Employees v1.0.0.0

DESCRIPTION

**Employee Management:** Up to 10 permanent employee profiles, each with their own name, age, and assigned AI helper.
1. **Four contract types:** Minijob for €600/month and 40 gameplay hours, part-time for €1,600/month and 80 hours, full-time for €3,200/month and 160 hours, and temporary workers for €120 per assignment.
2. **Temporary workers:** Available for 8 gameplay hours after being requested, after which they automatically leave the farm. They cannot receive training and always work at full performance level.
3. **Areas of responsibility:** Each employee can be assigned to fieldwork, transport, animal care, or machinery maintenance. New employees start as “Unassigned.”
4. **AI helper integration:** Fieldwork jobs are assigned only to employees with the fieldwork role; GoTo, delivery, conveyor belt, and transport jobs require the transport role.
5. **Employee selection in singleplayer:** When starting a suitable AI job, a selection of available employees is displayed.
6. **Automatic selection in multiplayer:** In multiplayer, a suitable employee is selected automatically, with preference given to the employee who has used the lowest percentage of their available monthly hours.
7. **Real employee names:** Instead of “AI Worker A/B/C…”, managed jobs display the actual employee’s name.
8. **Working hours:** Regular employees use up their monthly hour allowance while performing AI jobs. Once the allowance is exhausted, the job is stopped.
9. **Monthly salaries:** Salaries are deducted at the change of each month. At the same time, regular employees’ monthly working-hour allowances are reset.
10. **Dismissals:** An employee can be dismissed. Their employment ends after three month changes, and the dismissal can be withdrawn before then.
11. **Aging:** Employees age as the in-game months pass.
12. **Retirement:** Employees retire at the age of 65. A warning is issued three months beforehand. The vacated employee slot can later be filled again with the employee’s original starting age.
13. **Illnesses:** Regular employees have a 3% chance per month of becoming ill.
14. **Four illnesses:** Cold, gastrointestinal illness, flu, and back problems, each with different recovery times.
15. **Recovery in gameplay time:** Illness duration is measured in gameplay hours. Sick employees cannot be assigned to work or training, and any ongoing jobs or maintenance tasks are stopped.
16. **Training:** Fieldwork, transport, animal care, and machinery maintenance each have 3 training levels.
17. **Training costs:** Level 1 costs €750, Level 2 costs €1,500, and Level 3 costs €2,250.
18. **Training duration:** The three levels take 2, 5, and 8 gameplay hours respectively.
19. **Performance levels:** Without training, a regular employee works at 25% efficiency, increasing to 50%, 75%, and 100% with each training level.
20. **Fieldwork and transport:** Training level affects the actual AI driving speed or the vehicle’s speed limit.
21. **Animal care and machinery maintenance:** Higher training levels reduce the amount of time required for these tasks.
22. **Automatic animal checks:** An animal caretaker automatically checks animal facilities at 08:00 and 17:00.
23. **Occupied facilities only:** Empty barns and pastures are skipped.
24. **20% threshold:** Feed, water, and bedding are replenished only when the respective level falls below 20%.
25. **95% target:** The animal caretaker then attempts to refill the resource to 95%.
26. **Fair feed distribution:** If there is not enough feed available, all animal facilities in need are considered together instead of the first facility found receiving everything.
27. **Feed from farm storage:** The mod searches for usable feed in regular silos, silo extensions, bale storage, pallet storage, BigBags, ObjectStorages, and other supported storage types.
28. **Hof Bergmann support:** The storage logic supports the special Hof Bergmann pallets and ObjectStorages.
29. **Pet food:** Special fill types such as dog and cat food can also be supported.
30. **Water:** The animal caretaker fills suitable water troughs directly and free of charge. No water is deducted from farm storage.
31. **Bedding:** The mod recognizes both straw and WOODSHAVINGS/wood shavings, depending on what the specific animal facility supports.
32. **Wood shavings on Hof Bergmann:** Stored wood-shaving pallets in ObjectStorage can also be detected and used as available stock.
33. **Inventory protection:** If feed or bedding is not accepted by the animal facility, the mod attempts to return the reserved amount to storage instead of simply deleting it.
34. **Manure:** Existing manure is moved to the nearest reachable manure heap belonging to the same farm.
35. **Farm separation:** Automatic supply management only uses storage and animal facilities that the respective farm has access to.
36. **Machinery technician:** Works automatically between 08:00 and 17:00.
37. **Repair threshold:** Vehicles with approximately 20% damage or more are selected for maintenance.
38. **Vehicle selection:** Preference is given to a damaged vehicle owned by the farm that is not currently being driven, is stationary, and has no active AI job.
39. **Maintenance duration:** The duration depends on the machinery technician’s training level and only progresses during working hours between 08:00 and 17:00.
40. **Vehicle lock during maintenance:** The vehicle cannot be entered, tabbed into, used, or normally attached to equipment while maintenance is in progress.
41. **Repair information:** The vehicle information display includes details such as the remaining repair time.
42. **Repair costs:** Before maintenance begins and again upon completion, the mod checks whether the farm can afford the repair.
43. **Employee overview:** The employee menu displays employees by contract type and area of responsibility, together with their status, age, remaining hours, and additional contract information.
44. **Status indicators:** These include “Available,” “Working,” “Training,” “Sick,” “Hour Limit Reached,” maintenance tasks, and “Assign Area of Responsibility.”
45. **Multiplayer:** The main employee-management logic runs server-side.
46. **Multiplayer synchronization:** Employees, contracts, working hours, age, roles, training, illnesses, active AI jobs, and maintenance tasks are synchronized with clients.
47. **Farm security in multiplayer:** A client may perform management actions only for employees belonging to their own farm.
48. **Synchronized actions:** Hiring, changing an employee’s area of responsibility, starting training, dismissal, and cancellation of dismissal are sent to the server.
49. **Multiple farms:** Animal care and machinery maintenance are managed separately for each farm in multiplayer.
50. **Savegame support:** Employees, progression, illnesses, training, maintenance tasks, and animal-check times are stored in a dedicated `employees.xml` file.

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