Realistic Workers is getting a major upgrade!
In this update, I show off the new worker functionality being added to the mod, including support for Courseplay and AutoDrive. Instead of workers only using the base game helper system, they can now be sent into a vehicle and choose between different work modes depending on what you want them to do.
This is part of the bigger goal for Realistic Workers: making hired workers feel more like actual farm employees instead of simple button-press helpers. The system is being built so workers can be hired, assigned, dismissed, and eventually managed through contracts, monthly/yearly pay, and more realistic farm labor rules.
In this video, I show:
Courseplay worker functionality
AutoDrive worker functionality
Worker assignment improvements
Early progress on making workers feel more realistic in Farming Simulator 25
This is still a work in progress, but it’s starting to come together and should make farm management feel much more alive.
Let me know what you think and what features you’d like to see added next!
Neat, but maybe I'm not understanding from just this video really. Looks like you still have to manually place the equipment. Still have to manually spawn. Still have to manually click each worker (or walk up to them). Ideally I'd love to see a mod where you create a list of to-do operations for each day (maybe a week at a time in game) and each day at a set hour for the day, the workers get their equipment and go to the field needed, then bring the equipment back at the end of the day.
Not sure this one accomplishes that, unless I'm missing something.
Realistic Workers - Dev Update
This update focuses on making worker tracking, hiring, billing, and Follow Me behavior more reliable.
Changes:
Added monthly and yearly worker contracts with lump-sum pricing.
Contracted workers no longer receive extra hourly wage charges.
Non-contracted workers are billed once per in-game hour after they start working.
ESC menu now shows worker contract and working status.
H hiring HUD now blocks hiring the same worker again while they are already busy.
Improved active worker detection using better AI job/vehicle tracking.
Improved Delete dismiss logic for waiting, following, heading-to-vehicle, and active working workers.
Added Follow Me mode.
Follow Me now uses breadcrumb pathing with a direct-follow fallback so workers should move reliably again.
Added early collision/wall avoidance testing for followers.
Updated ESC menu icon and worker menu visuals.
This is still a development, so feedback is appreciated.