Realistic Worker Costs

  • Realistic Worker Costs
  • Realistic Worker Costs
  • Realistic Worker Costs
  • Realistic Worker Costs
  • Realistic Worker Costs
  • Realistic Worker Costs
tisonK
273 subscribers
V1.0.7.0
19 377

Realistic Worker Costs Mod for Farming Simulator 25

Adds realistic ongoing wage costs for hired workers, making farm management more challenging and strategic.

MAIN FEATURES:
- Configurable wage system: Choose hourly or per-hectare payment
- Three wage levels: Low ($15/h), Medium ($25/h), High ($40/h)
- Skill-based pricing: Workers with higher skills earn higher wages
- Full in-game settings integration
- Console commands for complete control
- Multiplayer compatible
- 10 language support
- Save game compatible

HOW IT WORKS:
Workers now cost money while they're active! The mod automatically calculates and deducts wages based on:
1. Time worked (hourly mode) OR hectares worked (per hectare mode)
2. Worker skill level (80%-120% multiplier)
3. Your chosen wage level or custom rate

SETTINGS OPTIONS:
- Enable/Disable: Toggle the mod on/off
- Cost Mode: Hourly or Per Hectare
- Wage Level: Low, Medium, or High base rates
- Custom Rate: Set your own wage rate
- Notifications: Toggle payment alerts
- Debug Mode: Extra logging

CONSOLE COMMANDS:
Type 'workerCosts' in console for full list, including:
- WorkerCostsEnable/Disable
- WorkerCostsSetWageLevel 1|2|3
- WorkerCostsSetCostMode 1|2
- WorkerCostsSetCustomRate <amount>
- WorkerCostsTestPayment
- WorkerCostsShowSettings
- WorkerCostsResetSettings

INSTALLATION:
1. Extract to your FS25 mods folder
2. Enable in mod menu
3. Configure settings in-game or via console

COMPATIBILITY:
- Works with FS25 (all versions)
- Multiplayer supported
- Compatible with most other mods
- Safe to add/remove from existing saves

This mod adds a new layer of financial management to your farming operation. Now you need to consider not just equipment costs, but also labor expenses when planning your farm's profitability. Makes the game more realistic and challenging!

Perfect for players who want more economic depth and realism in their farming experience.

Note: All rights reserved. Do not redistribute or claim as your own work.

===================================================================
GitHub Repository:
https://github.com/TheCodingDad-TisonK/FS25_WorkerCosts
===================================================================
COPYRIGHT NOTICE:
All rights reserved. Unauthorized redistribution, copying,
modification, or claiming this mod as your own is strictly prohibited.

Original Author: TisonK
===================================================================

Server
Consoles
Changelog
13
  • Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_WorkerCosts/releases/tag/v1.0.7.0

  • [Fixed]
    * Built-in helper wages (25§/interval) are now correctly suppressed. The hook was intercepting MoneyType.WORKER_WAGES which does not exist in FS25 — the game's AIJob:updateCost() actually uses MoneyType.AI. Workers were being double-charged as a result.
    * Pause menu dashboard and worker list now populate correctly. getActiveWorkers() was using non-existent fields (job.isActive, job.vehicle) and iterating activeJobs with pairs() instead of ipairs(). Rewritten to use the correct FS25 API: job.isRunning, job.vehicleParameter:getVehicle(), and job:getHelperName().
    * WorkerCostsEnable now correctly re-installs the suppression hook if it was lost mid-session.

    [Added]
    * WorkerCostsDebug true|false console command — toggle debug logging to log.txt at runtime.
    * WorkerCostsDiagnostic console command — prints a full status report including hook state, MoneyType values, active workers, and GUI state. Useful for troubleshooting.

  • - Added monthly salary for workers that have worked for you
    - Complete polish over codebase, wired code together and solved edge cases
    - Fixed missing l10n string wc_monthly_salary_short thas was missing for the settings page
    - Bumped version to 1.0.3.0

    Thanks to @Mihai457 for commenting this as a suggestion

  • - Added 4 new tab pages
    - A compete new landing page redesign (inside the pause menu we have our own page)

    Know issues:
    - Checkbox not fully implemented (Enable Mod, Notifications, and DEBUG Mode checkbox labels)
    - Sync between workers and dashboard might not fully work

    These issues will be patched in the next update!

  • - Added a moneyType == MoneyType.WORKER_WAGES guard*

    *The hook now only suppresses the game's own worker-wage deductions. All other costs pass through normally.

  • - Added local function getTextSafe back to WorkerSettingsUI.lua (above the class definition), so inject() has its resolver in scope and can complete cleanly

  • - 10 bugs fixed
    - Removed dead code
    - Polish for entire codebase

  • - Removed duplicate skill multiplier causing 25% cost overcharge
    - Fixed missing Logger.lua preventing mod initialization
    - Fixed missing UIHelper.lua preventing UI rendering
    - Added comprehensive README.md with setup guide
    - Added logger.lua singleton implementation
    - Added UIHelper.lua with UI creation utilities

  • - Real-time worker detection using game's AI system
    - Periodic payment processing (every 5 in-game minutes)
    - Comprehensive debug logging for troubleshooting
    - Better error handling and validation
    - Enhanced documentation and installation guide

  • - Fixed the download link and updated the version.

    I accidentally uploaded an update I thought was for the Soil Mod, but after submitting it I realized it was actually the Worker Cost mod. Since submissions can’t be undone or deleted, I had no choice but to wait until I got home to upload the correct version.

    Sorry about the confusion, and thanks for your patience!

  • Changelog:
    - Fixed `SoilFieldInfo` command now properly initializes and returns field data
    - Improved daily soil updates with weather/season effects
    - Fixed small bug in settings UI

    Not working:
    - Visual soil indicators on map (no color changes yet)
    - Crop yield effects (doesn't change harvest amounts)
    - Fertilizer cost adjustments (setting exists but not implemented)
    - Equipment wear/tear from soil conditions
    - Soil texture/sand/clay effects

    Planned:
    - Crop rotation bonuses - doesn't give yield bonuses for good rotations
    - Cover crop effects - doesn't recognize cover crops
    - Soil compaction - from heavy equipment
    - Irrigation effects - on nutrient availability

  • - Fixed UI/GUI issues
    - Improved compatibility*

    *Mod should work fine with my other mods, changed some GUI/UI stuff and now it works fine again!

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