Hey everyone! Version 1.6 introduces AutoPay, your most-requested feature yet β plus a round of quality-of-life improvements to keep Employee Manager fast, modular, and easy to use.
πΈ New: AutoPay System (Built-in)Tired of manually paying your crew? So were we. AutoPay now handles salaries automatically β per property β based on your payroll settings.
Toggle AutoPay on/off anytime in the in-game phone UI
Works with property-based payroll from v1.5.3
Pays employees on a fixed schedule (every morning)
Simple, hands-off, and fully integrated. π§ Smarter Core, Still Modular
The core mod remains clean β no bloat.
Features like idle points and shared beds remain available as optional add-ons:
More add-ons are planned β build your own setup, your way. β Compatibility
Fully compatible with all 1.5.X saves
AutoPay is disabled by default in new games β can be toggled in the UI
No reconfiguration needed if upgrading
π Looking Ahead
Employee Manager is staying focused on:
Clean UI-based crew management
Performance-friendly payroll and property systems
Modular add-ons for advanced features
More upgrades are coming soon β including efficiency tracking, auto-hiring, and employee stats. π£ Got ideas or issues? Join the community on Discord: https://discord.gg/KATRAJGv Thanks for using Employee Manager and helping it grow π¬ β Akermi π·ββοΈπ²
Will you be able to choose which employees to pay in a later update? I donβt want to fire my botanistβI just donβt need them for a brief period. Alternatively, being able to move employees to another location (so I pay by property instead) would also work.
Now that this mod has auto-pay, does that mean we can do away with beds entirely or do the employees still need to anchor to a bed? Also I'm not entirely sure if its this mod, the idle point mod, or shared bed mod that messes with their initial spawn point when I hire them. I hired a botanist for the sweatshop and he spawned between the trees behind the basketball court; had to use a cheat mod that lets me teleport to find the person. For bungalo, the first spawned behind the house next to the back door then the rest spawned in front of Molly's apartment.
Not too big of a deal but this keeps taking over the message history of one of my customers as well. It takes over Beth Penn's texts allowing me to use the mod through both her chat history and the actual phone managers chat.
Updated the mod and autopay doesnt seem to work. Atleast at the Barn. Toggled on for all and workers still sit outside asking to be paid each morning. Do we need to get new workers?
170 comments
Hey everyone!
Version 1.6 introduces AutoPay, your most-requested feature yet β plus a round of quality-of-life improvements to keep Employee Manager fast, modular, and easy to use.
πΈ New: AutoPay System (Built-in)Tired of manually paying your crew? So were we.
AutoPay now handles salaries automatically β per property β based on your payroll settings.
- Toggle AutoPay on/off anytime in the in-game phone UI
- Works with property-based payroll from v1.5.3
- Pays employees on a fixed schedule (every morning)
Simple, hands-off, and fully integrated.π§ Smarter Core, Still Modular
- The core mod remains clean β no bloat.
- Features like idle points and shared beds remain available as optional add-ons:
- Idle Points Add-on
- Shared Beds Add-on
More add-ons are planned β build your own setup, your way.β Compatibility
- Fully compatible with all 1.5.X saves
- AutoPay is disabled by default in new games β can be toggled in the UI
- No reconfiguration needed if upgrading
π Looking AheadEmployee Manager is staying focused on:
- Clean UI-based crew management
- Performance-friendly payroll and property systems
- Modular add-ons for advanced features
More upgrades are coming soon β including efficiency tracking, auto-hiring, and employee stats.π£ Got ideas or issues? Join the community on Discord: https://discord.gg/KATRAJGv
Thanks for using Employee Manager and helping it grow π¬
β Akermi π·ββοΈπ²
anyways awesome mod!