RimWorld

RimWorld

Work Manager
484 Comments
KRKR 2 hours ago 
Thank you for your hard work on this mod, it's one of my favorites and such a huge quality of life upgrade. Thanks!!
Whoops 6 Jul @ 4:47am 
I'm glad to see that you're trying to work on the mod. And I just have to say, take your time. Thank you for your mod, it does wonders to making me be lazy
stephenkohnle53 5 Jul @ 12:06pm 
Yes it does work with 1.6.
Michieru  [author] 4 Jul @ 2:29pm 
Also wanted to let you know that reports claim that current version of the mod does work with Rimworld 1.6. Haven't tested it myself, though.
Michieru  [author] 4 Jul @ 2:26pm 
Hello everyone!
I'm currently trying to find some time to work on the mod update which adds support with Vanilla Skills Expanded and overall makes mod more compatible and customizable. The progress is slow but steady. Please bear with me.
Also, if you want to support me and make mod's release come sooner please check the mod's description. Thank you!
thorman123456789 4 Jul @ 12:41pm 
1.6 please?
Capifox 3 Jul @ 2:35am 
Same as Rime Pendragon : schedule management still autoset even if it's disabled for a few/all pawns, and even if the main manager button (big green circle on worktab) is switched off.
It happens every time pawn list is modified (new colonist recruited/joins, starting caravan/splitting a caravan).

It's a pain because the "forced work time" (yellow) planned by the mod is driving my pawns to madness... I keep switching every schedule of every pawn from yellow to grey "free time" and 5min later everything is back to autoset... I uninstalled Work manager because of that. Sad because it was great help for worktabs of my 20+ colony
Bunuffin 28 May @ 12:16pm 
This and MultiFloors doesn't work that well T^T
Rime Pendragon 23 May @ 5:35am 
I have disabled automatic schedule management for a colonist, but it still gets set.
0。0 21 Apr @ 5:33am 
Hello everyone, I have created a forked version of Work Tab that is compatible with this mod. Feel free to try it out!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3453549086
shoggy 31 Mar @ 4:04am 
can you make the night owl feature also work for ideology and light sensitivity?
Oh No! I'm A Bean! 29 Mar @ 9:50pm 
@Paprikahörnchen That is already possible, see the 4th screenshot for details.
Paprikahörnchen 29 Mar @ 8:05pm 
I really like this mod but I would love the option to exclude a colonist from the automatic work assignation.
Chaos_Therum 28 Mar @ 8:29am 
Where can I find the source code, when I go to the github link it seems to only have the code up to 1.4 and doesn't include any of the compatibility for 1.5
Cypher 22 Mar @ 3:43pm 
I have a question. Why does the work manager keep overriding my commands even if I disabled the priority automation?
CordialVillain 13 Mar @ 12:16am 
Is there a chance for an option to create separate schedules for children automatically? Having them max out learning on a default schedule is pretty tough.
SaMaHaJoGu 10 Mar @ 6:21am 
When adding pawn training as a work type (shooting or punching bag), work manager automatically designates a dedicated pawn to 1, even though I specifically said no dedicated worker. It's not a big issue, as leaving it as leftover work is the idea. I'm just running through configurations to test it, of sorts... and I found it strange that it kept designating dedicated worker.
\n 8 Mar @ 9:57am 
how viable would taking mech work into account be?
i wouldnt mind taking a stab at it and sending a PR but the gh is 3 years behind D:

solo mechanitor runs it would be so OP but even a normal colony would benefit from not duplicating work with the specialised mechs
SuwinTzi 26 Feb @ 1:38pm 
Disregard my previous comment, the issue was with Better Pawn Control itself.
Mich 20 Feb @ 3:06pm 
Uh, idk what happened but seems like it stops working for some reason after you have like a lot of pawns... it stopped assigning the work schedule and the priorities
RheaRhe 31 Jan @ 5:56am 
vanilla skills expanded is incompatible kind of? it assigns the triple passion or any of the others as a 4
Acid 15 Jan @ 11:20am 
I fail to find any compatibility between the 1.5 forks of Fluffys Work Tab and this mod, frustratingly.

The ability to isolate any skills or pawns, or any micromanaging seems to disappear. So I also have to play with out Fluffys Work Tab.

I'm sure the official Work Tab used to have some connective feature with this mod, that had to be turned on for them to function together, unless I'm getting confused with another mod?
gamberomadness 30 Dec, 2024 @ 6:04am 
I disabled fluffy\arof Work Tab because I decided Work Manager was more important for my game and the UI is now as expected
Ropx 28 Dec, 2024 @ 10:41pm 
I have no UI like the pictures and no way how to interact with the mod, I have Fluffy's Work Tab
Michieru  [author] 28 Dec, 2024 @ 12:05am 
@Aussiemon
Unfortunately, no. It's in a very sorry state in the midst of serious rewrite and I don't publish half-baked products. I don't have time to mod lately due to real life burdens, but I hope that I will come to finish my work some time in the future.
Aussiemon 27 Dec, 2024 @ 6:53pm 
@Michieru, could you push your recent changes to the GitHub repository?
👁️⃤Singu ꧅🥲⃤⃞⃟ 28 Nov, 2024 @ 1:26pm 
For some reason the schedule button doesn't display for me.

Literally turned my brain to mush trying to figure out why the F my schedule reset every damn time.
悲嬴欢阙 20 Oct, 2024 @ 1:46pm 
So good as a qol mod, but could you please add a independent work time tab rule for children? I tried to abandon the auto manage work time in the game and it didn't work...
去码头整点薯条 13 Oct, 2024 @ 6:35pm 
Could you add an active button instead of always automatically updating?plz:steamthumbsup:
NylonWorms 9 Oct, 2024 @ 12:10am 
I'm experiencing an issue with Vanilla Skills Expanded where critical passions are treated as if the pawn has no passion in the skill. For example, a pawn with a critical passion and level 10 in a skill gets unassigned from that work type by the manager if another pawn with a major passion or minor interest at the same level is available.
samtowers08gamer 1 Oct, 2024 @ 5:59pm 
Firstly thankyou for this mod :)
Feature Request please :)
I want to be able to drag work types around. Put all my priority 1 stuff together
jakulfrostie 20 Sep, 2024 @ 7:38pm 
I'm having the same issue as Frazzled where the button to stop auto scheduling pawns isn't working. I don't want my kids working, I want them learning with a recreation based schedule but despite me turning auto schedule off for all kids they keep getting scheduled anyways
jakulfrostie 19 Sep, 2024 @ 10:38am 
Is there a way to have pawns that have psycasts detect a schedule with meditation in it and choose that one? I added a few schedules with meditation in it hoping they would be assigned to them but only pawns without a psycast got assigned to those schedules (all I did was copy the default schedules and replace the any with meditation).
FPC 17 Sep, 2024 @ 12:15pm 
Have looked everywhere and not found instructions on how this works?
Heavenshaker 9 Sep, 2024 @ 1:10pm 
Is there any way to increase the priorities beyond 4 to work with mods that give more than 4?
Thy ubeer 29 Aug, 2024 @ 7:51pm 
Don't work with better pawn control maybe. I can't see active button in work tab
Skazz 25 Aug, 2024 @ 3:24am 
I like the mod very much, but I'm having a problem. I've got a couple of mechanoids running around to free up my pawns, but they keep getting work priorities assigned even when I disable the assignment system. Doesn't matter if I turn it off per pawn (left), per work type (top), per specific task (mid-click) or entirely (top left of the work tab).

I don't have any of the mods in the compatibility section installed, nor any others that should interfere. Any idea what might be the problem?
Frazzled 20 Aug, 2024 @ 12:54pm 
I appear to be having an issue in which when automatically assigning schedules, it appears to be ignoring the button to make specific pawns ignore the auto schedule assignment, the one on the left of the schedule by the pawn's name. Despite toggling auto scheduling off for all of the children in my colony, it keeps assigning work hours to them anyway. Anyone else have this issue, and know of a fix or workaround?
Davinci 18 Aug, 2024 @ 4:00pm 
Is there any way for this to recognize the extra priorities allowed by the Priority Master mod?
Rane 15 Aug, 2024 @ 2:32pm 
Hello, your Mod works, but i can not disable it like shown in your Screenshots. The Button is missing. If i want to disable the Work Manager for a bit i have to disable the mod entirely (restart the game etc.)

Am i missing something? (I have fluffys work tab installed, but you said its compatible with it)
Frazzled 5 Aug, 2024 @ 10:34am 
Finally, a passion-based priority manager! I've been looking for this. Other priority managersm like AutoPriority, Let Me Skill For You, etc, didn't do it. I like the idea that pawns with high passions will eventually get good at their associated skills, but all of the other ones are skill based, not passion based! Thank you so much!
ViktorMaxwell 13 Jul, 2024 @ 9:42am 
I am currently using Free Will for my colonists, but I also have a large prison in which I am using Prison Labor. Would I be able to use this mod to manage just my prisoners work priorities, while leaving my colonists under the control of Free Will?
Zoso 13 Jul, 2024 @ 1:02am 
@RBD25 You are the best. Thank you!
McPlow 11 Jul, 2024 @ 8:54pm 
Nevermind, worktab was overriding the settings of your mod. Found it! thanks
McPlow 11 Jul, 2024 @ 8:19pm 
Anyway to force a pawn to have one priority? My researcher keeps being given crafting work
kikibrowning 5 Jul, 2024 @ 2:01pm 
I can't make it so high passion is top priority. It only makes it third. For some reason even when I set it in mod settings it won't do it. I love this mod but this is annoying me and I can't set it otherwise cuz it's automatic and it's backfiring on me with this.
__Isaii__ 6 Jun, 2024 @ 8:56am 
Is it compatible whith Free Wild?
Why don't my colonists meditate when it's scheduled, and instead do tasks from the work tab or do nothing at all? xd
ASCIIM0V 1 Jun, 2024 @ 4:44pm 
Is there a way to remove Children from auto work assignment?
摄魂狼 29 May, 2024 @ 2:43am 
Hey, I have an idea: about the option you can add an option to assign the work to only one person :)
Michieru  [author] 24 May, 2024 @ 4:10pm 
@NovaMosh
It is compatible with Common Sense.