Employees V1.5.0.0

FS25 Mods |
Employees V1.5.0.0


The “Employees” mod expands the game with a personnel system. Employees can be hired, assigned to different work areas, and developed through training. They also handle tasks such as animal husbandry and machine maintenance.

Features

  • Employee Management: Up to 10 fixed employee profiles with their own name, age, and assigned AI helper.
  • Four contract types: Casual for €600/month and 40 in-game 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: Available for 8 in-game hours from the time of request and then automatically leave the farm. They receive no further training and work at full performance level.
  • Job Categories: Each employee can be assigned fieldwork, transport, animal husbandry, or machinery operation. New employees start with “Unassigned.”
  • AI Helper Linking: Fieldwork is only assigned to employees with fieldwork skills; GoTo, Delivery, Conveyor Belt, and Transport jobs require Transport.
  • Employee Selection in Single Player: When starting a suitable AI job, a selection of available employees appears.
  • Automatic Selection in Multiplayer: A suitable employee is automatically selected. The employee with the lowest percentage of their allocated hours is given priority.
  • Real employee names: Instead of “AI Helper A/B/C…”, the employee’s name is displayed for managed jobs.
  • Working hours: Regular employees use up their monthly hour allowance while performing AI tasks. Once this allowance is exhausted, the job is terminated.
  • Monthly salaries: Salaries are deducted at the end of the month; at the same time, the hour allowance of regular employees is reset.
  • Terminations: An employee can be terminated. Termination occurs after three month-ends; the termination can be withdrawn beforehand.
  • Aging: Employees age over the course of the game.
  • Retirement: Employees retire at age 65. A warning is issued three months in advance. The vacated position can then be rehired with the employee’s original starting age.
  • Illnesses: Regular employees have a 3% monthly chance of becoming ill.
  • Four illnesses: colds, gastroenteritis, flu, and back problems with varying recovery times.
  • Recovery in game time: Illness expires after in-game hours. Sick employees cannot be deployed or trained; ongoing work and maintenance are terminated.
  • Training: Fieldwork, transport, animal husbandry, and machine technology each have 3 levels.
  • Training costs: Level 1 costs €750, Level 2 €1,500, Level 3 €2,250.
  • Training duration: The three levels take 2, 5, and 8 in-game hours, respectively.
  • Performance levels: Without training, a normal employee works at 25%, then at 50%, 75%, and 100%.
  • Fieldwork and Transport: The training level affects the actual AI driving speed and the vehicle’s speed limit.
  • Animal Husbandry and Machinery: Higher training reduces the required working time.
  • Automatic Animal Checks: An animal caretaker automatically checks the herds at 8:00 AM and 5:00 PM.
  • Occupied Sheds Only: Empty barns and pastures are skipped.
  • 20% Threshold: Feed, water, and bedding are only replenished when the respective stock level falls below 20%.
  • 95% Target: The animal caretaker then attempts to raise the stock level to 95%.
  • Fair Feed Distribution: If there isn’t enough feed available, herds in need are considered together, instead of the first barn found receiving all the feed.
  • Feed from Farm Stores: The mod searches for usable feed in various locations, including regular silos, silo extensions, bale storage, pallet storage, big bags, and object storage facilities.
  • Hof Bergmann Support: The storage logic takes into account the special Hof Bergmann pallets and ObjectStorages.
  • Pet Food: Special fill types such as dog/cat food can also be accommodated.
  • Water: The animal caretaker fills suitable water troughs directly and free of charge; no water is taken from a farm storage area.
  • Bedding: The mod recognizes both straw and wood shavings, depending on what the respective barn actually supports.
  • Wood Shavings on Hof Bergmann: Even stored wood shavings pallets in the ObjectStorage can be recognized as stock and removed.
  • Stock Protection: If feed or bedding is not accepted by the barn, the mod attempts to return the reserved stock instead of simply making it disappear.
  • Manure: Existing manure is moved to the nearest accessible manure slab on the farm.
  • Farm Separation: The automatic supply only accesses stocks and holdings to which the respective farm has access.
  • Mechanical Technician: Works automatically between 8:00 AM and 5:00 PM.
  • Repair Threshold: Vehicles are selected for maintenance when they reach approximately 20% damage.
  • Vehicle Selection: Preference is given to a damaged vehicle belonging to the operator that is not currently being driven, is not in motion, and is not performing an active AI job.
  • Maintenance Duration: This depends on the Mechanical Technician’s training level and only continues during working hours from 8:00 AM to 5:00 PM.
  • Vehicle Lockout During Maintenance: The vehicle cannot be entered, tabbed through, used, or normally attached during maintenance.
  • Repair Display: The remaining repair time is displayed in the vehicle information.
  • Repair costs: Before and upon completion, the system checks whether the farm can afford the repair.
  • Staff overview: The employee menu displays employees by contract type and job description, as well as status, age, available hours, and other contract information.
  • Status indicators: These include “Available,” “On Duty,” “Training,” “Sick,” “Hours quota reached,” “Maintenance task,” and “Assign job description.”
  • Multiplayer: The actual employee logic runs server-side.
  • Multiplayer synchronization: Employees, contracts, working hours, age, roles, training, illnesses, active AI jobs, and maintenance are transferred to the clients.
  • Farm security in multiplayer: A client may only perform administrative actions for employees on their own farm.
  • Synchronized actions: Hiring, changing job descriptions, starting training, resigning, and retracting resignations are sent to the server.
  • Multiple farms: Animal care and machinery maintenance are managed separately for each farm in multiplayer.
  • Savegame support: Employees, development, illnesses, training, maintenance, and animal check times are saved in a separate employees.xml file.

Changelog

  • V1.5.0.0
    English translation fixed
    French translation added
    AutodriveFix.lua inserted
  • V1.4.0.0
    CourseplayFix.lua added
    Change only to the driver’s appearance. No change to Courseplay logic.
  • V1.3.0.0
    English language added

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


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