RimWorld

RimWorld

Plug and Play Joiner
42 Comments
奥特曼 17 Feb @ 7:33am 
求求了1.5,这个想法太棒了,就是不知道是否影响使用现在。
Mlie 12 Dec, 2024 @ 12:52pm 
wi9390 1 Jul, 2024 @ 10:38am 
1.5
CatSayInk 15 Apr, 2024 @ 9:59pm 
hope 1.5
Winter 13 Mar, 2024 @ 7:26pm 
Niilo's QoL has a good alternative auto-priority feature until this gets updated.
cauamachado51 11 Mar, 2024 @ 7:56am 
To really be useful, you should adjust the Work Tab mod's underemployments.

para realmente ser util deveria ajustar os subempregos do mod Work Tab.
Vulkandrache 12 Feb, 2024 @ 10:04am 
Can we have the option to set work priority based on Passions aswell?
I would like to be able to set it so any work a pawn has any passion in gets
priority 1.
fck it we ball 29 Nov, 2023 @ 10:36am 
It doesnt work properly with complex jobs remaster
Winter 26 Jun, 2023 @ 10:30pm 
This is a really good & underrated mod. Appreciate it.
Catch Lightning 27 Jan, 2023 @ 3:40am 
please integrate Work Tab support. Need that juicy set task to 9 setup.
Raszul 2 Dec, 2022 @ 4:10am 
would it be possible to add more than 4 work priorities?
maybe as an optional thing?

I'm using the Work Tab mod and have 9 of them, thus i can't use this mod atm ... even though I'd really really want to
Demognomicon 11 Nov, 2022 @ 7:33am 
Nice work :-)
evoc 11 Nov, 2022 @ 6:59am 
@telardo: Thanks for the quick fix!
telardo  [author] 11 Nov, 2022 @ 6:52am 
@evoc The priority issue with mechanoids should be fixed now. Thanks for the report.
telardo  [author] 10 Nov, 2022 @ 4:41pm 
@evoc Good catch, I noticed their allowed area changed as their work modes in my playthrough. Never notice the priority problems, will fix soon.
evoc 10 Nov, 2022 @ 7:56am 
I assume the same would apply to other mechanoids, if skill caps are set above the level they have in the respective skills.
evoc 10 Nov, 2022 @ 7:56am 
Hi,
I think I found an issue with mechanoids. It seems that the priorities also apply to them, but since they cannot normally be modified, they cannot be changed manually later.
This leads to the problem, that when the default for hauling is set to 0, lifters will never haul.

Therefore I'd suggest to not apply the priorities to mechanoids.
Demognomicon 25 Oct, 2022 @ 7:30am 
@telardo - Awesome! Would be it be possible to add an optional requirement for passion levels? (No assignment unless x skill and minimum passion?)
telardo  [author] 24 Oct, 2022 @ 8:38am 
The last mod I need to update for 1.4.
抒情歌鸲 12 Jun, 2022 @ 9:07am 
有新人加入会导致工作选项卡的排序界面在一段时间内消失,无法手动排序。
telardo  [author] 8 May, 2022 @ 6:28am 
Thanks for all the suggestions. Pretty busy these days. I'm planning on revamping this mod later.
Karmapowered 5 May, 2022 @ 4:14am 
@g0ldheart_rr
There is this mod for auto-assigning "attack". I doubt anyone serious would ever want to assign any other "default" to their colonists.

- About "medical care", any default wouldn't work with modded medicine.
- About surgery using best medicine -> Smart medicine . Let's not reinvent the wheel.
- About "outfits", default makes no sense on "naked brutality", not-so-uncommon border cases like nudist ideologies, or even in general given that most people using this mod will have a high number of clothing mods anyway.
- About "drug policies", default is already set to a reasonable one by vanilla.


To the mod author, thank you for creating and sharing this useful mod.
Demognomicon 10 Mar, 2022 @ 4:54am 
What about adding auto assigning ignore/fight/flee, default medical care, surgery uses, default outfit, food, and drug policy?
MistressTessie 9 Mar, 2022 @ 2:05pm 
AmUnRA - I agree,
Telardo - pls give us that button, would be a really nice feature for your mod. ♥
AmUnRA 5 Dec, 2021 @ 2:19am 
Great idea, great mod! Can this mod help with updating/refresh work priorities once in a while or by pressing a button? (in case of colonists learning / improving or decreasing their skills)
Hate me 29 Sep, 2021 @ 12:04pm 
https://prnt.sc/1u4jqfv
Job min skill is not alaigned to job priority to assign. I assume it's unintended?
telardo  [author] 16 Sep, 2021 @ 8:55pm 
@Felios the game assigns all pawns 6 kinds of works with level 3 priorities, so there might be cases they're not proficient with. I just add a new feature to set priorities for professional works only their skills exceeds a preset level, may be useful for your case, check in the mod setting.
Felios 16 Sep, 2021 @ 1:45pm 
@telardo doesn't the game automatically assign pawns 3 priority to work they're not proficient with? I'd rather use my experienced colonist to build anything instead of watch this empire worker botch a job repeatedly with his 5 skill. But I understand if it's not in the scope of the mod you're trying to make. But I believe there's a gap in the Workshop because no mod allows for setting of work types like that.
telardo  [author] 14 Sep, 2021 @ 6:59pm 
@Felios When i first design this mod, I just want to increase some priorities, and it would be annoying if it auto-assigns high priority to the work they're not proficient with. Anyway, I have some new features to fit in these cases in the next update.
Felios 14 Sep, 2021 @ 10:49am 
Is there a reason this doesn't allow setting of specific work types like Doctor? I was really hoping for a solution to my Empire laborer team fucking up operations because they assigned themself Doctor work at 3 skill >:( same with tailoring...
telardo  [author] 4 Sep, 2021 @ 1:45am 
@DisKorruptd here you are
DisKorruptd 3 Sep, 2021 @ 8:18pm 
Can you please make it so that we can default to "unassigned" area? it's actually a bit annoying having to take off the home toggle on every new recruit
robinzilla 22 Aug, 2021 @ 11:21pm 
Success! I can report that your fix took care of the error in my game. Thanks!
robinzilla 22 Aug, 2021 @ 5:39pm 
Thanks so much for the swift action! I'll give it a try shortly and report back on the results. :)
telardo  [author] 21 Aug, 2021 @ 9:39pm 
@robinzilla push a hotfix for it, easier than I thought. It should work now, keep me posted.
telardo  [author] 21 Aug, 2021 @ 8:16pm 
@robinzilla seems like a conflict with work tab, we are both trying to set the priority. I will see what can I do on my end, but I'm not using it and working on another mod atm. So no ETA for the fix, sry.
robinzilla 21 Aug, 2021 @ 7:44pm 
Hi there, thanks for this great mod! I am running into an error that I wanted to ask about. When I launch the game, I saw a red error in the log saying 'transpiler failed' and it's referencing this mod. Is it conflicting with another mod perhaps? Thanks.

{LINK REMOVED}
telardo  [author] 10 Aug, 2021 @ 4:25am 
Add 1.2 support, hope it will work.
pinbuck 10 Aug, 2021 @ 3:15am 
can you make it multiversion please
Pirate34 8 Aug, 2021 @ 5:00pm 
Default food preset and a separate preset for slaves would be nice
トキオ 8 Aug, 2021 @ 2:53am 
必须点赞!
Wilson 7 Aug, 2021 @ 9:32am 
Thank you, for this service