RimWorld

RimWorld

Automatic Work Assignment
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Update: 12 Aug @ 11:51am

[Auto-generated text]: Update on 8/12/2025 8:51:48 PM.

* Added "formula" pawn fitness function. This allows you to enter in a freetext math function.
** Supports basic operands (+, -, /, *, %)
** Supports built-in functions SQRT, ROOT, MAX, MIN, AVG, CLAMP.
** Supports integration with all other fitness functions through a variable system. Enter a non-reserved variable name in the formula to create a variable.

This update has been contributed by Nihilivin, who along with the formula function has drastically improved the mods build pipeline, making it easier for other people to contribute.

Update: 2 Aug @ 2:58am

[Auto-generated text]: Update on 8/2/2025 11:58:03 AM.

* Hotfixed auto resolve not working after reloading a save.

Update: 1 Aug @ 5:33am

[Auto-generated text]: Update on 8/1/2025 2:33:37 PM.

* Added "is gender" pawn condition.
* Added "learning saturated" pawn condition.
* Added "health" pawn fitness.
* Added "immunity margin" pawn fitness.
* Added "tend progress" pawn fitness.
* Added "count colonists" pawn fitness.
* Changed "set title" on-assignment task to default to pawns original title rather than spec title.
* Moved "capacity" fitness function from Automatic Surgeries addon to base mod.
* Added several different options for auto resolve frequency, ranging from a year to an hour.
* Fixed "has assignment" being broken again. Hopefully last time? Unique IDs are surprisingly hard.
* Fixed Performance Optimizer patch not being properly applied before game reboot.
* Swapped graphic for auto resolve on/off, it should now match intuition a bit better.

Update: 28 Jul @ 4:51am

[Auto-generated text]: Update on 7/28/2025 1:51:41 PM.

* Implemented a number of persistence backup functionality for world-specific references.
** This means that when loading configurations, various references that were previously lost will be persisted.
** The persistence isn't perfect, but should work most of the time.
** This includes various policies, work specs, compositable loadouts, allowed areas, and excluded pawns.
*** I may have missed something, please let me know if you spot an issue.
* Added automatic migration of configurations when performing a gravship jump.
** This is on by default, but can be disabled in mod settings.
* Re-enabled Performance Optimizer patch.
* Changed "has assignment" picker list to only show assignments prior to the one with the setting.
** Selecting assignments after had no effect, this just makes that more clear.
* Changed work spec unique IDs to also consider map, fixing issues with identical specs across different maps.
** This also broke "has assignment" references, and they will need to be reset.

I'll be honest, the persistence backup functionality is kinda hacky, and I lost another fraction of my ever-dwindling sanity implementing it. It essentially stores additional data as a backup, usually just a label, and attempts to find a match when loading if the reference was lost.

This may, as hacks often does, have introduced new jank behaviour. I'll be tweaking and fixing it as it is discovered.

Update: 24 Jul @ 1:56am

[Auto-generated text]: Update on 7/24/2025 10:56:06 AM.

* Added mod setting to customize learn rate threshold for a passion to be considered positive.
** Changed default threshold to 50% from 100%
* Standardized how positive/negative passions are determined across the mod.

Update: 23 Jul @ 5:12am

[Auto-generated text]: Update on 7/23/2025 2:12:52 PM.

* Added "has apparel" pawn condition.
* Added "has weapon" pawn condition.
* Added "modulus" pawn fitness function.
* Various tweaks to "work unsatisfied" alert.
** Added a mod option to disable red alerts.
** Changed explanation to show which maps have unsatisfied work.
** Changed on click behavior to open work spec on current map.
** If no map is currently open (on planet view), then it opens the first map on the list.

Fun fact: The freshly added pawn settings have been in the mod for a long time, but I straight up just forgot to finish them lol.

Update: 22 Jul @ 6:58am

[Auto-generated text]: Update on 7/22/2025 3:58:03 PM.

* Reworked how work manager tab layout is generated. Elements are now much more consistent, particularly across different size configurations.
* Added copy/paste functionality to work specs as well as pawn settings.
* Refactored a bunch of stuff, resolving various minor issues.
* Added the option to select specific states for Compositable Loadouts settings.
* Re-enabled Better Pawn Control patch.

Update: 21 Jul @ 6:00am

[Auto-generated text]: Update on 7/21/2025 3:00:04 PM.
* Added the option to temporarily suspend work specifications.
* Added the option to disable alerts for work specifications.
* Added the option to interweave work specification priorities.
* Added "on planet layer" condition.

Update: 16 Jul @ 12:29pm

[Auto-generated text]: Update on 7/16/2025 9:29:09 PM.

* Added the option to select a specific configuration file as the "default" in mod settings.
** Resetting to default respects this setting.
* Added localization to mod settings menu.
* Fixed Composite Loadouts "clear tags" not clearing tags set in nested on-assignment tasks.
* Fixed messages for loading, saving, and importing configs not being translated.
* Changed "require full capability" to no longer disallow any assignments if set to false with no priorities.
* Changed "set allowed area" to look for area by name, if the reference was lost, on configuration load.

Update: 12 Jul @ 5:27pm

[Auto-generated text]: Update on 7/13/2025 2:27:44 AM.

* Fixed "set carried medicine" medicine count not being saved.
* Fixed specialists being considered for work even if they would never be assigned.
* Maybe something more I don't know I've been playing Odyssey for like 18 hours straight.