Transport Contracts v1.0.0.9

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Standalone, server‑authoritative NPC transport contracts ripped from RP Manager. The mod automatically shuffles loose bulk, liquids, pallets and bales between any compatible public‑map buildings and NPC destinations. In‑game settings let you set the minimum number of open jobs, toggle auto‑spawning and clean‑up of contracts. Cargo appears physically in the world, is correctly tagged and counted, and you handle it with the usual Contracts screen and your own equipment. No player‑to‑player contracts, no animals, and it must not run alongside RP Manager. Changelog v1.0.0.1 → v1.0.0.9 (Beta) – Pickup/delivery markers now show on the large map for active contracts. – Universal bulk loading works through native map loading points, with a fallback for maps that handle loading differently. – Bulk deliveries are now registered correctly; rewards are paid only as contract payouts, not as crop income. – Partial bulk deliveries over several trips are supported. – Pallet spawning and sequential cargo creation have been tightened to stop missing loads. – Hay and straw bale creation, placement and delivery detection are fixed; you can drop them off one by one. – Occasionally, premium vehicle‑transport contracts appear, using shop spawn areas and map‑owned destinations. Vehicles must be hauled on a suitable truck or low‑loader and stay inside the pickup/delivery zones; motorcycles, tiny vehicles, implements and unsuitable trailers are excluded. – Boundary enforcement for vehicle contracts is more reliable, and the original pickup position is restored after a job. – Save‑game and restart recovery now keep bulk cargo, pallets, bales and vehicle transports without duplicating them. – Cancelling a contract voluntarily now incurs a 10 % penalty; admin or technical cancellations remain penalty‑free.

Credits:
dafke

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