RimWorld

RimWorld

Work Manager
476 Comments
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?
Heavenshaker Sep 9, 2024 @ 1:10pm 
Is there any way to increase the priorities beyond 4 to work with mods that give more than 4?
Thy ubeer Aug 29, 2024 @ 7:51pm 
Don't work with better pawn control maybe. I can't see active button in work tab
Skazz Aug 25, 2024 @ 3:24am 
I like the mod very much, but I'm having a problem. I've got a couple of mechanoids running around to free up my pawns, but they keep getting work priorities assigned even when I disable the assignment system. Doesn't matter if I turn it off per pawn (left), per work type (top), per specific task (mid-click) or entirely (top left of the work tab).

I don't have any of the mods in the compatibility section installed, nor any others that should interfere. Any idea what might be the problem?
Frazzled Aug 20, 2024 @ 12:54pm 
I appear to be having an issue in which when automatically assigning schedules, it appears to be ignoring the button to make specific pawns ignore the auto schedule assignment, the one on the left of the schedule by the pawn's name. Despite toggling auto scheduling off for all of the children in my colony, it keeps assigning work hours to them anyway. Anyone else have this issue, and know of a fix or workaround?
Davinci Aug 18, 2024 @ 4:00pm 
Is there any way for this to recognize the extra priorities allowed by the Priority Master mod?
Rane Aug 15, 2024 @ 2:32pm 
Hello, your Mod works, but i can not disable it like shown in your Screenshots. The Button is missing. If i want to disable the Work Manager for a bit i have to disable the mod entirely (restart the game etc.)

Am i missing something? (I have fluffys work tab installed, but you said its compatible with it)
Frazzled Aug 5, 2024 @ 10:34am 
Finally, a passion-based priority manager! I've been looking for this. Other priority managersm like AutoPriority, Let Me Skill For You, etc, didn't do it. I like the idea that pawns with high passions will eventually get good at their associated skills, but all of the other ones are skill based, not passion based! Thank you so much!
ViktorMaxwell Jul 13, 2024 @ 9:42am 
I am currently using Free Will for my colonists, but I also have a large prison in which I am using Prison Labor. Would I be able to use this mod to manage just my prisoners work priorities, while leaving my colonists under the control of Free Will?
Zoso Jul 13, 2024 @ 1:02am 
@RBD25 You are the best. Thank you!
McPlow Jul 11, 2024 @ 8:54pm 
Nevermind, worktab was overriding the settings of your mod. Found it! thanks
McPlow Jul 11, 2024 @ 8:19pm 
Anyway to force a pawn to have one priority? My researcher keeps being given crafting work
kikibrowning Jul 5, 2024 @ 2:01pm 
I can't make it so high passion is top priority. It only makes it third. For some reason even when I set it in mod settings it won't do it. I love this mod but this is annoying me and I can't set it otherwise cuz it's automatic and it's backfiring on me with this.
__Isaii__ Jun 6, 2024 @ 8:56am 
Is it compatible whith Free Wild?
Why don't my colonists meditate when it's scheduled, and instead do tasks from the work tab or do nothing at all? xd
ASCIIM0V Jun 1, 2024 @ 4:44pm 
Is there a way to remove Children from auto work assignment?
摄魂狼 May 29, 2024 @ 2:43am 
Hey, I have an idea: about the option you can add an option to assign the work to only one person :)
Michieru  [author] May 24, 2024 @ 4:10pm 
@NovaMosh
It is compatible with Common Sense.
NovaMosh May 20, 2024 @ 12:40pm 
Is this compatible with Common Sense mod or should i remove it?
Rbd25 May 20, 2024 @ 11:12am 
Just wanted to let anyone else know that is also using the unofficial fork of fluffy's worktab mod ( found here) -----> https://steamcommunity.com/sharedfiles/filedetails/?id=2552065963 as well as this mod and noticed the ui compatibility issue. You can restore this mods compatibility with that temporary fork by making and using instead, a local copy of "Fluffy's Worktab Fork (Temp 1.5 Fix)" and changing the "name" and "packageId" in the "About.xml" file to:

<ModMetaData>
<name>Work Tab</name>
<author>Fluffy, patched by arof</author>
<packageId>Fluffy.WorkTab</packageId>

This restores compatibility and allows this mod to function fully until either fluffys return, or until this mod adds support for the unofficial fork.

I hope this helps others out there!
Hammey May 10, 2024 @ 12:27am 
Thats awesome, just what ive been waiting for
Michieru  [author] May 9, 2024 @ 7:49am 
@Rbd25
Don't wanna give false promises so no ETA. And yes, Vanilla skills expanded support is going to be built-in.
Rbd25 May 9, 2024 @ 4:41am 
Great to hear there is a major new version in the works, any exciting new features planned or a rough release window? support for vanilla skills expanded perhaps? ;)
Michieru  [author] May 9, 2024 @ 1:40am 
@Rbd25
I will wait for official update of the WorkTab mod. I'm working on a major new version of Work Manager so no updates for the current version until new one is finished.
Rbd25 May 8, 2024 @ 6:05am 
Hey there, first off great mod, thank you, I enjoy it! I noticed fluffy's worktab mod has not been updated yet, however someone has created an unofficial update until fluffy' is updated, any chance on adding compatibility for the unofficial update in the meantime? thanks a bunch!

https://steamcommunity.com/sharedfiles/filedetails/?id=2552065963
Trollicopter May 6, 2024 @ 8:10am 
Hey Michieru, just noticed that the mod does not respect additional passions added by Vanilla Skills Expanded. Also tried working around that with the "use learning rates" option, but that does not seem to fit the bill because of the increased range of up to over 300% learning rate in combination with traits.
Otherwise it works really well and I really like not having to disable priorities for efficiency reasons :tgrin: