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.
V1.0.9.0
– Fully rewrote the Workplace Manager list dialog using the proven structure from FS25_CustomTriggerCreator. Fixes columns (Wage, Sched/Radius, Edit, Del) stacking at center instead of spreading across the row.
– List dialog matches Custom Trigger Creator dimensions exactly — intermediate base profiles carry anchorTopCenter, leaf profiles do not repeat it, all position attributes use single-space separators.
V1.0.6.0
Several bugs found during live MP testing have been fixed, plus a quality-of-life improvement based on tester feedback.
What’s fixed:
– Other farms could start a shift but not stop it — fixed, all farms can now start and stop independently
– Zone-leave countdown showed a frozen “10 seconds” warning that never moved — countdown now starts the moment you step outside the trigger
– “End shift on leave” was stuck in the admin-only settings menu, making it useless for other players
What’s new:
– “End shift on leave” is now a per-trigger option, set when creating or editing a trigger — choose End Shift (shift ends when you leave the zone) or Stay Active (shift keeps running even if you walk away). No admin access needed, works for everyone
Notes:
– No save migration needed
– Existing triggers default to End Shift — no behaviour change
– All MP fixes only affect listen-server and dedicated server play; singleplayer is unaffected
v1.0.5.0
Bug Fixes
MP: Shift no longer starts for all players — shift state is now scoped to the owning farm only. Other farms no longer see a false active shift, preventing wrong E-key prompts (“End Shift at…”) showing up for everyone when someone else starts work.
MP: Host player can no longer accidentally end another farm’s shift — pressing E near a trigger while another farm is working now correctly does nothing for the host.
Settings now apply to all players — wageMultiplier and End Shift on Leave are synced from the admin/server to all connected clients on join and whenever the admin changes them. Display settings (HUD, notifications) remain per-player.
Listen-server HUD no longer shows shift popup for remote farms — the host player’s shift HUD now only fires for their own farm’s shifts.
V1.0.4.0
If you run a dedicated server or play in multiplayer, this update is for you.
Triggers now survive server restarts and client relogins, and pay the right farm every time.
What’s fixed / What’s new:
– Triggers now load correctly after a server restart — no more placing them again every session
– Clients who relog now see all triggers within a few seconds of rejoining
– Shift earnings now always go to your own farm, not just Farm 1
– Replaced the Real Time / In-Game toggle with a 5-step time multiplier: Auto, x1, x3, x5, x10
– Various dedicated server crash fixes from earlier versions
Save compatibility: existing saves are fully supported — no reset needed.
V1.0.3.0
Several crashes and bugs were introduced in the 1.0.1.x series. This update resolves all of them and makes the mod fully functional on dedicated servers.
What’s fixed:
– Dedicated server no longer crashes when placing or loading workplace triggers
– Zone penalty (pay deductions for leaving work area) now works correctly in multiplayer
– Various crash and regression fixes carried over from the 1.0.1.x audit
No save migration needed — existing saves will load normally.
V1.0.2.1
What was broken:
After creating a new workplace trigger, the map marker and floating
3-D beacon appeared to be queued (“pending”) but were never actually
placed in the world. Shift start, proximity detection, and deletion
were also silently broken for any trigger created during that session.
Fixed:
Newly placed triggers now correctly inherit the server-assigned stable
ID the moment the placeable loads. Map icons, 3-D markers, shift
tracking, and trigger deletion all work as expected from the first
placement. No save-game changes required; existing saves are
unaffected.
V1.0.2.0
– Deleting a trigger no longer crashes with a “wrong type” error. The 3D marker was passing a file path where the game expected a numeric handle — fixed.
– Left Shift no longer accidentally toggles HUD edit mode while sprinting. The key has been moved to F7 (rebindable in the key bindings menu).
– Edit and Delete buttons in the trigger list dialog now show a tooltip on hover.
– Shift payments no longer log an error on every payout. The broken economyManager call has been removed — farm:changeBalance is now used directly, which is the confirmed working path in FS25.
V1.0.1.0
Some players reported the mod failing silently on load, and others were confused about needing to buy something from the shop. This update fixes both and clarifies how the mod actually works.
What’s fixed:
– Fixed a crash on load that caused all mod files to appear missing in the log — no functionality was available until this was resolved
– Removed the Work Trigger Zone from the shop — it was never supposed to be there and was confusing people looking for an item that didn’t behave like a normal placeable
– Updated the in-game Help screen (ESC > Help > Workplace Triggers) to explain the correct way to create triggers
– Removed raw texture warnings for the mod icon
How to create a trigger (if you weren’t sure):
1. Press F4 to open the Workplace Manager, click Add New Trigger, set a name and wage, and confirm.
2. The trigger is placed at your current position — no shop required.
No migration needed. Existing saves load as normal.
shi dont even work