RimWorld

RimWorld

Automated Work Assignment
105 Comments
Ekinox  [author] 27 minutes ago 
[SFC] JimmyJimJames it should be, I haven't tried to do that yet, but since the mod does not add hediffs, buildings, recipies, etc, it shouldn't cause any issues, but if it does, please let me know.
[SFC] JimmyJimJames 4 hours ago 
can this safely be removed from a save?
Balhok 11 hours ago 
Thank you so much for the update to 1.6
Ekinox  [author] 30 Jul @ 8:09pm 
Hi @Otoya, thank you for your feedback, sorry for the delayed response, I've been a bit busy lately.

After giving it a lot of thought, I've decided against this, since I prefer to have all those mod options inside the confog window, and also it would literally only save you from making 1 click to access the exclusions.
Otoya 21 Jul @ 9:48pm 
Could you add the exclude pawn or job configuration inside the work tab directly instead of inside config? Look how Work Manager does it. Its UI is a little better, but its features aren't as good as this one.
Ekinox  [author] 21 Jul @ 9:28pm 
Hi, I'll check how can I implement some kind of compatibility, if I can make it, then in a few days it will be added, but no guarantees.
Eyeofstorms 21 Jul @ 9:15pm 
@The Zee System (she/her) i have just checked and can tell you that they do not work together. @Ekinox is there any hope of adding support, or making the work priorities maximum an adjustable cap?
The Zee System (she/her) 21 Jul @ 8:11am 
does this mod work with mods like PriorityMaster that adds more priorities too the game, more then the default 4?
Ekinox  [author] 18 Jul @ 11:50pm 
Hi blue, you can exclude the pawn from the mod logic so you can manually assign them to whatever you like.
It's not perfect, but it is what I have atm, I will try to come up with a more advanced logic for the mod.
blue 18 Jul @ 9:27pm 
Is there a way to make it where the mod logic does not prefer passion > skill amount? I have a pawn who is interested in social, has it to 17 and has bionics to boost negotiation and the mod prefers the other pawn with social 3, just because he has a burning passion in social
Pablo Discobar 16 Jul @ 10:37pm 
This has been a fascinating mod to experiment with. I really prefer using the % based calculation!
Ekinox  [author] 16 Jul @ 7:35am 
Hi HongZZ, thank you for your feedback, the feature you mentioned is something I have been working on for a while now, I haven't decided if it should be added as a feature for this mod or as a separate one, and I'm also not happy with how it works right now.

I was also waiting for 1.6 to release as a stable version to continue work on the mod, so an update should release soon.
HongZZ 16 Jul @ 2:19am 
I hope the work assignment logic could be improved by allowing a skill range setting — for example, defining a min-max value range that qualifies a pawn for a task. If a pawn's skill is below that range but they have passion, maybe a percentage bonus could be added to their score instead of just assigning tasks purely based on the highest skill.

Personally, I prefer a system where every pawn gets assigned something to do, especially during early colony development when we need everyone to contribute. It would be more efficient if task priority considered their skill levels more flexibly.

I know there's another mod called "Automated Work Assignment" by a different author, but its UI is too complex for my taste, which is why I chose yours. Just wondering if this kind of logic adjustment might be possible. Great mod!
Ekinox  [author] 12 Jul @ 3:45pm 
Will update as soon as I have internet again, I'm on mobile data and haven't had the chance to update my game
萨拉托加Ciel 11 Jul @ 8:50pm 
1.6pls
Ekinox  [author] 27 Jun @ 2:42am 
Hi @MountSwolmore, I cannot offer support for this issue, Better Pawn Control changes the UI for the Work Tab, and I have a disclaimer about that kind of mods.

But I'll try to see if theres something I can do on my side, I'll may release a patch alongside a new feature.
MountSwolmore 24 Jun @ 8:35am 
I've been messing with this for some time and it looks like Better Pawn Control wipes the work tab.
MountSwolmore 15 May @ 3:20pm 
After more digging, it turns out there a job splitter that randomly reset things to 3. Removing that fixed the issue.
Ekinox  [author] 26 Apr @ 1:14pm 
Hello MountSwolmore, that's odd, are there any more details you could share?
MountSwolmore 26 Apr @ 7:10am 
I have a peon assigned to cut but even with it excluded, daily refresh off, and and the mod logic off, she keeps getting unassigned but this is the only auto jobber I use.
KeeKαlm 19 Apr @ 3:25am 
Can you add an optional setting to prioritize Passion-matching in Work Assignments? If no workers have the right Passion, it won’t force-fill the positions.
allbad 13 Apr @ 3:06pm 
Would it be possible for this to work with the Prison Labor mod's Work tab for prisoners? Having it be a separate instance of settings would probably be the best approach since prisoners have a much smaller subset of work they can do.
Wolf 7 Apr @ 5:34pm 
@budisourdog, Click "Details" under your cooking food bill. There's an "allowed cooking skill" slider in base Rimworld.
Majes 6 Apr @ 12:50pm 
Hi!
Thank you for your answer. Of course I'll give it a try, and thank you for your commitment to this mod and responses to our comments.
You're the best, cheers!
Ekinox  [author] 5 Apr @ 10:22pm 
Hi KiTA, thanks for the suggestions!

Percent Mode Rounding: Good catch! Current logic can assign 0 pawns on small colonies. Will fix it to round up so at least one pawn is always selected if the percentage is > 0. Update coming soon.

Master Slider: No plans for this, sorry. The mod is built for detailed, per-job control via the individual sliders (Count/Percent, Target Priority), and a master slider contradicts that core design.

Extended Priorities (1-9+): Sticking to vanilla 1-4 priorities deliberately. Supporting extended levels risks stability issues and conflicts with mods altering core mechanics (as mentioned in FAQ/Disclaimer).

Thanks again for the feedback!
Ekinox  [author] 5 Apr @ 9:54pm 
Hi Attic Goblin, thanks again for the feedback & sincere apologies for the frustration, especially with the reconfiguration after the update reset.

I suspect the main issue (Refresh button seeming broken / mod not working) was due to confusion with the task checkboxes in Mod Settings: Checking a box EXCLUDES that task from the mod, it doesn't enable it. If tasks were accidentally excluded this way, Refresh would correctly do nothing, seeming broken.

That UI confusion is my fault, sorry! I'll be fixing the clarity (labels/tooltips) soon. (They're meant to let you keep manual control over specific jobs).

Thanks for highlighting this - your feedback really helped pinpoint the UI issue. Sorry again for the trouble!
KiTA 5 Apr @ 9:46pm 
For the percent mode can you have a check that it always set at least one person to a given skill? Right now with 3 people in my village and set to 10%, it sets no one to work, because 3*.1 = 0.3 which rounds down to 0.

Also, a master slider that modifies all the sliders at once would be nice.

Oh, and some of us use mods that add more priorities. Mine goes 1-9, for example. It's hard coded for 4 which is fine (I usually don't use 5-9 anyway) but that might be something to look into.
Attic Goblin 5 Apr @ 8:02pm 
I appreciate having something to automatically assign work priorities to pawns, but I find that going and manually assigning priorities is not only faster but also simpler than getting this mod to WORK AT ALL. I was expecting this mod to go "oh this pawn has their highest skill in medical so Ill set it all to 1!" but no. You have to not only enable ALL or MOST of the work assignments but also have to spend time configuring the stats. Then, pressing the refresh button after finishing doesn't even work. On top of that, the latest update reset all my pawns' work priorities as the logic turned itself back on! And it is Per Save!! I apologize but I cannot recommend this mod from my experience. I wanted to like this mod. :steamsad:
Ekinox  [author] 5 Apr @ 1:58pm 
Hi Majes, a few minutes ago I released an update that changed some things, you can read the change notes to get more details.

Steam takes some time to update on individual clients, but if you have RimPy or RimSort, you can make the mod manager check for updates and download them if available (I strongly recommend RimSort).

Finally, addressing your suggestion regarding the priorities, some other people have asked for similar stuff, ranging from adaptive priorities to min and max levels, I'm still investigating the feasibility of those features, but if its possible to add one or more, I'll let everyone know.
Majes 5 Apr @ 1:50pm 
Hi!
Do you know how it works with multi-floors, and assigning work for all pawns, not just those on the ground level?
I've installed it today, but it seems to not work, despite refreshing setting, turning it on and off, and so on. I don't have any other mods that might corelate to it, but I can send you a log if you want to.
Cheers!
Also, 1 more suggestion - is there a chance to add option "% of colonists" to do certain job, like assigning 50% of the colony to firefighting or hauling? Would be even better if it choose pawns with least amount of high priority job (1 or 2 priority), so less skilled pawns could fill their role of being somewhat usefull. I know it's hard to code, and at this point of finished mod even impossible to implement without rewriting whole code, but there's still hope :)
Have a great day!
Ekinox  [author] 5 Apr @ 12:05pm 
Hey darknesswei, thanks for the feedback!

You're correct, the mod currently assigns the single priority level you configure in the options to the best pawns; it doesn't automatically set different levels (1-4) based on individual skill/passion.

The 'Smart Assignment' description was a bit ambiguous, sorry about that! I'll update it to be clearer (focusing on 'Smart Selection' of pawns for the configured priority).

Regarding dynamic priorities (like base 4 -> 1-3): it's an interesting idea I've considered, but the current focus is keeping the mod lightweight for performance, and that feature adds significant complexity.

Appreciate the input!
darknesswei 5 Apr @ 7:30am 
"Smart Assignment: Intelligently prioritizes pawns by considering both their relevant Skill Level and Passion (Minor/Major) for each work type."
Only works for work or ban, smart priority doesn't work for me, single person's priority is not automatically configured 1-4, for example, in the mod settings, specify the priority of one-way work as 3, then all the people will be assigned 3
Can it be achieved that the minimum priority of the people is 4, and then automatically configured to 1-3 according to enthusiasm?
Balhok 4 Apr @ 8:48am 
I've been needing this mod for sooooo long, thx !
ミ>.<ミ?♪~ 3 Apr @ 11:12pm 
OK.I will try:steamthumbsup:
Ekinox  [author] 3 Apr @ 9:41pm 
Hi ミ>.<ミ?♪~, I cannot offer any support related to bugs if you're using mods that also tamper with the Work tab or job priority/assignment, if you encounter the same issue without those two mods active, then I can help you.
ミ>.<ミ?♪~ 3 Apr @ 8:28pm 
Thank you, this MOD has great potential, and we no longer need to frequently adjust the work priorities of pawns! Thank you for your great work!
PS: Reporting a small bug. If the pawn with the highest social skill is mining, then the pawn with 0 social skill who is cutting stone will handle social-related events (such as recruiting prisoners). I think this is unreasonable. Oh, it could also be an issue caused by WorkTab and ComplexJob. Just bringing it to your attention. If there's no problem, please ignore it.
Thank you again for your MOD!
Ekinox  [author] 3 Apr @ 2:48pm 
Hi ミ>.<ミ?♪~, I know it is incompatible, but I won't add support for WorkTab until a stable and as bug free as possible is released, I hope you understand.

As for the other things you mentioned, I'm already working on reviewing the code sections you mentioned, and you're right, a fix addressing this and a few other issues will be released as quickly as possible., thank you.
Ekinox  [author] 3 Apr @ 2:45pm 
Hello Jamel, I understand your problem, but unfortunately I cannot implement an adaptive approach to the mod, since that would require machine learning (impossible due to game engine limitations) or using complex heuristic algorithms that would impact the game's performance a lot, since it would require constant checks on active work orders, bills, idle pawns, skill levels, passions and more, adding a lot of pressure to the game.

I would love to make the mod as autonomous as possible, but its not possible, what I can do is add more ways for the player to restrict which jobs they want to manage with the mod, and maybe change the frequency of the checks, but that's about it.
Ekinox  [author] 3 Apr @ 12:10pm 
Thank you all for your feedback, I have a bit of time today, I will try to address some of the stuff you have mentioned.
Jamel772 3 Apr @ 9:24am 
probably good for a colony that doesn't grow quickly. for what i wanted it for (a quickly growing colony) FOR ME AND MY SITUATION setting all the numbers is more tedious and time consuming then just using the regular work tab. I was hoping for something more adaptive to what kind of work bills are active. Im playing winson waves. sometimes you take in 5 new pawns instantly. so if my count for the jobs isn't high enough some people just stand around, then i have to adjust my numbers and i may as well just set their jobs myself.
ミ>.<ミ?♪~ 3 Apr @ 8:54am 
Currently, it seems incompatible with WorkTab, as no related buttons for this mod appear in the work tab.
Will there be an update with a more user-friendly UI interface in the future? For games with multiple mods, it still requires manually setting priorities and quantities one by one, which feels actually more cumbersome compared to the vanilla version.

(Translation adheres strictly to the original meaning, preserves technical terms like "WorkTab" and "vanilla," and maintains the user's tone regarding UI improvements and workflow criticism.)
ミ>.<ミ?♪~ 3 Apr @ 7:30am 
I apologize for decompiling your mod files. With good intentions, I noticed that in line 30 of the `AutomatedWorkAssignmentMod` class, you did not provide a corresponding translation interface and instead used hard-coded text.
ミ>.<ミ?♪~ 3 Apr @ 7:23am 
Hello, I am working on a translation mod for your MOD, and I noticed that the key
`<AWA_EnableDailyRefreshLabel>Enable Automatic Daily Refresh</AWA_EnableDailyRefreshLabel>`
does not seem to function properly, even in other languages. Please check whether an incorrect translation interface was provided.
Ekinox  [author] 2 Apr @ 4:45pm 
Thank you for your suggestions, I will be testing implementations for you ideas in the coming weeks.
chrisque1 2 Apr @ 11:35am 
Nice mod. Any number or an option to include all pawns? Tnxs for ur work :cozybethesda:
KIRILOCS 2 Apr @ 10:54am 
Mom, can we have a "Automated Work Assignment" ?
No, we have one at home.
The one at home - Free Will :lunar2019piginablanket:

Thank you for your mod dear modder!
\n 2 Apr @ 10:12am 
can this, maybe via an option, take mechs into account?
Nullblaster 2 Apr @ 10:07am 
This. This. This. I have needed this for SO LONG! Godspeed, you magnificent bastard
Pablo Discobar 1 Apr @ 10:29am 
dude....you're a time (and life) saver!! great work!
Ekinox  [author] 31 Mar @ 8:11pm 
Noted, could you post your suggestions on the discussion I created, that way it's easier to locate suggestions without loosing them in the comments :)