Stellaris

Stellaris

New Job Manager
106 Comments
C/Spoons 11 hours ago 
Will this work with 4.0?
FirePrince 23 Feb, 2023 @ 7:16pm 
Here it is but not really public yet (beta) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937000797
Please report any problem.
ジャッキー・ザ・トキ 22 Feb, 2023 @ 6:51am 
FirePrince could you please pin link to that mod please?
FirePrince 21 Feb, 2023 @ 5:06pm 
I think tomorrow I'll upload a new 3.6 version (on request).
ジャッキー・ザ・トキ 19 Dec, 2022 @ 9:26am 
Hopefully this will come back to life
|AR| GMAN 11 Oct, 2022 @ 4:31pm 
Does anyone know if theres another mod that does a similar thing that still works?
Blorg 21 Sep, 2022 @ 5:05am 
strong guys go working on science and smart guys go down the mines, this is what happen without the job control. some one know any mod that can fix some thing like that?
Natsume 15 Jul, 2022 @ 4:46pm 
Any news about a update for this? Or something like it?
Professor H. Farnsworth 22 May, 2022 @ 1:06pm 
@Muffin Mangler Well, that'd be because Stellaris has changed the titles around for the various jobs.. I am working on updating the pop_jobs folder.. should fix this mod.. Again :P.
Draco Lander 14 May, 2022 @ 1:23am 
Please, update this mod ASAP. I can't build my perfect empire without it... :(
Paulaswam 5 Apr, 2022 @ 4:48pm 
plz update
Draco Lander 19 Mar, 2022 @ 7:56am 
Mod prevents pops from taking ruler and worker jobs.... :|
Turtle 12 Feb, 2022 @ 1:20pm 
Why do all my Pops get Unemployed with this Mod?
GnoSiS 31 Jan, 2022 @ 6:17am 
PLZ Update!!!
Marcus Aurelius 6 Jan, 2022 @ 9:08am 
PLZ Update 🙏🏻
Muffin Mangler 29 Dec, 2021 @ 9:23pm 
This mod is exactly what I'm looking for but it needs an update :/ I started a new game as a syncretic megacorp and, on my initial planet, none of the jobs were filled except for researcher, enforcer, and bureaucrat.
Inve 1 Dec, 2021 @ 10:35am 
Jafoste, perhaps you might ask for some help in the modder communities, so that more experienced people could give you a hand in updating this mod. Thou only if you are willing to keep going and keeping this mod alive. For me personally this is the best mod, the one i always wanted, and enjoyed greatly when it was matching Stellaris actual patches. Now thou, for me it's dark times, since i can't create perfect (in my vision) stellar state, with dozens of sub spicies which are dedicated to a sole purpose, for example soldiers.
Inzeron 1 Nov, 2021 @ 7:51am 
PLZ Update 🙏🏻
Zag14 7 Oct, 2021 @ 3:03pm 
plz update, very useful mod, sure if you have time and willing for it
Marrow 2 Oct, 2021 @ 6:23am 
For anyone wondering: yes, this is the mod that breaks all the new civics.
Jafoste  [author] 28 Sep, 2021 @ 8:53am 
@Noctoriun The mod is not up to date, as anytime new jobs are added, I have to create new entries for it. @TheUltimateGod4 The robot question is puzzling, I would gladly fix it, but so far I've been unsuccessful. If a more experienced modder could weigh in, I would appreciate it.
Jin2188 26 Sep, 2021 @ 6:18pm 
Is there a way to set job priorities for specific species? For example, can I have 2 robot species, one that can only work in mining jobs, and the other only working in farming jobs?
Nocturion 23 Sep, 2021 @ 4:46pm 
Works great but does not recognize the new Artificer job in the Lem 3.1 update. when you take the civic all consumer good jobs dissapear.
Spitfire 14 Aug, 2021 @ 7:55am 
Does not seem to work for machine empire currently...
Jafoste  [author] 13 Jul, 2021 @ 1:58pm 
I believe that has always been the case for this mod. I will look into implementing it.
Jimmy Johny Jamaica 8 Jul, 2021 @ 7:28pm 
The issue with robots is that it treats all robots as the same race, therefore I can't for example make mining robots that only mine and energy robots that only take energy jobs. I was playing a normal empire.
Cogelbek 8 Jul, 2021 @ 6:30am 
doesn't work for robots in organic empires
Jafoste  [author] 3 Jul, 2021 @ 1:51pm 
@TheUltimateGod4 That shouldn't happen, I'll have to take a look into it. Can you tell me under which conditions did this happen?
Jin2188 2 Jul, 2021 @ 5:27pm 
@Jafoste alright nice. One more thing: I've seen people reporting a bug where clerks and technician jobs are never filled, even when there are no jobs available. I've tested it, and even with the new update, that bug is still there. I was just wondering if there's ever going to be a fix for that or not. Not trying to rush you though.
Jafoste  [author] 30 Jun, 2021 @ 1:33am 
@TheUltimateGod4 You should be able to set the job priorities for robots like you would for any other species. I have done that in my games, so if you can't do it now, let me know, I have not playtested the mod extensively so there might be an issue somewhere.
Jafoste  [author] 30 Jun, 2021 @ 1:29am 
There shouldn't be an issue with robots. @Jimmy Johny Jamaica are you playing as a gestalt or ascended robot empire?
Jimmy Johny Jamaica 27 Jun, 2021 @ 2:25pm 
Is it just me or does this not work with robots
Jin2188 26 Jun, 2021 @ 4:53pm 
does this mod allow for exceptions to preventing specialist jobs? For example, I want my robots to not be able to work any specialist job except for enforcers. Can I do that with this mod?
AprilsRealm 17 Jun, 2021 @ 9:18am 
PRAISE THE LORD , I MEAN DEV!
EDTp8Hsy 15 Jun, 2021 @ 12:21pm 
To quote myself from last November:
You can never wait too long for something good :)

Thank you for doing this!:cozyspaceengineersc:
Gray Grim 14 Jun, 2021 @ 4:19pm 
I think I speak for all of us when I say:

YEEEEEEESSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Jafoste  [author] 14 Jun, 2021 @ 1:40pm 
Hey guys, finally got the time to update the mod. I'm thinking about doing something regarding the interface as it is getting biggerwith the additional jobs. For me it works fine, but for lower resolutions it might get affected.
Sephylon 5 Jun, 2021 @ 1:10pm 
mod is broken clerks and technicians are always unemployed even when there is no other job.
SylvaCoin 23 May, 2021 @ 2:51pm 
10/13/20 is the last time this was updated.
SgtWhatsHisName 21 May, 2021 @ 5:18pm 
Please update this. No Vampire should ever had to fill out form 1b 27-4c or work in a mine.
Style Over Substance 18 May, 2021 @ 2:56am 
It makes my clerks and technicians unemployed no matter what i do.
Spider Jerusalem 6 May, 2021 @ 4:07am 
please, update
PeachySnail183444 25 Apr, 2021 @ 2:24pm 
3.0?
Noctopus 15 Feb, 2021 @ 2:30am 
@Professor H. Farnsworth any chance you could upload it in the meantime? Im having issues with job weights that this mod would fix
Parker Posey's Mouth 3 Feb, 2021 @ 1:36pm 
Oh thank god. If this works, I owe you my life.
Alekseyev/JtL 31 Jan, 2021 @ 6:10am 
It says last updated on October 14th... so obviously not.
BLEACH@DARKNE$$]EST 29 Jan, 2021 @ 9:49pm 
has this been updated yet?
Armorguy1 20 Jan, 2021 @ 5:58am 
can I also select what species should mine instead pf workers in general? I have a few mods that add "jobs" that don't make a lot of sense in general context when I have a species that's far better at said jobs. Also how does this work for slaves? They already do worker job only most of the time.
Katotsu 31 Dec, 2020 @ 9:18pm 
Just found a funny typo, when in the Species menu, I went down to banning individual jobs and you can swap between "Unbanned" and "Bunned".
Jafoste  [author] 29 Dec, 2020 @ 10:19am 
Sorry guys, I've been constantly busy with work, and now I'm trying to enjoy a little bit the holidays, I will try to get an update rolling maybe early January