Personnel Management V1.2.0.0

FS25 Mods |
Personnel Management V1.2.0.0


Personnel Management adds a persistent employee system to Farming Simulator 25. You can meet applicants, hire employees and build a team that develops over time.

Each employee has a name, a portrait and a personal background. Experience, reliability, loyalty and specializations turn helpers into individual members of your workforce, with assignments and important events recorded in a personal career history.

Features

  • Job interviews with initially partially hidden applicant attributes.
  • When job interviews are enabled, an approximate range is shown for one of the three attributes: experience, reliability or loyalty.
  • During an interview, you can ask up to three questions and choose which attributes you want to learn more about.
  • Follow-up questions narrow an attribute’s range and can eventually reveal its exact value.
  • The applicant’s salary expectation is revealed when the interview is complete.
  • Interviews can be paused and continued later.
  • Remaining unknown attributes are revealed as a new employee spends time on assignments.
  • Job interviews can be disabled in the settings so that all applicant attributes are visible immediately.
  • In multiplayer, other players on the same farm can follow the interview. The first authorized player to open the interview window takes charge of the conversation.
  • The applicant market offers people with different backgrounds and attributes.
  • Hired employees become permanent members of your farm’s workforce and can be assigned to supported helper jobs.
  • Employees gain experience through assignments and can develop specializations.
  • The training menu shows employee progress and allows specialization training to be selected.
  • Learned specializations can be activated or deactivated, and their current status is shown in the menu.
  • Applicant and employee profiles use a variety of text variants.
  • Career histories record hiring, completed assignments, training and salary decisions.
  • Employees gain experience and develop as they complete assignments.
  • Reliability affects how dependably employees work. An unreliable employee may interrupt an assignment.
  • Salary decisions and other events affect an employee’s attachment to your farm. Low loyalty can lead to a resignation.
  • Each employee receives an individual salary. Salary requests can be reviewed centrally and accepted or rejected individually.
  • Employees can be dismissed, resign or announce their retirement as they grow older. The applicable notice periods apply.
  • Employees can be designated for transport work and assigned a priority order in the transport management window.
  • Open the dedicated Personnel Management menu with Ctrl + M. It contains the applicant market, employee profiles, training, settings and an overview of your farm’s personnel development.
  • When starting a supported helper job, an employee selection window shows available staff, portraits, attributes and professional development.
  • Settings let you adjust various effects and features to your play style.
  • A detailed help section is available in the game.
  • Personnel Management supports AutoDrive, Courseplay and FollowMe.
  • Courseplay lets you select an available employee for a job.
  • AutoDrive uses employees designated for transport work and follows their assigned priority.
  • FollowMe jobs require an additional employee for the following vehicle.
  • The mod supports multiplayer and farm-specific personnel data.
  • Personnel actions are processed by the server, which checks permissions and farm ownership.
  • Existing savegames can still be carried over.
  • Activity tracking for specialization progress has been improved. Because of the variety of equipment and mod combinations, recognition cannot be guaranteed in every situation.

Changelog

V1.2.0.0

  • Job interviews: applicant attributes are no longer fully visible from the start.
  • Initially, a range is shown for one of the three attributes: experience, reliability or loyalty.
  • Before hiring, you can interview each applicant in up to three rounds of questions.
  • By asking follow-up questions, you can narrow an attribute’s range and eventually reveal its exact value.
  • An interview can be interrupted and continued later.
  • The applicant’s salary expectation is revealed after the interview.
  • The applicant’s rank becomes visible once the exact experience value is known.
  • After hiring, remaining unknown attributes are revealed as the employee spends time on assignments. The time required varies from employee to employee.
  • Job interviews can be disabled in the settings.
  • In multiplayer, other players on the same farm can follow an interview. The first authorized player to open the window takes charge of the interview.
  • Applicant and employee profiles include more text variants.
  • Activating and deactivating learned specializations in the training menu is clearer, and the current status is shown in the selection.
  • The employee selection window has been converted to an XML user interface.
  • Menus and dialogs have been visually redesigned to provide a consistent look.
  • New and revised texts have been added in all supported languages. The translations were created with the help of AI and have not yet been fully reviewed.
  • Fixed an issue that could prevent the Personnel Management menu from opening.
  • Fixed an issue that could cause regular stuttering.
  • Improved specialization progress tracking: short assignments and fractions of minutes can now be taken into account.
  • The elapsed time and known activity of ongoing assignments are included when saving.
  • Improved and secured the handling of multiplayer actions, farm data and employee assignments.
  • Existing savegames can still be carried over.

V1.1.4.4

  • Full employee chronicles remain in the savegame, but are no longer copied and sent to clients with every state update.
  • The personnel overview still receives the totals and latest events it needs; its chronicle values are recalculated only after a change.
  • Data for no longer registered farms remains in the savegame but is no longer processed by regular personnel checks or network states.
  • The full chronicle is no longer normalized or sorted during normal runtime.
  • Saving no longer creates a full working copy.
  • Added the missing localization for the “Release blocked employee” input action in every supported language.
  • Replaced unsupported Unicode minus signs in the German, English and French Help texts with font-compatible minus signs.

V1.1.3.0

  • A new “Help” tab has been added to the “Personnel Management” menu. It contains a detailed in-game guide in all 21 supported languages.
  • The simultaneous handover of multiple vehicles from AutoDrive to Courseplay has been fixed.
  • Each vehicle retains its own reserved worker during an automatic handover.
  • Duplicate worker reservations for different vehicles are prevented.
  • Savegame path resolution and the associated diagnostic messages have been improved.
  • Overwriting an existing helperPersonnel.xml after a failed loading attempt is now prevented.
  • The saving of personnel data has been adapted to the FS25 save process.
  • The main and backup files are written directly and then validated, without leaving new temporary files in the savegame.
  • Loading from a validated backup has been added in case the primary helperPersonnel.xml is corrupted or unreadable.

Author: Dude23
Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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