Farm Manager v 1.0 BETA

Farm Manager v 1.0 BETA

The Farm Manager is a central order management system. AutoDrive and Courseplay can both drive and work excellently – what I was missing was the level above. So not “how does this vehicle drive”, but rather “who should actually do what and in what order”.
The basic rule in the mod: The farm manager decides WHO should do WHAT. Courseplay and AutoDrive decide HOW you drive and work. There is deliberately no own path finding, no own driving physics and no own transport logic. Everything runs via the existing APIs of the two mods, each encapsulated in an adapter.
You create an order, for example “Sowing field 12 with wheat”. The mod looks for a suitable free vehicle, sends it to the field via AutoDrive, lets Courseplay generate the course and do the work and then sends it back to its personal AutoDrive parking space.
What’s inside Order management Central job list instead of vehicle-related individual orders Virtual group “All vehicles”, plus any of your own vehicle groups Continuously running scheduler that distributes open orders itself The order of the orders can be moved Pause and Resume, with Courseplay continuing from the last waypoint Additionally, a personal queue for each vehicle, separate from the central list 13 work types: sowing, fertilizing/spraying, cultivating, plowing, rolling, mulching, mowing, turning, swathing, removing weeds, collecting stones, transport, harvesting crew.
Vehicle selection suitability is assessed based on the actual trailer attached, not on a configuration that you have to maintain somewhere a device change is automatically recognized Integrated fertilization on the seed drill does not mistakenly turn it into an independent fertilizer vehicle Seasonal consideration when sowing Harvest column A coherent job with several roles, in two variants:
Overloading wagon: a thresher, a real overloading wagon in Courseplay thresher-unloading mode, plus 1 to 8 drivers who rotate between the field and the dumping point using AutoDrive “Pick-up and Delivery”. Direct driver: a thresher and 1 to 8 normal tractor-trailer combinations without transfer wagons. They drive to the field using AutoDrive, work there themselves with Courseplay thresher unloading, drive full to the dumping point using AutoDrive and come back empty. Transport charging point, destination point, crop type. Several compatible teams can process the same transport order in parallel. If the source is empty, no new vehicles are sent; those that are already loaded complete their last load.
Saving and loading Current orders including the entire harvesting crew survive saving and loading. The Drescher continues on the existing course play course instead of starting from the beginning. Only Farm Manager states and persistent vehicle IDs are saved, no AutoDrive or Courseplay internals.
Multiplayer server implemented authoritatively and tested up to the last stage of expansion: the server is the only source of truth, clients receive a court-filtered snapshot plus deltas and only send back verified operating intentions. Changing farms, disconnecting and rejoining are covered.
Requirements AutoDrive mandatory Course play mandatory Without both of them nothing works. It was developed and tested against exactly these versions; other stands may work, but are untested.
In order for a job to even start, you need an AutoDrive network that reaches the goals and a named field marker for each field. What it should be called is written below – this is the point at which most orders failed in my own tests, so please read carefully.

Download Links

We use essential cookies to keep you signed in and remember your theme. With your consent we also use functional storage (to remember preferences like downloaded mods, kept on your device) and ad cookies that help keep ModNest free. Pro members never see ads. Privacy & cookies.