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Courseplay Custom Build Improvements

  • Modernized the mini HUD with cleaner spacing, larger buttons, better alignment, and a polished Courseplay green/black layout.
  • Improved HUD persistence so open/closed state, position, and locked movement behave correctly after saving/loading.
  • Moved key HUD actions to a consistent bottom button row and fixed overlapping or hidden clickable buttons.
  • Cleaned HUD text and labels by removing unnecessary CP: prefixes, fixing spacing, trimming long names, and improving readability.
  • Added smarter course display names such as: "Field 8 - Spreader", "Fields 8, 9 - Mower"
  • Added auto-generated course names using field number + tool type, while avoiding crop or fill-type names so courses stay reusable.
  • Improved Courseplay job menu behavior so Create Job / Generate Course actions appear more reliably without switching tabs.
  • Improved active worker displays in both Courseplay and the base-game worker list with clearer task descriptions like Spraying, Planting, Harvesting, and Unloading Combine.
  • Added clearer warning and info message handling, including better refill/refuel context, duplicate prevention, and optional notification sound.
  • Fixed AutoDrive refill/reload mode issues so fieldwork jobs return to the correct Fieldwork HUD instead of getting stuck in Silo Work.
  • Separated true Silo Work from fieldwork refill behavior, keeping spraying, spreading, planting, and similar jobs on the correct HUD.
  • Changed default turn and reverse speeds to 10 km/h for smoother default behavior.
  • Added configurable HUD vehicle naming modes: vehicle only, vehicle + work type, or vehicle + implement.
  • Added compact vehicle/tool labels such as Sprayer, Spreader, Cultivator, Planter, and Grain Cart to help distinguish workers.
  • Improved implement detection so support tanks, trailers, and secondary tools do not override the main working tool.
  • Handled NH3/anhydrous applicators better, showing toolbar-style applicators as Cultivator instead of Sprayer when appropriate.
  • Added Grain Cart detection so auger wagon/combine unload setups no longer show as generic Trailer.
  • Polished multi-vehicle Track selection with compact values: C, L1, L2, R1, R2.
  • Fixed Track hover behavior and removed accidental mouse-wheel changes.
  • Renamed offset labels to compact HUD wording: H-offset and V-offset.
  • Added clearer offset descriptions: H-offset is lateral left/right, V-offset is fore/aft forward/back.
  • Added translations/localization entries for new HUD, worker, tool, Track, and offset text.
  • Added caching for HUD display names so names rebuild only when needed.
  • Rearranged some GUI menu options so they categorically make sense.
  • Added GUI menu options and changed some default settings.
  • Added early custom turn improvements, including smoother fieldwork turn behavior and better handling for certain headland/turnaround situations.
  • Added harvester/combine turn improvements for cleaner adjacent-row 180-degree turns when enough harvested headland space is available.
  • Improved turn selection so custom 180/light-bulb-style turns are used only when appropriate, while irregular field-edge, obstacle, diagonal, or recovery turns can fall back to Courseplay pathfinding/generated turns.
  • Added grain cart and unloader behavior improvements, including better combine unload labeling and early support for detecting multiple unload targets, multi-hopper trailers, and gravity wagon trains.
  • Improved grain cart unload behavior so connected or nearby wagon trains can be treated more intelligently instead of always forcing a full route recalculation.
  • Added early same-train unload logic so the cart can move forward to the next wagon/hopper when appropriate instead of making an unnecessary loop around the whole train.
  • Reduced the forward continuation distance at sharp 90° headland corners for front-mounted harvesting tools.
  • Implemented a Courseplay empty-waypoint generation crash guard.

General Summary

This custom Courseplay build focuses on making Courseplay cleaner, easier to read, and more practical during normal gameplay. The biggest changes are HUD polish, better worker and vehicle naming, clearer fieldwork labels, improved tool detection, smarter course naming, better refill/reload behavior, early turn improvements, and early grain cart/unloader improvements.

The goal is not to replace the original Courseplay experience. The goal is to make daily use smoother, reduce confusing labels or warnings, and make workers easier to understand at a glance.

Stable custom build: 8.3.5.0

Put into your mod folder like usual, make a backup of your older Courseplay version, and rename this download however you see fit to run it.

I want to thank the Courseplay dev team for a wonderful mod! Please donate to them! This is a BETA stage mod! Thank you!

Updated 3 days ago
Published 17 days ago
StatusIn development
CategoryGame mod
AuthorBacker Farms
TagsFarming Simulator 25, Singleplayer
AI DisclosureAI Assisted, Code, Text

Download

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Click download now to get access to the following files:

FS25_Courseplay_8_3_5_0_Stable.zip 3.8 MB
FS25_Courseplay_8_3_2_7_CleanupCheckpoint.zip 3.8 MB

Development log

Comments

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can u please add a button config for call grain cart manually ?

I always hit the "next" button while in the grain cart!

Yes, I understand, but what I mean is that it would be possible to configure a button to call the grain cart while harvesting manually. Antler 22 did it, but it still has some issues. If you could incorporate it, it would be truly amazing — it would blow everyone’s mind, definitely next level.

10-4. AI and I will look into it!

i agree that would be awsome

(-1)

So, I love the description of this mod, However, I have had some issues with it locking up my whole game when i sell or buy or modify any vehicles from the store. I have also had it lock everything up when trying to complete a mission. My question is, are there any known mod conflicts that you are aware of concering this issue?

I haven't had any issues with store or repair shops and this mod. I've done multiple contracts with it as well... this is merely a polished GUI and HUD for courseplay.

if you are using  realistic weather mod  it will do this  take it out

I don't know what you're trying to say here. I've not tested with realistic weather mod, but again it's just mostly regular courseplay with new HUD and GUI tweaks.

i was responding to it locking up on concretesorcery its not your mod  it is the realistic weather

Good work, but no speed settings

This hasn't changed from regular courseplay, it's located in the vehicle settings!

its not there

Hm, ill check it again

love the mod but my endrows wont show up

The headland passes? Make sure it's not 0 in fieldwork settings.

Deleted 15 days ago

Yes, new upload should have those fixed!

Deleted 15 days ago