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ContractorMod

Posted: Mon Dec 09, 2019 3:32 pm
by pumpkinpatch
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!

Re: ContractorMod

Posted: Mon Dec 09, 2019 4:12 pm
by ThatCanadianGuy
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.

Re: ContractorMod

Posted: Mon Dec 09, 2019 4:27 pm
by blue_painted
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!

Re: ContractorMod

Posted: Mon Dec 09, 2019 8:59 pm
by yumi
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.

Re: ContractorMod

Posted: Mon Dec 09, 2019 10:00 pm
by asyvan
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.
I love it. Been using it since first release. I have my family of four configured.

Re: ContractorMod

Posted: Mon Dec 09, 2019 10:32 pm
by pumpkinpatch
I'm glad to hear I'm not the only one who likes it. Please do keep up the good work, yumi!

Drmattymd wrote: Mon Dec 09, 2019 6:18 pm In addition to my farm family I've added a couple store employees for deliveries, repairs, and some spraying
That's a good idea. I may have to steal it.

Re: ContractorMod

Posted: Wed Dec 11, 2019 7:59 pm
by Jalars86
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!

Re: ContractorMod

Posted: Fri Mar 27, 2020 1:04 pm
by yumi
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.

Re: ContractorMod

Posted: Fri Mar 27, 2020 7:17 pm
by rothamar
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

Posted: Fri Mar 27, 2020 9:40 pm
by pumpkinpatch
yumi wrote: Fri Mar 27, 2020 1:04 pm 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 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 *thumbsup*

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.
Let me know if you want some help with the Seasons code to change the wages.

Re: ContractorMod

Posted: Mon Mar 30, 2020 8:52 pm
by Bram83
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

Re: ContractorMod

Posted: Mon Mar 30, 2020 9:51 pm
by pumpkinpatch
Bram83 wrote: Mon Mar 30, 2020 8:52 pm 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
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" />
Just change the workdayPay and overtimePay values to 0, so it reads like this:

Code: Select all

<ai workdayStart="6" workdayEnd="18" workdayPay="0" overtimePay="0" />
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.

Hope this helps.

Re: ContractorMod

Posted: Mon Mar 30, 2020 10:48 pm
by Bram83
pumpkinpatch wrote: Mon Mar 30, 2020 9:51 pm
Bram83 wrote: Mon Mar 30, 2020 8:52 pm 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
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" />
Just change the workdayPay and overtimePay values to 0, so it reads like this:

Code: Select all

<ai workdayStart="6" workdayEnd="18" workdayPay="0" overtimePay="0" />
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.

Hope this helps.
ok thank you

Re: ContractorMod

Posted: Tue Mar 31, 2020 10:58 pm
by rothamar
pumpkinpatch wrote: Mon Mar 30, 2020 9:51 pm
Bram83 wrote: Mon Mar 30, 2020 8:52 pm 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
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" />
Just change the workdayPay and overtimePay values to 0, so it reads like this:

Code: Select all

<ai workdayStart="6" workdayEnd="18" workdayPay="0" overtimePay="0" />
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.

Hope this helps.
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?

Re: ContractorMod

Posted: Tue Mar 31, 2020 11:41 pm
by humbe
rothamar wrote: Tue Mar 31, 2020 10:58 pm 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?
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.