Stellaris

Stellaris

Job Manager. [Abandoned]
88 Comments
CaptainKampfkeks 21 Jun, 2020 @ 8:59am 
Bruh, there's an updated mod with a link a few comments below.
leteo39 21 Jun, 2020 @ 5:15am 
is it possible you could update the mod? pretty please?
nizzypal 25 Apr, 2020 @ 3:03pm 
awesome mod. sir do you have documentation on how to use it
CaptainKampfkeks 3 Apr, 2020 @ 3:27am 
@Jafoste A true legend.
Jafoste 2 Apr, 2020 @ 5:05pm 
I've updated this mod to version 2.6 . Enjoy!
Spesh 24 Mar, 2020 @ 9:57pm 
some legend PLEASE update this mod, its such a necessity its not even funny
Manu 23 Mar, 2020 @ 5:17am 
Just tested it with 2.6. It's definately NOT compatible since it reverts the calculator job to produce science again instead of administration capacity. A shame since i feel like something like this is really needed. I hate when my science bots work the fields while the mining bots go for science or replicator jobs. I can see why "less control" can make sense for bio-pops since they are simulating some kind of free will with this. But seriously, when it comes to robots or authoritarian or even slaver empires, there should be some kind of control for the job distribution.
Manu 23 Mar, 2020 @ 4:37am 
@adamsrealm Does it mean it does actually work with current versions if you don't have the Lithoids Pack?
AprilsRealm 27 Feb, 2020 @ 1:50pm 
This mod does NOT work with 2.5.1, it modifies the pop jobs file and as a result cause Lithoid's to produce food instead of minerals when enslaved as livestock.
Mordrehl 18 Dec, 2019 @ 6:54am 
Mod is listed as "abandoned" ... is there another mod that does the same thing?
Inzeron 20 Sep, 2019 @ 12:45am 
FinaL 11 Sep, 2019 @ 7:03am 
Yeah I would really like a Starnet AI patch too ;_;
=E.M.A.N=yashamalu 9 Aug, 2019 @ 2:23am 
A truly must-have mod! Although now that a lot of people are switching to Starnet AI, it'd be nice to have a patch for that.
VENAtorQFK 27 Jul, 2019 @ 11:21pm 
Great mod, thank you Nak1119.

Anyone else having pop being pushed to unemployment?
My main race can only be farmers, salve race only clerks, farmers, technicians.

Everyone is employed and 12 empty jobs.
in days mod moves 1 clerk to farmer (no idea why, clerk is low- but slave race has benefits for clerk). By pushing down the slave it pushed out the main race out of farmers (it was full) and now the poor guys is unemployed!!

If I go and click favorite on farmers a few times (yeah, it needs about 4 or 5 clicks), it brings back the main species worker and move the slave to clerk. But in a few days it breaks it again.

It looks like the mod is removing the default that the main race takes priority.
Also, I tried to set the clerk to same priority has farmer, but issue stays.

Thanks for any help
(p.s. I am comfortable editing the mod files)
spawnof2000 26 Jul, 2019 @ 4:58pm 
is it possible to change a species job priorities instead of outright banning them?
AprilsRealm 15 Jul, 2019 @ 12:01am 
@? Slave Pops as soldiers is risky, if they rebel you're in for a world of hurt
? 7 Jul, 2019 @ 10:10am 
Can I use this mod to get my free pops to stop taking the soldier jobs we HAVE SLAVES FOR THAT YOU STUPID PRE-SAPIENTS!?
Zag14 4 Jul, 2019 @ 11:45am 
Use GAI compatible patch
LogosDistributing 2 Jul, 2019 @ 9:01pm 
Anyone know if it's compatible with Starnet AI? as im switching over from GAI
Big Brain Time Thanos 28 Jun, 2019 @ 4:50am 
Good mod. Now my pops randomly refuse to work lol.
NaK1119  [author] 22 Jun, 2019 @ 4:57pm 
@Timrath
Yes. Please select "Set Job Right of Sub-species Separately" in the restriction menu of each species.
I'm afraid that this feature is added after this mod released, and there is not it at the picture in this web page.

@adamsrealm
I'm using both of my own code and flags/variables. I've not found the way for implementing all features of this mod with only flags.
AprilsRealm 18 Jun, 2019 @ 9:30am 
@NaK1119: Just noticed that jobs added by mods are not factored in by this mod, I have robots doing specialist jobs even though they are restricted to workers only?

Do you use your own code to manage jobs? and if so do you use the universal flags in the game that can prevent pops for taking leader/specialist jobs, as this may help simplify this mods code and make it more compatible.
Timrath 18 Jun, 2019 @ 8:09am 
Is it possible to discriminate between different types of robots? I have four types of robots, but the mod only recognises one.
AprilsRealm 14 Jun, 2019 @ 6:57am 
@ID: have you subscribed to the relevant content patch for this mod to be compatible with GAI?
shimmer 14 Jun, 2019 @ 6:50am 
These is a bug when I use GAI and this mod at same time, pop can not become a researcher.
AprilsRealm 12 Jun, 2019 @ 4:22am 
@NaK1119 Thank you! ^_^
NaK1119  [author] 12 Jun, 2019 @ 4:20am 
@adamsrealm
I updated this mod for Stellaris 2.3.1 just now.
AprilsRealm 11 Jun, 2019 @ 8:08am 
Is this mod compatible with 2.3.1? if so, is the version indicator going to be updated?
Mr. Frosty L 9 Jun, 2019 @ 5:56am 
Yes, thank you NaK1119 very much for your continued great work!
I'm so glad I can assimilate absolutely everyone again - for the greater good of course.

P.S.
The devs should really implement this functionality to the base game.
AprilsRealm 9 Jun, 2019 @ 3:56am 
Apparently this mod has been updated to 2.3.0???

It says so in the mod compatibility menu anyways 0.o ???
Timrath 9 Jun, 2019 @ 3:49am 
I was wrong and I apologise!
Thank you very much, NaK1119!
小飞not 9 Jun, 2019 @ 1:12am 
wonderful!thanks for your work,i have been waiting 2.3 for so long!this mod is great!
PrinceRenais 8 Jun, 2019 @ 5:03pm 
But he just updated his "Designation of Planet Specializations" to reflect the vanilla addition of that feature. I think you're overreacting a bit. I know we're all eager to have this mod update, but who knows what NaK1119 does for a living, or how complicated updating this could be.

On that note, good luck and godspeed, NaK1119!
AprilsRealm 8 Jun, 2019 @ 4:18pm 
@Timrath: Well, shit... that's not good... anyone want to take over?
Timrath 8 Jun, 2019 @ 4:04pm 
I don't think NaK1119 is going to update. He stopped responding months ago.
Mr. Frosty L 8 Jun, 2019 @ 2:56pm 
Game version 2.3.1 crashes too with this mod. At least the Paradox crash report program didn't get stuck this time. My favorite empire type is driven assimilators (with trait mods) and it is pointless to play it without this mod - so bad is the job assignment system. Oh well, it was fun as long as it lasted.
AprilsRealm 7 Jun, 2019 @ 1:29pm 
2.3?
Timrath 6 Jun, 2019 @ 6:32am 
Are you planning to update it for 2.3?
Mr. Frosty L 5 Jun, 2019 @ 3:03am 
Confirmed: Game version 2.3. crashes with this mod enabled.
LordR303 5 Jun, 2019 @ 2:49am 
Same thing
Alderon Tyran 4 Jun, 2019 @ 6:40pm 
Currently crashes on startup when this mod is enabled, confirmation from anyone else?
spawnof2000 1 Jun, 2019 @ 5:41am 
is it possible to change job weight per species instead of outright banning them from specific jobs?
Cyber Warlord 23 May, 2019 @ 1:31pm 
I think the mod needs to be updated.
Mrou 22 May, 2019 @ 1:30am 
素晴らしいMODありがとうございます!MODの競合についてお尋ねしたいのですが
現在入れている内政系MODはauto build と GAI とAutomatic Pop Migrationです
また、NaK1119さんのMODは全て入れさせていただいております。

現象と致しましては、惑星の住人全員が無職になり再就職も不能になるという状態です。
同じ現象になった方などいらっしゃいませんでしょうか?
Pamparampampamparam 11 May, 2019 @ 8:29pm 
I dunno what I'm doing wrong, I just conquored a species and want to keep them from doing ruler jobs, but they aren't being unemployed.
Celestine 3 May, 2019 @ 9:12am 
+rep good mood it's really helps about jobs
AprilsRealm 20 Apr, 2019 @ 2:16pm 
Robots aren't currently obeying their Job restrictions correctly... I've got them set to Workers only, but they keep taking specialist jobs for some reason?

I do have multiple robot "species" (With no subspecies) in my empire and I have renamed them all (to different names) and then reset their rights before restricting them again.

I've looked at my mod manager, and the only conflicts I can find is with G-AI (which I have the provided patch for).

Any help would be greatly appreciated! Thanks! ^_^
Liseq 12 Apr, 2019 @ 7:39am 
I love your mod.