Mod

NameRoadside Mowing
Version1.0.0.0
AutorNischGTM
DateinameFS25_RoadsideMowing.zip
Größe0,12 MB
AktivJa
KarteNein
BeschreibungPay-per-area roadside mowing -- no contracts to accept. Mowing any grass that is not on a registered field (roadside, shoulders, wild meadow) credits your farm every 30 seconds at $3.50/m^2. Mowers drop a windrow on cut grass so a forage wagon or baler can pick it up. Mowers/mulchers/forage wagons/balers can work off-field without the "You don't have access to this land!" warning. == Meadow mode (hotkey, default Alt+M): cycle three modes in-vehicle == REGROW (default) -- where decorative roadside grass is cut, paint a fresh meadow seed so the strip regrows as proper meadow over time. Turns barren shoulders into a renewable hayfield over multiple passes. OFF -- mow normally; cut deco never regrows. Useful for clearing a strip you don't want to revisit. REMOVE -- roleplay brush-clearing: mow as usual AND uproot any meadow growth in the swath, leaving bare ground that won't grow back. Good for landscaping a tidy shoulder or prepping for construction. == Protections == NPC fields: work areas that touch a registered NPC field skip cutting/damage entirely, so a wide deck won't poach the neighbor's crop when you mow along the fence line. WaterPlants: cattails and reeds along ponds are not mowable -- the work area no-ops if it touches any waterPlants density. Own fields: your own registered fields process normally via base-game mower logic (no double-pay, no roadside paint applied). Windrow yield from roadside meadow is scaled to half a true hayfield rate; sparse decorative deco-only cuts also produce a thinner synthetic windrow so the forage wagon has something continuous to pick up. Works with any mower, mulcher, forage wagon, or baler that uses the standard base-game specializations. No mod dependencies required.