Description

FS25 Farm Assistent v2.0.0.0

FarmAssistent – Your Complete Farm Management Assistant

Take full control of your farm with FarmAssistent!

FarmAssistent is an advanced farm management and planning tool for Farming Simulator 25. It combines field monitoring, intelligent work recommendations, crop rotation planning, financial information, storage management and much more into one modern, easy-to-use interface.

Whether you’re managing a small farm or a large agricultural operation, FarmAssistent helps you organize your work, make better decisions and stay one step ahead.

Main Features

Advanced Field Management
– Monitor all your fields in one place.
– Check crop types, growth stages and field conditions.
– Track fertilization, weeds, stones, plowing and soil requirements.
– Precision Farming integration for nitrogen and pH information.
– View field status and recommended actions.

Intelligent Field Work Planner
– Automatically analyzes field conditions.
– Recommends the next agricultural operations.
– Displays urgent, planned, blocked and pending tasks.
– Helps you choose suitable soil cultivation methods.
– Keep track of completed and skipped operations.

Multi-Year Crop Rotation Planner
– Generate crop rotation plans for multiple years.
– Uses crop availability and seasonal calendars from the game.
– Supports crop rotation rules and catch crops.
– Helps organize sowing and harvesting schedules.
– Validates generated plans against available crop information.

Interactive Farm Map
– Overview of your fields and their current conditions.
– Different map layers for easier farm monitoring.
– Field status information directly on the map.
– See which fields are currently being worked by AI helpers.

Farm Economy & Market
– Monitor important financial information.
– Check current selling prices.
– Compare selling opportunities.
– View estimated gross margins per hectare.
– Review seasonal farming activity.

Storage, Production & Machinery
– Monitor stored crops and available resources.
– Check production facilities and required supplies.
– View machinery fuel levels and condition.
– Keep important farm information in one place.

Agricultural Calendar & Weather
– View sowing and harvesting periods.
– Plan agricultural operations according to the season.
– Receive warnings about upcoming precipitation and freezing temperatures.
– Stay informed about important field activities.

Field Journal & Seasonal Reports
– Track harvesting, preparation and sowing history.
– Review activities for individual fields.
– View yearly summaries of harvested and sown crops.
– Receive end-of-year notifications.

Modern Interface

– Modern graphical interface with detailed dashboards.
– Four selectable interface themes.
– Field information and task indicators.
– Custom icons and visual status indicators.
– Configurable HUD displaying useful information during gameplay.
– English and Polish language support.

Multiplayer Support

FarmAssistent supports multiplayer and dedicated servers.

Farm information is shared through the server. Farm settings, crop plans and task statuses are managed by the server administrator or host, while other players have read-only access.

Important Information

FarmAssistent is a management and advisory tool, not an automatic farming system. It helps you decide what to do next, but does not automatically operate machinery, purchase equipment, sell crops or perform field work.

Precision Farming integration is available when the DLC is installed.

How to open: Left Shift + G

Game: Farming Simulator 25
Version: 2.0.3.0
Multiplayer: Supported
Dedicated servers: Supported
Languages: English / Polish
Author: Bleh

Version 2.0.3.0

– Improved stubble mulching detection.
– Corrected field status after mulching.
– Improved seasonal summaries and notifications.
– Added field journals and seasonal reports in the 2.0 series.
– Added weather warnings and AI helper field tracking.
– Improved interface performance and usability.

Created by Bleh.

Enjoy smarter, more organized farming with FarmAssistent!

V2.0.0.0
PIXEL-EXACT FIELD SCANNER
– Fields are counted pixel by pixel from the game maps instead of a grid of
sample points. Tasks, field stage, cultivated part, Precision Farming values,
yield estimate and “Visit field” are much more accurate.
– New Settings > Scanner: map preview, farmyard outlines drawn by you (yard,
roads and buildings inside a field are left out), “Exclude built-up land
automatically”. Outlines are saved per savegame.
– Precision Farming tramlines no longer count as unsown ground.
– Custom fields: cultivated land on your own farmland outside the map fields
(e.g. a cleared forest) is found automatically as “Field custom (farmland N)”
from 0.2 ha.

PRECISION FARMING
– Nitrogen fertilizing by yield loss: the task appears when missing nitrogen
costs at least 2% of the yield; the name shows the loss and the missing
kg N/ha. A second dose respects the PF block until the next growth stage.
– Nitrogen and pH targets per soil type exactly as in PF. Liming shows the part
of the field below the optimum (“X% left”); limed ground counts until the
next crop and liming stays done after tillage.
– Yield estimate with the PF formula (nitrogen and pH curves per soil, crop
potential, weeds, bonus on your own field).
– PF values only from field ground (buildings and roads inside a field outline
are ignored).
– Soil analysis button on every field with PF: colour and label from the age
of the analysis (not analysed / expired, samples in the lab, harvests left).

TASKS
– Tasks tab: pick a single field with < > (field number box, merged fields
“54+81”, custom fields); one field lists its whole cycle in work order.
– A task that was needed in this cycle and is finished shows “Done”, not
“Not needed” (cycle memory, saved with the game and in multiplayer).
– Weed control: early weed stages are “to do – preventive”, not urgent; the
task is finished when at most 5% of the weedy part is still alive.
– Manure / slurry recognised from the field (80% of the field) and remembered
for the cycle; not needed when PF nitrogen is enough for the next crop.
– Rolling only in growth stage 1; mowing grass with partial yield is not
urgent; harrow / weeder only in suitable crop stages.
– Mulching: medium priority, done from 80%, blocked until harvest, straw and
bales are cleared, not needed after plowing.
– Grass: hay or silage advice per field (from animal demand and prices);
raking and collecting read from the windrows on the field; bales inside a
baler or on a trailer no longer count as “collect bales”.
– Silage or grain: crops with a silage stage (maize, cereals) get a “Purpose”
switch on the harvest card with advice from the farm silage demand; silage
maize and green rye always for silage.
– Unripe part of a field during harvest: its growing-season tasks are shown in
the field details.
– Crops sown outside the map calendar get a harvest estimated from their
growth stages.

LAND AND SOIL
– Buy or sell farmland from the Map tab in a mod offer window (field, farmland,
price, money before and after; game blocks such as contracts or buildings
are explained).
– Order a soil analysis from the field card.

DEMAND AND PLAN
– Animal demand per month as the game counts it (no extra multiplication by
days); pigs and horses: days of stock for each feed group.
– Crop plan and production chains use the full-care yield multiplier (also for
straw, grass and silage).

LOOK
– New icon set finished: old atlases removed, every summary tile has its own
picture.
– Mod window: accent frame around the window and the side menu, accent frames
on list and detail panels, summary tiles with an accent top edge, panel
headers with an accent marker and line.
– HUD panel “To do” shows only tasks (fuel and weather rows removed); it stays
below the game clock and notifications.

FIXES
– Field numbers of the map no longer show through dialogs; offer window button
labels always visible.
– Scanner preview: field borders clipped to the map, Undo removes the last
outline, outlines do not carry over to another savegame on the same map.
– Field stage during harvest and silage cutting no longer switches to
“Growing” or “Post-harvest” too early.
– Many smaller task status fixes from in-game tests.

V1.9.1.4
NEW LOOK – THE WHOLE WINDOW REDESIGNED
– 4 window styles x 6 accent colours (old themes are converted automatically).
– Side menu in 4 groups (To do now, Fields and plan, Farm, Money) with counters.
– Every tab has the same layout: header with a photo, 4 summary tiles, cards and
an action bar at the bottom.
– Window size, window background opacity and font size can be changed in
Settings > Look and window.

NEW ICON SET
– All mod icons redrawn in one two-colour style that follows the accent colour
and works in every style (also the light one).
– Glowing tiles in the side menu (hover and active tab), under the summary
tiles and under the icons in the task list.
– Icons in the HUD (fuel, weather) and on the map markers use the same style.
– Crop and product icons still come from the game / map.

TABS
– Home: farm dashboard – fields, urgent tasks, silos, month balance, next
tasks, field map with AI helpers, shortages, storages, weather warnings and
quick access.
– Tasks: filters with counts, list with a status dot and “Field · crop ·
stage”, task details, Mark as done / Skip task / Show field.
– Fields: filters (All, Urgent, No plan, With helper), field details with
agronomy cards and a mini map.
– Map: summary tiles, field card, “needs attention” and a crop filter.
– Crop plan: timeline or table, problems and goals, crop share.
– Generator: Consumers / Crops / Favourites as sub-tabs.
– Demand (replaces Balance): raw materials, by consumer and 12 months; every
animal building is a separate consumer; new “Fields” consumer (seeds,
fertilizer, lime, herbicide).
– Buildings (replaces Productions and Animals): animals, productions and biogas
plants in one list, production lines can be switched on and off.
– Storage: Storages / Supplies sub-tabs. The “Buy” button opens the game shop on
the right category. Fuel: refills your own fuel tank; full tanks show a
message, without a tank the construction menu opens.
– Machines: filters (Drivable, In use, Low fuel, Needs repair, Trailers and
tools), Enter / Show field.
– Market: new “Your stock” card – amount in storages, value now and at the best
price of the year, advice: sell now or wait.
– Notifications: entries of one building from the same hour in one row, counts
on the filter chips.

SETTINGS – REBUILT
– Sections like the screens: Tasks, Fields, Crop plan, Storage and supplies,
Machines (new “Low fuel” and “Needs repair” thresholds), Sales and prices,
Notifications; only for me: Look and window, HUD.
– Description panel for every setting (now / default / who can change it),
“Restore default” and “Where it applies” with a jump to the screen.
– Farm settings are saved immediately and with the game.

FIXES
– Switched-off farm settings (e.g. rolling, mulching) no longer come back on
after loading the savegame.
– Crop plan on dedicated servers: a harvested cycle is no longer lost or
duplicated; the plan is checked against the fields after loading and every
month.
– Combined fields are shown right after measuring; the soil type between the
fields is read from the ground map.
– Window font size stays after changing the window size.
– Machines: “Needs repair” counts only the machine condition.

SAVEGAMES AND MULTIPLAYER
– Older savegames are converted automatically; a backup of the mod data file is
made before the first save.
– In multiplayer only the server administrator / host changes farm settings;
look, HUD and language are each player’s own settings.

V1.8.2.1
CROP GENERATOR – SETTINGS INSTEAD OF PRIORITIES
– The Generator now plans fields for the whole demand of your farm
(animals, productions, biogas plant).
– Nine settings: fields for farm needs, needs coverage goal, safety reserve,
when fields are not enough, remaining fields, crop rotation, catch crops
after harvest, plan changes, maize max.
– Four presets: Breeder, Processor, Cash crop farmer and Custom.
– Changes stay a draft until “Confirm and save”. The Generator makes no plan
until the settings are saved.
– Consumers are buildings (animals, each production, the biogas plant) and can
be switched off one by one.
– Favourite crops are used when “Remaining fields” is set to “Favourite crops”.
– The “Legumes min.” goal is removed.

ONE GENERATOR SCREEN
– Presets, settings and a side panel (Consumers / Crops / Favourites) on top;
the demand of each year next to the plan below. No more sub-tabs.

NEW CROP SELECTION
– Crop groups with “selected / all” counters.
– Table with yield (t/ha), sowing months, estimated gross margin per hectare
(same values as in the Economy tab) and the year the Generator may use
the crop from.
– “Select all” / “Deselect all” for a group.

OTHER CHANGES
– Biogas plant substrates count as substitutes: one need can be covered by
any substrate the plant accepts.
– The shop production catalogue is read in small steps: no ~0.7 s stall after
loading, also on dedicated servers.

FIXES
– Plan approval dialog.
– Text size and titles after changing the language.
– Cut-off list rows.
– Message after “Restore defaults”.
– Silage row in the demand view.

SAVEGAMES AND MULTIPLAYER
– Settings, presets and the crop selection are saved with the game.
– Older savegames are converted automatically; a backup of the mod data file
is made before the first save.
– In multiplayer only the server administrator / host can change the
Generator settings; other players have read-only access.

V1.7.1.0
– New menu: five groups – Overview (Home, Map), Crops (Fields, Tasks, Crop plan, Generator), Production (Balance, Productions, Animals), Resources (Storages, Machines), Finance (Economy, Market) – and Settings.
– Generator is its own item with “Crops and options” and “Priorities”; Balance is its own item with filters All, Feed and straw, Production inputs and Shortages.
– Calendar is a sub-tab of the Crop plan (Timeline, Table, Calendar); field Journal and economy Season are sub-tabs (List / Journal, Month / Season).
– Every item remembers its last sub-tab while the window is open; shortcuts from Home, notifications and “Add priority” lead to the new places.
– Plan preview counts changes only in the five years shown and says how many plan entries (fields × years) change; a proposal that changes only later years is no longer discarded as unchanged.
– Demand from animals and productions no longer makes the generator break crop rotation (e.g. buckwheat year after year on one field).
– Calendar looks like the other Crop plan sub-tabs: same header, sub-tab strip and “Generate plan” button.
– Fixes: Q/E follows the sidebar order, the Balance scenario is kept in the save, the plan notification opens the Timeline, the Journal selects the first field.

V1.6.1.0
– Crop Generator on farm priorities: the generator plans crops for real shortages of animals, productions and the biogas plant, also through chains (silage via a bunker silo or bale wrapper, straw, hay, cut sugar beet), only from selected crops and only up to a yearly area limit (default 40% of field hectares, fields are never split).
– New Crop plan view “Priorities”: demand of the year with need, allocated and uncovered hectares, a bar of the limit used by the plan, hints when the farm cannot cover everything (buy, raise the limit, change the order, plan next year – recommendations only).
– Modes and profiles: Automatic (urgency from the data: size of the shortage and time to it) or own priorities; profiles Balanced, Livestock, Production, Biogas and Custom (order of Animals, Productions, Biogas, Sale with Up/Down). Apply, Restore defaults, Preview plan changes and Explain decisions; the approved plan changes only after preview and Approve.
– “Why” shows what a crop was planned for, its priority, the allocation and when the plan covers only part of the need; the reason is saved with the cycle and stays after loading. Settings are saved per farm and synchronised in multiplayer (administrator only).

1.5.4.0

– Demand view: in the details of every production (switch “Production lines / Demand”) and in Animals (“Buildings / Demand”) each raw material is shown with its icon, the crops or source that supply it (directly or through a chain: flour from a mill from wheat; silage, grass silage and whole crop silage via a bunker silo or bale wrapper; straw from cereals; hay from grass, alfalfa or clover; cut sugar beet), a yearly coverage bar, the missing amount and a state badge: crop not selected, too little (from month X), no processor, from animals, from production, buy only, or covered. Summary tiles show how many materials are covered, to do and buy only; rows to do come first. Click a material for need / in stock / plan gives / missing and the path; feeds the animals do not need now are collapsed at the end.
– Yearly need from recipes with a 10% reserve; stock includes storages of your productions. Manure, slurry, milk, eggs and wool from your animals are counted as supply and shared between productions that use them. Materials no crop gives (fertilizer, seeds, water) are “buy only”; if one of your productions makes them, it becomes the source, and a production on the map or in the shop is shown as a hint.
– Administrators get “Select crop” right in the row and “Add priority” (opens the Generator with a Start-production priority draft). Productions with switched-off lines are counted as if the line were on; productions with the same name are numbered.
– Notification after buying a production (also right after loading and when opening the window): lists the crops it needs and how many are not in the plan; a click opens its demand. Works in multiplayer, also with players using different languages.
– Chains are defined in data/lancuchy.xml; per-hectare values come from the game (fruit types and the forage harvester factor for silage).

V1.0.2.0
New features
– Animals: own tab (Resources) with every building – food groups, water, straw, productivity, health and how many game days supplies last; alerts when something is missing or below 2 days.
– Notification centre: bell in the header with new notification count, full list with filters and pages, clearing, click opens the related tab. Alerts from one game hour come as one message.
– Machine costs: “Costs” view in the Machines tab – upkeep, operating hours, sell value and service (repair + repaint) per machine, fleet totals, costs from game finances and hardly used machines.
– In-game HUD: besides urgent tasks also “To do” tasks (e.g. manure after harvest) with an orange dot; can be turned off in settings.

Fields and work plan
– A crop that withered before harvest is logged as “Withered” and not counted in the season summary.
– With seasons off the Calendar shows sowing in every month.
– New task dates right after the month changes; task names update right after a language change.
– Seed alert lists the amount for each sowing month; legume warning uses the goal from settings.

Multiplayer and data
– Crop cycles advance correctly on servers without a logged-in admin; stricter checks of player changes.
– Data backups in modSettings, per savegame; sold-field data is kept until a successful save.
– Switching farms stops the previous farm’s background work; Shift+G registered once.

Interface
– Sliders work with the mouse, the window resizes live.
– Confirmation dialogs no longer hide the whole page.
– Buildings with the same name are numbered; icon and translation fixes.

V1.0.0.0
– Redesigned the map with new layers, markers and clickable field details.
– Added a notification center and alerts for supplies, fuel and machine maintenance.
– Improved the work planner, crop calendar and margin estimates based on your fields.
– Added a language selector with support for 19 languages.
– Refreshed the interface, logo and icons, and improved text readability.
– Added window size and opacity sliders, plus easier HUD positioning.
– Improved Precision Farming support, data safety and performance.

Credits

xBleh
Uploaded by xBleh