Dostlar STUDIO / Mods / Contract Manager

Contract Manager

Rules, guard and shared contracts · Server administration

ReleasedFS25_ContractManager

Contracts cause trouble on servers from two directions: the game's own reward balance stops making sense on a busy farm, and there is always someone who takes a contract, harvests it and dumps the crop into their own silo. Contract Manager handles both in one mod. The rules layer governs rewards, penalties, durations, quotas and which contract types appear how often; the guard layer tracks the contract product server-side. It builds no interface of its own and uses the game's own screens: rules live in the settings tab of the ESC menu, actions in the Contract Management tab below the Contracts page.

Features

What it does

  • Reward multiplier with a floor and a cap; failure penalty as a share of the reward; leased vehicle cost multiplier.
  • Active contracts per farm, contracts on the board, per-type limits, generation interval, contract duration and expiry warnings are all configurable.
  • The share of the harvest that stays with the farm instead of being delivered is configurable (the game's default is 7 percent, 10 percent for bales). Raise it and a contract leaves you more produce to sell.
  • Every contract type can be switched on or off individually and weighted against the others.
  • Grass harvest contracts are not generated by default. The game sometimes sowed grass on normal fields and offered a harvest contract for it; harvest contracts do not allow a mower, so players could not work the field and cancelled with a penalty. It can be switched on in the settings, and such a contract already on the board names the tool it needs.
  • Server-side product guard: ground dumping, cross-farm transfers and wrong unloading points are blocked; only the delivery point named by the contract accepts the protected product.
  • A started contract cannot be cancelled; on timeout or forced failure the net product accumulated since acceptance is confiscated. When a contract fails, the product in a partner's vehicle is confiscated too.
  • If contract product shrinks without being delivered, the farm gets a warning and the server log records it. On servers where a cleanup mod deletes bales at midnight the produce used to vanish silently and the contract failed for no visible reason. It can be switched off in the guard section. No false warning when unloading into a partner's trailer or on a second contract with the same product, and a blocked ground dump says why.
  • Partial payout on a failed contract based on how much was completed; an escalating penalty for consecutive failures, reset by a single success. The penalty cap always applies and every failed contract keeps its own penalty rate; no penalty when the game fails a contract because the leased vehicles could not be loaded.
  • Daily and monthly contract quota per farm.
  • Chain bonus on the same field (prepare, sow, tend, harvest) and an NPC relationship bonus for repeat work with the same land owner.
  • Partner contracts: the invite is sent straight from the game's Contracts page, and in the invite window Enter accepts while Esc leaves the decision for later. The reward is split by measured contribution, and partners may carry the protected product and work the field. Delivered litres count towards each farm's share, the holder keeps the share of work done before the invite, and everyone sees the share the server calculated. A partner cannot leave a finished contract, and a transferred contract keeps its partnership.
  • The Contract Management page is a real table: contract, farm, progress, reward and time each sit in their own titled column, numbers are right-aligned, and outcomes in the history are colour-coded.
  • The list is sorted before it is cut off, so the most urgent or best-paying contract is always on the page. Sort by reward, time left or farm; the list shows twenty rows and the header says how many of the total you see.
  • The on-screen contract bar says whether you are the holder or a partner and what you expect to earn from it. It shows for partners too.
  • Contract details show the product and, as real figures, the estimated yield from the field, the amount to deliver and the amount you keep; those lines appear for contracts on the board as well. When leasing is off, the lease cost row is hidden. Contract types, times, field sizes and litres are shown in the player's language.
  • On a contract another farm has reserved, the game's Accept button is replaced by a Reserved button that says who holds it and when it frees up, so no doomed request is ever sent.
  • Admin tools on the Management page: refresh the board, force-cancel a contract with a confirmation, transfer it to another farm. A refresh replaces contracts one at a time; when the game cannot generate a replacement it stops and keeps the rest of the board, and when it produces nothing it says why.
  • For an action that cannot be undone the confirmation names the contract and pins the target at the moment you confirm; if that contract has left the board the action is not applied. The mod also checks that server and client speak the same version.
  • Farm statistics and recent contracts are visible to everyone in the settings tab, including the number of consecutive failures that lowers your reward multiplier. The ranking goes up to 32 farms.
  • The management page and shared contracts can each be switched off; the tab disappears immediately.
  • In single player, the features that only make sense in multiplayer switch off on their own: partner contracts, reservations, the reserved-contract map marker and transfers to another farm. With only one farm, their rows in the settings tab are greyed out and cannot be switched on; saved values are kept and apply again in multiplayer.
  • A settings change is written to disk a few seconds after it is made, so a server that restarts without saving keeps it. The log records who changed a setting and its previous value, and the same goes to the Discord panel.
  • With Discord Bridge installed, contract events go to Discord and the rules, farm statistics and history show up in the bridge's web panel.
  • It replaces the Contract Product Guard mod and migrates its save data. With BetterContracts installed it yields its rules, and which one wins is chosen in the settings tab.

Works with

With our other mods

Works on its own. With these mods also installed, you get the following:

  • Discord Bridge v1.4.3.0 · Released

    Contract accepts, completions and payouts, expiry warnings and guard blocks go to Discord. The bridge's web panel gets a Contracts tab with the rules, contract types, farm statistics and history, and the settings can be changed from the browser.

Setup

How to use it

  1. Drop the zip into the mods folder of the server and of every connecting player.
  2. Configure the rules under ESC > Settings > Contract Manager. Only the server admin can change values there; everyone else sees them read-only.
  3. Partner invites, reservations, accepting and leaving use C on the game's own Contracts page; next farm and declining use Space; refreshing the board uses X. You never switch to a separate screen.
  4. For bulk actions and filtering, open the Contract Management tab. You can hide that tab under Settings > Interface if you prefer.
  5. Irreversible actions open the game's own confirmation dialog. No key binding is needed.