RimWorld

RimWorld

Automated Work Assignment
89 Comments
MountSwolmore 24 Jun @ 8:35am 
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!
KiTA 5 Apr @ 9:46pm 
For the percent mode can you have a check that it always set at least one person to a given skill? Right now with 3 people in my village and set to 10%, it sets no one to work, because 3*.1 = 0.3 which rounds down to 0.

Also, a master slider that modifies all the sliders at once would be nice.

Oh, and some of us use mods that add more priorities. Mine goes 1-9, for example. It's hard coded for 4 which is fine (I usually don't use 5-9 anyway) but that might be something to look into.
Attic Goblin 5 Apr @ 8:02pm 
I appreciate having something to automatically assign work priorities to pawns, but I find that going and manually assigning priorities is not only faster but also simpler than getting this mod to WORK AT ALL. I was expecting this mod to go "oh this pawn has their highest skill in medical so Ill set it all to 1!" but no. You have to not only enable ALL or MOST of the work assignments but also have to spend time configuring the stats. Then, pressing the refresh button after finishing doesn't even work. On top of that, the latest update reset all my pawns' work priorities as the logic turned itself back on! And it is Per Save!! I apologize but I cannot recommend this mod from my experience. I wanted to like this mod. :steamsad:
Ekinox  [author] 5 Apr @ 1:58pm 
Hi Majes, a few minutes ago I released an update that changed some things, you can read the change notes to get more details.

Steam takes some time to update on individual clients, but if you have RimPy or RimSort, you can make the mod manager check for updates and download them if available (I strongly recommend RimSort).

Finally, addressing your suggestion regarding the priorities, some other people have asked for similar stuff, ranging from adaptive priorities to min and max levels, I'm still investigating the feasibility of those features, but if its possible to add one or more, I'll let everyone know.
Majes 5 Apr @ 1:50pm 
Hi!
Do you know how it works with multi-floors, and assigning work for all pawns, not just those on the ground level?
I've installed it today, but it seems to not work, despite refreshing setting, turning it on and off, and so on. I don't have any other mods that might corelate to it, but I can send you a log if you want to.
Cheers!
Also, 1 more suggestion - is there a chance to add option "% of colonists" to do certain job, like assigning 50% of the colony to firefighting or hauling? Would be even better if it choose pawns with least amount of high priority job (1 or 2 priority), so less skilled pawns could fill their role of being somewhat usefull. I know it's hard to code, and at this point of finished mod even impossible to implement without rewriting whole code, but there's still hope :)
Have a great day!
Ekinox  [author] 5 Apr @ 12:05pm 
Hey darknesswei, thanks for the feedback!

You're correct, the mod currently assigns the single priority level you configure in the options to the best pawns; it doesn't automatically set different levels (1-4) based on individual skill/passion.

The 'Smart Assignment' description was a bit ambiguous, sorry about that! I'll update it to be clearer (focusing on 'Smart Selection' of pawns for the configured priority).

Regarding dynamic priorities (like base 4 -> 1-3): it's an interesting idea I've considered, but the current focus is keeping the mod lightweight for performance, and that feature adds significant complexity.

Appreciate the input!
darknesswei 5 Apr @ 7:30am 
"Smart Assignment: Intelligently prioritizes pawns by considering both their relevant Skill Level and Passion (Minor/Major) for each work type."
Only works for work or ban, smart priority doesn't work for me, single person's priority is not automatically configured 1-4, for example, in the mod settings, specify the priority of one-way work as 3, then all the people will be assigned 3
Can it be achieved that the minimum priority of the people is 4, and then automatically configured to 1-3 according to enthusiasm?
Balhok 4 Apr @ 8:48am 
I've been needing this mod for sooooo long, thx !
ミ>.<ミ?♪~ 3 Apr @ 11:12pm 
OK.I will try:steamthumbsup:
Ekinox  [author] 3 Apr @ 9:41pm 
Hi ミ>.<ミ?♪~, I cannot offer any support related to bugs if you're using mods that also tamper with the Work tab or job priority/assignment, if you encounter the same issue without those two mods active, then I can help you.
ミ>.<ミ?♪~ 3 Apr @ 8:28pm 
Thank you, this MOD has great potential, and we no longer need to frequently adjust the work priorities of pawns! Thank you for your great work!
PS: Reporting a small bug. If the pawn with the highest social skill is mining, then the pawn with 0 social skill who is cutting stone will handle social-related events (such as recruiting prisoners). I think this is unreasonable. Oh, it could also be an issue caused by WorkTab and ComplexJob. Just bringing it to your attention. If there's no problem, please ignore it.
Thank you again for your MOD!
Ekinox  [author] 3 Apr @ 2:48pm 
Hi ミ>.<ミ?♪~, I know it is incompatible, but I won't add support for WorkTab until a stable and as bug free as possible is released, I hope you understand.

As for the other things you mentioned, I'm already working on reviewing the code sections you mentioned, and you're right, a fix addressing this and a few other issues will be released as quickly as possible., thank you.
Ekinox  [author] 3 Apr @ 2:45pm 
Hello Jamel, I understand your problem, but unfortunately I cannot implement an adaptive approach to the mod, since that would require machine learning (impossible due to game engine limitations) or using complex heuristic algorithms that would impact the game's performance a lot, since it would require constant checks on active work orders, bills, idle pawns, skill levels, passions and more, adding a lot of pressure to the game.

I would love to make the mod as autonomous as possible, but its not possible, what I can do is add more ways for the player to restrict which jobs they want to manage with the mod, and maybe change the frequency of the checks, but that's about it.
Ekinox  [author] 3 Apr @ 12:10pm 
Thank you all for your feedback, I have a bit of time today, I will try to address some of the stuff you have mentioned.
Jamel772 3 Apr @ 9:24am 
probably good for a colony that doesn't grow quickly. for what i wanted it for (a quickly growing colony) FOR ME AND MY SITUATION setting all the numbers is more tedious and time consuming then just using the regular work tab. I was hoping for something more adaptive to what kind of work bills are active. Im playing winson waves. sometimes you take in 5 new pawns instantly. so if my count for the jobs isn't high enough some people just stand around, then i have to adjust my numbers and i may as well just set their jobs myself.
ミ>.<ミ?♪~ 3 Apr @ 8:54am 
Currently, it seems incompatible with WorkTab, as no related buttons for this mod appear in the work tab.
Will there be an update with a more user-friendly UI interface in the future? For games with multiple mods, it still requires manually setting priorities and quantities one by one, which feels actually more cumbersome compared to the vanilla version.

(Translation adheres strictly to the original meaning, preserves technical terms like "WorkTab" and "vanilla," and maintains the user's tone regarding UI improvements and workflow criticism.)
ミ>.<ミ?♪~ 3 Apr @ 7:30am 
I apologize for decompiling your mod files. With good intentions, I noticed that in line 30 of the `AutomatedWorkAssignmentMod` class, you did not provide a corresponding translation interface and instead used hard-coded text.
ミ>.<ミ?♪~ 3 Apr @ 7:23am 
Hello, I am working on a translation mod for your MOD, and I noticed that the key
`<AWA_EnableDailyRefreshLabel>Enable Automatic Daily Refresh</AWA_EnableDailyRefreshLabel>`
does not seem to function properly, even in other languages. Please check whether an incorrect translation interface was provided.
Ekinox  [author] 2 Apr @ 4:45pm 
Thank you for your suggestions, I will be testing implementations for you ideas in the coming weeks.
chrisque1 2 Apr @ 11:35am 
Nice mod. Any number or an option to include all pawns? Tnxs for ur work :cozybethesda:
KIRILOCS 2 Apr @ 10:54am 
Mom, can we have a "Automated Work Assignment" ?
No, we have one at home.
The one at home - Free Will :lunar2019piginablanket:

Thank you for your mod dear modder!
\n 2 Apr @ 10:12am 
can this, maybe via an option, take mechs into account?
Nullblaster 2 Apr @ 10:07am 
This. This. This. I have needed this for SO LONG! Godspeed, you magnificent bastard
Pablo Discobar 1 Apr @ 10:29am 
dude....you're a time (and life) saver!! great work!
Ekinox  [author] 31 Mar @ 8:11pm 
Noted, could you post your suggestions on the discussion I created, that way it's easier to locate suggestions without loosing them in the comments :)
OrAZion 31 Mar @ 7:59pm 
Thanks! Actually, I think it would be great if we could use two different rules and worker numbers at the same time. For example, we could first fill a few times using the lower score and then switch to the higher score for the remaining fills. Alternatively, we could start with the higher score and, if the required number of fills is not met, use the lower score for the rest.

Of course, it would be even better if we could exclude certain tasks from being automatically assigned.
Ekinox  [author] 31 Mar @ 2:31pm 
I will try to add and test an implementation to add job exclusions, so the mod can ignore those specific jobs and manage the one you actually want to optimize/automate, it may take me a few days to make and test that stuff, since I only have weekends to work on the mod.
OrAZion 31 Mar @ 8:23am 
Thank you very much for your reply. So my current usage is to assign automatically once, then turn off automatic assignment, and finally manually cancel the jobs of the pawns with low work scores one by one.
Ekinox  [author] 31 Mar @ 6:39am 
Hello OrAZion, I tried that approach, but it would leave some jobs without workers or your initial pawns were not skilled enough. The approach I took is to put the best pawns available to do the job, you set x amount of pawns you want doing the job, and a y priority, and the mod will perform a skill and passion check to assign a score to the pawns, then it will took the highest scores to fill the x amount desired.
OrAZion 31 Mar @ 6:08am 
I understand. When installing this mod, I thought that pawns with insufficient skill levels wouldn't be assigned to work, while still ensuring that each type of work had enough healthy pawns to perform it. However, in actual operation, instead of meeting the minimum required number of workers, it prioritizes filling the maximum number of workers regardless of their abilities.
Ekinox  [author] 31 Mar @ 6:02am 
Hello Rayji, could you elaborate more so I can try to help you?
Rye 31 Mar @ 3:04am 
This seems cool but, i don't really see the point of it unless i'm doing something wrong? It sorta just assigns everyone to the same stuff with the same priority. I thought it would assign based off of skills and passions automatically.
JustAStopsign 30 Mar @ 8:44pm 
Ah, I see. Thanks for explaining, that makes a lot of sense. It wouldn't be ideal if a mod intended to speed things up ended up slowing the game itself down
Ekinox  [author] 30 Mar @ 8:01pm 
Hi JustAStopsign, I'm sorry to hear that, but it's the way things are, implementing something like that would increase system pressure over the game, and lead to performance decreasing, also, you would have to manually adjust the settings anyway, since the mod would just change which pawns are doing certain job if they are better at it.

I can try and test something like an event listener to try and increase or decrease the desired pawn count everytime a pawn leaves on a caravan, dies or arrives at the colony. But as i mentioned, it will increase system pressure over the game.
Ekinox  [author] 30 Mar @ 7:57pm 
Hello OganessonG, the mode is coded so if something is defined as a job, it will be added to the list, if it's not being added to the list of jobs listed on the settings, then it is defined as something else and the mod developer just put it over there, that's also the reason bed rest and patient are not altered by the mod, also those are like critical things for pawn survival, leaving it on by default is recommended.
OganessonG 30 Mar @ 7:12pm 
Thanks for your update and fix!
However I find another bug. I have 52 work types in total, and some of them (for example, "meditate P / N" from "meditate as work type", "patient" and "bedrest" from "complex jobs", and "study" from "simple education") are neither listed in mod setting nor changed by the mod's logic. I am sure that I put this mod under all of them. Looking forward to a fix.
JustAStopsign 30 Mar @ 6:59pm 
I might just be lazy or nitpicky, but having to manually set the amount of desired pawns is a little... time consuming. Every time a new colonist joins, I have to change all of the desired amount settings lol
Ekinox  [author] 30 Mar @ 6:28pm 
Hi Gwen, the mod just handles which jobs will the pawns do, it does not manage the schedule, that you have to do it manually. If you have a night owl pawn, they will work following their schedule on the assigned jobs they have. It will not force them to work during day hours unless you set their schedule to that time of the day.
GwenBlanketSpecter 30 Mar @ 5:55pm 
how does this handle night owls?
Vectrix 30 Mar @ 5:40pm 
My bad didn't look far enough
Ekinox  [author] 30 Mar @ 2:06pm 
Just pushed a fix, please unsubscribe and subscribe again, Steam often messes up the workshop updates and delivers them pretty late.