RimWorld

RimWorld

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Automated Work Assignment
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Mod, 1.5, 1.6
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710.711 KB
27 Mar @ 10:16pm
24 Jul @ 5:07pm
13 Change Notes ( view )

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Automated Work Assignment

Description
This mod helps manage work priorities by intelligently selecting suitable pawns (Skill Level and Passion) for each work type and assigning them your configured priority level, while giving you detailed control through the in-game Mod Settings menu (now Per-Save!) and convenient buttons directly on the main Work Tab. New per-save settings and slider interface provide enhanced control! Spend less time micromanaging priorities and more time managing your colony!

Key Features:
  • Improved Smart Selection: The core logic now uses a more balanced suitability score. Passion acts as a skill multiplier, ensuring high-skill pawns are properly valued over low-skill pawns, even with high passion. A tie-breaking system also helps distribute tasks more evenly to prevent your best colonists from being overloaded.

  • All-New Expert Mode: For the ultimate micromanager, a new "Configure Expert Mode" button opens a dedicated interface to create detailed, skill-based rules for any job. For example, set Miners with skill 0-7 to P4, 8-15 to P3, and 16+ to P2. The simple slider settings control how many pawns are assigned, while Expert Mode controls what priority they get!

    Emergency Priority: Ensures the top pawns assigned to Doctor and Firefighter roles always receive Priority 1 (Highest), regardless of any other configured settings for those jobs.

    Detailed Per-Save Configuration:
    • Configure Assignment Mode: Use a toggle (#/%) next to each job to switch between Fixed Count or Percentage mode.

    • Set Fixed Count or Percentage: Use sliders to set the exact number of pawns or the desired percentage of your workforce for each job.

    • Set Target Priority: Use a slider (1-Highest to 4-Lowest) to set the priority for the simple mode, which also acts as a fallback if no Expert Mode rule applies.

    • Exclude Colonists & Tasks: Easily prevent the mod from managing specific individuals or entire work types through dedicated menus and checkboxes.

    • Toggle Automatic Daily Refresh: Choose whether the mod automatically re-evaluates priorities once near the start of each day.

    Enhanced Work Tab UI: Adds convenient buttons directly to the main Work tab for instant control (Enable/Disable Mod, Refresh Now, Mod Settings).

Broad Compatibility:
  • [Now officially supports RimWorld versions 1.5 and 1.6.]

  • Designed to automatically detect work types added by other mods.
  • Includes compatibility support for Vanilla Skills Expanded and Alpha Skills.

Languages: Supports English, Spanish (Español), French (Français) by T. Dussolier.

Requires Harmony.


Frequently Asked Questions (FAQ)

Q: Why can't I change settings from the Main Menu anymore?
A: Settings are now stored per-save file to allow different configurations for each colony. Therefore, you must load a save game before accessing the Mod Settings via the Options menu or the Work Tab button.

Q: Is this compatible with mods adding new work types?
A: Yes. The mod dynamically finds all available work types and includes them in the settings and assignment logic.

Q: Is this compatible with "Work Tab" by Fluffy?
A: NO, this mod is incompatible with Fluffy's "Work Tab". Work Tab completely replaces the vanilla work tab interface, so this mod's buttons will not appear. Furthermore, Work Tab is no longer actively maintained and introduces its own priority mechanics that conflict with this mod. Using both together is strongly discouraged and likely to cause issues.

Q: Is this compatible with AI/Scheduling mods (Achtung!, Pawn Rules, etc.)?
A: Generally, yes. This mod sets the numerical priorities (1-4). Other mods usually work based on reading those priorities to decide task execution. Testing is always recommended, but major conflicts are unlikely.

Q: Does this mod impact performance / cause lag / lower TPS?
A: It should have a very minimal impact. The automatic daily refresh runs the main logic only once per game day. The checks performed more frequently are extremely lightweight. Manual refresh only uses resources when clicked. It's designed to be much more performance-friendly than mods that react to every single skill change.

Q: How does the mod decide which pawn is 'best'?
A: It currently calculates a score based on the pawn's relevant Skill Level plus a bonus for Passion (using Vanilla or VSE values if available). Pawns with higher scores are selected first for the configured priority.

Q: Can I exclude specific pawns?
A: Yes. Use the "Manage Excluded Pawns" button in the Mod Settings window (accessible after loading a save).

Q: Can I manually override an assignment?
A: Yes. You can turn the mod OFF for the current save using the button on the Work Tab, exclude the specific pawn, exclude the specific task using its checkbox in Mod Settings, or set the 'Desired Count/Percentage' for a specific job to 0/0% in the settings.

Q: Does the mod respect Zones, Schedules, Outfits, etc.?
A: Yes. The mod only sets the priority numbers (1-4 or 0). All standard RimWorld rules still apply.

Q: Why isn't Pawn X doing Job Y even if assigned Priority 1?
A: Check standard RimWorld reasons: Is there another task with Priority 1? Is the pawn restricted by Zone? Is it time for Sleep/Food/Recreation? Are they injured or ill (Patient/Bed Rest)? Do they have the required materials? Can they pathfind? The mod doesn't override these core game mechanics.

Q: Does assigning a pawn Priority 1 for Mining mean they will ONLY Mine?
A: No. The mod sets the priority level (1-4) for specific jobs. Pawns still choose tasks based on all their assigned priorities, proximity, allowed zones, needs, etc., following standard RimWorld logic. A pawn set to Mining 1 might still Cook (if set to 1 also) or seek Recreation if needed.

Q: Does the mod manage 'Patient' or 'Bed Rest'?
A: No, not directly. These are health states prioritized by the game. The mod helps by ensuring assigned 'Doctors' get Priority 1. You cannot configure 'Patient'/'Bed Rest' in this mod.

Q: Can I add this to an existing save?
A: Yes, but with considerations. This version introduces Per-Save Settings. Your previous global settings will NOT carry over. The mod must now be configured after loading your save file via the Mod Settings menu. Adding to an existing save requires re-configuring all your desired counts/priorities/exclusions within that save. It's recommended to back up your save first or start a new game for the smoothest transition.

DISCLAIMER / MOD COMPATIBILITY:
Please understand that providing bug support becomes very difficult or impossible when using this mod alongside other mods that significantly alter job assignments (like adding new priority levels or complex scheduling logic) or replace the vanilla Work Tab GUI. Conflicts between such mods are common and hard to diagnose. While you are free to try any mod combination, support may be limited in these cases.

Please let me know if you encounter any bugs.

LICENSED UNDER CC BY-NC-SA 4.0[creativecommons.org]
Popular Discussions View All (3)
18
29 Apr @ 10:58am
PINNED: Suggestions
Ekinox
5
21 Jul @ 1:39pm
PINNED: Bug reports
Ekinox
0
24 Jul @ 1:43am
FR Translation by Dussolier - Traducteur du Bordemonde - https://discord.gg/YzUb5GCKpw
T. Dussolier
101 Comments
Otoya 21 Jul @ 9:48pm 
Could you add the exclude pawn or job configuration inside the work tab directly instead of inside config? Look how Work Manager does it. Its UI is a little better, but its features aren't as good as this one.
Ekinox  [author] 21 Jul @ 9:28pm 
Hi, I'll check how can I implement some kind of compatibility, if I can make it, then in a few days it will be added, but no guarantees.
Eyeofstorms 21 Jul @ 9:15pm 
@The Zee System (she/her) i have just checked and can tell you that they do not work together. @Ekinox is there any hope of adding support, or making the work priorities maximum an adjustable cap?
The Zee System (she/her) 21 Jul @ 8:11am 
does this mod work with mods like PriorityMaster that adds more priorities too the game, more then the default 4?
Ekinox  [author] 18 Jul @ 11:50pm 
Hi blue, you can exclude the pawn from the mod logic so you can manually assign them to whatever you like.
It's not perfect, but it is what I have atm, I will try to come up with a more advanced logic for the mod.
blue 18 Jul @ 9:27pm 
Is there a way to make it where the mod logic does not prefer passion > skill amount? I have a pawn who is interested in social, has it to 17 and has bionics to boost negotiation and the mod prefers the other pawn with social 3, just because he has a burning passion in social
Pablo Discobar 16 Jul @ 10:37pm 
This has been a fascinating mod to experiment with. I really prefer using the % based calculation!
Ekinox  [author] 16 Jul @ 7:35am 
Hi HongZZ, thank you for your feedback, the feature you mentioned is something I have been working on for a while now, I haven't decided if it should be added as a feature for this mod or as a separate one, and I'm also not happy with how it works right now.

I was also waiting for 1.6 to release as a stable version to continue work on the mod, so an update should release soon.
HongZZ 16 Jul @ 2:19am 
I hope the work assignment logic could be improved by allowing a skill range setting — for example, defining a min-max value range that qualifies a pawn for a task. If a pawn's skill is below that range but they have passion, maybe a percentage bonus could be added to their score instead of just assigning tasks purely based on the highest skill.

Personally, I prefer a system where every pawn gets assigned something to do, especially during early colony development when we need everyone to contribute. It would be more efficient if task priority considered their skill levels more flexibly.

I know there's another mod called "Automated Work Assignment" by a different author, but its UI is too complex for my taste, which is why I chose yours. Just wondering if this kind of logic adjustment might be possible. Great mod!
Ekinox  [author] 12 Jul @ 3:45pm 
Will update as soon as I have internet again, I'm on mobile data and haven't had the chance to update my game