Advanced Employee Manager

LeGrizzly
40 subscribers
Estimated release on 03/2026
85%
3 882
First images of the interface 📸

Hello farmers! 👋

Development of Advanced Employee Manager continues. Today, we're getting down to business: here are the very first screenshots of the interface!

📸 1. The Employee Menu (Images: 1, 2)

No more anonymous workers. Here is your new HR hub to manage your team:
- Clear overview of profiles, skills, salaries and specialties.
- Management of equipment assigned to each employee.

⚙️ 2. Workflow Editor (WIP) (Images: 3)

As announced, here is the tool that allows you to create your own work routines.
- Visual and simple design of your personalized task chains.
- Note: The design is still being refined, but the logic behind it is already functional!

I need your feedback! What do you think of current ergonomics? Is there information that you absolutely want to see at first glance on an employee's file?

Thank you for your support! 🚜💨

Advanced Employee Manager
Advanced Employee Manager
Advanced Employee Manager
13
85%
Comments
6

any chance you have a timeframe in mind for when this will be ready?

1

Novità ?

1
(edited)
Creator

0
AEM Update: Smarter AI & New Skills!

Hello everyone! Here's some fresh news regarding the development of Advanced Employee Manager.

The mod's goal remains unchanged: to offer 100% autonomous employee management, focused on the human element and your workers' careers. We don't want simple robots, but real employees capable of making intelligent decisions.

Here is what just arrived in the latest version:

🧠 Smarter AI (Workflow Logic)
The core of the system has been reworked. Employees no longer just start a task at random.

- Crop Respect: The AI now strictly follows a Crop Calendar. It knows exactly when to mulch, plow, or sow, and in what order.

- Transit Logic (GOTO): No more magic teleportation or standing idle. If a field is far away (>150m), the employee will take the initiative to drive there by road before starting work.

- Anti-blocking: A "watchdog" system constantly monitors workers. If they get stuck, the mod attempts to resolve the situation on its own or notifies you.

🧑‍🌾 Specialization and Skills (New!)
Every worker is unique and has their own abilities. They won't all do the same actions by default anymore! While a standard employee can handle basic field tasks, you'll need to hire specifically qualified staff for optional or technical tasks (like lime spreading, for example). It's up to you to build the right team!

⚙️ Custom Workflows
You now have access to a dedicated page to create your own routines. You can design a custom workflow to automate and precisely guide your employee's work on a specific field.

🛠️ For Advanced Testers
For those who like to control everything, new console commands (emStartJob) allow you to force a specific action (e.g., ordering them to plow even if the AI thinks otherwise). This is the perfect tool to take back manual control when in doubt.

🔜 Next Steps (Roadmap)
Work continues relentlessly on Phases 2 & 3:

- Parking Management: You will soon be able to define garage spots. Once their work is done, the employee will automatically return the tractor to its place. If the spot is taken, they will try to park as close as possible and send you a notification.

- RPG Progression: Your employees will earn XP by working (Driving, Harvesting, Technical).

- Preventive Maintenance: An employee with a high "Technical" skill will wear down your equipment much slower.

The mod is still in active development (Alpha/Beta), but the foundation for complete autonomy is now well and truly in place.

Don't hesitate to share your ideas and feedback in the comments!

6
70%
Comments
2

Very cool concept, looking forward to it

2