FS25 Realistic Worker Costs V1.0.6

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V1.0.6.0
Fixed
Built-in helper wages (25§/interval) are now correctly suppressed. The hook was intercepting MoneyType.WORKER_WAGES which does not exist in FS25 — the game’s AIJob:updateCost() actually uses MoneyType.AI. Workers were being double-charged as a result.
Pause menu dashboard and worker list now populate correctly. getActiveWorkers() was using non-existent fields (job.isActive, job.vehicle) and iterating activeJobs with pairs() instead of ipairs(). Rewritten to use the correct FS25 API: job.isRunning, job.vehicleParameter:getVehicle(), and job:getHelperName().
WorkerCostsEnable now correctly re-installs the suppression hook if it was lost mid-session.

Added
WorkerCostsDebug true|false console command — toggle debug logging to log.txt at runtime.
WorkerCostsDiagnostic console command — prints a full status report including hook state, MoneyType values, active workers, and GUI state. Useful for troubleshooting.

V1.0.4
Added monthly salary for workers that have worked for you
Complete polish over codebase, wired code together and solved edge cases
Fixed missing l10n string wc_monthly_salary_short thas was missing for the settings page
Bumped version to 1.0.4.0

Realistic Worker Costs Mod for Farming Simulator 25
Adds realistic ongoing wage costs for hired workers, making farm management more challenging and strategic.

What’s New in v1.0.3.0
This release focuses on polish, correctness, and a better first impression — both in-game and on the repository.

Bug Fixes
Worker Stats tab — per-hectare cost display was showing the mode name string (“Per Hectare ($/ha)”) as the cost value for each worker. It now correctly shows “-” since per-interval cost can’t be estimated without knowing how much area will be worked.
Worker Stats tab — cost sign was displaying a + prefix on each worker’s wage, implying income. Corrected to -.
Multiplayer spectator safety — the payment system now guards against farmId == 0 (the spectator slot), preventing an attempted charge against an unowned farm.
About tab — hardcoded version fallback was hardcoded to “1.0.2.0”. It now reads live from g_modManager and falls back to “unknown” if the mod manager isn’t available.

Improvements
Tab icon spritesheet — each of the four manager tabs (Dashboard, Wage Settings, Worker Stats, About) now displays its own pictogram from a custom tab_icons.dds spritesheet instead of all showing the same mod icon.
Tab separator lines removed — the horizontal divider lines between tab items in the left panel have been removed for a cleaner look.
Per-page header icons — the green header box next to each page title now shows the correct pictogram for that page.
Console unit display — workerCostsStatus and WorkerCostsShowSettings previously hardcoded /h as the rate unit. Both now correctly show /h or /ha based on your active cost mode.
Logging consistency — bare print() calls in the core loader replaced with Logging.info().
Back button label — the back button on the mod’s pause-menu page was missing its text label; now correctly shows the localised “Back” string.

Repository
Added .gitignore, LICENSE (MIT), and CONTRIBUTING.md
Added GitHub issue templates: Bug Report, Feature Request, Mod Compatibility — with structured YAML forms
Blank issues disabled; general questions directed to Discussions
README fully overhauled: badges, feature table, wage calculation reference, collapsible troubleshooting, accurate changelog

MAIN FEATURES:
– Configurable wage system: Choose hourly or per-hectare payment
– Three wage levels: Low ($15/h), Medium ($25/h), High ($40/h)
– Skill-based pricing: Workers with higher skills earn higher wages
– Full in-game settings integration
– Console commands for complete control
– Multiplayer compatible
– 10 language support
– Save game compatible

HOW IT WORKS:
Workers now cost money while they’re active! The mod automatically calculates and deducts wages based on:
1. Time worked (hourly mode) OR hectares worked (per hectare mode)
2. Worker skill level (80%-120% multiplier)
3. Your chosen wage level or custom rate

SETTINGS OPTIONS:
– Enable/Disable: Toggle the mod on/off
– Cost Mode: Hourly or Per Hectare
– Wage Level: Low, Medium, or High base rates
– Custom Rate: Set your own wage rate
– Notifications: Toggle payment alerts
– Debug Mode: Extra logging

CONSOLE COMMANDS:
Type ‘workerCosts’ in console for full list, including:
– WorkerCostsEnable/Disable
– WorkerCostsSetWageLevel 1|2|3
– WorkerCostsSetCostMode 1|2
– WorkerCostsSetCustomRate <amount>
– WorkerCostsTestPayment
– WorkerCostsShowSettings
– WorkerCostsResetSettings

INSTALLATION:
1. Extract to your FS25 mods folder
2. Enable in mod menu
3. Configure settings in-game or via console

COMPATIBILITY:
– Works with FS25 (all versions)
– Multiplayer supported
– Compatible with most other mods
– Safe to add/remove from existing saves

This mod adds a new layer of financial management to your farming operation. Now you need to consider not just equipment costs, but also labor expenses when planning your farm’s profitability. Makes the game more realistic and challenging!
Perfect for players who want more economic depth and realism in their farming experience.
Note: All rights reserved. Do not redistribute or claim as your own work.

V1.0.2.0
– Added 4 new tab pages
– A compete new landing page redesign (inside the pause menu we have our own page)

Know issues:
– Checkbox not fully implemented (Enable Mod, Notifications, and DEBUG Mode checkbox labels)
– Sync between workers and dashboard might not fully work

These issues will be patched in the next update!
 
Authors / Credits
tisonK
Download modification
https://zippymods.com/3tb5jgkagnas/FS25_WorkerCosts.zip.html
Thank you for sharing the detailed changelog for the Realistic Worker Costs mod for Farming Simulator 25, especially the updates in versions 1.0.6.0, 1.0.4.0, and 1.0.3.0. It's great to see the dedication to bug fixes, improvements, and new features in each release.

In version 1.0.6.0, the fix for double-charging workers due to incorrect MoneyType usage is crucial for accurate financial management in the game. The updates related to the pause menu dashboard, worker list population, and WorkerCostsEnable functionality will enhance the user experience and ensure correct tracking of worker costs.

The addition of the WorkerCostsDebug and WorkerCostsDiagnostic console commands is a thoughtful inclusion for both players and mod developers. The debugging capabilities and the full status report will undoubtedly aid in troubleshooting and improving the mod's performance.

Version 1.0.4.0's focus on adding monthly salary information for workers and the overall polish over the codebase shows a commitment to providing players with a comprehensive and refined mod experience. The attention to detail, such as fixing missing l10n strings and ensuring version consistency, contributes to a seamless user experience.

Version 1.0.3.0's improvements in tab organization, visual enhancements, and logging consistency demonstrate a dedication to both functionality and aesthetics. The addition of repository enhancements like issue templates and README improvements showcases a commitment to community engagement and transparency.

The main features of the Realistic Worker Costs mod, including configurable wage systems, skill-based pricing, and in-game settings integration, provide players with a detailed financial management experience that adds realism and depth to the game. The compatibility with multiplayer and save games, along with a range of console commands for customization, further enhance the mod's flexibility and usability.

Overall, the continuous updates and attention to detail in the Realistic Worker Costs mod highlight a commitment to providing players with a sophisticated and engaging gameplay experience that extends beyond traditional farming simulation mechanics.
 
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