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Releases: Realistic-Farming/FS25_WorkerCosts

v2.2.2.2 - Legendary tier, ecosystem integration, wage fixes

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 17 Jul 12:33

Realistic Worker Costs v2.2.2.2

This release brings Worker Costs fully into the Realistic Farming ecosystem, adds the Legendary worker tier, and rebuilds the About tab. It also folds in the wage-billing and multiplayer fixes since the last full release.

New

  • Legendary worker tier. A fourth skill tier above Master, unlocked at Pro-Staff Level 16, with its own wage factor, hire cost, and severance values.
  • Rebuilt About tab. The in-game About page now splits into readable Core, Formulas, and Pro-Staff sections, with a two-column Pro-Staff layout (#80).
  • Ecosystem integration. Roster and hiring-hall state now persists through the shared save system, the roster panel reports to the unified on-screen display, worker state syncs across multiplayer through the shared network layer, and the settings show up in the Farm Tablet's System Settings app.

Fixed

  • Legendary surcharge display. The roster cost estimate no longer shows a fatigue surcharge on Legendary workers that the real wage charge never applies. Master and Legendary are both fatigue exempt, and the estimate now matches the authoritative charge.
  • Wage billing cadence. Wages are billed once per in-game day instead of on a real-time timer, so a high time scale or fast-forward no longer overcharges you.
  • Multiplayer: wage billing is gated to the server, so it applies once on the host, and spectator or invalid farm slots are no longer charged.

Notes

  • Every ecosystem hook is optional and one way. With none of the other Realistic Farming mods installed, Worker Costs behaves exactly as it did in v2.2.1.0.
  • Multiplayer note: the ecosystem bridges are single-host verified; wide two-machine testing is ongoing across the suite.

Full comparison: v2.2.1.0...v2.2.2.2

v2.2.2.1 (Pre-release)

Pre-release

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 03 Jul 07:01

Pre-release for ecosystem testing. Refreshed 2026-07-15 from the development branch (same version). A full release waits on the two-machine multiplayer verification.

New since the previous pre-release build:

  • Ecosystem bedrock integration: NetworkSync v2, MasterHUD (roster panel) and StateLedger (roster and hire hall) bridges.
  • Added a Legendary worker tier (Level 4, ProStaff gated).
  • Fixed wage charges being aimed at non-payable (spectator or invalid) farms.
  • Fixed the SettingsHub bridge so the hub only mirrors settings for display.

Pre-release, part of the coordinated Realistic-Farming ecosystem test drop.

v2.2.2.0 (Pre-release) - Readable About tab + two-column Pro-Staff

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 22 Jun 21:15
3cb8758

Test build 2.2.2.0. Tidies up the About tab.

What's new

  • The About tab is no longer a wall of text. Each sub-tab now has proper section headers with shorter, readable blurbs.
  • The Pro-Staff tab is now two columns: Experience and Mastery on the left, Fatigue and Tips on the right.

How to test

  • Open the Worker Costs menu, go to the About tab, and check the three sub-tabs (Core, Formulas, Pro-Staff) read cleanly with headers and the Pro-Staff tab uses both columns.
  • Note: non-English text still shows [EN] placeholders for now.

v2.2.1.0 - Worker Dossier, Hiring Hall rotation, dashboard fixes

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 22 Jun 15:52
c740478

Builds on the Pro-Staff 2.2.0.0 release with the work that landed after it.

New & improved

  • Worker Dossier panel and a timed Hiring Hall rotation.
  • Hire-hall panel now uses the FarmTablet focus API, so it plays nicely with the tablet (#84).

Fixed

  • Dashboard cleanups: clearer naming, the effective-rate header no longer shows twice, and the tier unit is dynamic now (#81, #82, #83).
  • Multiplayer sync of worker lifecycle and history, plus job-resume binding so assignments survive properly (#78, #79).

v2.2.0.0 - Pro-Staff: Hiring Hall, Worker Dossier & multiplayer

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 17 Jun 21:24

The Pro-Staff update is here — your helpers are now a real team you build up over time instead of a pile of interchangeable workers. Back up your save first, just to be safe.

Hiring Hall

  • Daily hiring limit of 5 a day, resets each morning and sticks across save/reload. The panel shows how many you have used.
  • Trusted employees pin to the top with a star. Saves, and shows for everyone in multiplayer.
  • Earn your Masters through experience on the job. They are no longer offered for hire; Experienced workers start appearing once your crew has put in hours.
  • Timed rotation - the hall now refreshes once per day instead of refilling on demand, and the pool survives a save/reload so it is not a free re-roll.

Worker Dossier

The Pro-Staff panel (ALT H) is now a master-detail dossier: click a worker for their skill and fatigue gauges, lifetime hours and jobs, a recent job history, and their base to effective wage. Hire, fire with severance, assign to a vehicle, and mark trusted, all from one place.

Under the hood

  • Multiplayer - roster, lifecycle and job history sync to clients from the host.
  • Job continuity - a worker re-binds to their vehicle when a job resumes after a reload, instead of a duplicate being hired.
  • Farm Tablet - the panel steps aside when the tablet is open, so two overlays never fight.
  • UI fixes - dashboard wording matches the wage tab (Payment Strategy / Compensation Tier), the duplicate Effective Rate header is gone, and the tier unit now follows the chosen strategy ($/h vs $/ha).

Notes

Old saves load fine. Console: type workerCosts. Open the panel with ALT H. Big thanks to Arissani for the ideas behind this one. Shout if anything looks off.

v2.1.0.0 - Pro-Staff Multiplayer

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 15 Jun 16:20
393abd0

Pro-Staff goes multiplayer, with a cross-mod command and financial API powering the new Farm Tablet Personnel app.

Highlights

  • Full multiplayer: the roster is host-authoritative and syncs to every client. Clients can hire, fire, and assign, and the result broadcasts back to everyone.
  • Recruitment pool: a rotating set of candidates with their own level and one-off signing cost. Hire a specific candidate or reroll the pool.
  • Cross-mod command and financial API: hire/fire/assign plus an enriched roster snapshot (per-worker effective rate, severance, and Pro-Staff cost impact) for the Farm Tablet Personnel app.
  • The Pro-Staff Panel (ALT+H) now routes through the same command pipeline, so a host action also syncs to clients and hiring applies the signing cost everywhere.

Requires FS25_FarmTablet 2.4.0.0 for the Personnel app.

v2.0.0.0 - Pro-Staff

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 15 Jun 06:41
27d7218

Pro-Staff

This release adds a full personnel system on top of Worker Costs.

  • Pro-Staff roster: a real list of hired workers that survives save and reload, instead of nameless one-off helpers
  • Workers gain XP from hours worked and rank up Novice, Experienced, Master (40h / 160h), with a promotion notice
  • Fatigue builds up as workers run jobs and recovers while they rest, feeding into the wage pipeline
  • Advanced wage pipeline: base retainer plus hourly rate modified by level, fatigue, night, weather, and overtime
  • Hire, fire, and severance, plus durable vehicle assignment that survives save and reload
  • Clickable Pro-Staff Panel: open with ALT+H (rebindable) or the WorkerCostsRoster console command
  • Farm Tablet integration: the Worker Costs app now shows the roster when FS25_FarmTablet is installed

Note: roster management is host and single-player for now. Multiplayer client sync is coming in a follow-up.

v1.0.9.5 - Settings persistence and clearer wage settings labels

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 14 Jun 08:00
48d3b0e

What's fixed

  • Your Payment Strategy and Compensation Tier settings now stick after a save and reload. They were resetting to defaults because the mod read its settings too early, before the savegame was ready.

What changed

  • Renamed Cost Mode to Payment Strategy and Wage Level to Compensation Tier in the Wage Settings tab.
  • Removed the duplicate row labels under each section header so the tab reads cleaner.

Thanks to Arissani for the reports.

v1.0.9.4 - Hotfix

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 12 Jun 22:11
ce82185
  • textWrap is not a real FS25 TextElement attribute; engine default textMaxNumLines=1 truncated every WC_BodyText with '...'. Set explicit textMaxNumLines on all 7 usages (menu page, about x2, dashboard, worker stats, salary dialog, wage settings help)
  • Est. Cost now shows in per-hectare mode: rate x hectares accrued this interval via new WorkerSystem:getEstimatedIntervalCost(); also used on worker stats page for total/per-worker/breakdown costs
  • Dashboard worker list shows 'Helper (Vehicle Name)'
  • l10n: payment interval is 30 min since the #38 fix, not 5; updated all 20 stale strings and dropped a redundant help sentence

v1.0.9.3 — Wage Settings Fixes

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 03 Jun 05:10
0edd469

What's Fixed

Wage settings now save correctly — changing Cost Mode or Wage Level and then switching tabs no longer resets your choices back to defaults.

Enable Mod toggle works properly — turning the mod off and then back on now actually sticks. Previously the mod would always revert to off once you switched tabs.

Wage Level no longer rapid-cycles — pressing the left/right arrows on Wage Level would previously trigger an unstoppable loop until you interacted with Cost Mode. This is now fixed.

Cost Structure panel is now mode-aware — when you switch to Per Hectare mode, the Cost Structure text on the right side of the Wage Settings tab now shows per-hectare rates and billing notes instead of the hourly version.

Notes

  • No save game migration needed — existing saves load normally
  • All settings are saved per save game as before