Marcus (Cobra Modding)
1.19 MB
The "Employees" mod enhances the game with a detailed personnel system. You can hire staff, assign them to various tasks, and improve their skills through training. They handle duties such as animal husbandry and machinery maintenance. Different contract types, salaries, illnesses, retirement, and temporary workers add realism to personnel management. Employee Management: Up to 10 fixed profiles with unique names, ages, and AI helpers. 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 after request, then automatically leave. They work at full capacity without training. Job Categories: Assign employees to fieldwork, transport, animal husbandry, or machinery operation. New hires start as "Unassigned." AI Helper Linking: Fieldwork requires field skills; GoTo, Delivery, Conveyor Belt, and Transport jobs need Transport skills. Single Player Employee Selection: When starting a suitable AI job, available employees are shown. Multiplayer Automatic Selection: The employee with the least allocated hours is chosen automatically. Real Employee Names: Instead of generic "AI Helper A/B/C," actual names are displayed for managed jobs. Working Hours: Regular employees use their monthly hours for AI tasks; jobs end when hours are exhausted. Monthly Salaries: Paid at month-end, resetting the hours quota. Terminations: Employees can be dismissed after three months; resignations can be withdrawn beforehand. Aging and Retirement: Employees age over time and retire at 65, with a warning three months prior. Vacant positions can be re-hired at the original age. Illnesses: 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 work or be trained, and ongoing tasks are halted. Training: Available in four levels for fieldwork, transport, animal husbandry, and machinery, costing €750, €1,500, and €2,250 respectively, taking 2, 5, and 8 hours. Performance Levels: Without training, employees work at 25%, progressing to 50%, 75%, and 100%. Training improves AI driving speed, vehicle speed limits, and reduces work time. Animal Husbandry & Machinery: Higher training levels decrease required working time. Animal Checks: Automated herd checks occur at 8:00 AM and 5:00 PM. Barn Management: Only occupied sheds are checked; feed, water, and bedding are replenished when stocks fall below 20%, aiming to reach 95%. 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, as well as pet food types. Water & Bedding: The animal caretaker fills water troughs free of charge; bedding includes straw and wood shavings, which can be recognized from storage pallets. Stock Protection: Attempts are made to return reserved feed or bedding if barns reject them. Manure Handling: Existing manure is 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 repair times shown in vehicle info. Vehicles are locked during repairs. Costs & Checks: Repair costs are verified against the farm’s budget before and after repairs. Staff Overview: Employee menu displays details such as contract type, role, status, age, hours, and other info. Status Indicators: Show whether employees are available, on duty, in training, sick, reached hours quota, under maintenance, or assigned to a job. Multiplayer Features: Employee data is managed server-side, with synchronization of employees, contracts, hours, age, roles, training, illnesses, and jobs. Farm Security: Clients can only perform admin actions for their own farm. Actions & Farms: Hiring, role changes, training, resignations, and rehirings are synchronized with the server. Each farm manages animal care and machinery separately. Savegame Support: Employee data, development, illnesses, training, maintenance, and check times are stored in a dedicated employees.xml file.
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