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Employees V2.6 fs25-mods

Marcus (Cobra Modding)

1.57 MB

Employees V2.6
Employees V2.6 Employees V2.6 Employees V2.6 Employees V2.6 Employees V2.6 Employees V2.6
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Description:

The "Employees" mod enhances the game with a detailed personnel system. You can hire employees, assign them to various tasks, and develop their skills through training. They handle responsibilities such as animal husbandry and machine 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 from request and then leave automatically. They work at full performance 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 Selection: When starting a suitable AI job, available employees are listed. Multiplayer Automatic Selection: The employee with the fewest allocated hours is chosen. Employee Names: Actual names are shown instead of generic labels. Working Hours: Regular employees use their monthly hours for AI tasks; jobs end when hours are exhausted. Salaries: Paid monthly, and hours are reset accordingly. Terminations: Employees can be dismissed after three months; early termination is possible. Aging & Retirement: Employees age over time and retire at 65, with a warning three months prior. Vacant positions can be rehired. Illnesses: 3% monthly chance of falling ill, with conditions like colds, gastroenteritis, flu, and back problems, each with different recovery times. Recovery: Illnesses resolve after in-game hours; sick employees cannot work or be trained. Training: Levels 1-3 for fieldwork, transport, animal husbandry, and machinery, costing €750, €1,500, and €2,250 respectively, taking 2, 5, and 8 hours. Performance: Without training, employees work at 25%, increasing to 50%, 75%, and 100% with higher levels. Impact of Training: Affects AI driving speed, vehicle speed limits, and reduces work time for animal husbandry and machinery. Animal Checks: Automated herd checks at 8:00 and 17:00, focusing only on occupied barns. Stock Management: Feed, water, and bedding are replenished when below 20%, aiming to reach 95%. The system distributes resources fairly among herds. Feed Sources: Searches various storage locations, including silos, bale storage, pallets, big bags, and object storage. Special Storage: Supports Hof Bergmann pallets and ObjectStorages. Pet Food & Water: Can handle special feed types; water is supplied directly and free of charge. Bedding: Recognizes straw and wood shavings, including stored pallets. Stock Protection: Attempts to return reserved stock if barns reject feed or bedding. Manure Management: Moves manure to the nearest accessible manure slab. Farm Separation: Supplies only access stocks relevant to each farm. Mechanical Technician: Performs automatic repairs between 8:00 and 17:00. Repair Threshold & Vehicle Selection: Repairs triggered at ~20% damage, prioritizing undriven, stationary, and non-active AI vehicles. Repair Duration & Lockout: Based on technician’s training level; vehicles are inaccessible during repairs. Repair Cost & Display: Costs are checked before and after; remaining repair time shown in vehicle info. Staff Overview: Displays employees by contract, role, status, age, hours, and other details. Status Indicators: Show availability, duty, training, sickness, hours quota, maintenance, and job assignments. Multiplayer: Employee logic runs server-side; synchronization ensures consistency. Permissions & Actions: Clients can only manage their own farm’s employees; hiring, role changes, training, resignations, and retractions are synchronized. Multiple Farms: Employee management is separate per farm. Save Support: Employee data, development, illnesses, training, maintenance, and animal checks are saved in a dedicated employees.xml file. Version 2.6.0.0: Repair start time adjustable between 10% and 90% in game settings.

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