Dude23
442.12 KB
Personnel Management for Farming Simulator 25 introduces an employee system featuring applicants, salaries, loyalty, experience, specializations, training, resignations, and helper assignment, including savegame configuration and multiplayer synchronization. The personnel management overview extends the AI-powered assistants to include named employees, applicants, and long-term staff development. Employees have experience, reliability, loyalty, salary, sick days, and specializations, which influence assistant work, transport orders, fuel and material consumption, wear and tear, salary demands, and terminations. Menu and Settings: Open the ESC menu and select Personnel Management. The page includes Overview, Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTER executes the main action, T toggles transport assignment, G approves an outstanding salary request, N rejects it, S starts a training session if permitted, and ESC returns to the Overview. Work and Transport: When a normal AI helper task is initiated, the mod opens a staff selection window instead of launching an anonymous helper. Transport orders are managed via the staff management: assign a transport worker before an A-to-B transport order by pressing T. Salaries, Dismissals, and Terminations: Employees receive monthly salaries based on days worked, economic conditions, and performance. Dismissed employees remain available during their notice period and are only removed after their salary has been paid at month-end. Low loyalty can trigger warnings, salary demands, and resignations. Experience and Reliability: Employees gain experience after completing tasks. High experience is a long-term goal; very high levels should be rare. Inexperienced employees may work more slowly and cause additional wear or higher fuel, seed, fertilizer, and chemical consumption. Reliability affects short-term performance dips and sick days. Specializations and Training: Employees can develop multiple specializations simultaneously. When a specialization reaches 100%, it is considered learned. Training is a strategic decision: one session per employee per year, only on the first day of each month. Training must start by 12:00 PM if scheduled for one day. The trained employee is unavailable for the rest of the month. Costs depend on salary and specialization; training typically yields about 30% progress. Configuration and Multiplayer: Gameplay effects can now be adjusted in the game settings via the ESC menu. The savegame configuration file remains available with the same values. The mod supports multiplayer; employee data, applicants, assignments, salaries, and key status values are synchronized across farms. In a new, unsaved game, the ESC menu entry appears only after saving and reloading. Overview: Personnel Management expands the AI helper system with named employees, applicants, and long-term staff development. Employees have experience, reliability, loyalty, wages, sick days, and specializations, influencing helper work, transport assignments, fuel and material consumption, wear, wage demands, and resignations. Menu and Hiring: Open the ESC menu and choose Personnel Management. The page contains an overview, employee management, and the applicant market. Entries are selected with the mouse. ENTER performs the main action, T toggles transport duty, G grants an open raise request, N declines it, S starts training if allowed, and ESC returns to the overview. Work and Transport: When normal AI helper work is initiated, the mod opens an employee selection window instead of starting an anonymous helper. Transport jobs are controlled through employee management: assign transport duty with T before starting an A-to-B transport job. Wages, Dismissal, and Resignations: Employees receive monthly wages based on days worked, economic difficulty, and employee quality. Dismissed employees remain available during their notice period and are only removed after payroll at month-end. Low loyalty can cause warnings, wage demands, and resignations. Experience and Reliability: Employees gain experience after completing work. High experience is a long-term goal; very high values should be rare. Inexperienced employees may work more slowly and cause additional wear or moderate increases in fuel, seeds, fertilizer, and chemicals. Reliability influences short performance dips and sick days. Specializations and Training: Employees can develop progress in multiple specialization areas simultaneously. The highest progress is shown in the employee entry. When a specialization reaches 100%, it is learned. Training is a strategic decision: one session per employee per year, only on the first day of a month. Training must start by 12:00 PM for one-day sessions. The trained employee is unavailable for the rest of the month. Costs depend on salary and specialization, typically adding about 30% progress. Configuration and Multiplayer: Gameplay effects can now be customized in the ESC menu. The savegame configuration file remains available with unchanged values. The mod is multiplayer-compatible; employee data, applicants, assignments, wages, and key status values are synchronized per farm. In a new, unsaved game, the ESC menu entry appears only after saving and reloading. Version 1.0.3.0: Added and stabilized FollowMe integration. FollowMe jobs now open the Personnel Management employee selection. The selected employee is correctly assigned to the FollowMe vehicle. FollowMe job messages now display the name of the assigned employee. FollowMe jobs are shown as active work in the employee menu. Pure FollowMe driving without a trailer or implement now shows an activity like “FollowMe with [Name].” FollowMe jobs with attached implements attempt to detect matching activities such as tillage, sowing, fertilizing, plant protection, harvesting, or transport. Field display in the employee menu has been improved for FollowMe jobs. Non-field FollowMe driving is shown as not field-related. Working time on FollowMe contributes to the employee’s experience and specialization. Start and stop handling for FollowMe jobs has been improved. Internal cleanup after completed FollowMe jobs has been enhanced. Temporary diagnostic outputs from test versions have been removed or disabled. Internal code structure has been cleaned up, reducing redundant functions. ReadMe documentation updated to version 1.0.3.0. Mod version increased to 1.0.3.0.
Comments:
Login to place a comment: Login