Marcus (Cobra Modding)
1.56 MB
The "Employees" mod enhances the game with a detailed 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 staff management. v1.8.0.0: - Seasonal workers earn lower wages, are employed from March to October, and work at 80% speed. - Note: FS25_EmployeesRC.zip is compatible only with AutoDrive (version 3.0.1.3 RC); other versions are not supported. V1.6.0.0: - Spanish translation added (thanks, Merlu7) - Remaining translation entries from the script included in the translation files (thanks, Merlu7) - Attention: All AutoDrive users (version 3.0.1.3.RC) must download FS25_EmployeesRC.zip; otherwise, it will not work. Employee Management: - Up to 10 fixed employee profiles with unique names, ages, and AI helpers. - Four 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 are available for 8 in-game hours from request and then leave automatically; they do not receive further training and work at full performance. - Job categories include fieldwork, transport, animal husbandry, and machinery operation. New employees start as "Unassigned." - Fieldwork is only assigned to employees with relevant skills; GoTo, Delivery, Conveyor Belt, and Transport jobs require Transport skills. - In single-player, a selection of available employees appears when starting a suitable AI job. - In multiplayer, the system automatically selects the most suitable employee, prioritizing those with the lowest allocated hours. - Employee names are displayed instead of generic "AI Helper A/B/C…" for managed jobs. - Regular employees consume their monthly working hours during AI tasks; jobs end once the quota is reached. - Salaries are deducted monthly; employee hour allowances are reset simultaneously. - Employees can be terminated after three months; this can be canceled beforehand. - Employees age over time. - Retirement occurs at age 65, with a warning three months in advance; vacated positions can be rehired at the original age. - Regular employees have a 3% monthly chance of falling ill, with illnesses including colds, gastroenteritis, flu, and back problems, each with different recovery times. - Illnesses resolve after a set in-game time; sick employees cannot be assigned or trained, and ongoing work is halted. - Training for fieldwork, transport, animal husbandry, and machinery has three levels, costing €750, €1,500, and €2,250 respectively, taking 2, 5, and 8 hours in-game. - Performance levels range from 25% (no training) up to 100%, increasing with training level. - Training affects AI driving speed and vehicle speed limits for relevant tasks. - Higher training reduces working time for animal husbandry and machinery. - Animal caretakers automatically check herds at 8:00 and 17:00. - Only occupied sheds are checked; empty barns and pastures are skipped. - Feed, water, and bedding are replenished when stocks fall below 20%, aiming to reach 95% stock levels. - Feed distribution is fair, considering herd needs rather than first-come-first-served. - The mod searches for feed in various storage locations, including silos, bale storage, pallets, big bags, and object storage. - Special support for Hof Bergmann pallets and ObjectStorages. - Pet food types like dog and cat food are supported. - Water is supplied directly to troughs free of charge; no water is taken from farm storage. - Bedding options include straw and wood shavings, depending on barn support. - Wood shavings stored in ObjectStorage can be recognized and used. - The mod attempts to return reserved stock if barn acceptance fails. - Manure is moved to the nearest accessible manure slab. - Automatic supply only accesses stocks available to the specific farm. - Mechanical technicians work automatically from 8:00 to 17:00. - Vehicles are scheduled for maintenance when damage reaches about 20%, prioritizing those not in use. - Maintenance duration depends on technician training level and occurs during working hours. - Vehicles are locked during maintenance; cannot be used or attached. - Remaining repair time is displayed in vehicle info. - Repair costs are checked before and after work to ensure affordability. - The employee menu shows details such as contract type, role, status, age, available hours, and other info. - Status indicators include "Available," "On Duty," "Training," "Sick," "Hours quota reached," "Maintenance task," and "Assign job description." - In multiplayer, employee data is managed server-side. - Synchronization includes employees, contracts, hours, age, roles, training, illnesses, AI jobs, and maintenance. - Players can only perform admin actions for their own farm. - Hiring, role changes, training, resignations, and retractions are synchronized with the server. - Each farm manages animal care and machinery maintenance separately. - Savegame data for employees, development, illnesses, training, maintenance, and animal checks is stored in a dedicated employees.xml file.
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