Transport Company FS25
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Transport Company FS25

Your map is already full of silos, dairies and mills moving goods between them. None of it pays you a penny. Buy a headquarters and it does. Freight jobs are generated from the stations that already exist on your map, priced against the live economy. Haul them yourself, or put a driver in the cab and let the base game AI run the route while your fleet quietly books the miles, the diesel and the profit truck by truck. [Features] 📋 Contract Board - Jobs are generated from real stations on your map, using the live economy price of the goods to set the reward. 🚛 Two Ways To Run A Job 1: Haul it yourself -> Load at the pickup, tip at the destination. Progress moves as you tip. 2: Hire a driver -> Hands the route to the base game AI as a Load & Deliver job. 🚚 Per-Truck Books - The base game only keeps farm-wide statistics. This tracks every truck separately. 📖 Company Ledger - Revenue, driver wages, fuel, distance and job count for the company as a whole, followed by a history of every finished and expired contract, newest first. - Company figures are tracked separately from the fleet on purpose; a load you tip yourself cannot be pinned to a specific truck, because the station reports liters and a position, never the vehicle that delivered them. 📱 Dispatch Office - Four tabs in the in-game menu, built from stock FS25 menu widgets so it looks and behaves like the rest of the game. A couple of usability improvements for running your transport business. What's new - Dispatch is now hidden until you have a headquarters, so it stays out of the way early on - New contract type toggle so you can filter the kinds of contracts you take No save migration needed. Existing saves load as normal. New: Reset Board button - New button in the PDA to clear stuck or stale contract boards - Blocked hired drivers are automatically unstuck when the board resets New: Driver recovery - Blocked drivers now attempt up to 5 reverse maneuvers with a longer backup distance before giving up Bug fixes - Fixed deliveries paying out twice under certain timing conditions - Fixed the in-game day counter and service unit tracking - Fixed headquarters state not archiving properly when selling or rebuilding Fixes - Multiplayer: the periodic books sync could crash the server because it used a stream function the game engine does not provide. Singleplayer is unaffected. The sync now uses the engine's real float stream type, so MP sessions no longer crash on the books event. - Contracts are now only offered from stations your farm can actually load and unload. A contract sourced from a station you cannot access could never be loaded ("no trigger to load when I arrive"). Buying points (seed, fertilizer, lime) still always work. - Existing saves carrying such unloadable contracts drop them on load. Improvements - The dispatch and ledger lists now show a scrollbar and a hint when there is more to scroll; tabs that never overflow stay clean. - List row sizing and the detail list slider are fixed, so text is no longer clipped. NEW -> Trucks come home - When a hired driver finishes a contract, the truck now drives itself back and parks near your Transport Company HQ instead of being left at the delivery point. - New setting, Return truck to HQ (on by default): turn it off to leave finished trucks where they ended. ALSO NEW -> Help is in the game - A Help button on every tab of the dispatch office opens a paged guide covering the contract board, running a job, drivers and the business, the ledger, settings and multiplayer. - A troubleshooting page explains what to do when a hired driver gets stuck: press H to take control, reposition the truck, then re-hire the driver from the Dispatch tab so it replans and continues. FIXED - Long setting descriptions no longer get cut off - The help dialog's line breaks now render properly v1.2.1.0 ======== FIXED - Hiring a driver or upgrading the HQ no longer errors (the farm balance is now read through the correct engine API). - Trucks are no longer charged maintenance for miles driven before the company enrolled them, and overdue services are billed once instead of once per second. Complete overhaul. Freight dispatch is now a real business. NEW - Per-farm companies - In multiplayer, every farm that owns an HQ now runs its own dispatch board, its own fleet and its own ledger - Each company keeps its own board size, deadline, wage share and notification settings; debug logging stays a per-player setting - Saved games are now stored per farm and upgrade in place from 1.x saves NEW - Fair pay for the haul - Rewards are distance-driven: a long haul pays more than a short one for the same goods, on top of the goods value - Pallet contracts are priced against the live economy - Contracts are sized to your fleet: no job ever asks for more than a few loads of your biggest truck and trailer - Jobs come in three tiers: Standard, Urgent (shorter deadline, higher pay) and Bulk (more volume, tighter margin) - Routes shorter than a pointless shuffle are not offered - The dispatch detail panel shows distance, estimated fuel cost and estimated profit before you accept NEW - Credit for your own driving - Deliveries you haul yourself are now credited to the truck that tipped, so the Fleet tab shows revenue and job counts for your own driving too, not just hired-driver runs NEW - Run a business - Hire named drivers with weekly wages and growing experience, assign them to trucks, and grow your reputation by delivering on time - Upgrade your headquarters for a bigger board and more driver capacity - Service your trucks every 5000 km - The ledger shows a rolling weekly profit and loss IMPROVED - Board diagnostics no longer spam the log on the 30-second top-up cycle - The contract generator is now exercised by the test suite

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