RimWorld

RimWorld

WorkGroups | Automatic Job Role Assigner
28 Comments
VolatileGlitchAviator 14 May, 2023 @ 10:02pm 
will this work in 1.4?
LaTrissTitude 30 Jul, 2022 @ 1:37pm 
+1 on @Arcanant default jobs idea
Puzzled Panda 21 Jun, 2021 @ 7:18pm 
I love this mod but I'd like to be able to assign people to the same priority for instance my Self Preservation has all the usual stuff like bed rest, basic, patient, etc and then I have Doctor right under that, and instead of assigning Doctor to 1 it assigns it to 2 even with adding it to And.. under Self Preservation, is there a way to do this that I'm missing or is that intentional?
Zan 20 Jun, 2021 @ 9:35am 
If i had different roles set, even set with a target of one, my whole colony would end up assigned to that top role. Even when i managed to set things in a way that they weren't all assigned to one role, they definitely weren't picking the best options. A pawn with passion and high skill 15+ would always be passed up for a pawn with low skill and no passion. I cant remember if i already ran a game with only this mod to rule out mod conflicts, but i'll do that soon.
The1nk  [author] 17 Jun, 2021 @ 6:57pm 
Zanvolt - it actually does, but order of your workgroups matter significantly. If the pawn is the "best candidate" for a workgroup higher in the list, they'll get assigned to that workgroup.
Zan 31 May, 2021 @ 12:26pm 
What's the actual criteria the mod uses for choosing whether or not to assign a pawn? It doesnt seem to be picking based on skill levels or passions. Is this normal or do i need to go hunting for a mod conflict?
The1nk  [author] 26 May, 2021 @ 10:04am 
That’s not a hard addition, and it makes sense. I’ll add it to the backlog. Thanks!
kuxynator 26 May, 2021 @ 1:47am 
nice mod, but does not work as I expected/as I need
- missing feature: keep existing prio.
HighPrio = 3 will keep existing prio 1..3 untouched.
LowPrio = 9 will keep existing prio 9.. untouched
So with this setting every pawn can be a high prio firefighter or other.
Arcanant 19 May, 2021 @ 10:17pm 
1. I think this would be better if it had some default values for jobs that everyone configures anyway.

2. I have set everything right I think with priority stats, badges etc but my colonists are not assigned any work to them.

3. While I was trying to read the pop up message of each stat I wanted to add as high or low the UI was flickering.

mod list

https://pastebin.com/yHZBSCBv
The1nk  [author] 19 May, 2021 @ 2:53pm 
@Arcanant it adds its own tab and button, and I haven’t seen any. Please let me know if you find any 😊
Arcanant 18 May, 2021 @ 10:01pm 
This is a good idea. Any incompatibilities with UI mods?
ELLIOTTCABLE on Discord 17 May, 2021 @ 8:55pm 
Egads, okay, sorry, I have yet more:

4. The "And ..." interface is a bit confusing. It seems like I need to select *both* directions, manually, if I understand that right? i.e. I need to go to my Doctor and select "And ..." for all other types of jobs; then *also* go to each individual other job and select "And ... Doctor"? That should probably be automated, i.e. selecting "And ..." on either one automatically updates the other end of the pairing. (Maybe an entry in the list to "And ..." all other jobs with one click, too. Maybe don't display "Everyone"-tagged jobs in the "And ..." list, either; they presumably have no effect, correct?)


Also, I posted GitHub issues for most of these, as I'm way more compfortable on GitHub or Discord than frickin' Steam comments, lmao: https://github.com/The1nk/RimWorld-WorkGroups/issues/created_by/ELLIOTTCABLE
ELLIOTTCABLE on Discord 17 May, 2021 @ 5:26pm 


3. It's a small thing, but it'd be *really* nice if hovering over a trait in the trait-assignment window showed more details about the trait. Right now it only shows the *description*; it's kinda important to be able to also see the associated *stat changes* (for obvious reasons!). A good example of the execution of this can be seen in the mod-settings pane for the Trait Values Framework [ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2451324814&searchtext=trait ], if you're curious!

This is a fucking excellent idea for a mod, and I'm so happy to see that it exists! I can't wait to see where you take it in the future; there's so much that could be added!
ELLIOTTCABLE on Discord 17 May, 2021 @ 5:26pm 
1. Is it possible to set a *max* quantity for a role? Right now, all my pawns are getting set to doctoring / wardening at very low priority; but I *don't want* anybody who just happens to be idle to "use up" a tend-opportunity, a recruit-opportunity, a tame-opportunity … etceteras.

i.e. I'd like to set a *maximum* of one single warden, one animal handler ...

2. Are there plans for more granular worktypes? At the moment, trying out this mod prevents me from using the Worktab to set more specific priorities (in the same situation described above, for instance, I might want my haulers *feeding* prisoners, or cheering-up patients; but I definitely don't want them attempting to recruit, or preforming surgery.)

The1nk  [author] 15 May, 2021 @ 4:12pm 
@HawnHan it's back in :) Sorry about that!
The1nk  [author] 15 May, 2021 @ 3:38pm 
Whaaaaaa @HawnHan really? Lemme do some digging
HawnHan 15 May, 2021 @ 1:50pm 
No Simplified Chinese translation for subscription version :steamsad:
The1nk  [author] 4 May, 2021 @ 9:55am 
There is no filter like that (except for traits), only the best ones given the job skills and stats selected are chosen for the roles. Quantity is “fill this role with this many pawns before continuing to the next role”
OigresTuc 3 May, 2021 @ 3:07pm 
how do you set that only pawns with over a determinate value of stat do a job? And what is the target qty number for?
The1nk  [author] 23 Apr, 2021 @ 2:44pm 
Now has multi-map support, and when you close the tab it re-runs the assigning process :)
Hcup 14 Apr, 2021 @ 8:18am 
This will be great for big colony.
HawnHan 12 Apr, 2021 @ 11:11am 
I translated it into Simplified Chinese and send a pull request in github,please merge it.Thank you for your hard work.
moronic 12 Apr, 2021 @ 4:13am 
will you add "exclude this job" from the auto workgroup function?
like if i want to manual control when to firefight without the workgroup resetting it,
technically i can just set it to update for longer hours but...
The1nk  [author] 10 Apr, 2021 @ 5:14pm 
@HawnHan I've opened an issue here for tracking: https://github.com/The1nk/RimWorld-WorkGroups/issues/9 thanks
The1nk  [author] 10 Apr, 2021 @ 8:37am 
@HawnHan sure! I’m working on some other improvements right now (which will likely include more strings) and then I’ll tackle localization. Do you want to open an issue on the GitHub page for tracking?
HawnHan 10 Apr, 2021 @ 4:47am 
Would you like to export strings for translation if you are free?I like it and want to translate it into Simplified Chinese.
The1nk  [author] 9 Apr, 2021 @ 8:22am 
@climate change > covid-19 thanks man! I hope it helps you out!
climate change > covid-19 8 Apr, 2021 @ 8:50pm 
wow this look pretty neat... and the idea is awesome..
ty for making this