Pro Staff CoOp v 1.1
A 20-level cooperative progression backbone for the Realistic Farming ecosystem. Each farm invests to climb the Co-Op ladder, and every rung unlocks economic modifiers that companion mods read through a shared getter API.
– Server-authoritative purchases via the base-game money write; TaxMod audit-only
– Level cost scales with the level reached and, from L10 up, a net-worth wealth bracket capped at 1.35x
– Recurring money (agronomy report subscription, L14 fleet rebate) settles on the shared Time Guard clock
– Modifier getters for WorkerCosts (wages, fatigue), SoilFertilizer and the disease/fungicide layer, and DairyCore (vet, dairy logistics, bulk procurement)
– StateLedger / NetworkSync / SettingsHub / Time Guard bridges, all neutral when a companion is absent
– 26 languages, full multiplayer, admin-only settings
– Zero Precision Farming: PF disables only the fertilizer and fungicide getters; the progression stays active
Version 1.1:
* This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on
* Release gate. Experimental systems ship locked until deliberately released, as an explicit opt in that is independent of the difficulty setting
* New setting: Experimental Systems. Under the mod’s settings, default off (stable only). Turn it on to use experimental systems at your own risk
* Soil test kit (SF-40) locked. The kit depends on the Read the Dirt system, which is still experimental on SoilFertilizer, so it stays locked. hasSoilTestKit returns false until the kit is released
* Everything else works exactly as before. The progression, economic modifiers, and recurring fees are untouched
Credits:
tisonK







