RimWorld

RimWorld

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Automated Work Assignment
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Mod, 1.5
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495.292 KB
27 Mar @ 10:16pm
6 Apr @ 5:33pm
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Automated Work Assignment

Description
This mod helps manage work priorities by intelligently selecting suitable pawns (Skill Level and Passion) for each work type and assigning them your configured priority level, while giving you detailed control through the in-game Mod Settings menu (now Per-Save!) and convenient buttons directly on the main Work Tab. New per-save settings and slider interface provide enhanced control! Spend less time micromanaging priorities and more time managing your colony!

Key Features:

Smart Selection: Intelligently selects the most suitable pawns (based on Skill Level and Passion) to receive the priority configured in the settings for each work type.

Emergency Priority: Ensures the top pawns assigned to Doctor and Firefighter roles (up to the 'Count' or Percentage specified in settings) always receive Priority 1 (Highest), regardless of the configured priority setting for those jobs.

Detailed Per-Save Configuration (via Mod Settings - requires game load):
  • Configure Assignment Mode: Use a toggle (`#`/`%`) next to each job to switch between Fixed Count or Percentage mode.
  • Set Fixed Count or Percentage: Use sliders to set the exact number of pawns (0-Max Eligible) or the desired percentage (0-100%) of eligible pawns for each job. Percentage mode scales with your workforce!
  • Set Target Priority: Use a slider (1-Highest to 4-Lowest) to set the manual priority level that the selected pawns (determined by the Count/Percentage setting) will receive for this specific work type.
  • Exclude specific colonists: Prevent the mod from ever changing the priorities of selected individuals using the "Manage Excluded Pawns" dialog.
  • Exclude specific tasks: Prevent the mod from managing specific work types using the checkbox next to the job name.
  • Toggle Automatic Daily Refresh: Choose whether the mod automatically re-evaluates and assigns priorities once near the start of each day.

Enhanced Work Tab UI: Adds convenient buttons directly to the main Work tab for instant control (Enable/Disable Mod, Refresh Now, Mod Settings).

Compatibility: Designed to automatically detect work types added by other mods. Includes compatibility support for Vanilla Skills Expanded passions (falls back to vanilla if VSE not detected or reflection fails). Detects Alpha Skills' presence.

Languages: Supports English, Spanish (Español), French (Français).

Requires Harmony.


Frequently Asked Questions (FAQ)

Q: Why can't I change settings from the Main Menu anymore?
A: Settings are now stored per-save file to allow different configurations for each colony. Therefore, you must load a save game before accessing the Mod Settings via the Options menu or the Work Tab button.

Q: Is this compatible with mods adding new work types?
A: Yes. The mod dynamically finds all available work types and includes them in the settings and assignment logic.

Q: Is this compatible with "Work Tab" by Fluffy?
A: NO, this mod is incompatible with Fluffy's "Work Tab". Work Tab completely replaces the vanilla work tab interface, so this mod's buttons will not appear. Furthermore, Work Tab is no longer actively maintained and introduces its own priority mechanics that conflict with this mod. Using both together is strongly discouraged and likely to cause issues.

Q: Is this compatible with AI/Scheduling mods (Achtung!, Pawn Rules, etc.)?
A: Generally, yes. This mod sets the numerical priorities (1-4). Other mods usually work based on reading those priorities to decide task execution. Testing is always recommended, but major conflicts are unlikely.

Q: Does this mod impact performance / cause lag / lower TPS?
A: It should have a very minimal impact. The automatic daily refresh runs the main logic only once per game day. The checks performed more frequently are extremely lightweight. Manual refresh only uses resources when clicked. It's designed to be much more performance-friendly than mods that react to every single skill change.

Q: How does the mod decide which pawn is 'best'?
A: It currently calculates a score based on the pawn's relevant Skill Level plus a bonus for Passion (using Vanilla or VSE values if available). Pawns with higher scores are selected first for the configured priority.

Q: Can I exclude specific pawns?
A: Yes. Use the "Manage Excluded Pawns" button in the Mod Settings window (accessible after loading a save).

Q: Can I manually override an assignment?
A: Yes. You can turn the mod OFF for the current save using the button on the Work Tab, exclude the specific pawn, exclude the specific task using its checkbox in Mod Settings, or set the 'Desired Count/Percentage' for a specific job to 0/0% in the settings.

Q: Does the mod respect Zones, Schedules, Outfits, etc.?
A: Yes. The mod only sets the priority numbers (1-4 or 0). All standard RimWorld rules still apply.

Q: Why isn't Pawn X doing Job Y even if assigned Priority 1?
A: Check standard RimWorld reasons: Is there another task with Priority 1? Is the pawn restricted by Zone? Is it time for Sleep/Food/Recreation? Are they injured or ill (Patient/Bed Rest)? Do they have the required materials? Can they pathfind? The mod doesn't override these core game mechanics.

Q: Does assigning a pawn Priority 1 for Mining mean they will ONLY Mine?
A: No. The mod sets the priority level (1-4) for specific jobs. Pawns still choose tasks based on all their assigned priorities, proximity, allowed zones, needs, etc., following standard RimWorld logic. A pawn set to Mining 1 might still Cook (if set to 1 also) or seek Recreation if needed.

Q: Does the mod manage 'Patient' or 'Bed Rest'?
A: No, not directly. These are health states prioritized by the game. The mod helps by ensuring assigned 'Doctors' get Priority 1. You cannot configure 'Patient'/'Bed Rest' in this mod.

Q: Can I add this to an existing save?
A: Yes, but with considerations. This version introduces Per-Save Settings. Your previous global settings will NOT carry over. The mod must now be configured after loading your save file via the Mod Settings menu. Adding to an existing save requires re-configuring all your desired counts/priorities/exclusions within that save. It's recommended to back up your save first or start a new game for the smoothest transition.

DISCLAIMER / MOD COMPATIBILITY:
Please understand that providing bug support becomes very difficult or impossible when using this mod alongside other mods that significantly alter job assignments (like adding new priority levels or complex scheduling logic) or replace the vanilla Work Tab GUI. Conflicts between such mods are common and hard to diagnose. While you are free to try any mod combination, support may be limited in these cases.

Please let me know if you encounter any bugs.

LICENSED UNDER CC BY-NC-SA 4.0[creativecommons.org]
Popular Discussions View All (2)
18
29 Apr @ 10:58am
PINNED: Suggestions
Ekinox
3
3 Apr @ 9:45am
PINNED: Bug reports
Ekinox
89 Comments
MountSwolmore 11 hours ago 
I've been messing with this for some time and it looks like Better Pawn Control wipes the work tab.
MountSwolmore 15 May @ 3:20pm 
After more digging, it turns out there a job splitter that randomly reset things to 3. Removing that fixed the issue.
Ekinox  [author] 26 Apr @ 1:14pm 
Hello MountSwolmore, that's odd, are there any more details you could share?
MountSwolmore 26 Apr @ 7:10am 
I have a peon assigned to cut but even with it excluded, daily refresh off, and and the mod logic off, she keeps getting unassigned but this is the only auto jobber I use.
KeeKαlm 19 Apr @ 3:25am 
Can you add an optional setting to prioritize Passion-matching in Work Assignments? If no workers have the right Passion, it won’t force-fill the positions.
allbad 13 Apr @ 3:06pm 
Would it be possible for this to work with the Prison Labor mod's Work tab for prisoners? Having it be a separate instance of settings would probably be the best approach since prisoners have a much smaller subset of work they can do.
Wolf 7 Apr @ 5:34pm 
@budisourdog, Click "Details" under your cooking food bill. There's an "allowed cooking skill" slider in base Rimworld.
Majes 6 Apr @ 12:50pm 
Hi!
Thank you for your answer. Of course I'll give it a try, and thank you for your commitment to this mod and responses to our comments.
You're the best, cheers!
Ekinox  [author] 5 Apr @ 10:22pm 
Hi KiTA, thanks for the suggestions!

Percent Mode Rounding: Good catch! Current logic can assign 0 pawns on small colonies. Will fix it to round up so at least one pawn is always selected if the percentage is > 0. Update coming soon.

Master Slider: No plans for this, sorry. The mod is built for detailed, per-job control via the individual sliders (Count/Percent, Target Priority), and a master slider contradicts that core design.

Extended Priorities (1-9+): Sticking to vanilla 1-4 priorities deliberately. Supporting extended levels risks stability issues and conflicts with mods altering core mechanics (as mentioned in FAQ/Disclaimer).

Thanks again for the feedback!
Ekinox  [author] 5 Apr @ 9:54pm 
Hi Attic Goblin, thanks again for the feedback & sincere apologies for the frustration, especially with the reconfiguration after the update reset.

I suspect the main issue (Refresh button seeming broken / mod not working) was due to confusion with the task checkboxes in Mod Settings: Checking a box EXCLUDES that task from the mod, it doesn't enable it. If tasks were accidentally excluded this way, Refresh would correctly do nothing, seeming broken.

That UI confusion is my fault, sorry! I'll be fixing the clarity (labels/tooltips) soon. (They're meant to let you keep manual control over specific jobs).

Thanks for highlighting this - your feedback really helped pinpoint the UI issue. Sorry again for the trouble!