Stellaris

Stellaris

ABANDONED - New Job Manager [3.9] - DISCONTINUED
112 Comments
MiidroUwU May 27 @ 5:33am 
эх, надеюсь под обновят до 4.0, тяжко без него
victoriousdread07 (private) Dec 23, 2024 @ 7:22pm 
I would love an up to date version of this mod, if anyone knows of one.
[FD] Tomatohead May 20, 2024 @ 10:39am 
I wonder the same
Balder Apr 7, 2024 @ 7:39pm 
As this is abandoned, is there a current version of this out there? this mod is so crucial to so many play styles.
Professor H. Farnsworth Mar 26, 2024 @ 11:38am 
@FirePrince
Didn't downvote, I just told the people that were asking, because I did test it for 3.10 and 3.11.
Morok Mar 9, 2024 @ 9:28pm 
Очень не хватает данного мода. Это идеально подошло бы моим генетикам некрофагам.
FirePrince  [author] Mar 6, 2024 @ 6:29am 
OFC no need to downvote a currently discontinued mod :steamfacepalm:
Professor H. Farnsworth Mar 6, 2024 @ 3:31am 
This mod is not compatible with 3.10.
You will not get anything added in 3.10 and some jobs are downright broken (MegaCorp Preachers for one).
GooseKnight Feb 20, 2024 @ 4:16pm 
if you're planing to build robots for worker jobs you NEED this mod or the stupid robot will take culture jobs for no reason.
Apocrypha Dec 25, 2023 @ 3:18am 
Discrimination :steamhappy:
Oskilla Dec 20, 2023 @ 10:20pm 
Does this work with 3.10 ?
Gold Nov 17, 2023 @ 4:29pm 
any chance this'll receive an update?
ddxmzk Sep 28, 2023 @ 10:06pm 
反馈bug:当机器人存在亚种时,设置物种权力中找不到机器人。
FirePrince  [author] Sep 22, 2023 @ 8:46am 
Updated to 3.9.1: added DMM support. The 3 new special jobs are still not in the menu.
FirePrince  [author] Aug 30, 2023 @ 11:14am 
@Hann: Yes, a typo ;)
Kanzler Scholz Aug 28, 2023 @ 11:34pm 
Hi FirePrince, I am not Inzeron 😆
FirePrince  [author] Aug 23, 2023 @ 8:35am 
@Demopan: will be in the next update :steamthumbsup:
@masamuna: 应该可以,也许 mo 不兼容,比如 Decision Origins - Play with Multiple Origins !?
masamuna Aug 20, 2023 @ 10:39am 
没有办法修改死徒:steamsad:
Triel Jul 26, 2023 @ 6:30pm 
Making it compatible with this https://steamcommunity.com/sharedfiles/filedetails/?id=2458024521 would be sick too (It seems to explain pretty well how to)
Mr_Perlimpinpin Jul 7, 2023 @ 1:15pm 
This is awesome but we really need a patch for ACOT and Gigas. I can't without this mod now.
Szybs Jun 4, 2023 @ 2:01pm 
hi, it seems that after newest update I cannot modify the restriction of jobs to my robots. I have the sub-classes of robot workers created, pops of those sub-classes are present on my planets but they just don't appear in the edict mod menu.

I was playing with the mod before the June update and I was able to apply restriction of jobs to my different robots. So it was working perfectly fine before.

Great mod anyway!
Élie Metchnikoff May 25, 2023 @ 12:23am 
О ГОСПОДИ БОЖЕ МОЙ, ЭТО САМЫЙ ЛУЧШИЙ МОД ДЛЯ ЭТОЙ ИГРЫ, НАКОНЕЦ-ТО НАХУЙ! Я удивён почему этой функции нет блять в ваниле, что бы ебучие синтетики шахтёры не лезли работать учёными\ремеслениками\etc. ♂️I AM FUCKING CUMMING♂️
Mantas Torus May 21, 2023 @ 3:23am 
Awesome, thanks :) :steamhappy:
Luxury May 18, 2023 @ 8:14am 
Many thanks! :steamthumbsup:
FirePrince  [author] May 18, 2023 @ 5:29am 
Update Menu: Oh yes, sry, should be fixed now.
Mantas Torus May 18, 2023 @ 1:33am 
Thanks for the update, but I would like to add I am also getting the issue where I cannot close the window for species changes.
Luxury May 17, 2023 @ 6:09pm 
Hello! Thank you for the update, but I'm still getting problems with being unable to close the menu after selecting a change. Also; sorry for the hassle, but could you explain what folders I should take from the link for 3.7 you provided for it to work? I'm not familiar with not using the Workshop for mods in Stellaris. Many thanks in advance.
[PIGZ]MrTango May 17, 2023 @ 12:11pm 
<3 ty.
FirePrince  [author] May 17, 2023 @ 12:05pm 
@[PIGZ]MrTango: the old version is also here https://github.com/F1r3Pr1nc3/New-Job-Manager/releases/tag/3.7
FirePrince  [author] May 17, 2023 @ 10:31am 
@[PIGZ]MrTango: not sure, you can try it (possible the new 3.8 trigger are ignored).
[PIGZ]MrTango May 17, 2023 @ 9:47am 
Will continue to work on 3.7.x saves?
WanderingPenguin May 14, 2023 @ 12:17pm 
Does this work with 3.8 and the latest expansion?
[PIGZ]MrTango May 14, 2023 @ 9:45am 
Changing species discriminate job rule opens multiple of the same menu... eh, how close?
[PIGZ]MrTango May 14, 2023 @ 9:41am 
Anyway to edit job priorities of a single species?
[PIGZ]MrTango May 14, 2023 @ 4:51am 
How do i reopen the menus if the edicts wont cancel?
Silverheart97 May 9, 2023 @ 10:26am 
@illusoryMonad @FirePrince I'm having the same issue, but I don't think its an incompatibility with another mod - I tried running the mod by itself and am still having the same issue of not closing the window. Does anyone know the name of the window so it can be force-closed with the `window close` command? Also, the shortened menu is fantastic, and the mod now properly detects both Robotic and Biological pops!
[PIGZ]MrTango May 8, 2023 @ 12:06pm 
Will banning pops from worker/bronze tier jobs make them unhappy?
illusoryMonad May 7, 2023 @ 7:45am 
Amazing, thank you!
FirePrince  [author] May 6, 2023 @ 2:03pm 
@illusoryMonad: I had similar with another mod, i will add a workaround asap.
illusoryMonad May 6, 2023 @ 10:03am 
I think I might have a mod incompatibility which is making it so that the discriminate species menu can't close (even with a reload). Everything else seems to work fine, so as a workaround is there a way to force close these menus? I'm looking at the `window close <window name>` command, but how would I find the name of the window. I've tried grepping the mod folder, but it doesn't look like the menu name is defined in the mod specifically?

Anyone got any ideas?

(specifically, the Keep Current Rights option just centres the window but doesn't close it)
FirePrince  [author] May 2, 2023 @ 10:13am 
@Gold; I tried to fix this, the menu uses indeed an old method for this (country flag). What it makes difficult is the amount of menu pages.

@WHR | TMaekler: yes
WHR | TMaekler May 2, 2023 @ 7:49am 
@FirePrince Ok. So, if that jobs should be managed within your mod, we'd need a patch-mod...
Gold May 2, 2023 @ 7:31am 
I have an issue where after opening up the job manager and after closing it, I cannot open it again as it says that it's somehow still open despite me having clicked the exit button on the manager. Am I doing something wrong is there an issue with the mod?
FirePrince  [author] May 2, 2023 @ 5:40am 
@WHR | TMaekler: it should work together except Clerk and Maintenance drone get overwritten by the Clerk Policies Mod.
WHR | TMaekler May 2, 2023 @ 5:12am 
I am using Clerk Policies Mod. Would that interfere with your mod manager?
FirePrince  [author] May 1, 2023 @ 2:55pm 
@Professor H. Farnsworth: should be fixed now, there was a small gap to vanilla.
Professor H. Farnsworth May 1, 2023 @ 8:03am 
@FirePrince
I'm fairly certain this mod is causing issues with Enforcers.
I'm playing as a MegaChurch Necrophages, but none of my Necropage pops will work as Enforcers (even though it is a specialist job they should want to work as).
FirePrince  [author] May 1, 2023 @ 1:59am 
Update:
@robots should now detected (@Andrevus)
@long menu: shortened (@Silverheart97)
Andrevus Apr 20, 2023 @ 3:16am 
no robots are detected....
FirePrince  [author] Apr 19, 2023 @ 7:02pm 
Ty, i'll add a scrollbar asap.