion checks for cultivation and harvest jobs. One-off plans are blocked if sowing or harvesting would finish outside the crop’s permitted season, and all starts are rechecked by the server. Recurring jobs that start late or retry after insufficient funds wait for a safe seasonal window without charging or losing their settings.
  • Added a 1 to 10 worker selector for one-off and recurring cultivation and harvest jobs. Work time is divided by the number of workers and the fixed hiring fee applies only to additional workers, zero with one worker, one base fee with two; individual phase costs stay unchanged. Material collection also has no fixed worker fee. Storage, supply and sales, both one-off and recurring, retain their separate fixed service fee. The choice is saved and synchronized in multiplayer. Jobs over 5 hours now suggest adding workers before confirmation, with a choice to confirm anyway or return to the plan; no warning appears with 10 workers. Job creation now shows hours and minutes for durations of at least one hour, including individual phases and totals in one-off and recurring field plans.
  • Added the Minimum Cultivable Area setting: 0.05 to 0.95 ha in 0.10 ha steps, default 0.15 ha. Smaller fields are hidden; the choice is saved and synchronized in multiplayer.
  • Added the game setting Recognize Expanded And Joined Fields, enabled by default following performance improvements. Disabling it pauses affected recurring plans without deleting their settings; paid jobs retain their previous working area. The setting is saved and synchronized in multiplayer.
  • Added automatic recognition of owned fields joined with a plow: they appear as one field, for example 71 – 72, searchable by each number, and share their working area for one-off and recurring jobs. When existing recurring plans are joined, all are disabled so you can choose one; sold portions are excluded from work.
  • Added automatic recognition of fields expanded with a plow. Workable area, costs and field operations, including lime and fertilizer application, now include newly created sections connected to the field within the same farmland.
  • Improved bunker silo filling by distributing material across the usable width and length while preserving access ramps and wall clearance. Capacity estimates now use the same geometry as filling. Before selling excess material, the mod retries the available space and checks the quantity actually stored by the game; estimated capacity no longer limits deliveries.
  • Added an optional silage additive selector for compatible one-off and recurring harvest jobs, disabled by default. Enabling it increases the new grass or chaff harvest by 5%, automatically purchases the required additive and includes its cost in the estimate. The explanation appears below the selector; changing the option preserves the selected destination. The choice is saved and synchronized in multiplayer.
  • Grass can now be harvested from the first harvest-ready stage, keeping its reduced yield. The ready status shows the yield percentage, 50% or 100% for base-game grass, with an explanatory tooltip. Recurring grass jobs can choose early mowing or full maturity; the selector explains the trade-off between grass per cut and an earlier start to regrowth.
  • Added a selling point selector for one-off and recurring sales, listing only points that accept the product. Automatic is the default and lets the mod choose the best selling point; players can select a specific destination.
  • Added Automatic as the first and default sale-month choice for new recurring sales. It selects the product’s best month from the game’s seasonal prices while keeping the chosen sale hour. The choice is saved and synchronized in multiplayer; existing plans retain their selected month.
  • Added a green $ symbol beside storage location names during the product’s best sale month, with an explanatory tooltip. It appears only for products in stock with a valid selling point and, in productions, only for outputs, never inputs.
  • Stone picking in one-off and recurring field jobs now runs after plowing or cultivat

Author: NYKK3
Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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