3/6/2023 0 Comments Farming simulator 22 contracts![]() Also since Update 1.5 Spraying Contracts (Herbicide Weed Killing) no longer appear at all. So if the AI doesn't do Grass you have no chance of getting Baling Contracts.Īs has been discussed it's the Harvesting, Fertilising, Sowing/Planting contracts that are effected by whatever Giants changed in Update 1.5 and that these contracts disappear a few seconds after the fields have updated and the contracts first appear. If a map doesn't have Grass Fields then it won't generate Baling Contracts. On some other maps including Giants own I've noticed the Baling Contracts disappear but when I check the map screen, that's usually because the Grass Fields have also gone and instead the AI is doing other crops now. I'm playing on the Riverview map, from the in game ModHub currently and on any given day there is usually about 8 Baling Contracts available, so they are still working fine after the Update 1.5. in there own discord ) but i trust that i got. I don't call "simulator" a game that in 1 day makes you a bored billionaire).Īnyway Thanks for asking and report. in short : a really huge mess with this patch that makes the game unplayable at least for how I'm used to play (hard and slow career with hard economy. ( I picked a field that request weeder, equipment hired from customer, but it requires, in the info, a Hoe to be done. the others type of contracts remains as it used to be before the patch.Īdd that the new kind of contract (Weeding), introduced with the last patch, are not bug free. and I'm talking about Harvesting, Fertilizing, Seeding contracts. you have no-time to evaluate and react when contract appears. "very quickly" it's not the correct expression, "in seconds" it's more accurate. The rotation of cycles is faster and therefore the contracts disappear very quickly.ĭon't know on wich planet lives who answered you but. It seems that changes have been made to the contracts, particularly because the speed and management of the fields have been revised. – maximum number of active contracts configurable (in modSettings/FS22_BetterContracts.Originally posted by magicISO Sweden:did ask them and here what i got: – “lazy NPCs” (leave more work for contracts) can be configured on/ off – weed, fertilize contracts can now also be configured for lazyNPC – fixed “time left” display for transport contracts in MP game – fixed filter buttons to show other mission types, if available warnings on mission vehicles do not repeat. add option discount mode: get discounted field price, add option hard mode: active missions time out at of successful jobs under the farmer image on contracts page (if BC details is on)ĭisplay farmland owner in farmland overview mode of ingame menu map ![]() Optional modes “hard” and “discount” should now work also in MP gamesĭisplay no. In MP games, this is only displayed for Admins – display number of completed jobs under farmers image (if details on)Īdds a settings page within the games main menu. – display farmland owner in farmland buy/sell view of ingame menu map You should not take them absolutely, but rather as an indication of what contracts to prefer among others. 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.ĭisclaimer: All values shown in details display are ESTIMATES. reward minus cost for fertilize/ spray/ sow contracts, and reward plus value of kept harvest for harvest/ baling contracts. From this it calculates the total profit value for a contract, i.e. For harvest and baling contracts, it shows the minimum amount to be delivered, and the amount that you can keep (and sell). Like cost estimates for usage material as fertilizer, herbicide, or seeds. – With the “Details” button you can toggle on/ off the display of additional contract information. – The mod adds new vehicle combos for contracts, for the mission generator to chose from. – You can activate more than three contracts at a time. – 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 immediately generate new contracts through the “New Contracts” button, or delete all of them with the “Clear Contracts” button. – The maximum number of contracts and the amount generated per cycle is automatically adjusted to the number of fields on the map. It improves the contract system, both in singleplayer and multiplayer. “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.
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