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Farm Crew

Farm Crew is a mod for Farming Simulator 25. It replaces the game's anonymous AI helpers with named workers you hire, pay, and train. Each AI job is run by a specific member of your crew who has skills, earns a wage, and gets better at the work over time.

What it does

  • Hiring agency. Hire persistent workers from a rotating pool of candidates. Each has a name and three skills — driving, logistics, harvesting — with a wage based on those skills. Employ them long-term or lease them for a season.
  • Your crew is the helper limit. On a farm with a crew, a job needs a free worker to run, and that worker drives it under their own persona. How many jobs you can run at once is how many workers you have, not the vanilla helper cap.
  • Skills that change performance. Workers earn XP on the jobs they run and level up (1–10). Level affects how the rig performs:
    • Driving → drive speed. A rookie is slower; a maxed driver matches the vanilla helper (never faster).
    • Logistics / harvesting (whichever skill the job trains) → fuel use and implement wear. A rookie burns and wears more; a veteran less.
  • Monthly wages. Workers are paid once per in-game month instead of the vanilla per-second helper cost.
  • Saved tasks. Set up an AI job the normal way (load & deliver, field work, …) and save it as a reusable task bound to the vehicle and stations, so you can re-run it later without redoing the setup.
  • Routines. Schedule saved tasks to run automatically on a daily or monthly trigger, assigned to a chosen worker or to whoever is free.
  • In-game menu + console. Farm Crew adds its own page to the ESC menu, and every action is also available as an fc… console command.

Multiplayer-aware: the mod is server-authoritative. It must be zipped to load in MP.

Requirements

  • Farming Simulator 25 v1.20 or newer.

Install

Place FS25_FarmCrew.zip in:

Documents/My Games/FarmingSimulator2025/mods/

Then enable the mod when you start or load a savegame.

Compatibility

  • Do not run alongside FS25_AdvancedHelper. Both mods manage employees and gate AI job starts on their own worker pool. If AdvancedHelper is present, Farm Crew automatically turns off its own hiring, wage, and skill-effect rules for that session to avoid double-billing and deadlocks. Use one or the other.
  • Farm Crew only calls the runtime APIs of Courseplay and AutoDrive when present; it does not depend on either.

Console commands

All commands are prefixed fc. Some useful ones:

  • fcListAgency · fcHire <index> [lease] · fcFire <id> · fcListWorkers — manage the crew.
  • fcTaskSave … · fcTaskList · fcTaskRun <id> — save and run tasks.
  • fcSkillFx [on|off] — show or toggle the skill → performance effects.

The in-game menu covers the common actions; commands exist for everything.

Contributing

Farm Crew is open source and help is welcome. If you're a modder — or want to be — and any of this sounds interesting, open an issue or a pull request. No contribution is too small.

Areas where a hand is especially useful:

  • Translations — currently English only (translations/translation_en.xml).
  • Multiplayer testing — the code is server-authoritative but needs real MP play.
  • New task kinds — animals, more field operations, production-chain deliveries.
  • UI/UX polish on the in-game menu.

Not sure where to start? Open an issue and say hi.

Credits & license

  • Released under the MIT License — see LICENSE.
  • The worker-gating and skill-effect hooks were modeled on the approach used in FS25_AdvancedHelper (MIT). Code shape only — no source was copied and there is no runtime dependency.
  • Farming Simulator is a trademark of GIANTS Software. This is an unofficial, fan-made mod.

About

Hire named, skilled AI workers in Farming Simulator 25 - persistent crew with wages, XP, and skill-based fuel/wear/speed, plus saved tasks and routines. Open source, contributors welcome.

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