RimWorld

RimWorld

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Mod, 1.3, 1.4, 1.5
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317.379 KB
Jan 16, 2022 @ 1:40pm
Apr 16, 2024 @ 3:38pm
17 Change Notes ( view )

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Description
Important announcement
Now compatible with biotech mechs!

But if your preset used an advanced mode, then you will have to create a new one, since the advanced mode is no longer supported and is still capable of causing old problems.

Description
When setting up work priorities, each column, in fact, may include a whole group of different tasks. For example, the "Cook" column includes such works as cooking, butchering, brewing.

The mod allows you to optionally change the structure of these groups. Thus, it becomes possible to set priorities for the most important work independently or to combine groups that are close in sense into one.

In addition, the mod allows you to change the order of these columns, which also affects the priority of execution.

Several ideas that can be implemented:
  1. Separate urgent medical procedures and put them in priority in front of the rest of the work.
  2. Separate surgical operations so that they can be appointed only the most experienced doctors.
  3. Separate the construction of buildings in a separate group so that only the most experienced builders can be allowed for this work, and the novices leave to practice on polish.
  4. Separate manufacturers of stone blocks into a separate category in order not to mix them with experienced crafters.
  5. Separate the work of unloading the caravan and give the colonists a high priority on it so that they can deal with the caravans that have returned from the road faster.
  6. If you allow prisoners to walk around the base (for example, using the Locks mod), you could probably notice how your colonists, if possible, grab them and take them back to their cell. Now you can separate this assignment into a new category and set zero or minimum priority.

Compatibility
Experiments did not show errors when exposed to the existing saving.
301 Comments
Schockocraft Dec 21, 2024 @ 6:09am 
I don't think it is a bug, more of a missing feature, but a pawn that is incapable of violence can still be set to do a job that has only the "Slaughter Animals" task in it, even tho they won't do it.
Schockocraft Dec 21, 2024 @ 5:04am 
This is really great!

If only there was a way to split some of the task into even more specific ones...

Ideally it would be like this imo:
cut plants = cut tree, remove tree stump, remove weeds from growing area, cut designated plants outside of growing area, cut designated crops in growing area
harvest crops = harvest crops on growing area, forage plants outside of growing area

Does anyone maybe know of a mod that does that that is compatible to this one?
DemoniX20 Dec 13, 2024 @ 10:53pm 
то есть когда цифровой приоритет стоит, то будут сыпать ошибки?
KatieDante Nov 3, 2024 @ 6:19pm 
i'm not forcing her to tend them, she's doing it by herself. i think you have another mod letting you force them to tend when not assigned, honestly >< thanks for your help anyways, and sharing your setup :)
VitaKaninen Nov 3, 2024 @ 6:14pm 
I can force people to tend others when they are not assigned to it. They just won't do it automatically. I think you are thinking of self-tend. If self-tend is disabled, then they will not do it even if you tell them to.
KatieDante Nov 3, 2024 @ 6:10pm 
They are able to tend, that's the thing ehe. Lucky is assigned "Vet" with the animal related doctoring. No humanlike work types. But she can still tend to Corey (a baseliner)
VitaKaninen Nov 3, 2024 @ 6:07pm 
Duplicates do not hurt anything. You can delete the duplicates manually or add them to other categories if you want more than one set of people to do those things.

By default, I don't think you can tend in the field without a mod, and that sleeping spot is not set to medical. I could be wrong, since I use a mod to allow me to tend anywhere.
KatieDante Nov 3, 2024 @ 5:56pm 
Ah I thought it meant for my own pawns, is there a way to stop them going to rescue my pawns?

For the duplicates, I mean within the same category - https://imgur.com/a/9gUauLI there are several "bringing ingredient" within haul.

Also I don't think you're the modder(?) but just in case, lol, I also have a bug to report - doctors can't tend to patients unless they also have the "tend to animals" enabled. I split the jobs up but only the "vet" can tend to my downed pawn's injuries - images for that are also in the imgur link :)
VitaKaninen Nov 3, 2024 @ 5:54pm 
@KatieDante here is what I am currently using: https://pastebin.com/hDy7P5hA
This is what it looks like in-game: https://imgur.com/a/VSITBVn

Bear in mind that you can not just copy and use my settings unless you have all the same worktypes in your game.
VitaKaninen Nov 3, 2024 @ 5:48pm 
@KatieDante Change the default medicine settings to "no medical care" for neutral and friendly factions, and your people will not rescue them
https://imgur.com/a/GelY9lO .

There are duplicates for things like deliver to frames and blueprints so that people who are assigned to constructing will also haul materials even if they are not assigned to hauling.