Workplace Triggers V1.2.0.0

FS25 Mods |
Workplace Triggers V1.2.0.0


Turn any location on any map into a legitimate workplace. Open the Workplace Manager, add a trigger, give it a name and a wage, place it anywhere on the map, then walk in and clock in.

Features

  • Placeable trigger zones, invisible zones you drop anywhere, indoors or outdoors
  • Three pay schedules per trigger: Hourly, Flat Rate per shift, or Daily rate
  • Shift tracking HUD, live workplace name, time elapsed, and current earnings; drag and resize it anywhere on screen
  • Workplace Manager (F4), view, edit, and delete all your triggers from one screen
  • Shift history log, last 50 completed shifts saved with name, duration, payout, and in-game day
  • Persistent saves, all triggers, names, wages, and schedules survive reloads; each savegame has its own set
  • Multiplayer, each player tracks their own shifts; earnings go to the shared farm account
  • Optional FS25_NPCFavor integration, completing shifts builds NPC relationships
  • Optional FS25_WorkerCosts integration, off-farm income tracked alongside AI worker wages

How to Use

  • 1. Press F4 to open the Workplace Manager and click Add
  • 2. Name the workplace, set a wage, choose a pay schedule, then confirm
  • 3. Place the trigger at any location on the map
  • 4. Walk into the zone and press E to start your shift
  • 5. Press E again to end your shift and collect your wages

Controls

E – Start / end shift when inside a trigger zone
F4 – Open / close Workplace Manager, can be rebound
Left Shift – Toggle HUD edit mode, drag and resize the panel

Settings

Found under ESC > Settings > General Settings > Workplace Triggers:

  • Show Shift HUD
  • HUD Scale
  • Show Notifications
  • Wage Multiplier, global modifier on top of per-trigger wages
  • End Shift on Leave, auto-end shift when leaving the zone
  • Show Earnings in HUD
  • Debug Mode

Languages: EN / DE / FR / IT / NL / PL
Multiplayer: Yes

Changelog

  • V1.2.0.0
    Added – Named farm sites: mark and name places on your farm, a yard, a storage area, a field entrance, separately from wage triggers. Open them from the Farm Sites entry in the Workplace list or the Control Center; your farm’s sites show on the map in blue.
    Changed – Key defaults no longer collide with other suite mods: workplace interaction is now Right Ctrl + K and the Workplace HUD toggle is Right Ctrl + I (HUD edit stays Right Shift + C). Your own saved key bindings are not touched.
    Translated help and store text is kept as it was.
  • V1.1.2.0
    What’s fixed – Ending a shift no longer pays the earned money twice
    What’s new – Workplace HUD show/hide toggle is now available from the suite Control Center (with Settings Hub installed) – The workplace interact action now has a default E key binding
    No save migration needed. Drop-in replacement for v1.1.1.2.
  • V1.1.1.0
    Previously, the server used a single shared slot to track the active shift. When a second player clocked in, it would silently end the first player’s shift early, paying them out immediately and leaving their client stuck showing a running shift they could no longer stop.
    What was fixed: – The server now tracks shifts per farm using an independent slot per farmId. Multiple farms can have concurrent active shifts without interfering with each other. – A duplicate clock-in guard prevents the same farm from accidentally starting a second shift if the event fires twice. – Deleting a trigger now correctly cleans up any active per-farm shifts using that trigger, not just the single-slot state. – SP and listen-server host behaviour is unchanged, the single-slot fields used for zone checks and HUD updates are preserved and still work as before. This fix only matters in multiplayer / dedicated server sessions with two or more farms clocked in at the same time. Singleplayer and single-farm multiplayer sessions were unaffected by the original bug.

Author: tisonK

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


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