RimWorld

RimWorld

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Work Manager
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.362 MB
Mar 21, 2020 @ 4:22am
Aug 23 @ 1:06pm
63 Change Notes ( view )

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Work Manager

In 1 collection by Michieru
LordKuper's RimWorld mods
6 items
Description
✨ Work Manager – Automated Work Priorities And Schedules ✨
Tired of constantly tweaking your colonists' priorities? Let Work Manager do the heavy lifting! This powerful mod intelligently automates your colony’s work priorities, dynamically responding to evolving situations, pawns' skills, passions, and your unique preferences.

⚠️ RimWorld 1.6 Update
The 1.6 update of the mod introduced the new dependency on 'LordKuper.Common' mod. Make sure to subscribe and activate it for the mod to function.
If you are still using pre-1.6 version of the mod you should be able to ignore the dependency and play without it.

⚙️ How Does It Work?
The Work Manager mod refreshes colonist priorities multiple times per day (customizable via the 'Update Frequency' setting). The default refresh rate is once per in-game hour, but try increasing it to enjoy even greater responsiveness!

🚀 Smart Priority Assignment
Say goodbye to manual management! Priorities are assigned as follows (configurable):

  • Priority 1: Dedicated roles or highest-skilled colonists.
  • Priority 2: Work types matching colonists' major passions or high skill learning rate.
  • Priority 3: Work types matching minor passions or moderate learning rates.
  • Priority 4: Remaining work types ensuring no tasks are left undone.

📋 Automatic Assignment Features
  • Excludes dead, incapacitated, or mentally unstable pawns automatically.
  • Prioritizes patient care and bed rest for recovering pawns.
  • Special rules for doctors and hunters ensuring optimal task allocation.
  • Assigns dedicated workers strategically based on skill and passion.
  • Ensures idle pawns always have something productive to do!

✨ Advanced Customization
Tailor the mod to perfectly fit your playstyle:
  • Toggle automation easily via the Work tab or individually per colonist.
  • Adjust priorities on a per-work-type basis or even per pawn-task with a simple middle-click!
  • Automatic work scheduling, dividing your colony into efficient 8-hour shifts.
  • Customizable schedules to fit your colony’s rhythm.
  • Exclude certain work types for foreigners (Royalty DLC and mods) or slaves (Ideology DLC).

🔗 Compatibility
Fully compatible with mods:
  • Vanilla Skills Expanded by Oskar Potocki, Sarg Bjornson
  • Work Tab by Fluffy
  • More Than Capable by Charlotte
Load Work Manager after these mods.
Spot a compatibility issue? Let me know in comments!

🆕 Latest changes
2025-08-21
  • New work assignment customization options.
  • Updated mod settings screen UI.
  • Vanilla Skills Expanded support.
  • Major code optimization.
  • Russian language support.
2025-08-22
  • Added buttons to force update work priorities and open mod settings to work tab.
2025-08-23
  • Added SimplifiedChinese translation.
  • Added the ability to force assign work priorities when automatic updates are disabled.

📖 Licensing & Source Code
This mod is under CC-BY-NC-SA[creativecommons.org].
Find the source code and collaborate on GitHub[github.com].

Enjoy smarter colony management with Work Manager – your pawns will thank you! 👍

💖 Support the Author
Creating and maintaining mods takes time, energy, and love. Currently, I'm in a tight financial situation, and your support can make a real difference. If you find this mod helpful or would love to see continued development, improved features, and broader compatibility – consider supporting me with a donation[boosty.to]. It’s a powerful way to help me dedicate time to modding and keep the updates coming.

Every bit of support fuels further progress. Thank you! ❤️
Popular Discussions View All (7)
5
Nov 2 @ 5:22am
The game seems to throw a lot of errors when I disable priority assignment for a task
Lily Evershine
1
Aug 23 @ 1:51pm
Several pawns being assigned doctor, not assigning anything after bed rest
An0n1m0us9
589 Comments
Moldy Nov 1 @ 7:42pm 
can you add a setting for children to max out learning.
reyderxiar Oct 27 @ 8:17am 
Hi! I wanted to report an incompatibility issue with the Progression Education mod.
When classes are created, the mod automatically assigns a “Classes” schedule. However, Work Manager automatically deletes that schedule and replaces it with other activities like work, rest, or recreation — causing colonists to stop attending classes after the first one.

The workaround I found is to disable the automatic schedule assignment for colonists who teach classes.
I just wanted to ask if there’s any possibility of making both mods compatible, or if it’s something that can’t really be fixed.
Angel Kay Oct 25 @ 11:06am 
safe to add to existing save?
KuroShiro Oct 22 @ 1:27am 
example, the stone cutting job is always blank with default settings
KuroShiro Oct 22 @ 1:11am 
Is this compatible with complex jobs or mods that break down the base jobs to more jobs? I see gaps when the automation kicks in. Do i need to manually set them up?
Cade Sep 29 @ 12:07pm 
No fix in sight for this? my pawns just keep getting assigned nothing and idling around
auauauto Sep 24 @ 8:30am 
A problem exists: if you disable the work type, the forced refresh or automatic refresh over time won't work either.
Minescence Sep 24 @ 7:02am 
Is it possible to make the mod work with PriorityMaster by lauriichan? It adds customizable work priorities that can go from 1 to 99. It'd be a nice alternative to work tab.
ZeL Sep 23 @ 2:43pm 
Can confirm, disabling a work type column (in my case hunt) with work tab, makes automation stop working with "System.Collections.Generic.KeyNotFoundException: The given key 'Hunting' was not present in the dictionary."
Giganteo Sep 19 @ 6:01pm 
Hello, I don’t speak English well, I am using a translator.

I found a problem with Work Manager.
When I disable a work type manually while automation is active, the mod throws a KeyNotFoundException in the log.
After that, automation stops working completely and priorities are not updated anymore.
The error keeps repeating in the Debug Log.
This also happens with all other mods disabled.

Thank you for your work on this mod and I hope this report helps.