ContractorMod
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- Posts: 77
- Joined: Tue Apr 16, 2019 10:42 pm
ContractorMod
I just wanted to leave a quick thank you to the modder yumi for the ContractorMod. I noticed that it doesn't have a very good rating in the modhub, which I really don't understand. I guess it may be a bit difficult for some to use because you have to edit the actual files to change the characters, but other than that it works great.
I'm using it to roleplay a little family of 3 who run the farm together. And since it makes no sense to pay an hourly wage to family members, I used Seasons to set the worker wage to 0. It's really perfect. I even roleplay the higher expenses of having to support 3 people by increasing the daily maintenance cost of the farmhouse. I hardly ever used workers before just because I somehow hate seeing the money trickle away, but now I can have 3 tractors running at the same time without having to think about whether it makes sense financially. This way it also finally makes sense to have more tractors, seeders, etc on the farm.
So thanks yumi!
I'm using it to roleplay a little family of 3 who run the farm together. And since it makes no sense to pay an hourly wage to family members, I used Seasons to set the worker wage to 0. It's really perfect. I even roleplay the higher expenses of having to support 3 people by increasing the daily maintenance cost of the farmhouse. I hardly ever used workers before just because I somehow hate seeing the money trickle away, but now I can have 3 tractors running at the same time without having to think about whether it makes sense financially. This way it also finally makes sense to have more tractors, seeders, etc on the farm.
So thanks yumi!
- ThatCanadianGuy
- Posts: 649
- Joined: Mon Oct 31, 2016 7:14 pm
Re: ContractorMod
I really like it also. I find it a lot more realistic to be limited to 5 people, like our farm was, and to have to manage moving people around to equipment if it is left somewhere other than the main yard. Of course if I have learned anything those are also reasons why others would hate it. lol
My only issue with it is if you have someone outside a vehicle when saving the game their name stays in the place until I close and start a new game.
My only issue with it is if you have someone outside a vehicle when saving the game their name stays in the place until I close and start a new game.
Former real life farmer of lentils, mustard, and wheat on the Canadian prairies.
- blue_painted
- Posts: 1688
- Joined: Wed Jan 31, 2018 3:50 pm
- Location: UK
Re: ContractorMod
It's one of those mods I keep telling myself that I'll use ... when the farm is up and running, when the glitches (in my oepration) are smoothed out ...
... and then another map arrives and I'm off again!
... and then another map arrives and I'm off again!
Playing new "Beest" Intel i7-11700F with GeForce GTX 3060 and XBOX controller
also £600 laptop - AMD Ryzen 5600H with GeForce GTX 3050 XBOX controller
Dairydeere's A Guide to Finding Farming Simulator Mods - Please give this a read and help spread awareness for respectful mod downloads
also £600 laptop - AMD Ryzen 5600H with GeForce GTX 3050 XBOX controller
Dairydeere's A Guide to Finding Farming Simulator Mods - Please give this a read and help spread awareness for respectful mod downloads
Re: ContractorMod
Hello,
Thanks a lot guys for these nice feedbacks. I guess the bad rating is because I first published the mod too soon with remaining bugs so people gave bad note and I think also some people don't understand how it works as they are too used to vanilla way of playing.
I should have made a video to explain as I did on previous version.
I still find bugs like the saving one you mentioned and I'll try to fix it.
Thanks a lot guys for these nice feedbacks. I guess the bad rating is because I first published the mod too soon with remaining bugs so people gave bad note and I think also some people don't understand how it works as they are too used to vanilla way of playing.
I should have made a video to explain as I did on previous version.
I still find bugs like the saving one you mentioned and I'll try to fix it.
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
Re: ContractorMod
I love it. Been using it since first release. I have my family of four configured.yumi wrote: ↑Mon Dec 09, 2019 8:59 pm Hello,
Thanks a lot guys for these nice feedbacks. I guess the bad rating is because I first published the mod too soon with remaining bugs so people gave bad note and I think also some people don't understand how it works as they are too used to vanilla way of playing.
I should have made a video to explain as I did on previous version.
I still find bugs like the saving one you mentioned and I'll try to fix it.
//Jens Ejvinsson
Farming History: FS11, FS13, FS15, FS17, FS19 (Steam)
Logitech G29, Logitech/Saitek Sidepanel, Logitech F710 Wireless gamepad
PC Gamer - "The Silent Beast" i7-7700K @ 5Ghz, GTX 1070 @ 2.1GHz
Case IH Puma CVX With Tracks
Väderstad Rapid A600-800S Seed Drill
Tutorial compilation for FS19 - list of all my How To guides
Farming History: FS11, FS13, FS15, FS17, FS19 (Steam)
Logitech G29, Logitech/Saitek Sidepanel, Logitech F710 Wireless gamepad
PC Gamer - "The Silent Beast" i7-7700K @ 5Ghz, GTX 1070 @ 2.1GHz
Case IH Puma CVX With Tracks
Väderstad Rapid A600-800S Seed Drill
Tutorial compilation for FS19 - list of all my How To guides
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- Posts: 77
- Joined: Tue Apr 16, 2019 10:42 pm
Re: ContractorMod
I'll be honest, I looked at this mod briefly but then passed it up. I suppose because I didn't fully understand what it would bring to my game. But after reading this post, I think I'll have to give it a try!
FS22 on PC and Xbox One
Re: ContractorMod
Hello,
I have been reported that there is an issue with Contractor Mod and Manure System that can crash the game.
I'm having a look to see how to fix the issue and propose an update.
I have been reported that there is an issue with Contractor Mod and Manure System that can crash the game.
I'm having a look to see how to fix the issue and propose an update.
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
Re: ContractorMod
This is one of the mods that I don't play without. The added realism is fantastic. I'm going to have to try out the wage thing you did. In my game, it's a father-son operation and another I had a larger operation with farmhands. I may look into 'paying a salary' rather than the hourly wage.
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- Posts: 77
- Joined: Tue Apr 16, 2019 10:42 pm
Re: ContractorMod
I haven't tried out the Manure System yet, but it's awesome that you keep maintaining the mod. I also noticed that you fixed the saving bug a while ago
Let me know if you want some help with the Seasons code to change the wages.rothamar wrote: ↑Fri Mar 27, 2020 7:17 pm This is one of the mods that I don't play without. The added realism is fantastic. I'm going to have to try out the wage thing you did. In my game, it's a father-son operation and another I had a larger operation with farmhands. I may look into 'paying a salary' rather than the hourly wage.
Re: ContractorMod
pumpkinpatch wrote: ↑Mon Dec 09, 2019 3:32 pm I just wanted to leave a quick thank you to the modder yumi for the ContractorMod. I noticed that it doesn't have a very good rating in the modhub, which I really don't understand. I guess it may be a bit difficult for some to use because you have to edit the actual files to change the characters, but other than that it works great.
I'm using it to roleplay a little family of 3 who run the farm together. And since it makes no sense to pay an hourly wage to family members, I used Seasons to set the worker wage to 0. It's really perfect. I even roleplay the higher expenses of having to support 3 people by increasing the daily maintenance cost of the farmhouse. I hardly ever used workers before just because I somehow hate seeing the money trickle away, but now I can have 3 tractors running at the same time without having to think about whether it makes sense financially. This way it also finally makes sense to have more tractors, seeders, etc on the farm.
So thanks yumi!
where can you set the worker wage to 0, i also play as a family but dont use hiring workes because you say, losing money.
grts
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- Posts: 77
- Joined: Tue Apr 16, 2019 10:42 pm
Re: ContractorMod
In the Seasons mod folder, go to the folder 'data' and then find the xml file called 'economy'. In this file, one of the first lines reads something like this:
Code: Select all
<ai workdayStart="6" workdayEnd="18" workdayPay="2985" overtimePay="7865" />
Code: Select all
<ai workdayStart="6" workdayEnd="18" workdayPay="0" overtimePay="0" />
Hope this helps.
Re: ContractorMod
ok thank youpumpkinpatch wrote: ↑Mon Mar 30, 2020 9:51 pmIn the Seasons mod folder, go to the folder 'data' and then find the xml file called 'economy'. In this file, one of the first lines reads something like this:Just change the workdayPay and overtimePay values to 0, so it reads like this:Code: Select all
<ai workdayStart="6" workdayEnd="18" workdayPay="2985" overtimePay="7865" />
To edit the xml file, you'll have to first copy it somewhere else (like your desktop), then change it, and then copy it back and overwrite the original.Code: Select all
<ai workdayStart="6" workdayEnd="18" workdayPay="0" overtimePay="0" />
Hope this helps.
Re: ContractorMod
That's awesome!! Thanks so much! Is there a way to have a flat daily rate to mimic a salary type pay instead of hourly?pumpkinpatch wrote: ↑Mon Mar 30, 2020 9:51 pmIn the Seasons mod folder, go to the folder 'data' and then find the xml file called 'economy'. In this file, one of the first lines reads something like this:Just change the workdayPay and overtimePay values to 0, so it reads like this:Code: Select all
<ai workdayStart="6" workdayEnd="18" workdayPay="2985" overtimePay="7865" />
To edit the xml file, you'll have to first copy it somewhere else (like your desktop), then change it, and then copy it back and overwrite the original.Code: Select all
<ai workdayStart="6" workdayEnd="18" workdayPay="0" overtimePay="0" />
Hope this helps.
Re: ContractorMod
What about increasing maintenance of farm house to include it? It sounds like expenses for family anyhow. Though a bit sad it'll show up as property maintenance in game.