Field Farming
v1.3.1🚜 Open-field farming: 🖌️ paint fields anywhere, tractors plow, fertilize and seed, 🌾 combines harvest, also into trucks. Crop rotation, machine shed, three farm levels.
- Source code
- No source provided
- Tags
- Content Quality of Life Production Vehicles Food
π Enjoying my mods? Donating is never a must, but it is greatly appreciated and helps me keep building and updating them: Donate via PayPal β
π Field Farming

Real farming on open fields: paint your fields anywhere, then watch tractors plow, fertilize and seed them while combines bring in the harvest, straight into your trucks if you like.
Lay out fields of any size and shape on fertile ground, pick what grows on them, and let a fleet of farm machines do the work, row by row in clean straight passes, just like a real farm. A field yields about three times as much per tile as a vanilla farm.
πΎ Fields anywhere
- ποΈ Paint fields on any fertile ground, like the tree-planting tool: drag to add 4 Γ 4 tile squares, right-drag to remove
- π½ Five crops: wheat, corn, potatoes, soybeans and canola, with up to three crops per farm
- π Crop rotation: give a field up to three crops in turn, every harvest moves on to the next one
- π A full cycle per field: plow β fertilize β seed β harvest when everything is ripe β plow again
- π§ Fields are off limits for all other vehicles: trucks drive around them, nothing flattens your crops, and a truck that still ends up on a field always gets a way off
- π Big harvests: about 3Γ a vanilla farm on the same area, plus up to +100% with fertilizer

π Machines that do the work
- π Farm tractors plow, seed and fertilize, and swap between plow, seeder and sprayer at the farm
- πΎ Combine harvesters harvest ripe fields and unload at the farm
- π Harvest into trucks (optional): the trucks assigned to the farm drive alongside the combine, take the harvest straight to the farm and take turns without the combine stopping
- β©οΈ Picks up where it stopped: after unloading or refilling, machines continue exactly at the spot they left
- βοΈ Bigger machines, wider passes: level I works 1 row per pass, level II 2 rows, level III 3 rows (7.4 / 15.4 / 23.4 m wide)
- π§ Folding wings: plows, seeders and sprayers fold up for driving and unfold on the field
- β½ Real vehicles built at the vehicle depot: diesel, a driver, exhaust smoke and lights at night




π‘ The farm
- π Three levels that upgrade in place: 2,000 / 4,000 / 8,000 storage per crop
- π¦ Three crop storages, each with its own truck sliders and output port (A, B, C)
- ποΈ Farm machine shed: keeps up to 8 idle tractors and combines out of the way and lets them out when there is work
- π§ͺ Fertilizer port: organic +40%, chemical +70%, chemical II +100% harvest
- π§ Fenced yard with parking bays, implement stand, unloading grate and a 44 m gate
- π Farm window with crops, stock, every field's state and every machine, plus productivity like other buildings

How to start
- Research Field farming (after Wheat in the food branch).
- Build a Field farm (Food category) and pick its crops in the farm window.
- Paint fields with Paint fields in the farm window or Farm fields in the Food toolbar. Click a field to choose its farm and crop.
- Build farm tractors and combine harvesters at a vehicle depot. With diesel and drivers they get to work by themselves.
- Optional: build a Farm machine shed near the farm; assign trucks to the farm (farm window, Assigned trucks) and switch on Harvest into trucks in a combine's window.
Good to know
- π Speaks all 21 languages of the game: it follows your game's language (translated with care; corrections are welcome on the forum).
- Can be added to existing saves, but not removed once you have built farms or machines.
- Level II and III need Field farming II / III (after Vehicle assembly II / III); a farm only uses machines up to its own level.
- Settings in Options β Mods β Field Farming: harvest per area, growth speed and keeping other vehicles off fields.
- Vegetables are not offered: they are a unit product, and the combine carries loose crops.
- Made for Captain of Industry 0.8.7.
All models and icons are original. No game files included. Contains Harmony (MIT).
No announcements yet.
v1.3.1
Latest- Game version
- 0.8.7 - 0.8.7
- Released
- Oct 13, 2026
- File size
- 5.8 MB
- License
- CoI-Keep
* Fixed: trucks brought a crop back to the farm although its "bring until" slider was at 0 (e.g. after emptying a crop, its goods came back from the shipyard). Trucks now bring a crop only when that slider asks for it * Fixed: vehicles drove over fields again. Driving past a field (on a road along it) no longer opens it; only a vehicle really stuck on or at a field gets a way off * Fixed: in the farm window the truck slider handles of a crop covered the name of the next crop
v1.3.0
- Game version
- 0.8.7 - 0.8.7
- Released
- Oct 12, 2026
- File size
- 5.8 MB
- License
- CoI-Keep
* New: the coloured signs above the crop outputs A, B and C show the icon of their crop (suggested on the forum) * New: translated into all 21 languages of the game (the mod follows the game's language) * Machine status texts are now whole sentences, so they read well in every language
v1.2.2
- Game version
- 0.8.7 - 0.8.7
- Released
- Oct 11, 2026
- File size
- 5.6 MB
- License
- CoI-Keep
* Fixed: trucks could get stuck in a field when its harvested squares were plowed around them. A vehicle on a field, or right at its edge with no room to move, now always gets a way off: the squares without crops stay open until it has left
v1.2.1
- Game version
- 0.8.7 - 0.8.7
- Released
- Oct 11, 2026
- File size
- 5.6 MB
- License
- CoI-Keep
* New: Farm machine shed - keeps up to 8 idle tractors and combines out of the way and lets them out when their farm has work * New: Harvest into trucks (switch in the combine window) - the trucks assigned to the farm drive alongside, two at a time, and take turns without the combine stopping * New: Crop rotation - up to three crops per field, every harvest moves on to the next * New: Three crop storages in the farm window with their own truck sliders; trucks pick up all three crops * New: Other vehicles keep off fields, so they no longer drive over crops or get stuck in a field (setting, on by default) * Changed: Fields are fertilized after plowing, before seeding (no more race against the growing crop) * Fixed: Farms lost their state after loading a save in a fresh game session (the 'farm got reset' bug) * Fixed: Combines and sprayers return to the exact spot where they stopped * Fixed: Machines no longer get stuck trying to reach the implement stand or the unloading grate * Fixed: Harvested crops and used fertilizer now count in the game's product statistics
v1.3.1 | 2026-10-13
* Fixed: trucks brought a crop back to the farm although its "bring until" slider was at 0 (e.g. after emptying a crop, its goods came back from the shipyard). Trucks now bring a crop only when that slider asks for it * Fixed: vehicles drove over fields again. Driving past a field (on a road along it) no longer opens it; only a vehicle really stuck on or at a field gets a way off * Fixed: in the farm window the truck slider handles of a crop covered the name of the next crop
v1.3.0 | 2026-10-12
* New: the coloured signs above the crop outputs A, B and C show the icon of their crop (suggested on the forum) * New: translated into all 21 languages of the game (the mod follows the game's language) * Machine status texts are now whole sentences, so they read well in every language
v1.2.2 | 2026-10-11
* Fixed: trucks could get stuck in a field when its harvested squares were plowed around them. A vehicle on a field, or right at its edge with no room to move, now always gets a way off: the squares without crops stay open until it has left
v1.2.1 | 2026-10-11
* New: Farm machine shed - keeps up to 8 idle tractors and combines out of the way and lets them out when their farm has work * New: Harvest into trucks (switch in the combine window) - the trucks assigned to the farm drive alongside, two at a time, and take turns without the combine stopping * New: Crop rotation - up to three crops per field, every harvest moves on to the next * New: Three crop storages in the farm window with their own truck sliders; trucks pick up all three crops * New: Other vehicles keep off fields, so they no longer drive over crops or get stuck in a field (setting, on by default) * Changed: Fields are fertilized after plowing, before seeding (no more race against the growing crop) * Fixed: Farms lost their state after loading a save in a fresh game session (the 'farm got reset' bug) * Fixed: Combines and sprayers return to the exact spot where they stopped * Fixed: Machines no longer get stuck trying to reach the implement stand or the unloading grate * Fixed: Harvested crops and used fertilizer now count in the game's product statistics
This mod has no dependencies.
No other mods depend on this mod yet.