





FS25 Employees V1.5.0.0
The “Employees” mod expands the game with a personnel system. Employees can be hired, assigned to different work areas, and developed through training. They also handle tasks such as animal husbandry and machine maintenance.
Features
- Employee Management: Up to 10 fixed employee profiles with their own name, age, and assigned AI helper.
- Four contract types: Casual for €600/month and 40 in-game hours, part-time for €1,600/month and 80 hours, full-time for €3,200/month and 160 hours, and temporary workers for €120 per assignment.
- Temporary Workers: Available for 8 in-game hours from the time of request and then automatically leave the farm. They receive no further training and work at full performance level.
- Job Categories: Each employee can be assigned fieldwork, transport, animal husbandry, or machinery operation. New employees start with “Unassigned.”
- AI Helper Linking: Fieldwork is only assigned to employees with fieldwork skills; GoTo, Delivery, Conveyor Belt, and Transport jobs require Transport.
- Employee Selection in Single Player: When starting a suitable AI job, a selection of available employees appears.
- Automatic Selection in Multiplayer: A suitable employee is automatically selected. The employee with the lowest percentage of their allocated hours is given priority.
- Real employee names: Instead of “AI Helper A/B/C…”, the employee’s name is displayed for managed jobs.
- Working hours: Regular employees use up their monthly hour allowance while performing AI tasks. Once this allowance is exhausted, the job is terminated.
- Monthly salaries: Salaries are deducted at the end of the month; at the same time, the hour allowance of regular employees is reset.
- Terminations: An employee can be terminated. Termination occurs after three month-ends; the termination can be withdrawn beforehand.
- Aging: Employees age over the course of the game.
- Retirement: Employees retire at age 65. A warning is issued three months in advance. The vacated position can then be rehired with the employee’s original starting age.
- Illnesses: Regular employees have a 3% monthly chance of becoming ill.
- Four illnesses: colds, gastroenteritis, flu, and back problems with varying recovery times.
- Recovery in game time: Illness expires after in-game hours. Sick employees cannot be deployed or trained; ongoing work and maintenance are terminated.
- Training: Fieldwork, transport, animal husbandry, and machine technology each have 3 levels.
- Training costs: Level 1 costs €750, Level 2 €1,500, Level 3 €2,250.
- Training duration: The three levels take 2, 5, and 8 in-game hours, respectively.
- Performance levels: Without training, a normal employee works at 25%, then at 50%, 75%, and 100%.
- Fieldwork and Transport: The training level affects the actual AI driving speed and the vehicle’s speed limit.
- Animal Husbandry and Machinery: Higher training reduces the required working time.
- Automatic Animal Checks: An animal caretaker automatically checks the herds at 8:00 AM and 5:00 PM.
- Occupied Sheds Only: Empty barns and pastures are skipped.
- 20% Threshold: Feed, water, and bedding are only replenished when the respective stock level falls below 20%.
- 95% Target: The animal caretaker then attempts to raise the stock level to 95%.
- Fair Feed Distribution: If there isn’t enough feed available, herds in need are considered together, instead of the first barn found receiving all the feed.
- Feed from Farm Stores: The mod searches for usable feed in various locations, including regular silos, silo extensions, bale storage, pallet storage, big bags, and object storage facilities.
- Hof Bergmann Support: The storage logic takes into account the special Hof Bergmann pallets and ObjectStorages.
- Pet Food: Special fill types such as dog/cat food can also be accommodated.
- Water: The animal caretaker fills suitable water troughs directly and free of charge; no water is taken from a farm storage area.
- Bedding: The mod recognizes both straw and wood shavings, depending on what the respective barn actually supports.
- Wood Shavings on Hof Bergmann: Even stored wood shavings pallets in the ObjectStorage can be recognized as stock and removed.
- Stock Protection: If feed or bedding is not accepted by the barn, the mod attempts to return the reserved stock instead of simply making it disappear.
- Manure: Existing manure is moved to the nearest accessible manure slab on the farm.
- Farm Separation: The automatic supply only accesses stocks and holdings to which the respective farm has access.
- Mechanical Technician: Works automatically between 8:00 AM and 5:00 PM.
- Repair Threshold: Vehicles are selected for maintenance when they reach approximately 20% damage.
- Vehicle Selection: Preference is given to a damaged vehicle belonging to the operator that is not currently being driven, is not in motion, and is not performing an active AI job.
- Maintenance Duration: This depends on the Mechanical Technician’s training level and only continues during working hours from 8:00 AM to 5:00 PM.
- Vehicle Lockout During Maintenance: The vehicle cannot be entered, tabbed through, used, or normally attached during maintenance.
- Repair Display: The remaining repair time is displayed in the vehicle information.
- Repair costs: Before and upon completion, the system checks whether the farm can afford the repair.
- Staff overview: The employee menu displays employees by contract type and job description, as well as status, age, available hours, and other contract information.
- Status indicators: These include “Available,” “On Duty,” “Training,” “Sick,” “Hours quota reached,” “Maintenance task,” and “Assign job description.”
- Multiplayer: The actual employee logic runs server-side.
- Multiplayer synchronization: Employees, contracts, working hours, age, roles, training, illnesses, active AI jobs, and maintenance are transferred to the clients.
- Farm security in multiplayer: A client may only perform administrative actions for employees on their own farm.
- Synchronized actions: Hiring, changing job descriptions, starting training, resigning, and retracting resignations are sent to the server.
- Multiple farms: Animal care and machinery maintenance are managed separately for each farm in multiplayer.
- Savegame support: Employees, development, illnesses, training, maintenance, and animal check times are saved in a separate
employees.xmlfile.
Changelog
- V1.5.0.0
English translation fixed
French translation addedAutodriveFix.luainserted - V1.4.0.0
CourseplayFix.luaadded
Change only to the driver’s appearance. No change to Courseplay logic. - V1.3.0.0
English language added







