More Workers
Adds in-game tools to author and adjust worker idle points per property, with visual markers, hotkeys, and support for extra hire locations like Motel Room, RV, and Sewer office, including in‑game movement of existing/default idle points.
Authenticity & Integrity
- SHA256 Hash: Khundian.S1.MoreWorkers-IL2Cpp.dll
ACF9B3C4E6086C05782E0831C45B900B154D31D87CE188FB15BA8ABF473A0CBC
- SHA256 Hash: Khundian.S1.MoreWorkers-Mono.dll
BD5B1CC771288CE1CED3259C8CA672751FD3B9CC432061E84D3611BAA60CB0C2
Current Supported Properties
- Barn
- Bungalow
- Docks Warehouse
- Hyland Manor
- Motel Room
- RV
- Sewer office
- Storage Unit
- Sweatshop
Features
- Manual idle points via world-space JSON (appended after existing/default idle points), with automatic deduplication of points that are extremely close together (closer than ~0.15m when loading JSON, or 0.25m for in‑game capture/moves) so that only meaningful, distinct idle slots are created.
- Visualization of idle points in-game (blue = existing/default, green = manual; yellow highlight when editing a selected idle point).
- Authoring Mode:
- Capture new manual idle point (F9).
- Select and move idle points (manual and existing) on the nearest property (Shift+F8 / F8).
- Force reload
points.json (F10).
- Remove the last manual idle point for the nearest property when it is not currently assigned to a worker (F11).
Quick Start
- Enable Authoring Mode in
More Workers.cfg or via ModsApp.
- Go to a property, stand near it, and press F9 to add a manual idle point for the nearest property.
- Use F10 to reload
points.json and redraw markers if visuals look out of sync.
- Use F11 to remove the last manual idle point for the nearest property.
- Use Shift+F8 / F8 to select and move idle points (manual and existing) on the nearest property.
Hotkey Summary
| Action |
Default key(s) |
Scope |
| Capture manual idle point |
F9 |
Nearest property |
Reload points.json and markers |
F10 |
Global |
| Remove last manual idle point |
F11 |
Nearest property |
| Select idle point (manual/existing) |
Shift+F8 |
Nearest property |
| Move selected idle point |
F8 |
Selected property |
Settings (*.cfg edit or ingame mod managers like ModsApp)
- Skip RV: Hides the RV from fixer/hiring location dialogues. Turn this off only if another mod keeps the RV around as a persistent property.
- Authoring Mode: Enables the in-game authoring overlay and markers.
- Hotkeys:
- Move Key (default F8): Move key for idle point overrides (Shift+key selects the nearest idle point on the current property; key moves the selected point).
- Capture Key (default F9): Capture your current position/yaw as a manual idle point for the nearest property.
- Reload Key (default F10): Force reload
points.json and redraw markers.
- Remove Key (default F11): Remove the last manual point for the nearest property.
Authoring Workflow
- Enable Authoring Mode in "More Workers.cfg" or ModsApp.
- Markers: blue = existing/default, green = manual. Numbers show per-property indices.
- Stand near the target property, press F9 to capture your position/yaw.
- The mod adds a live idle slot immediately so hiring unlocks right away, as long as the new point is at least ~0.25m away from any existing idle point on that property.
- Optional: Press F10 to force a reload of JSON and redraw markers.
- Press F11 to remove the last manual point for the nearest property.
- If no employee is currently using that idle point (no worker has their idle behaviour bound to that
IdlePoint), the manual idle point is removed both from points.json and from the live EmployeeIdlePoints array, the green marker disappears, and capacity is recomputed immediately.
- If the idle point is in use (assigned to a worker), removal is denied and the mod logs a clear message; you can move or fire the worker first, then remove the point safely.
Moving Idle Points (Manual & Existing)
You can select and move both manual (green) and existing (blue) idle points using the same keys:
- Ensure Authoring Mode is ON.
- Stand near the property you want to edit. The authoring tools will automatically target the nearest property.
- Hold Shift and press the Move Key (default F8):
- The nearest idle point on that property is selected (manual or existing). If both a manual and an existing point are nearby, whichever is closer to you is chosen.
- Its marker and index label turn yellow and the HUD shows
Editing manual #idx or Editing existing #idx.
- Walk to the new desired location for that idle point.
- Press the Move Key again (default F8, without Shift):
- The selected idle point is moved to your current position/yaw.
- For manual points, the move is written into the
points list in points.json and applied immediately to the corresponding MW_MANUAL transform. For existing points, the move is written into existing overrides and applied immediately to the live transform.
- The marker returns to its normal color (green or blue) at the new location.
Notes:
- This feature only moves idle points; it does not delete or disable them. Indices remain stable, which helps preserve save compatibility and avoids breaking other mods that rely on those idle points.
- You can use this safely with other mods that add or adjust worker idle points-More Workers will move their existing points in place rather than removing them.
Hot-Reload Behavior
- Capture (F9): Writes to JSON and appends a live idle slot immediately (subject to the ~0.25m spacing rule); capacity is updated so that it always matches at least the number of idle points and never drops below the current employee count.
- Remove (F11): Writes to JSON and, when safe (idle point not currently in use), removes the corresponding live idle slot immediately and recomputes capacity so hiring limits stay in sync with actual available slots.
- Reload (F10): Reloads JSON and redraws markers (visual only).
- Move idle point (Shift+F8 / F8): Selects the nearest idle point on the current property (manual or existing) and updates its position/yaw, writing the change to
points.json (points list for manual, existing overrides for existing) and applying it immediately to the live idle transform.
Cleaners, Bins, and Loading Docks
More Workers is intentionally scoped to idle points and worker capacity. It does not add or modify bins, disposal areas, or loading docks at any property.
- For most jobs, adding idle points and capacity is enough: employees walk from their idle point to existing workstations and behave as expected.
- Cleaners are special: they also need a valid disposal target (bin/disposal area) to drop trash bags.
- Properties like Sewer office can hire workers once you author idle points, but vanilla does not give them a dedicated bin/disposal area.
- For RV, vanilla gameplay does not keep it around past the prologue. More Workers does not prevent that event or resurrect the RV on its own. If another mod enables RV as a persistent property, More Workers mod can add idle points and allow hiring via dialogue, but that other mod is also responsible for providing a suitable bin/disposal area for cleaners.
With only this mod installed (no bin/disposal-area mods):
- Cleaners you assign to Sewer office or an enabled RV will have nowhere to dispose of trash bags.
- When a trash bag is full, they will tie it off and leave it on the ground near where it was filled, ignore that bag from then on, and return to their idle point.
To keep maximum compatibility, this mod does not spawn bins, disposal areas, or loading docks, and it does not rewire those systems. That work is left to dedicated content mods. If you want fully functional cleaners and trash/disposal flows at Sewer office, pair More Workers with mods that add those structures, for example:
Multiplayer
More Workers is designed to be safe in co-op by keeping the host authoritative over worker layouts and capacity.
- Only the host/server instance actually applies manual idle points, existing overrides, and
EmployeeCapacity changes; pure clients never mutate EmployeeIdlePoints, EmployeeCapacity, or points.json.
- On the host, authoring hotkeys (F9/F10/F11/F8) work exactly as described in this README. On pure clients, the same keys do nothing except log that authoring is host-only and should be performed by the host.
- If clients also have More Workers installed, they can see the same markers and HUD overlay as the host, but they cannot change idle layouts; they are viewing the host’s state.
- If clients do not have the mod installed, gameplay remains safe; they simply do not see the additional markers or authoring UI.
File Locations
- Config:
UserData/More Workers/More Workers.cfg
- Manual idle points:
UserData/More Workers/points.json
Helpful Mods
These mods are not mandatory, but nice to have!
- ModsApp: (Helpful for configuring settings ingame; enable Authoring Mode or change hotkeys.)
- SewerEmployees: (Adds employees and a proper trash/disposal flow for Sewer office; pairs well with More Workers' extra idle points and capacity.)
Troubleshooting (v0.4.0+)
Fewer Idle Points Than Expected
- Symptom:
points.json lists more idle points for a property than you see in-game (fewer markers, fewer available worker slots).
- Cause: From v0.4.0 onward, any idle point very close to an existing idle point is treated as a duplicate and does not create a separate live slot. In current versions this is ~0.15m when loading from JSON, and ~0.25m when capturing with F9 or moving idle points with F8.
- What to do:
- Inspect the coordinates for that property in
points.json and ensure each intended idle point is at least ~0.25m away from its neighbors.
- Adjust or remove tightly clustered points.
Fewer Hireable Workers Than Before
- Symptom: A property used to allow more workers, but after upgrading or after removing idle points, the fixer blocks new hires sooner than expected.
- Cause:
EmployeeCapacity now tracks the number of distinct idle points (with a floor at the current employee count). If multiple JSON points are closer than the dedup thresholds (~0.15m on load / ~0.25m in-game) and get deduped, the effective idle count (and thus capacity) is lower than the raw JSON list.
- What to do:
- Check how many idle markers you actually see on that property in-game.
- Make sure each intended idle slot in
points.json is at least ~0.25m apart so they are treated as separate idle points.
F8 Move or F9 Capture Appear to Do Nothing
- Symptom: You stand near a property, press F9, and no new marker appears;
points.json also does not gain a new entry for that property.
- Cause: If your capture position is within the minimum spacing of an existing idle point (~0.25m), the mod refuses to create a near-duplicate idle slot and logs a message instead of stacking another point. The same spacing rule also applies when moving idle points with F8: attempts to move into a too-close overlap are denied and logged.
- What to do:
- Check the MelonLoader console/log for a message similar to:
Cannot add idle point: too close to an existing idle point for 'PropertyName'.
- Move a bit further away from the existing marker (more than ~0.25m) and press F9 again, or choose a new F8 target position that is at least ~0.25m away from other idle points.