Employees V1.2


Employees V1.2


The “Employees” mod expands the game with a comprehensive personnel system. Employees can be hired, assigned to different work areas, and developed through training. They also take care of tasks such as animal husbandry and machine maintenance. Contract types, salaries, illnesses, retirement, and temporary workers ensure more realistic personnel planning.

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 Termination occurs after three month-ends; the termination can be withdrawn beforehand.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.xml file.


Author: Marcus (Cobra Modding)


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