Releases: Realistic-Farming/FS25_WorkplaceTriggers
Release list
v1.1.1.1 (Pre-release)
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: StateLedger, SettingsHub and MasterHUD bridges.
- Added a spam cooldown to workplace trigger activation.
Pre-release, part of the coordinated Realistic-Farming ecosystem test drop.
v1.1.1.0 - MP Hotfix
Previously, the server used a single shared slot to track the active shift. When a second player clocked in, it would silently end the first player's shift early — paying them out immediately and leaving their client stuck showing a running shift they could no longer stop.
What was fixed
- The server now tracks shifts per farm using an independent slot per farmId. Multiple farms can have concurrent active shifts without interfering with each other.
- A duplicate clock-in guard prevents the same farm from accidentally starting a second shift if the event fires twice.
- Deleting a trigger now correctly cleans up any active per-farm shifts using that trigger, not just the single-slot state.
- SP and listen-server host behaviour is unchanged — the single-slot fields used for zone checks and HUD updates are preserved and still work as before.
Who is affected
This fix only matters in multiplayer / dedicated server sessions with two or more farms clocked in at the same time. Singleplayer and single-farm multiplayer sessions were unaffected by the original bug.
1.1.0.0
Fix multiplayer simultaneous shift bug by tracking shifts per client.
v1.0.9.0 - List Dialog Layout Fix
What's Fixed
- List dialog layout: Fully rewrote the Workplace Manager list dialog using the proven structure from FS25_CustomTriggerCreator. Fixes columns (Wage, Sched/Radius, Edit, Del) stacking at center instead of spreading across the row.
- 880×580px dialog: Matches Custom Trigger Creator dimensions exactly — intermediate base profiles carry
anchorTopCenter, leaf profiles do not repeat it, all position attributes use single-space separators. - Edit dialog and supporting fixes included.
Version
1.0.9.0
v1.0.8.0
v1.0.8.0
Bug Fixes
- endShiftOnLeave MP fix: The "Stay Active" (leave zone) setting on a trigger was being silently corrupted to "End Shift" when sent over the network, due to a Lua boolean edge case. Only the trigger creator saw the correct behaviour; all other players always got the countdown. Fixed.
- Settings moved to General tab: Workplace Triggers settings now appear under the General settings tab, accessible to all players — not the admin-only Gameplay tab.
- endShiftOnLeave removed from global settings: The global "End Shift on Leave" toggle has been removed from the settings page. This is now configured per-trigger in the create/edit dialog and applies to all players equally.
v1.0.6.0 — MP fixes + per-trigger zone-leave setting
What's fixed / added
Farm2+ players could start a shift but never stop it.
Server SHIFT_CONFIRM was always addressed to farm1 — fixed.
Zone-leave countdown showed frozen at 10 seconds.
Warning ring concept removed — countdown starts the moment you step outside the trigger.
"End shift on leave" is now a per-trigger setting (set at creation).
Previously a global admin-only setting, now it lives on each trigger individually. When creating or editing a trigger, choose End Shift (shift ends when you leave the zone) or Stay Active (shift continues even outside the zone). The setting is synced to all clients automatically with the trigger data — no admin menu needed.
Existing triggers default to End Shift (no behaviour change).
Notes
- No save migration needed
- Existing triggers will default endShiftOnLeave = true (same as before)
v1.0.5.0
v1.0.5.0
Bug Fixes
- MP: Shift no longer starts for all players — shift state is now scoped to the owning farm only. Other farms no longer see a false active shift, preventing wrong E-key prompts ("End Shift at...") showing up for everyone when someone else starts work.
- MP: Host player can no longer accidentally end another farm's shift — pressing E near a trigger while another farm is working now correctly does nothing for the host.
- Settings now apply to all players —
wageMultiplierandEnd Shift on Leaveare synced from the admin/server to all connected clients on join and whenever the admin changes them. Display settings (HUD, notifications) remain per-player. - Listen-server HUD no longer shows shift popup for remote farms — the host player's shift HUD now only fires for their own farm's shifts.
v1.0.4.0 — Multiplayer Fixes & Time Multiplier
v1.0.4.0 — Multiplayer Fixes & Time Multiplier
If you run a dedicated server or play in multiplayer, this update is for you.
Triggers now survive server restarts and client relogins, and pay the right farm every time.
What's fixed / What's new:
- Triggers now load correctly after a server restart — no more placing them again every session
- Clients who relog now see all triggers within a few seconds of rejoining
- Shift earnings now always go to your own farm, not just Farm 1
- Replaced the Real Time / In-Game toggle with a 5-step time multiplier: Auto, x1, x3, x5, x10
- Various dedicated server crash fixes from earlier versions
Save compatibility: existing saves are fully supported — no reset needed.
v1.0.2.1
Bug fix — markers no longer stuck on "pending" after placement
What was broken
After creating a new workplace trigger, the map marker and floating
3-D beacon appeared to be queued ("pending") but were never actually
placed in the world. Shift start, proximity detection, and deletion
were also silently broken for any trigger created during that session.
Root cause
The placeable's internal ID (an engine-local node handle) and the
server-assigned stable ID used by the rest of the system were two
different values. The lookup that connects the two never matched,
so the trigger existed in memory but was effectively invisible to
every other part of the mod.
What's fixed
Newly placed triggers now correctly inherit the server-assigned stable
ID the moment the placeable loads. Map icons, 3-D markers, shift
tracking, and trigger deletion all work as expected from the first
placement. No save-game changes required; existing saves are
unaffected.
v1.0.2.0 — Bug Fix Release
Bug Fixes
Trigger Delete Crash
Deleting a trigger no longer throws Argument 1 has wrong type. Expected: Int. Actual: String in the log. The 3D marker cleanup now correctly passes the numeric file handle (not a path string) to releaseSharedI3DFile.
LSHIFT No Longer Toggles HUD Edit Mode
The HUD edit mode key has been rebound from Left Shift to F7. Holding Shift to sprint will no longer accidentally open HUD edit mode. You can rebind F7 in the game's key bindings menu.
Edit / Delete Button Tooltips
The Edit and Delete buttons in the trigger list dialog now show a tooltip on hover, making the UI clearer especially for new players.
Payment No Longer Logs an Error
Shift earnings are now paid via farm:changeBalance directly (the confirmed working path). The previous primary method economyManager:updateFunds was removed as it failed on every call before falling back. No more red error lines in the log on shift end.
Thanks to @Anonymous-any for the detailed bug report and testing that made this release possible.