





Run your farm with the support of professional contractors. A dedicated in-game menu brings together your land, storage, supply needs and recurring jobs. Choose the services you need, review costs and completion times, and follow each timed phase as the work is applied directly to your fields and facilities.
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
The mod’s section in the game settings offers:
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
V1.0.0.1
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 1–10 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 cultivation, before rice flooding and sowing; immediate field samples can no longer suppress the picker after soil work. Standalone picking remains available on prepared soil and skips with a refund when no pickable stones remain.
Recurring rice and long-grain rice plans now refill paddies during the growth stages that require water, using each crop’s runtime water limits and the actual basin level. The pump starts only when needed and costs nothing; one-off jobs remain unchanged.
Sowing regular rice now automatically floods paddies to the required water level before planting in one-off and recurring jobs; flooding time is estimated from the current water level and has no cost. Rolling is disabled for regular rice.
Added duplication of recurring field plans onto another compatible owned field, with the options prefilled and costs and durations recalculated.
Recurring field jobs can now select crops outside the current planting month; sowing waits for the appropriate season.
Added controls to copy, paste and clear one-off field plans. Cultivation plans can be reused on compatible fields; harvest plans require the same crop. Costs and durations are recalculated for the destination field.
Fixed weeds never growing after cultivating and sowing with the mod, while preserving plowing’s weed prevention.
Fixed herbicide jobs granting full yield after treating mature weeds instead of retaining the game’s weed penalty.
Fixed soil work overwriting lime or fertilizer applied to only part of a field.
Fixed Precision Farming fertilization sometimes leaving nitrogen below the selected crop’s soil target after a full field job.
Fixed sowing jobs failing to mark the field as needing rolling when rolling was not included in the job.
Fixed rolling being unavailable after manual sowing when the crop had reached its first growth stage.
Fixed unnecessary plowing being suggested or scheduled solely because stubble remained on the field.
Fixed Precision Farming harvest yield estimates for unsampled areas using maximum instead of average farmland soil potential.
Enabled Precision Farming lime and fertilizer jobs with partial soil sampling; uncovered areas are skipped and compatible farm-owned sprayers remain required.
Improved Precision Farming lime and fertilizer dosing at soil-type boundaries, so sampled areas reach their local pH and nitrogen targets more consistently.
Processed Precision Farming lime and fertilizer application in batches to reduce game freezes, including during accelerated time and sleep.
Added a loading message while Precision Farming field data is prepared in job dialogs.
Fixed recurring jobs repeating soil work during crop growth, skipping sowing, or destroying growing and harvest-ready crops, even with Force All enabled. Plans with sowing and a configured harvest now wait until harvest before resuming soil work in the next suitable planting period, including for regrowing crops.
Recurring field plans now check the field’s current needs and skip selected operations that are not required, avoiding unnecessary work and charges.
Added recurring jobs for grape and olive rows. They check selected required work monthly and check for harvest every hour from 06:00 during harvest months; a field with both crops can have one plan per crop, and removing one crop’s rows disables only its plan.
Fixed sowing the wrong crop when sowing without a preceding cultivation operation.
Improved rice field checks for soil preparation, lime and mulching using the actual paddy area.
Fixed custom flattened stubble states being mistaken for growing crops, hiding soil preparation and mulching and blocking lime application.
Fixed silo extensions not being included in stored quantities; Storage now shows their contents and uses them correctly for sales and transfers.
Added manure heaps, slurry tanks and husbandry manure and slurry outputs to the Manure And Slurry section in Storage; shared extensions appear once per physical storage. Production outputs remain under Productions. Only independent storages appear in Needs, where normal or repeated supply jobs can refill them from other compatible sources.
