RimWorld

RimWorld

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Work Manager
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.863 MB
Mar 21, 2020 @ 4:22am
Apr 13, 2024 @ 9:14am
54 Change Notes ( view )

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Work Manager

In 1 collection by Michieru
Michieru's RimWorld mods
4 items
Description
Work Manager

Automatic work priority management mod.

This mod automatically assigns work priorities to your pawns X times per in-game day (governed by 'Update frequency' setting). Safe default is 24 (once per hour), but I recommmend setting 72 or higher to make it more responsive to in-game events.

Default work priorities are as follows.
1 - dedicated (or highest-skilled if dedicated is turned off in settings);
2 - work types with burning passion or average skill learning rate above major threshold;
3 - work types with interested passion or average skill learning rate above minor threshold;
4 - leftover work types.

There are several stages to automatic work assignment process:
  • Unassign all work types for dead, downed and mental pawns.
  • Assigning highest priority to 'Patient' and 'Bed rest' if 'Recovering pawns unfit to work' settings is enabled.
  • Assigning priorities according to 'Assign everyone' section in mod settings.
  • Assigning doctors if 'Special rules for doctors' setting is enabled. It sets highest priority for doctoring to pawns with the highest skill. If 'Assign multiple doctors' setting is enabled, then it tries to assign a doctor for every downed pawn according to mod settings.
  • Assigning hunters if 'Special rules for hunters' setting is enabled. It sets highest priority for hunting to pawns with the highest skill, excluding brawlers and pawns who has primary melee weapon equipped (unless 'Allow melee hunters' setting is enabled).
  • Assigning dedicated workers if 'Use dedicated workers' setting is enabled. This system tries to assign dedicated worker(s) for every suitable work type as evenly as possible, taking into consideration pawns' skill levels and skill learning rates.
  • Assigning workers by skill if 'Use dedicated workers' setting is disabled. It sets highest priority for every work type to pawns with the highest skill.
  • Assigning workers by passion or learning rate. It sets priority 2 for work types which a pawn has major passion for or average learning rate higher than major threshold set in mod settings, and priority 3 for those that have minor passion or learning rate higher than minor threshold.
  • Assigning leftover work types. If 'Assign all work types' setting is enabled it will set priority 4 to all work types unaffected by previous steps. Else, it sets priority 4 for work types which has no workers assigned, to pawns with fewest work types assigned.
  • Assigning work to idle pawns. It sets priority 4 for all unassigned work types to all idle pawns for 12 hours since the moment when pawn became idle.

Implemented Features
  • Quick way to toggle automatic work priority assignment via the Work tab.
  • Toggling automatic work priority assignment on per-pawn basis.
  • Toggling automatic work priority assignment on per-work-type basis.
  • Toggling automatic work priority assignment on per-pawn-work-type basis. It is done by middle mouse button click on work type priority box.
  • *New in 1.2.5.0* Automatic work schedule management. Once per in-game day Work Manager will split colonists between three 8-hour work shifts.
  • *New in 1.3.1.0* Schedule customization.
  • *New in 1.3.3.0* Work type black lists for foreigners (Royalty or some mods) and slaves (Ideology)

Compatibility
Compatible with 'Work Tab' by Fluffy and 'More Than Capable' by Charlotte. Must be loaded after them.
Should be compatible with everything else too. If you discover any incompatibilities, let me know in comments.

License
This mod is under CC-BY-NC-SA[creativecommons.org].

Thanks
  • Fluffy

Source code is available on GitHub[github.com].
Popular Discussions View All (5)
3
Apr 28 @ 6:20am
Vanilla Skills Expanded support and a minor bug
это разминочная
1
Dec 30, 2024 @ 6:04am
No On/Off Button
samtowers08gamer
0
Apr 8 @ 4:53am
Pawns starving because the mod makes them construct.
Fox^42
477 Comments
Bunuffin May 28 @ 12:16pm 
This and MultiFloors doesn't work that well T^T
Rime Pendragon May 23 @ 5:35am 
I have disabled automatic schedule management for a colonist, but it still gets set.
0。0 Apr 21 @ 5:33am 
Hello everyone, I have created a forked version of Work Tab that is compatible with this mod. Feel free to try it out!
https://steamcommunity.com/sharedfiles/filedetails/?id=3453549086
shoggy Mar 31 @ 4:04am 
can you make the night owl feature also work for ideology and light sensitivity?
Oh No! I'm A Bean! Mar 29 @ 9:50pm 
@Paprikahörnchen That is already possible, see the 4th screenshot for details.
Paprikahörnchen Mar 29 @ 8:05pm 
I really like this mod but I would love the option to exclude a colonist from the automatic work assignation.
Chaos_Therum Mar 28 @ 8:29am 
Where can I find the source code, when I go to the github link it seems to only have the code up to 1.4 and doesn't include any of the compatibility for 1.5
Cypher Mar 22 @ 3:43pm 
I have a question. Why does the work manager keep overriding my commands even if I disabled the priority automation?
CordialVillain Mar 13 @ 12:16am 
Is there a chance for an option to create separate schedules for children automatically? Having them max out learning on a default schedule is pretty tough.
SaMaHaJoGu Mar 10 @ 6:21am 
When adding pawn training as a work type (shooting or punching bag), work manager automatically designates a dedicated pawn to 1, even though I specifically said no dedicated worker. It's not a big issue, as leaving it as leftover work is the idea. I'm just running through configurations to test it, of sorts... and I found it strange that it kept designating dedicated worker.