
Mod to augment contracting functions in FS25.
V1.1.2
repair FS25_Financing #78.
fix click on settings/controls #76.
add time left for active contracts on hud #63
add mission info to leased vehicle name #65
New: leased vehicle selection dialog
This feature was only MP-tested on a Dedi Server with a single client. So please test it with multiple clients in an MP game. When a user starts the vehicle selection dialog by hitting “Borrow Items” on the contracts menu, starting of new contracts should be disabled for other clients, until the user leaves the dialog. “Esc” does not change the original leasing vehicles of the contract, “Return” changes the set to the selected vehicle group. Both Keys do start the contract with leased equipment.
V1.1.1.4
MP fix #47 exclude deadWood, …
MP fix #40 no progress in fieldwork / deposited liters
translation updates: #58 #57 #56 #25 – Thank you!
V1.1.1.3
Some fixes and updates, including
compatibility with FS25_RefreshContracts
fix #38, #47 exclude deadWood, transport, rock contracts
New settings:
— hideMission #44,
— stayNew: toggle if focus should stay on NEW contracts list, when accepting a contract, or (base game) switch to ACTIVE contracts list
— finishField #48
compatibility with my new LimeMission and MowBaleMission mods
V1.1.1.2
fix server save/load #22, #27, #30.
compatible with FS25_additionalGameSettings #31, #33, #35
V1.1.1.1
fix white UI page #19, #24, #29
fix server save/load #22, #27, #30
fix ContractBoost compatibility #28
update Russian translation (by #25)
V1.1.1
fix npc jobs for cancelled mission (#17)
awareness for FS25_LimeMission, FS25_ContractBoost
stay on NEW contracts list after accepting a contract (#14, @Shenanagan72)
only show on hud active contracts with completion > 0
V1.1
Main new feature is the UI settings page, as a new tab besides the GAME SETTINGS tab.
“Should I take those three fertilizer missions, or rather the 2.3 ha potato harvesting contract?” “How much liquid fertilizer will I need for this job?” If you ever asked yourself questions like these, this mod will help to find the answers. It improves the contract system, both in singleplayer and multiplayer.
The maximum number and the amount of missions generated is automatically adjusted to the number of fields on the map.
You can immediately generate new missions through the “New Contracts” button, or delete all of them with the “Clear Contracts” button.
You can sort the available contracts by type and field number, by total profit, or by profit per minute, to make it easier to find the one you desire.
You can activate more than three contracts at a time.
The mod adds some new vehicle combos to borrow for contracts
With the “Details” button you can toggle on/ off the display of additional contract information. Like cost estimates for usage material as fertilizer, herbicide, or seeds. For harvest and baling contracts, it shows the minimum amount to be delivered, and the amount that you can keep (and sell). From this it calculates the total profit value for a contract, i.e. reward minus cost for fertilize/ spray/ sow contracts, and reward plus value of kept harvest for harvest/ baling contracts. It even estimates the time you will probably need for total completion of the job, by taking into account the work speed and work width of the appropriate leasing vehicles/ tools that are offered with the contract.
Disclaimer: All values shown in details display are ESTIMATES. You should not take them absolutely, but rather as an indication of what contracts to prefer among others.