Thank you again for your time making FS videos.Having a family and being a truck driver. I only get 45 minutes a week to play FS. Watching your videos while I'm getting unloaded or being loading has been great.
Or you can also put in the French farming pack mod and use the buy station everything is really cheap and you make good good profit from the contracts but obviously if you have it from harvest that’s even better
I have a serious problem with this mod. I accept a contract to take 150k liters of water to a greenhouse (my greenhouse) and when I reach the maximum that the greenhouse accepts, it no longer allows me to put more water even though the contract only has 13%. Any idea how to fix it or is it a bug in the mod? Thanks!
@@ImKombo Sorry for the slow reply, life was holding the brakes on me for a while... Unfortunately this is not an error with the mod but instead a base game issue with all contracts. I spoke to Giants but they did not fix it in the last patch 😒. I have a fix for this coming soon, hopefully it does not take too long to be tested. These are known issues with the missions from base game and also some affect the Supply Transport Missions, I will try and get a fix for all these also 😎. 1) If the mission sellpoint is also a production then you can only deliver product when there is space, this means it can take days to complete a harvest mission. 2) Missions are generated for your own productions, so you get paid for the harvest mission + you get free grain !!! This is silly 😂 3) If the mission is accepted by another player farm and it is your production then I am pretty sure they cannot deliver the product. Need to clarify but 90% sure. 4) Farm owned productions are shown on the 'Sell Location' screen but it is no longer a sell point and again in MP you cannot deliver there if it is not your farm that owns it so why are they on that page showing a 'Sell Price'. 5) Just like (4) if another farm in MP owns a sawmill and you deliver logs there then they get the woodchips and you get no money even if you press the 'Sell Logs' button yourself as a different farm.
This was never a base game feature. There were transport missions where you would pick up something and deliver it but never where you had to supply the goods
I had that very same thought of a mod, when I was twiddling my thumbs harvesting something on my fields some days ago. Sounds excellent. You could also make a mod that allowed the player to accept contracts from, or suggest delivery contracts to, certain production points or vendors. Say you agree to be able to deliver x amount of product x in month x of next year.
What an interesting mod! It totally adds a whole new level of gameplay. I love how creative modders can be. Question for you, Farmer Klein - did you load all those cheese pallets onto that long trailer yourself, or was it an autoload mod? I really like the pallet autoload trailer you showed off a few days ago, it's super useful - but it's tiny. Just curious :) Thanks for all these reviews! I add so many new mods to my game because of your videos.
I dont use autoload it was just the plain flatbed trailer from the game. You can see the pallets are not exactly aligned correctly and spacing is not uniform like an autoload trailer would do.
It's a bit strange but I can't seem to access the two commands that you show in the video. I can use the regular commands and some AutoDrive commands but not these. When I type "gtx" and press TAB nothing happens and if I type it all manually it says command not found. Any idea why that might be happening?
I have a serious problem with this mod. I accept a contract to take 150k liters of water to a greenhouse (my greenhouse) and when I reach the maximum that the greenhouse accepts, it no longer allows me to put more water even though the contract only has 13%. Any idea how to fix it or is it a bug in the mod? Thanks!
If it does indeed create water contracts then ya its a bit of a bug given that greenhouses are not sell points there production points and they have a very small qty they accept.
Since any modded buypoint can have any number of price scales im sure there could be a lucrative market for things you can purchase in bulk if you found one that had very low cost factors.
Not unless giants incorporates the scripts it uses into its own game and then pushes a patch to console. They did this with seasons in Fs17 and FS19 but its highly unlikely.
can you explain the timer limit of the missions? It seem to be real time, but what happen if you advance time in game? Will the time remaining decrease the same amount or is it completely based on real time. For example. I have a field of corn that I know will generate 150k l of corn. But it is three months before the field is ready to harvest. There is a mission that have a request for 100k l of corn. Can I take the mission, do my stuff for two months and then on the third month when the corn is ready to harvest I can complete the mission? Let's say that I spend about 4 real time hours to advance the time in game to when I can harvest the corn Also. Your pricing on the cheese for when you turned in the mission was ok. You got more by doing the mission than selling the cheese right away, but a good month the cheese would sell for 6k + for 1000L. Does the contracts take this into account, or is it still better to just wait and sell when the normal demand is high?
Its GAME time. Only accept a contract if you can deliver the goods within the time allowed. If a contract says 36 hours when that amount of time passes in game it will expire. No the mod does no assure you will always get the best possible price it will give you a % bonus above the current best price.
Thank you again for your time making FS videos.Having a family and being a truck driver. I only get 45 minutes a week to play FS. Watching your videos while I'm getting unloaded or being loading has been great.
Keep all extras from harvest contracts, and wait for the right supply contract to come along.
Or you can also put in the French farming pack mod and use the buy station everything is really cheap and you make good good profit from the contracts but obviously if you have it from harvest that’s even better
I love this mod, totally changes the way i play the game, 10/10
This mod is indispensable, it MUST in my MOD stack
stable. Thanks for showing !
Thanks for the great review and also the great explanation of the mod Farmer Klein 😃 I hope everyone enjoys it.
Thanks again!
Thank YOU GtX, you make the best stuff.
I have a serious problem with this mod. I accept a contract to take 150k liters of water to a greenhouse (my greenhouse) and when I reach the maximum that the greenhouse accepts, it no longer allows me to put more water even though the contract only has 13%. Any idea how to fix it or is it a bug in the mod? Thanks!
@@ImKombo Sorry for the slow reply, life was holding the brakes on me for a while... Unfortunately this is not an error with the mod but instead a base game issue with all contracts. I spoke to Giants but they did not fix it in the last patch 😒. I have a fix for this coming soon, hopefully it does not take too long to be tested.
These are known issues with the missions from base game and also some affect the Supply Transport Missions, I will try and get a fix for all these also 😎.
1) If the mission sellpoint is also a production then you can only deliver product when there is space, this means it can take days to complete a harvest mission.
2) Missions are generated for your own productions, so you get paid for the harvest mission + you get free grain !!! This is silly 😂
3) If the mission is accepted by another player farm and it is your production then I am pretty sure they cannot deliver the product. Need to clarify but 90% sure.
4) Farm owned productions are shown on the 'Sell Location' screen but it is no longer a sell point and again in MP you cannot deliver there if it is not your farm that owns it so why are they on that page showing a 'Sell Price'.
5) Just like (4) if another farm in MP owns a sawmill and you deliver logs there then they get the woodchips and you get no money even if you press the 'Sell Logs' button yourself as a different farm.
Hey its my video!! lol I have this mod now, haven't been far enough along in the game to use it properly but I like the extra realism this adds!
It's sad that was a base game feature in either 15 or 17 and was not carried over to the others games afterwards, I loved that feature.
This was never a base game feature. There were transport missions where you would pick up something and deliver it but never where you had to supply the goods
I had that very same thought of a mod, when I was twiddling my thumbs harvesting something on my fields some days ago. Sounds excellent.
You could also make a mod that allowed the player to accept contracts from, or suggest delivery contracts to, certain production points or vendors. Say you agree to be able to deliver x amount of product x in month x of next year.
How do you have so many contracts available?! I only see 3 to accept and can only have 3 accepted..
Nice review FK, good to see this mod return 👍
What an interesting mod! It totally adds a whole new level of gameplay. I love how creative modders can be.
Question for you, Farmer Klein - did you load all those cheese pallets onto that long trailer yourself, or was it an autoload mod? I really like the pallet autoload trailer you showed off a few days ago, it's super useful - but it's tiny. Just curious :) Thanks for all these reviews! I add so many new mods to my game because of your videos.
I dont use autoload it was just the plain flatbed trailer from the game. You can see the pallets are not exactly aligned correctly and spacing is not uniform like an autoload trailer would do.
It's a bit strange but I can't seem to access the two commands that you show in the video. I can use the regular commands and some AutoDrive commands but not these. When I type "gtx" and press TAB nothing happens and if I type it all manually it says command not found. Any idea why that might be happening?
-cheats may need to be enabled I cover this in my howto on console commands.
I tried it for the 1st time today. 1st contract was for 186,000 litres of fabric... guess I can clean out the wifes closet to fill it...
Like your video and your mod
I have a serious problem with this mod. I accept a contract to take 150k liters of water to a greenhouse (my greenhouse) and when I reach the maximum that the greenhouse accepts, it no longer allows me to put more water even though the contract only has 13%. Any idea how to fix it or is it a bug in the mod? Thanks!
If it does indeed create water contracts then ya its a bit of a bug given that greenhouses are not sell points there production points and they have a very small qty they accept.
Is there a mod similar to this on console? I want to start a transport serise but I haven't seen these on xbox
Not that I am aware of. This mod uses scripts to give it the functionality that it has. Scripts are not allowed on console.
Wonder what the margins are if I just go buy it from a buy point and then transport it to where they want lol
Since any modded buypoint can have any number of price scales im sure there could be a lucrative market for things you can purchase in bulk if you found one that had very low cost factors.
i wish there was a mod that was basically like, hey... i have all this product (the whole amount) can you take it to x
Will this mod come to ps5?
Not unless giants incorporates the scripts it uses into its own game and then pushes a patch to console. They did this with seasons in Fs17 and FS19 but its highly unlikely.
@@FarmerKlein I would l9ve tht mod
Looks great
can you explain the timer limit of the missions? It seem to be real time, but what happen if you advance time in game? Will the time remaining decrease the same amount or is it completely based on real time.
For example. I have a field of corn that I know will generate 150k l of corn. But it is three months before the field is ready to harvest. There is a mission that have a request for 100k l of corn. Can I take the mission, do my stuff for two months and then on the third month when the corn is ready to harvest I can complete the mission? Let's say that I spend about 4 real time hours to advance the time in game to when I can harvest the corn
Also. Your pricing on the cheese for when you turned in the mission was ok. You got more by doing the mission than selling the cheese right away, but a good month the cheese would sell for 6k + for 1000L.
Does the contracts take this into account, or is it still better to just wait and sell when the normal demand is high?
Its GAME time. Only accept a contract if you can deliver the goods within the time allowed. If a contract says 36 hours when that amount of time passes in game it will expire. No the mod does no assure you will always get the best possible price it will give you a % bonus above the current best price.
Needs to come to console