Worker Management for Farming Simulator 25 is getting close to release! This is the final development update before a closed beta.
In this video, I’m showing the progress on worker tasks, equipment assignments, saved locations, and job queues. I’m also working on better implement pickup, fill checks before field work, folders for saved tasks, and smarter vehicle selection when a tractor is busy. These features are still being tested and may change during the beta.
Want to help test Worker Management? Message me on Discord or KingMods to request access to the closed beta. Please tell me a little about how you play FS25 and what you’d like to test.
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#FarmingSimulator25 #FS25 #WorkerManagement
Hey mate. First od all great job, i'm playing LS sińce 09 and always was wondering of is there any possibility to add something like this and make game not so empty and alone. But'm thinking about how this mod will work with heavy modded game. We all know that FS with lot of mods is pain in the ass for workers. What about mud system physics, advanced damage system, heavy modded tractors/harvesters with a ton of functions and rest of the big scripted mods. And what about self maded farms when there is no standard connections route with main roads? Anyway keep it up, and i Hope we could Play with this soon. 🫡
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.