Employees V1.2

FS25 Mods |
Employees V1.2


Employee management supports permanent and temporary workers, assigned areas of responsibility, AI helper integration, training, illnesses, retirement, animal care, machinery maintenance, and multiplayer synchronization.

Features

  • Up to 10 permanent employee profiles, each with their own name, age, and assigned AI helper.
  • Four contract types: Minijob for €600/month and 40 gameplay hours, part-time for €1,600/month and 80 hours, full-time for €3,200/month and 160 hours, and temporary workers for €120 per assignment.
  • Temporary workers are available for 8 gameplay hours after being requested, after which they automatically leave the farm. They cannot receive training and always work at full performance level.
  • Each employee can be assigned to fieldwork, transport, animal care, or machinery maintenance. New employees start as “Unassigned.”
  • Fieldwork jobs are assigned only to employees with the fieldwork role. GoTo, delivery, conveyor belt, and transport jobs require the transport role.
  • In singleplayer, when starting a suitable AI job, a selection of available employees is displayed.
  • In multiplayer, a suitable employee is selected automatically, with preference given to the employee who has used the lowest percentage of their available monthly hours.
  • Managed jobs display the actual employee’s name instead of “AI Worker A/B/C…”.
  • Regular employees use up their monthly hour allowance while performing AI jobs. Once the allowance is exhausted, the job is stopped.
  • Salaries are deducted at the change of each month. At the same time, regular employees’ monthly working-hour allowances are reset.
  • An employee can be dismissed. Their employment ends after three month changes, and the dismissal can be withdrawn before then.
  • Employees age as the in-game months pass.
  • Employees retire at the age of 65. A warning is issued three months beforehand. The vacated employee slot can later be filled again with the employee’s original starting age.
  • Regular employees have a 3% chance per month of becoming ill.
  • There are four illnesses: Cold, gastrointestinal illness, flu, and back problems, each with different recovery times.
  • Illness duration is measured in gameplay hours. Sick employees cannot be assigned to work or training, and any ongoing jobs or maintenance tasks are stopped.
  • Fieldwork, transport, animal care, and machinery maintenance each have 3 training levels.
  • Training costs: Level 1 costs €750, Level 2 costs €1,500, and Level 3 costs €2,250.
  • The three training levels take 2, 5, and 8 gameplay hours respectively.
  • Without training, a regular employee works at 25% efficiency, increasing to 50%, 75%, and 100% with each training level.
  • For fieldwork and transport, the training level affects the actual AI driving speed or the vehicle’s speed limit.
  • For animal care and machinery maintenance, higher training levels reduce the amount of time required for these tasks.
  • An animal caretaker automatically checks animal facilities at 08:00 and 17:00.
  • Empty barns and pastures are skipped.
  • Feed, water, and bedding are replenished only when the respective level falls below 20%.
  • The animal caretaker attempts to refill the resource to 95%.
  • If there is not enough feed available, all animal facilities in need are considered together instead of the first facility found receiving everything.
  • The mod searches for usable feed in regular silos, silo extensions, bale storage, pallet storage, BigBags, ObjectStorages, and other supported storage types.
  • The storage logic supports the special Hof Bergmann pallets and ObjectStorages.
  • Special fill types such as dog and cat food can also be supported.
  • The animal caretaker fills suitable water troughs directly and free of charge. No water is deducted from farm storage.
  • The mod recognizes both straw and WOODSHAVINGS/wood shavings, depending on what the specific animal facility supports.
  • Stored wood-shaving pallets in ObjectStorage can also be detected and used as available stock on Hof Bergmann.
  • If feed or bedding is not accepted by the animal facility, the mod attempts to return the reserved amount to storage instead of simply deleting it.
  • Existing manure is moved to the nearest reachable manure heap belonging to the same farm.
  • Automatic supply management only uses storage and animal facilities that the respective farm has access to.
  • The machinery technician works automatically between 08:00 and 17:00.
  • Vehicles with approximately 20% damage or more are selected for maintenance.
  • Preference is given to a damaged vehicle owned by the farm that is not currently being driven, is stationary, and has no active AI job.
  • Maintenance duration depends on the machinery technician’s training level and only progresses during working hours between 08:00 and 17:00.
  • During maintenance, the vehicle cannot be entered, tabbed into, used, or normally attached to equipment.
  • The vehicle information display includes details such as the remaining repair time.
  • Before maintenance begins and again upon completion, the mod checks whether the farm can afford the repair.
  • The employee menu displays employees by contract type and area of responsibility, together with their status, age, remaining hours, and additional contract information.
  • Status indicators include “Available,” “Working,” “Training,” “Sick,” “Hour Limit Reached,” maintenance tasks, and “Assign Area of Responsibility.”
  • The main employee-management logic runs server-side in multiplayer.
  • Employees, contracts, working hours, age, roles, training, illnesses, active AI jobs, and maintenance tasks are synchronized with clients in multiplayer.
  • In multiplayer, a client may perform management actions only for employees belonging to their own farm.
  • Hiring, changing an employee’s area of responsibility, starting training, dismissal, and cancellation of dismissal are sent to the server.
  • Animal care and machinery maintenance are managed separately for each farm in multiplayer.
  • Employees, progression, illnesses, training, maintenance tasks, and animal-check times are stored in a dedicated employees.xml file.

Author: Cobra-Modding
Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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