RimWorld

RimWorld

36 ratings
Let Me Skill For You
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
850.798 KB
15 Aug, 2024 @ 11:18am
1 Change Note ( view )

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Let Me Skill For You

Description
A simple, configurable tool that assists with work priority assignment by assigning a given number of pawns to a specific task with a given priority, and ensuring that they are always the best.

To put another way, for each work type (Research, Cooking, Wardening, etc.), you tell it a number of pawns and a priority, and then it ensures that the best suitable pawns in your colony are assigned to that type of work with that priority, and everyone else is unassigned. It also updates automatically as colonists leave, join, die, and change skill levels.

Works for individual maps (using the same settings)
Colonists in crypto caskets are ignored
Downed colonists are not ignored
Note: Settings are per-save, rather than global

Credits:
legodude17: Created C# Code (1.1 to 1.4)
The Village Guy: Idea and Algorithm, update C# code to 1.5

For support come to the Rimworld gallery[rimworld.gallery] or join our discord[discord.gg]
Popular Discussions View All (1)
1
18 Aug, 2024 @ 7:08am
Vanilla Skills Expanded compatibility
фидану-ка я мид
17 Comments
Sera 17 May @ 10:50pm 
Ok but that's my point. It's used just for that. Not really any other scenario. yet this is something that would be helpful in many other scenarios to. But not if I have to manually adjust it any time my numbers change.
The Village Guy  [author] 18 Apr @ 4:52am 
@Sera ... or are running a survival of the fittest play through.

That's what t's for
Sera 17 Apr @ 8:49pm 
Wait it wont do it on a %? That's unfortunate this would be amazing if it did. as is it will be useful but only if you keep roughly the same number of people or are running a survival of the fittest play through.
The Village Guy  [author] 5 Mar @ 5:47am 
@Cibo I am not going to update this mod. Everybody is welcome, however, to contribute to it on Github [github.com]
Cibo 4 Mar @ 6:16pm 
i second taemaly, i like running slimes and android based race's, and i can litterally double my population daily, so being able to run on a percentage would be best for me since i can litterally get 50+ colonists in a quandrum,
Taemaly 26 Jan @ 12:50pm 
Please consider adding option to select percentage of pawns instead of number of pawns to set for jobs as its better when your pawn number changes and you dont have to edit the number of pawns settings everytime
Torkkar 28 Aug, 2024 @ 10:41am 
true time for mass testing in the group... just figured I'd ask before getting my friends list on it for the notes. Seeing how these 2 mods & DLC are so popular was hoping we'd not need to pick it apart, looking for mismatches like the VRE Insector's & chest bursting a vampire, vamps just deathrest & indefinatly suspend the birth of the bably until you use dev mode to change the vamps xenotype lol that was a fun one to find.
The Village Guy  [author] 28 Aug, 2024 @ 7:45am 
@Torkkar I think it will only work on colonists, but there's one way to find out
Torkkar 26 Aug, 2024 @ 9:38am 
so how does this behave with Biotech Mechanoids, SoS2 space maps, & VFE Insectoids 2 player made Hive insectoids? cause they're not colonists but are high skilled.
The Village Guy  [author] 23 Aug, 2024 @ 1:46pm 
@Wulfram I don't think -1 will work, but 1000 should do. However, things like bed rest, patient I'd just leave at 0/0 so they are not touched by this mod