

Adds ongoing wage costs for hired workers in Farming Simulator 25, with configurable payment methods, wage levels, skill-based pricing, and in-game settings integration.
Features
- Configurable wage system: choose hourly or per-hectare payment
- Three wage levels: Low ($15/h), Medium ($25/h), High ($40/h)
- Skill-based pricing: workers with higher skills earn higher wages
- Full in-game settings integration
- Console commands for complete control
- Multiplayer compatible
- 10 language support
- Save game compatible
Specifications
- Workers are charged while they are active
- Payment is calculated based on time worked in hourly mode or hectares worked in per-hectare mode
- Worker skill level multiplier: 80%-120%
- Payment uses the chosen wage level or custom rate
Settings Options
- Enable/Disable: toggle the mod on or off
- Cost Mode: Hourly or Per Hectare
- Wage Level: Low, Medium, or High base rates
- Custom Rate: set your own wage rate
- Notifications: toggle payment alerts
- Debug Mode: extra logging
Console Commands
Type workerCosts in the console for the full list, including:
WorkerCostsEnable/DisableWorkerCostsSetWageLevel 1|2|3WorkerCostsSetCostMode 1|2WorkerCostsSetCustomRateWorkerCostsTestPaymentWorkerCostsShowSettingsWorkerCostsResetSettings
Installation
1. Extract to your FS25 mods folder
2. Enable in the mod menu
3. Configure the settings in-game or via the console
Compatibility
- Works with FS25 (all versions)
- Multiplayer supported
- Compatible with most other mods
- Safe to add/remove from existing saves
Changelog
V2.3.0.1
Fixed
Paying or declining the monthly salary after sleeping no longer leaves you without controls. When the month ended while you slept, the salary summary opened during sleep, and after Pay or Decline the game kept running with no controls except the console. The summary now opens when you wake up.
V2.3.0.0
Changed
- Payroll follows the game’s calendar. The monthly bill is issued on the last day of each month whatever the month length, a short month used to issue no bill, each farm is billed only for its own workers, and a bill is frozen when issued: Pay and Decline act on that exact bill, and declining no longer compounds the late penalty into the amount owed.
- The Worker Costs page on the Realistic Farming Esc menu now holds hiring, firing, wage options, Reset and the crew board on one page; the old Worker Manager footer is gone.
- The emergency loan in Income Mod can read your upcoming payroll bill.
Fixed
- A save sitting on the last day of a month no longer opens the salary dialog on the loading screen, which could stop the game from starting.
- Setting the clock backwards within a day no longer bills the “missed” hours.
- Multiplayer: hiring and firing charge the farm of the player who did it; players see the host’s Worker Costs settings within about a second; an admin’s change applies for everyone from any settings screen or the console, and those settings are locked for non-admins.
- The hire hall keeps its place when the roster grows.
- Key presses are registered only where they belong, on foot or in a vehicle, and the roster key has a default and shows the live key.
- Translations: the Cost Mode and Wage Level settings have their labels and Monthly Salary its tooltip, accented letters show correctly in seven languages, the settings labels reach all 26 languages, the Korean “Field Detail” label is fixed, the page legend shows a plain dot between page names, and the title and description read correctly in the mod manager.
V2.2.2.2
New
- Legendary worker tier. A fourth worker skill tier above Master, unlocked at Pro-Staff Level 16, with its own wage, hire, and severance values.
- Rebuilt About tab. The in-game About page now has readable Core, Formulas, and Pro-Staff sections, with a two-column Pro-Staff layout.
- Realistic Farming ecosystem integration. Worker Costs now saves its roster and hiring-hall state through the shared save system, reports the roster panel to the unified on-screen display, syncs across multiplayer through the shared network layer, and its settings appear in the Farm Tablet’s System Settings app.
Fixed
- Legendary workers are no longer shown a fatigue surcharge they do not actually pay. The roster cost estimate now matches the real wage charge, where both Master and Legendary workers are fatigue exempt.
- Wages are now billed once per in-game day instead of on a real-time timer, so a high time scale or fast-forward no longer overcharges you.
- Multiplayer: wage billing now runs only on the host, and spectator or invalid farm slots are no longer charged.
Note
Every ecosystem hook is optional. With none of the other Realistic Farming mods installed, Worker Costs works exactly as before.
v2.2.1.0 – Worker Dossier, Hiring Hall rotation, dashboard fixes
Builds on the Pro-Staff 2.2.0.0 release with the work that landed after it.
New & improved
Worker Dossier panel and a timed Hiring Hall rotation.
Hire-hall panel now uses the FarmTablet focus API, so it plays nicely with the tablet (#84).
Fixed
Dashboard cleanups: clearer naming, the effective-rate header no longer shows twice, and the tier unit is dynamic now (#81, #82, #83).
Multiplayer sync of worker lifecycle and history, plus job-resume binding so assignments survive properly (#78, #79).
v2.2.0.0 – Pro-Staff: Hiring Hall, Worker Dossier & multiplayer
The Pro-Staff update changes helpers into a team that develops over time. Back up your save first, just to be safe.
Hiring Hall
Daily hiring limit of 5 a day, resets each morning and sticks across save/reload. The panel shows how many you have used.
Trusted employees pin to the top with a star. Saves, and shows for everyone in multiplayer.
Earn your Masters through experience on the job. They are no longer offered for hire; Experienced workers start appearing once your crew has put in hours.
Timed rotation – the hall now refreshes once per day instead of refilling on demand, and the pool survives a save/reload so it is not a free re-roll.
Worker Dossier
The Pro-Staff panel (ALT H) is now a master-detail dossier: click a worker for their skill and fatigue gauges, lifetime hours and jobs, a recent job history, and their base to effective wage. Hire, fire with severance, assign to a vehicle, and mark trusted, all from one place.
Under the hood
Multiplayer – roster, lifecycle and job history sync to clients from the host.
Job continuity – a worker re-binds to their vehicle when a job resumes after a reload, instead of a duplicate being hired.
Farm Tablet – the panel steps aside when the tablet is open, so two overlays never fight.
UI fixes – dashboard wording matches the wage tab (Payment Strategy / Compensation Tier), the duplicate Effective Rate header is gone, and the tier unit now follows the chosen strategy ( / h v s /ha).
Notes
Old saves load fine. Console: type workerCosts. Open the panel with ALT H.






