RimWorld

RimWorld

Work Manager
500 Comments
Kruecke Aug 1 @ 7:42am 
@Michieru. That was the problem. Thanks a lot! :)
Michieru  [author] Aug 1 @ 7:41am 
@Kruecke Check that you have subscribed and activated the new mod dependency.
Kruecke Aug 1 @ 7:37am 
Thanks for the update. Unfortunately, I now get an error at startup: https://pasteboard.co/gzXMGxK2ufRP.png
La2o Aug 1 @ 7:31am 
Thank you for the update <3
Michieru  [author] Aug 1 @ 7:30am 
If you are using pre-1.6 version of the mod you can ignore the dependency on 'LordKuper.Common' mod.
Michieru  [author] Aug 1 @ 7:10am 
Because I refactored most of the code and moved the functionality common to my mods into a separate library in order to optimize their operation and reduce the total amount of data to load.
Otoya Aug 1 @ 6:43am 
Why is there a new dependency?
Michieru  [author] Aug 1 @ 4:42am 
Version for RimWorld 1.6 is up. No new features yet, still working on it. Be aware that mod settings will be reset upon updating.
Cawfee Jul 31 @ 6:09pm 
The Auto-Schedule feature isn't visually updating the schedule window, only their internal schedule.
polat.cal Jul 26 @ 6:01am 
Please update good sir!
Otoya Jul 25 @ 3:54am 
Yeah but it still needs to be bumped as it causes issues in mod managers.
Lordlony Jul 24 @ 10:19am 
As they have already said, it works in RimWorld 1.6 and I can confirm this.
Zotikus Jul 22 @ 6:04am 
This was the best auto priorities mod. I hope you manage to find time to update it to 1.6 :)
Redmane Jul 19 @ 10:07am 
Is this going to be updated for 1.6?
Otoya Jul 15 @ 2:39pm 
Can this be bumped so we don't get a rimsort warning and in-game warning? Thanks.
0。0 Jul 14 @ 12:39am 
It looks like the source code on GitHub is outdated.
KRKR Jul 12 @ 11:53am 
Thank you for your hard work on this mod, it's one of my favorites and such a huge quality of life upgrade. Thanks!!
Whoops Jul 6 @ 4:47am 
I'm glad to see that you're trying to work on the mod. And I just have to say, take your time. Thank you for your mod, it does wonders to making me be lazy
stephenkohnle53 Jul 5 @ 12:06pm 
Yes it does work with 1.6.
Michieru  [author] Jul 4 @ 2:29pm 
Also wanted to let you know that reports claim that current version of the mod does work with Rimworld 1.6. Haven't tested it myself, though.
Michieru  [author] Jul 4 @ 2:26pm 
Hello everyone!
I'm currently trying to find some time to work on the mod update which adds support with Vanilla Skills Expanded and overall makes mod more compatible and customizable. The progress is slow but steady. Please bear with me.
Also, if you want to support me and make mod's release come sooner please check the mod's description. Thank you!
thorman123456789 Jul 4 @ 12:41pm 
1.6 please?
Capifox Jul 3 @ 2:35am 
Same as Rime Pendragon : schedule management still autoset even if it's disabled for a few/all pawns, and even if the main manager button (big green circle on worktab) is switched off.
It happens every time pawn list is modified (new colonist recruited/joins, starting caravan/splitting a caravan).

It's a pain because the "forced work time" (yellow) planned by the mod is driving my pawns to madness... I keep switching every schedule of every pawn from yellow to grey "free time" and 5min later everything is back to autoset... I uninstalled Work manager because of that. Sad because it was great help for worktabs of my 20+ colony
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.
\n Mar 8 @ 9:57am 
how viable would taking mech work into account be?
i wouldnt mind taking a stab at it and sending a PR but the gh is 3 years behind D:

solo mechanitor runs it would be so OP but even a normal colony would benefit from not duplicating work with the specialised mechs
SuwinTzi Feb 26 @ 1:38pm 
Disregard my previous comment, the issue was with Better Pawn Control itself.
Mich Feb 20 @ 3:06pm 
Uh, idk what happened but seems like it stops working for some reason after you have like a lot of pawns... it stopped assigning the work schedule and the priorities
RheaRhe Jan 31 @ 5:56am 
vanilla skills expanded is incompatible kind of? it assigns the triple passion or any of the others as a 4
Acid Jan 15 @ 11:20am 
I fail to find any compatibility between the 1.5 forks of Fluffys Work Tab and this mod, frustratingly.

The ability to isolate any skills or pawns, or any micromanaging seems to disappear. So I also have to play with out Fluffys Work Tab.

I'm sure the official Work Tab used to have some connective feature with this mod, that had to be turned on for them to function together, unless I'm getting confused with another mod?
gamberomadness Dec 30, 2024 @ 6:04am 
I disabled fluffy\arof Work Tab because I decided Work Manager was more important for my game and the UI is now as expected
Ropx Dec 28, 2024 @ 10:41pm 
I have no UI like the pictures and no way how to interact with the mod, I have Fluffy's Work Tab
Michieru  [author] Dec 28, 2024 @ 12:05am 
@Aussiemon
Unfortunately, no. It's in a very sorry state in the midst of serious rewrite and I don't publish half-baked products. I don't have time to mod lately due to real life burdens, but I hope that I will come to finish my work some time in the future.
Aussiemon Dec 27, 2024 @ 6:53pm 
@Michieru, could you push your recent changes to the GitHub repository?
👁️⃤Singu ꧅🥲⃤⃞⃟ Nov 28, 2024 @ 1:26pm 
For some reason the schedule button doesn't display for me.

Literally turned my brain to mush trying to figure out why the F my schedule reset every damn time.
悲嬴欢阙 Oct 20, 2024 @ 1:46pm 
So good as a qol mod, but could you please add a independent work time tab rule for children? I tried to abandon the auto manage work time in the game and it didn't work...
去码头整点薯条 Oct 13, 2024 @ 6:35pm 
Could you add an active button instead of always automatically updating?plz:steamthumbsup:
NylonWorms Oct 9, 2024 @ 12:10am 
I'm experiencing an issue with Vanilla Skills Expanded where critical passions are treated as if the pawn has no passion in the skill. For example, a pawn with a critical passion and level 10 in a skill gets unassigned from that work type by the manager if another pawn with a major passion or minor interest at the same level is available.
samtowers08gamer Oct 1, 2024 @ 5:59pm 
Firstly thankyou for this mod :)
Feature Request please :)
I want to be able to drag work types around. Put all my priority 1 stuff together
jakulfrostie Sep 20, 2024 @ 7:38pm 
I'm having the same issue as Frazzled where the button to stop auto scheduling pawns isn't working. I don't want my kids working, I want them learning with a recreation based schedule but despite me turning auto schedule off for all kids they keep getting scheduled anyways
jakulfrostie Sep 19, 2024 @ 10:38am 
Is there a way to have pawns that have psycasts detect a schedule with meditation in it and choose that one? I added a few schedules with meditation in it hoping they would be assigned to them but only pawns without a psycast got assigned to those schedules (all I did was copy the default schedules and replace the any with meditation).
FPC Sep 17, 2024 @ 12:15pm 
Have looked everywhere and not found instructions on how this works?