FS25 Workplace Triggers V1.1.1

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Turn any location on any map into a legitimate workplace. Open the Workplace Manager, add a trigger, give it a name and a wage, place it anywhere on the map — then walk in and clock in. Perfect for roleplayers who want their farmer to have a side job, or anyone looking to supplement farm income with off-farm work.
FEATURES
– Placeable trigger zones — invisible zones you drop anywhere, indoors or outdoors
– Three pay schedules per trigger: Hourly, Flat Rate per shift, or Daily rate
– Shift tracking HUD — live workplace name, time elapsed, and current earnings; drag and resize it anywhere on screen
– Workplace Manager (F4) — view, edit, and delete all your triggers from one screen
– Shift history log — last 50 completed shifts saved with name, duration, payout, and in-game day
– Persistent saves — all triggers, names, wages, and schedules survive reloads; each savegame has its own set
– Multiplayer — each player tracks their own shifts; earnings go to the shared farm account
– Optional FS25_NPCFavor integration — completing shifts builds NPC relationships
– Optional FS25_WorkerCosts integration — off-farm income tracked alongside AI worker wages
HOW TO USE
1. Press F4 to open the Workplace Manager and click Add
2. Name the workplace, set a wage, choose a pay schedule, then confirm
3. Place the trigger at any location on the map
4. Walk into the zone and press E to start your shift
5. Press E again to end your shift and collect your wages
CONTROLS
E – Start / end shift (when inside a trigger zone)
F4 – Open / close Workplace Manager <- can be rebind
Left Shift – Toggle HUD edit mode (drag and resize the panel)
SETTINGS
Found under ESC > Settings > General Settings > Workplace Triggers:
– Show Shift HUD
– HUD Scale
– Show Notifications
– Wage Multiplier (global modifier on top of per-trigger wages)
– End Shift on Leave (auto-end shift when leaving the zone)
– Show Earnings in HUD
– Debug Mode
Languages: EN / DE / FR / IT / NL / PL
Multiplayer: Yes
V1.1.1.0
Previously, the server used a single shared slot to track the active shift. When a second player clocked in, it would silently end the first player’s shift early paying them out immediately and leaving their client stuck showing a running shift they could no longer stop.
What was fixed:
– The server now tracks shifts per farm using an independent slot per farmId. Multiple farms can have concurrent active shifts without interfering with each other.
– A duplicate clock-in guard prevents the same farm from accidentally starting a second shift if the event fires twice.
– Deleting a trigger now correctly cleans up any active per-farm shifts using that trigger, not just the single-slot state.
– SP and listen-server host behaviour is unchanged the single-slot fields used for zone checks and HUD updates are preserved and still work as before.
This fix only matters in multiplayer / dedicated server sessions with two or more farms clocked in at the same time. Singleplayer and single-farm multiplayer sessions were unaffected by the original bug.
 
Authors / Credits
tisonK
Download modification
https://zippymods.com/o2bens8jj7o5/FS25_WorkplaceTriggers.zip.html
Thank you for sharing the detailed information about the Workplace Triggers mod for FS25. It sounds like a fantastic addition for players who enjoy adding depth to their roleplaying experience or want to simulate off-farm work to supplement their income.

The ability to create placeable trigger zones with various pay schedules, a shift tracking HUD, a Workplace Manager to manage triggers, a shift history log, persistent saves, multiplayer support, and optional integrations with other mods like FS25_NPCFavor and FS25_WorkerCosts are all impressive features that enhance the gameplay experience.

The recent update in version 1.1.1.0 addressing the issue of shared slots for tracking active shifts in multiplayer sessions is crucial for maintaining individual player shifts and preventing interference when multiple farms have concurrent active shifts. The implementation of farm-specific independent slots for tracking shifts, duplicate clock-in guards, and proper cleanup of active shifts when a trigger is deleted ensures smooth functioning and prevents issues like premature shift endings and stuck client states.

Overall, the Workplace Triggers mod seems well-developed and offers a realistic and engaging way for players to engage in off-farm work activities within the game. Players are provided with a comprehensive set of controls, settings to customize their experience, and language options for wider accessibility. The continuous updates and bug fixes demonstrate the commitment of the mod developers to provide a polished and seamless gameplay experience for the FS25 community.
 
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