Marcus (Cobra Modding)
1.54 MB
The "Employees" mod enhances the game with a comprehensive personnel system. You can hire employees, assign them to various work areas, and develop their skills through training. They handle tasks such as animal husbandry and machine maintenance. Different contract types, salaries, illnesses, retirement, and temporary workers allow for more realistic personnel management. Employee Management: Up to 10 fixed employee profiles, each with their own name, age, and AI helper. Contract Types: Casual (€600/month, 40 hours), Part-time (€1,600/month, 80 hours), Full-time (€3,200/month, 160 hours), and Temporary (€120 per assignment). Temporary Workers: Available for 8 in-game hours from request and then automatically leave the farm. They work at full performance without further training. Job Categories: Assign employees to fieldwork, transport, animal husbandry, or machinery operation. New employees start as "Unassigned." AI Helper Linking: Fieldwork requires fieldwork skills; GoTo, Delivery, Conveyor Belt, and Transport jobs require Transport skills. Employee Selection in Single Player: When starting a suitable AI job, available employees are shown for selection. Automatic Selection in Multiplayer: The system automatically assigns the employee with the lowest percentage of their allocated hours. Real Employee Names: Instead of generic "AI Helper A/B/C," the actual employee's name is displayed. Working Hours: Regular employees use their monthly hours for AI tasks; jobs end once the allowance is exhausted. Monthly Salaries: Deducted at month’s end, and the hours allowance resets. Terminations: Employees can be terminated after three months; this can be canceled beforehand. Aging and Retirement: Employees age over time and retire at 65, with a warning three months prior. Vacant positions can be rehired at the original age. Illnesses: Regular employees have a 3% monthly chance of falling ill, with illnesses like colds, gastroenteritis, flu, and back problems, each with different recovery times. Recovery: Illnesses last for in-game hours; sick employees cannot be deployed or trained, and ongoing work is halted. Training: Available in four levels for fieldwork, transport, animal husbandry, and machinery, costing €750, €1,500, and €2,250 respectively, with durations of 2, 5, and 8 hours. Performance Levels: Without training, employees work at 25%, then 50%, 75%, and 100%. Training improves AI driving speed, vehicle speed limits, and reduces work time. Animal Husbandry and Machinery: Higher training levels reduce required working time. Animal Checks: Automatically performed at 8:00 AM and 5:00 PM, focusing only on occupied sheds. Stock Management: Feed, water, and bedding are replenished when levels drop below 20%, aiming to raise them to 95%. The system distributes resources fairly among herds. Feed Sources: The mod searches various storage locations, including silos, bale storage, pallets, big bags, and object storage. Special Storage: Supports Hof Bergmann pallets and ObjectStorages, including pet food. Water and Bedding: The animal caretaker fills water troughs directly; bedding options include straw and wood shavings, which can be recognized from storage pallets. Stock Protection: The system attempts to return reserved stock if barn acceptance fails. Manure: Moved to the nearest accessible manure slab. Farm Separation: Only stocks accessible to the respective farm are used. Mechanical Technician: Performs automatic repairs between 8:00 AM and 5:00 PM, prioritizing damaged vehicles not in use. Repair Process: Vehicle repair depends on technician’s training level, with progress shown in vehicle info. Repairs are only performed during working hours, and costs are checked beforehand. Staff Overview: Displays employees by contract type, role, status, age, available hours, and other details. Status Indicators: Include "Available," "On Duty," "Training," "Sick," "Hours quota reached," "Maintenance task," and "Assign job description." Multiplayer: Employee logic runs server-side; synchronization ensures consistent data across clients. Farm Security: Players can only perform administrative actions on their own farm’s employees. Actions Synchronization: Hiring, role changes, training, resignations, and retractions are sent to the server. Multiple Farms: Animal care and machinery maintenance are managed separately per farm. Savegame Support: Employee data, development, illnesses, training, maintenance, and animal checks are saved in a dedicated employees.xml file. Version Updates: - V1.4.0.0: Added CourseplayFix.lua; only visual change to driver appearance. - Version 1.3.0.0: Added English language support.
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