Farming Simulator 25

Farming Simulator 25

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apollo16rs Dec 25, 2024 @ 4:21pm
How to Change AI Field Crop Types
(Playing on the US Map)

I'd like to change some of the crop types on AI-owned fields. For instance, I have no interest in dealing with sugarbeets, so I'd prefer to change fields that get replanted with sugarbeets to something else--say grass. So instead of having no interest harvesting someone's beets, I get a mission to cut grass (or harvest grain or whatever).

I understand there's a way to change fields with a console command, but I'm looking for which .xml to edit or how/where to edit the .i3d file.

Also, I don't know if this is an "issue" or something I may be able to change in the same fashion, but for a few in-game years now, most of my weeding/hoeing missions are on fields that have no visible weeds--they're just plain dirt fields. Is this a bug or is the AI not replanting crops properly?
Last edited by apollo16rs; Dec 25, 2024 @ 4:25pm
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Showing 1-4 of 4 comments
Sistermatic™ Dec 25, 2024 @ 5:06pm 
fields.xml in your save folder should be able to be modified to something like this. I'll double check the syntax...

<fields> <field id="9" plannedFruit="FALLOW" fruitType="MAIZE" growthState="10" lastGrowthState="10" weedState="0" stoneLevel="0" groundType="PLOWED" sprayType="NONE" sprayLevel="0" limeLevel="2" rollerLevel="0" plowLevel="0" stubbleShredLevel="0" waterLevel="0"/> etc.... </fields>

I think this is RNG each month though so not sure whether you can make it stick, I've never tried it.
Last edited by Sistermatic™; Dec 25, 2024 @ 5:11pm
Lord Nighthawk Dec 25, 2024 @ 5:26pm 
You technically would have to remove the non-wanted croptypes from the map itself with the editor. But i am not sure if this is really a good idea as updates and multiplayer might get in serious trouble with that.
apollo16rs Dec 25, 2024 @ 5:49pm 
Originally posted by Sistermatic™:
fields.xml in your save folder should be able to be modified to something like this. I'll double check the syntax...

<fields> <field id="9" plannedFruit="FALLOW" fruitType="MAIZE" growthState="10" lastGrowthState="10" weedState="0" stoneLevel="0" groundType="PLOWED" sprayType="NONE" sprayLevel="0" limeLevel="2" rollerLevel="0" plowLevel="0" stubbleShredLevel="0" waterLevel="0"/> etc.... </fields>

I think this is RNG each month though so not sure whether you can make it stick, I've never tried it.


I was actually looking at that fields.xml file.

Here's a small snippet of my file:

<field id="25" plannedFruit="BARLEY" fruitType="UNKNOWN" growthState="0" lastGrowthState="0" weedState="0" stoneLevel="0" groundType="CULTIVATED" sprayType="NONE" sprayLevel="2" limeLevel="1" rollerLevel="0" plowLevel="0" stubbleShredLevel="0" waterLevel="0"/> <field id="31" plannedFruit="FALLOW" fruitType="BEETROOT" growthState="1" lastGrowthState="1" weedState="0" stoneLevel="0" groundType="SOWN" sprayType="NONE" sprayLevel="2"

I'm thinking you're right about the RNG with that "UNKNOWN" fruitType.

I have ~170 hrs or so in this save, so I don't want to create any potential game-breaking scenario, but I always back things up before tweaking.
Cheechako Dec 25, 2024 @ 8:54pm 
In FS22, you just had to use a custom maps_fruitTypes.xml and set useForFieldJob to false for any crop you wanted them to not use.

In FS25, the fruit types file points to individual xml files for each crop in data/foliage and those have the data including useForFieldJob, So, mod maps would need copies of each crop that has useForFieldJob changed, plus a maps_fruitTypes.xml that points to the custom crops.

And you can edit fields.xml in the save to change the current state of any field. But you can also use gsSetFieldState in the dev console. They added an interface to the command for FS25 making it easy to pick the various options. If you stand in a field when you enter the command, the dialog opens with the current state of that field.
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Date Posted: Dec 25, 2024 @ 4:21pm
Posts: 4