| Beschreibung | Pay-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. |