RimWorld

RimWorld

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Work Manager
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.362 MB
21 Mar, 2020 @ 4:22am
23 Aug @ 1:06pm
63 Change Notes ( view )

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Work Manager

In 1 collection by Michieru
LordKuper's RimWorld mods
6 items
Description
✨ Work Manager – Automated Work Priorities And Schedules ✨
Tired of constantly tweaking your colonists' priorities? Let Work Manager do the heavy lifting! This powerful mod intelligently automates your colony’s work priorities, dynamically responding to evolving situations, pawns' skills, passions, and your unique preferences.

⚠️ RimWorld 1.6 Update
The 1.6 update of the mod introduced the new dependency on 'LordKuper.Common' mod. Make sure to subscribe and activate it for the mod to function.
If you are still using pre-1.6 version of the mod you should be able to ignore the dependency and play without it.

⚙️ How Does It Work?
The Work Manager mod refreshes colonist priorities multiple times per day (customizable via the 'Update Frequency' setting). The default refresh rate is once per in-game hour, but try increasing it to enjoy even greater responsiveness!

🚀 Smart Priority Assignment
Say goodbye to manual management! Priorities are assigned as follows (configurable):

  • Priority 1: Dedicated roles or highest-skilled colonists.
  • Priority 2: Work types matching colonists' major passions or high skill learning rate.
  • Priority 3: Work types matching minor passions or moderate learning rates.
  • Priority 4: Remaining work types ensuring no tasks are left undone.

📋 Automatic Assignment Features
  • Excludes dead, incapacitated, or mentally unstable pawns automatically.
  • Prioritizes patient care and bed rest for recovering pawns.
  • Special rules for doctors and hunters ensuring optimal task allocation.
  • Assigns dedicated workers strategically based on skill and passion.
  • Ensures idle pawns always have something productive to do!

✨ Advanced Customization
Tailor the mod to perfectly fit your playstyle:
  • Toggle automation easily via the Work tab or individually per colonist.
  • Adjust priorities on a per-work-type basis or even per pawn-task with a simple middle-click!
  • Automatic work scheduling, dividing your colony into efficient 8-hour shifts.
  • Customizable schedules to fit your colony’s rhythm.
  • Exclude certain work types for foreigners (Royalty DLC and mods) or slaves (Ideology DLC).

🔗 Compatibility
Fully compatible with mods:
  • Vanilla Skills Expanded by Oskar Potocki, Sarg Bjornson
  • Work Tab by Fluffy
  • More Than Capable by Charlotte
Load Work Manager after these mods.
Spot a compatibility issue? Let me know in comments!

🆕 Latest changes
2025-08-21
  • New work assignment customization options.
  • Updated mod settings screen UI.
  • Vanilla Skills Expanded support.
  • Major code optimization.
  • Russian language support.
2025-08-22
  • Added buttons to force update work priorities and open mod settings to work tab.
2025-08-23
  • Added SimplifiedChinese translation.
  • Added the ability to force assign work priorities when automatic updates are disabled.

📖 Licensing & Source Code
This mod is under CC-BY-NC-SA[creativecommons.org].
Find the source code and collaborate on GitHub[github.com].

Enjoy smarter colony management with Work Manager – your pawns will thank you! 👍

💖 Support the Author
Creating and maintaining mods takes time, energy, and love. Currently, I'm in a tight financial situation, and your support can make a real difference. If you find this mod helpful or would love to see continued development, improved features, and broader compatibility – consider supporting me with a donation[boosty.to]. It’s a powerful way to help me dedicate time to modding and keep the updates coming.

Every bit of support fuels further progress. Thank you! ❤️
Popular Discussions View All (6)
1
23 Aug @ 1:51pm
Several pawns being assigned doctor, not assigning anything after bed rest
An0n1m0us9
569 Comments
Doctor_Ido 22 hours ago 
The middle mouse button doesnt work. But intresstingly only for one pawn.

https://gist.github.com/HugsLibRecordKeeper/1cb9c4ca722745fa2d2651eb0bd454ea
CordialVillain 22 hours ago 
I'm getting an error that stops work orders from updating when I disable any job type from being automated, like say, doctoring. I can prevent a pawn from being automated though. Manually updating the work orders also generates said error.
I've gone through my modlist, and while I'd not know what to look for, don't think I saw any conflicts with Work Manager.
Maybe you could help me out?
https://gist.github.com/HugsLibRecordKeeper/ce1cb080a0952ac2839f08041d456f5e
tachi 26 Aug @ 7:26am 
I’m unsure of the exact issue as I forgot to grab a log link and really don’t feel like going through everything again. But I think there’s some kind of incompatibility between either achtung, and or search and destroy. I removed those plus your mod and now I have zero errors on my save.
JimmSlimm 26 Aug @ 6:49am 
Hey, the new Work Types tab is awesome and works beautifully with work types that other mods add. But can we have an additional option in there, something like "Never assign this work type as additional work for idle pawns". While middle-mouse-clicking on a work type for a specified pawn works, it would be nice to to be able to do this automatically for stuff like cooking :P
Michieru  [author] 25 Aug @ 4:26am 
No, just once after the update.
Nidus XVII 25 Aug @ 4:25am 
This new update... Does it reset the settings every new game?
Michieru  [author] 25 Aug @ 1:22am 
@tachi
It is compatible. I've tested it with all of the DLCs and got no errors, Dark Study is assigned properly. You either have mod incompatibility or something else went wrong. Can't tell anything without a log.
Michieru  [author] 25 Aug @ 1:16am 
@Riddix, KryptekDesign
Errors 'Exception parsing node' occur due to mod settings schema change. It should go away as soon as the game saves settings using the new version of the mod. They do not affect the functioning of the mod, because it will just use default settings instead of the ones it could not properly parse.
tachi 24 Aug @ 5:54pm 
This mod seems to be missing compatibility for anomaly. It tries to assign the job "Dark Study" but gives an error stating System.Collections.Generic.KeyNotFoundException: The given key 'DarkStudy' was not present in the dictionary.
Riddix 24 Aug @ 5:26am 
https://gist.github.com/andrei9669/bac442f0daca14d3df6f4a6559236cca

searching for "Exception parsing node" should get you to correct place