Realistic Workers

plutogaming91
344 subscribers
Estimated release on 08/2026
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14 061

Realistic Workers is officially being rebranded as Worker Management.

The original mod started as a way to give hired workers names, contracts, schedules, wages, and physical characters on the farm. As development continued, it became much bigger than simply making workers feel realistic. The focus is now on managing complete farm jobs through the ESC menu, so the new Worker Management name fits the direction of the project much better.

You can now create and queue assignments without the worker starting immediately. Once the task is planned, you can open the Active Jobs page and manually start it when you are ready.

For fieldwork, you can select:

The worker
The type of task
The tractor or vehicle
The required implement
The AutoDrive waypoint
The travel method
Courseplay or the base-game helper
What the worker should do after finishing

The worker can walk to the selected vehicle, drive to the implement using AutoDrive, switch to a local attachment system when they get close, attach the equipment, and travel to the selected work waypoint.

AutoDrive waypoint is used as the Courseplay starting location. Once the worker reaches that waypoint, the mod detects the field underneath the vehicle and generates the course for the correct field.

Current fieldwork options include cultivating, plowing, seeding, fertilizing, lime spreading, weed removal, rolling, mowing, tedding, windrowing, harvesting, and stone picking.

When the work is complete, the worker can return the implement to its saved storage location, detach it, reset it to the exact saved position and rotation, and then return the tractor to its parking location.

We are also expanding the AutoDrive task options, including:

Drive to a waypoint
Pickup and deliver
Load
Unload
Unload combines
Park vehicles
Refuel
Worker travel without starting fieldwork

The ESC menu is also being redesigned with proper dropdown selections instead of cycling through every option with left and right arrows.

Worker Management is still in active development, and the complete task chain is being tested one stage at a time. The goal is to create a system where you can manage your farm employees from the ESC menu and watch them handle full jobs from equipment collection all the way through returning and parking everything when the work is finished.

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Comments
16

i am following your work about this mod.. do you have any idea about the release?

0

Incroyable, et désolé pour les autres commentaires, ils bug

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This is absolutely brilliant work, colleague.

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Update #6

Realistic Workers has received a major employee-management update!

Worker assignments can now be handled directly from the ESC menu, including selecting the employee, choosing the exact vehicle, selecting Base Game Helper, Courseplay, or AutoDrive, choosing an AutoDrive destination, and deciding what work should begin when they arrive.

Workers now also follow their scheduled work hours properly. When their shift ends, they will stop working, shut down the vehicle, and leave for the night. Their current assignment is saved instead of being cancelled, and when the next shift begins, they will return and automatically resume the same job from where they stopped.

Cancelling a worker’s contract during an active job will now immediately stop their vehicle and permanently clear the assignment, preventing them from continuing work after they have been dismissed.

This update also includes improvements to scheduled worker spawning, saved spawn points, remote vehicle activation, AutoDrive waypoint detection, and automatic Courseplay course generation using the equipment currently attached to the vehicle.

The mod is still in active development, so more improvements and fixes are coming as testing continues!

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Comments
2

good

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Super dope!

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