RimWorld

RimWorld

AutoPriorities
261 Comments
Bolt-Action-Medic 17 Jul @ 1:26pm 
To add to Dedlike's comments; the priority list reset for my nomad people whenever i set up a new settlement, or maybe it was when i abandoned my old settlements. Either way be sure to export your set up before moving or abandoning settlements.
Dedlike 13 Jul @ 12:26pm 
to add to my last post, all settings reset when the gravship in 1.6 moves to another place i cant tell much but acording to the logs it has something to do with "an error occured when rebuilding PawnData:"
Dedlike 13 Jul @ 12:16pm 
i dont know why but the entire preority list seems to get reset evey now and then and i dont know why, even the settings in the misc tab get reset
SharkySuited 13 Jul @ 7:03am 
Thanks for the mod! It seems the simplest of all. But I have one question regarding the job "Finished" between Basic and Warden. It does not appears in the job panel.
And as a suggestion regarding the UI, maybe you could add tooltip to describe the sliders and %/No/% buttons? It would make it easier to understand and use I think.
C0lin2000 5 Jul @ 2:40pm 
@kloke there is an temp version of hugslib
Kloke  [author] 30 Jun @ 1:45pm 
HugsLib hasn't updated yet, so I can't update this at the moment.
Raysør 29 Jun @ 6:35am 
I really like that mod, do you have any plans to update it to 1.6?
Attention Deficit Dave 8 Apr @ 11:53am 
Thanks for going over that. I appreciate it. So far, this seems to be a very solid and lightweight priorities mod. I'm really enjoying it and appreciate the effort involved!
Kloke  [author] 8 Apr @ 9:04am 
@Attention Deficit Dave It's supposed to be useful when you want to assign high priority to a work type for several pawns, and the rest of pawns to low priority of that same work type.
Attention Deficit Dave 7 Apr @ 10:20pm 
Awesome. Thanks for that! What would be the use case for the R setting? I can see it's used in the included Default template, but I don't understand what function it's serving.
Kloke  [author] 7 Apr @ 9:55am 
@Attention Deficit Dave R means that the value of this slider is 1 - sum of all other slider values in column, No is "X pawns get this work type" instead of "X percent of pawns get this work type".
Attention Deficit Dave 7 Apr @ 5:17am 
Could somebody explain what pressing the Percentage button next to the slider does? It changes to "No" and "R" and for the life of me I can't figure out what's being indicated.

Thanks in advance!
Nirahiel 2 Mar @ 2:57am 
Works ! Thanks a lot
Kloke  [author] 1 Mar @ 1:10pm 
@Nirahiel should be fixed now
Nirahiel 1 Mar @ 12:50pm 
So, i'm using this : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2552065963
(Unofficial Fluffy work tab update)
And well there's no button to access the menu of your mod.
Silencer59 10 Feb @ 7:01am 
Just noticed that the clicking sound was removed, thanks for the quick update and for the suggestion.
Kloke  [author] 9 Feb @ 1:15pm 
Also I wouldn't recommend setting it up to run so often because sometimes solutions given by random search are inconsistent so assigned priorities may alternate and cancel a job a pawn is performing at the moment.
Kloke  [author] 9 Feb @ 1:06pm 
@Silencer59 It's not a behaviour I programmed intentionally, but I didn't think it was irritating so I left it in.
Silencer59 9 Feb @ 12:57pm 
Is it intended for the autorun feature to make a tick sound when running? Was trying it with a 1-2 hour update rate and it's a bit jarring when speeding time up.
Kloke  [author] 9 Feb @ 11:52am 
It should. I didn't test it though.
AhDeh 9 Feb @ 11:36am 
does this work with mods that raises max limit on skills? and also does it work with Skills Expanded?
Kloke  [author] 9 Feb @ 4:41am 
4. Added an option to set priorities periodically.
5. Fixed top and left panes in the exclude colonists tab. Rimworld UI is cancer so don't scroll too fast if you have more than 30 pawns or your game might freeze. Idk how to fix this.
6. Included work speed in the priority assignment calculation, so skilled pawns without arms won't get first priority in medicine, and those with field hands/drill arms, but low skills will be prioritized.
Kloke  [author] 9 Feb @ 4:41am 
Updated:

1. Rework priority assignment to use global optimization instead of greedy heuristics. The new approach is to formulate the priority assignment as an integer linear programming problem and solve the equations using an established equation solver. Sadly, for C# there are no solvers which support integer variables, so this new approach first solves a relaxed version of the problem using ALGLIB (no integer constraints) and then uses random search (a simple genetic algorithm in this case) to find an integer solution which satisfies all constraints. Random search sometimes leads to suboptimal or inconsistent solutions, but I think this is still much better than before.
2. Reworked how excluded colonists are saved.
3. Added more options.
Kloke  [author] 31 Jan @ 9:36am 
Weird. I didn't even touch that part.
Taemaly 31 Jan @ 8:41am 
yesterday I tried with no mods and it was not working right, but today I tried with no mods and its working right. then i tried with 900+ mods , and its still working right. So I dont know what went wrong in my yesterdays testing ,but it seems to have been fixed on the last update, so Thank you very much
Kloke  [author] 31 Jan @ 1:58am 
What's your modlist?
Taemaly 30 Jan @ 5:16pm 
no errors, just the excluded pawn still getting assigned the excluded task
Kloke  [author] 30 Jan @ 1:48pm 
Just to make sure, excluded colonists must be excluded from assignment, so it won't be set neither to 0 nor any other value, I added it for a case where you want to manage the priority for that job for that pawn yourself without interference. And it's not doing that?

Do you have any errors in logs?
Taemaly 30 Jan @ 1:28pm 
Also please please freeze the name column in the exclude colonist tab, its so hard to see which colonist row you are in , when you have too many jobs and gone to far to the right :winter2019saddog:
Taemaly 30 Jan @ 1:26pm 
I have the latest game version and no restricted jobs.and set jobs per pawn to max.But I noticed this happened specifically to skilled jobs. However adding setting for fitness level has solved this issue. Thank you very much. Only exclude colonists setting still doesnt work
Kloke  [author] 30 Jan @ 12:44pm 
@Taemaly Couldn't reproduce. What version of rimworld are you on? Do you have anything set in the Exclude pawns tab? What about the "max jobs for pawn"?

@the opossum agenda it's probably because the lower skilled pawn has a higher learning rate.

Updated the mod. Added a default preset which can be imported right away and moved some settings and exposed some new ones in the new "Misc" tab. I hope this way it will be easier to use,
Taemaly 26 Jan @ 12:16pm 
btw i tested with no other mods apart from hugslib
Taemaly 26 Jan @ 12:14pm 
I found this mod no longer works properly .so sad. There two issues(apart from previously mentioned pawn exclusion not working issue) One , when you set a job to include one hundred percent of capable pawns, only about 50-60 percent get assigned that are capable, instead of 100. this didn't happen before. this is particularly visible in larger colonies. And another issue is, there is always one pawn who doesn't get assigned almost any jobs and is left wandering despite being good at those jobs or a lot better then many other pawns who get assigned. and the issue with that pawn is consistent until that pawn is gone. then same issue happens with another pawn. very weird.
please fix the issue. as this mod is the best priority mod :winter2019sadyul::winter2019sadyul::winter2019sadyul:
WOOF WOOF opossum 12 Jan @ 10:14pm 
i dont know what is happening but the mod is setting a skill level 4 pawn to doctor before considering the skill level 8 pawn. I cant make any sense of how this mod works without screenshots that show how it is used it practice. cool mod but I cant understand it.
WOOF WOOF opossum 12 Jan @ 9:58pm 
i wish it took into account the health condition of a pawn. it is assigning pawns to magic for their skill level but the pawn cannot do magic due to a health condition.
Taemaly 14 Dec, 2024 @ 2:42pm 
I also found that exclude colonist feature doesnt work for many jobs i tried
Kloke  [author] 5 Dec, 2024 @ 8:56am 
it is supposed to do that, I'll need to check if it broke.
Kev 4 Dec, 2024 @ 4:14pm 
Thanks, just noticed that bit after posting and been dabbling with it.
The Exclude Colonist check box section, what does that do? I thought it would prevent the selected pawn from being assigned a role in that field but that doesn't seem to be the case?
Kloke  [author] 4 Dec, 2024 @ 1:39am 
@Kev Yes, there's a "Max jobs per pawn" input for a priority.
Kev 3 Dec, 2024 @ 3:58pm 
Is there a way to force this to spread out the crafting jobs? it seems to constantly give the same pawn craft, tailor, smith, etc and priority 1, then the same pawn all for 2 etc.

I get that 1 pawn might be better than the others but having him be set as the primary for all the tasks doesn't work.

I tried using the check boxes in the Exclude Colonist section but it didn't seem to work.

Perhaps I'm doing something wrong or will I just need to accept manual control is a must for those roles lol
Taemaly 23 Nov, 2024 @ 12:36pm 
@Caketaco try using this alternative version of worktab, button shows up in this one :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3253535347
[DPDN] Leet 22 Sep, 2024 @ 3:43pm 
is there any presets available?
KampfTomate007 16 Sep, 2024 @ 12:21pm 
Oh... Okay that is neat.
So If a pawn had lvl 9 without passion they would be weighted 3.15, which means someone with burning passion needs to be lvl 2.10 to be favored?
Or does it use total xp?
Caketaco 15 Sep, 2024 @ 1:20pm 
Button isn't appearing for me in the work tab. Using this version of Fluffy's Worktab: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3253535347

Tried loading this mod both before and after Fluffy's Worktab. No dice.
Kloke  [author] 14 Sep, 2024 @ 1:34am 
@KampfTomate007 It does actually rate pawns with passions higher. It takes the highest learning rate factor from all relevant skills for a work type and multiplies it by skill. In vanilla, learning rate factor is calculated like this: no passion = 0.35, minor passion = 1.0, major passion = 1.5, then multiplied by global learning factor. So pawns which have disabilities preventing them from fast learning but having burning passion aren't prioritized. Then in my code pawns with the highest (skill level * learning rate) are assigned priorities the first and so on.
KampfTomate007 13 Sep, 2024 @ 10:45am 
What i'm currently doing manually is have lvl9 for a given job as baseline, and depending on if the pawn has no, 1 or 2 passion they get priority 4,3,2; and if they have lvl8 or lower they get -1 step lower priority, and if they have lvl 12 or higher they *can* get 1 higher priority,

I used to go further than +-1 priority in steps of 3 lvls, so that someone with lvl 18 without passion could get priority 1, but i switched to the +-1 cap because i found that many pawns with no passions but which accumulated enough xp over time tend to just outlevel lower level pawns with passions, and so far it seems to work really well,

The exception to the +1 priority rule is when a pawn would reach priority 1, because i tend to minimize the amount of prio1 jobs so that if i had 8 pawns at lvl 12 or above with 2 passion i can still favor the top 1-3 for a given job, based on how many are needed.
KampfTomate007 13 Sep, 2024 @ 10:33am 
@KuruCrew: Have to +1 this, it is decent to have skill level sorting, but in the long run you'd probably want people with passions to be prioritized because they not only level quicker, but they also get a mood boost while doing work with passion.

The only issue i could see is that some things you'd rather not have someone with burning passion who has level 3 or lower do it, like cooking meals (anything below lvl6 seems to turn your colony into vomitopia), or building stuff out of expensive and/or limited materials.

Ideally you had more specific rule options to pick from like passion/burning passion increasing priority.
KuruCrew 23 Aug, 2024 @ 10:55pm 
Is there a setting that allows pawns with passion to have high priority even if their skill level is low?
Yoann 31 Jul, 2024 @ 10:20pm 
@gRaveyard
I see "Exclude Colonists", so I thought that pawns with free will could be exclude, and other pawns handled by this mod.
I search an alternative to Plug and Play Joiner who is not 1.5 (yet?).
gRaveyard 31 Jul, 2024 @ 6:31pm 
@Yoann
I'd imagine not? The two mods' design philosophies seem to conflict. It'd probably lead to some very buggy colonist behavior, or *terrible* moods. XD