RimWorld

RimWorld

Automatic Work Assignment
108 Comments
Vane 13 Aug @ 7:09pm 
@OrAZion write any number, they try adding a "." before the number
Lomzie  [author] 13 Aug @ 1:24pm 
@Necromenta That is not currently something you can do, no. I do however have some tentative plans for an event system that will allow something along those lines.
Necromenta 13 Aug @ 12:41pm 
absolutely lost on giving automatic job of "soldier" to my pawns when there is an enemy on map or a number of enemis, is that condition actually in game?
Lomzie  [author] 13 Aug @ 1:23am 
The text input fields are a bit finicky when entering decimals between 0 and 1, though it should be possible. Something I've been meaning to improve. I'll look into improving it soon.
OrAZion 12 Aug @ 8:44pm 
@Lomzle I cannot enter a value of 0.6 or 0.8 in the field, but I can enter a value of 60 or 80, but the filtered results will show 0.6 and false.
Lomzie  [author] 12 Aug @ 3:01am 
@OrAZion Can you elaborate on what didn't accept values between 0 and 1? Was it the "fitness in range" condition?
OrAZion 9 Aug @ 8:36pm 
I also used the mod Capture Them. However, when I tried to filter using capture efficiency (0% to 100%), it wouldn't accept values outside the 0 to 1 range, so no colonists would ever meet this criteria. However, the colonist would still be assigned the job, and the filter would show that the colonist's value was 0.6.
Excusememan 9 Aug @ 3:22am 
best mod! i've really been enjoying it.
Lomzie  [author] 1 Aug @ 8:14am 
@Tidurian There isn't, but the work type selection does put a small star behind work types already on the list, to aid in this. I could add an "add all" option if desired, though.
Tidurian 1 Aug @ 7:38am 
is there a way to configure it that it adds all jobs the pawn 'can' do as "lowest priority"? i hate idling pawns and putting ALL jobs from a huge modlist in is cumbersome.
Lomzie  [author] 31 Jul @ 12:05am 
Titles defaulting to the spec name was just made sense when I first added it, but looking into the games source, it does seem to store the pawns default title. I was unaware of this and will change it to use that instead.

Useful Marks is a mod I've been using myself, and have wanted to add support for. I'll look into it. With regards to pawn capacities (talking, manipulation, etc.), that's already a part of the Automatic Surgeries addon, but I have wanted to move it to the main mod anyways, so I'll just do that.

Don't worry about making many requests, most of them take a few minutes to add at most, and look something like this [imgur.com] internally.
Vane 30 Jul @ 11:25pm 
I think there is no way to reset pawn title on assignment. If I leave the field empty, it sets the title to the name of specification. And if that is also empty, it sets the title to " ", and doesn't reset it to default.

I'm starting to feel like I'm asking too much, but is it possible to also integrate the mod Useful Marks ? And, to add to my previous suggestions considering health, can you also add a way to consider health stats, like "talking" and "manipulation"?
Lomzie  [author] 30 Jul @ 1:46am 
An infection/immunity margin should be doable, and would likely integrate with other modded content better. I'll look into adding your requests soon.
Vane 30 Jul @ 1:00am 
Any illness the likes of flu, malaria, gut worms, sleeping sickness, etc. The ones where rest is crucial. Actually, come to think of it, infection/sickness-immunity margin is better for this. Is that possible?
Lomzie  [author] 30 Jul @ 12:49am 
"Health percentage" and "count colonists" could be done fairly easily, but I'm unsure what you mean by "long term sickness", can you elaborate further on that?
Vane 29 Jul @ 9:46pm 
Is it possible to add "health percentage", "count colonists" and "has any long term sickness" conditions? Basically, I want to set conditional bed rest. Like, rest, when there is enough people to do your job and your health is lower than 75%. And rest if you are sick.
Dragonling 28 Jul @ 8:52am 
I almost never leave feedback, but this time I absolutely have to say, that this mod is awesome. Please take my fat and furry thanks!
Lomzie  [author] 28 Jul @ 5:05am 
Hello everyone,

I've just pushed a patch with a bunch of fixes that should enable much more streamlined migration of configuration files, in particular with regards to gravship jumps. Most, if not all references that were previously lost on jump, now persist (mostly?) correctly.

Do note that due to internal changes, this patch ironically breaks existing "has assignment" conditions, and they will have to be reset. See changelog for more info.

I had no idea where to write this small announcement so I just put it here lol
Lomzie  [author] 28 Jul @ 2:26am 
@SeanWoo The Better Pawn Control patch seems to work on my end, though it does sometimes take a few tries for assignments to come through. Are you certain it is an incompatability with Better Pawn Control? There is also a known incompatability with Performance Optimizer, which was recently updated, and the patch for this will be re-enabled in the next release of my mod.
SeanWoo 27 Jul @ 9:48am 
Still doesn't work with the "Better Pawn Control" mod, which has been updated to 1.6 version.
Lomzie  [author] 27 Jul @ 1:30am 
@Vane Not at the moment no, sorry. I am aware of these issues and have been looking into them, and hope to have them resolved soon.
Vane 26 Jul @ 10:12pm 
Is it possible to do something about the compositable tags disappearing from conditions on gravship launch?
E.g. I have a 'set medic tag' on assignment to my critical medic work specification, and it keeps on save/load and mod change, but it defaults to 'select tag' when I move with my gravship.
Also, apparel and drug policies break as well.
Lomzie  [author] 24 Jul @ 12:18pm 
A guide is something that has been requested quite a few times, but I've never gotten around to it. Might be high time to look into it though, something like a set of illustrations that explain the fundamentals and provide some examples. I can't make any promises, but I'll begin looking into it.
Nakir 24 Jul @ 8:23am 
I plan to sit down in a few days and really try to figure this mod out.. I really want to get it working, I love the integration with compositable loadouts. my biggest problem is understanding the information you're presenting, just a few things like the way the fitness/conditions are presented not matching up with what I would expect them to do. the automatic assignment throws me off sometimes too, I've never liked that particular style of tooltip-button, I'm never sure if the pause image is telling me it is paused, or giving me something to push to pause it (I'm old, I look at it like a old cassette player :P)

I'm pretty sure the issues I was having were simply due to my lack of understanding and it not acting the way I expected, but I admit I'm having a bit of an issue with the descriptions and feedback from the mod.

maybe some screenshots explaining in greater detail? a short tutorial video would be amazing but I don't expect something like that! ^_^'
Lomzie  [author] 24 Jul @ 2:06am 
Strange, VSE skills should be supported just fine. My mod dynamically determines whether or not a passion is considered "good" or "neutral"/"bad", by checking if the passions learn rate is above a specific threshold. Neutral / bad passions are not considered passions by my mod, and are disregarded by default.

This also affects a pawns passions where the learn rate is reduced by a critical passion, turning them into neutral passions. If your pawn has multiple critical passions, they may have reduced each others learning rate enough to be considered neutral.

I have pushed a small update that reduces the aforementioned threshold to 50% from 100%, as well as introduced a mod setting that allows you to customize it. If your issue persists, please tinker with this value and see if it resolves your issue.
:) 23 Jul @ 5:25pm 
Thanks for the update to the notification, it works great!

I think it my have an incompatibility with the "critical" passion level from VSE. I had to turn off the "passionate" condition for a lot of the rules, because I don't think the critical one is detected as a passion by it.
Lomzie  [author] 23 Jul @ 12:57pm 
@Nakir I am sorry to hear you are having a difficult time with the mod. The issues you describe could perhaps be caused by mod incompatibilities, do you have any mods enabled that might alter how skills and passions work?

My mod does integrate with Vanilla Skills Expanded, and to some extension Alpha Skills, but there may be other mods that it doesn't integrate well with. Alternatively, are you using any mods such as Performance Optimizer or similar?

I would much appreciate if you could export your configuration (bottom of list section, rightmost button), and send it my way for debugging.
Nakir 23 Jul @ 8:31am 
my initial happy reaction was dashed when this mod seems to refuse to assign my 9 skill passionate constructor, instead it's intent on assigning two colonists with no construction skill at all. I don't know what I may have done wrong, but if it's gonna fail that hard right out of the box, I dunno how much I want to sift through all this info to try and figure it out? it's also refusing to assign a medic, instead giving me a big red warning.. even though I have a skill 7 passionate medic in the colony..

It throws a lot at me and doesn't work even remotely well.. instead it just seems to be throwing dice at my colonists and assigning them wherever it lands (I do understand the left-to-right and number priority)

I love the idea of it but it doesn't seem to give me the info I need to make it work out of the box. I might take another crack at it later after I got a bit more coffee in me!
Lomzie  [author] 22 Jul @ 11:29pm 
@IncensusFENIX
That's odd, are you certain that your best pawns skill level lies within the range? Please provide further information, and maybe the save file, on the Bug Reports discussion.

@:)
Not currently, but I'll add it as a setting in the next version.

@恰似宛然一笑生花
Thank you for the translation!
恰似宛然一笑生花 22 Jul @ 10:18pm 
Hello Lomzie. That's an interesting mod.
So I created a mod " Automatic Work Assignment_zh
 " that adds a Chinese translation for your mod and published it on the workshop. Thank you!:dslike:
:) 22 Jul @ 6:57pm 
Hello love the mod!

Is there a way to make it so the "Critical work unsatisfied!" is a normal notification instead of red notification?

via a configuration or something? It's helpful for me to figure out what colonists to look out for, but it's very distracting with the red flashing.
IncensusFENIX 22 Jul @ 4:35pm 
There is a problem, I have several pawns assigned to medicine, but not the best one! this is solved only by removing the lvl limitation
Kittenpox 18 Jul @ 4:53pm 
@JohnPeterson - perhaps imagine it kinda like writing on a sheet of paper, but the jobs MUST be in their appropriate columns of the page.

So if you have jobs ABCD, and you want them in order, then on line one:
1) A, B, C, D. easy.

But to write them in order of ACBD, on line one you have:
1) A, _, C, _, and then on line two:
2) _, B, _, D.

Because Patient comes before BedRest on the normal work list, but *after* it in your chosen priorities, Patient has to be put on line 2 if you want it to be read as coming after BedRest.
If you had wanted to prioritise them in the opposite order, DCBA, you would need 4 rows to write it, so task A would be on line four - and therefore at Priority 4.
1) _ _ _ D
2) _ _ C _
3) _ B _ _
4) A _ _ _
Kittenpox 18 Jul @ 4:53pm 
@JohnPeterson (Continued)
The priority numbers are only relative to that pawn, and not to other pawns, So a pawn with tasks ABCDZY would have Y as priority 2, but a pawn set to do DCBAZY would have Y as priority 5.
The last two lines of DCBAZY looking like this:
4) A _ _ _ Z
5) _ _ _ Y _

Even though both pawns have 6 tasks, because Rimworld reads left-to-right when looking at priorities*, job Y shows as a different number even though it's last on the list for each of them, because those priorities are individual & not related to any other pawn's set of priorities.

( * Do anything at Priority 1, starting in order from left-to-right, and if those are all done, check for anything listed as Priority 2 starting from the left, and if those are all done then look at what's Priority 3. Check from the start again each time a task is completed.)
Lomzie  [author] 18 Jul @ 12:36pm 
@JohnPeterson Yes, this is the intentional functionality. The priority resolver algorithm ensures that the individual priorities are ordered based first on the given pawns assigned work specifications, and then on the priorities set by the specification.

The mod is based on the idea that the actual value of the priorities on the work tab doesn't matter, rather it is the order that matters.

With that in mind, I don't think an option for setting priority values directly would work very well, since the there is no guarantee of the raw priority values, only their ordering.
JohnPeterson 18 Jul @ 10:25am 
Hey! I wanted to ask how do the priorities work? I have set Firefight, Patient, Bed rest and Clean on the Priorities list, and all the priorities are set to 1 on the work tab after pressing the Resolve assignment now button. But if i set Firefight, Bed rest, Patient and Clean instead, then Patient and Clean become Priority 2 in the work tab, which is beyond confusing

I do have alot of mods, so it could be a conflict. But i wanted to ask just to make sure. If this is intented, is there a way to just set the work types Priority manually?
Kittenpox 17 Jul @ 7:08am 
Thankyou :trophy:
Lomzie  [author] 17 Jul @ 6:53am 
@Kittenpox Not currently, no. But I can see how it would be a useful feature. I'll try to add a per-spec toggle for the notification, as well as a global mod setting, in the next version.
Kittenpox 17 Jul @ 1:54am 
Is there a way to toggle off the 'Work Unsatisfied' notification?
I have a couple of work specifications that I've set up - labelled 'Addicts' and 'Wet Nurse'.
For wet nurse, the condition is that the pawn has the health condition of lactating, and does Childcare work (with the goal of mothers feeding / looking after their babies directly, rather than someone else using baby food to do it).
For addicts, the condition is that the pawn has a genetic dependency, and works on creating Drugs (so that even low-skilled Wasters will prioritise their own needs, even above cooking, but others will not make psychite so urgently.)

But, because nobody in my colony is a new mother or someone with a genetic dependency, those work specifications cannot be satisfied - and so the game puts a notification on the right side of the screen, which I cannot remove.
Lomzie  [author] 15 Jul @ 12:04am 
Good idea, I'll see to it soon. In the meanwhile, what I've been doing so far is to just save my gravships configuration, and then reload it after moving. It is a bit bothersome, but it works.
ㅇㅇ 14 Jul @ 10:50pm 
Can you add a function to change the default assignments?
While playing odyssey scenario, I must change assignments when colony moved.
Lomzie  [author] 14 Jul @ 9:02am 
@gclef I could, but I don't see how it could work in practice. The auto-resolve only runs at the start of each day (hour 6), so you likely wouldn't see any benefits unless you time it very carefully. I might add some options for changing how often this auto-resolve runs, so it might be better to wait until then with such a feature.
gclef 13 Jul @ 9:59pm 
Can you add a check for "hasn't hit the xp debuff for the day"? Would love if I could have my hunters only hunting while they still get full xp
Lomzie  [author] 13 Jul @ 7:48pm 
@Able Oh wait you mean the mod settings menu. Yeah I forgot localization support for that, and only noticed a few days ago. I'll add it as soon as I can.
Lomzie  [author] 13 Jul @ 3:02pm 
@Able What do you mean by "interface"? The mod supports (almost) full localization through the games built-in localization system. While translations are of course welcome and appreciated, I recommend you wait about a month as I have a lot of things planned for the coming weeks.
Able 13 Jul @ 7:26am 
Hello, Lomzie I want to translate the settings interface in this mod option.Can you write an interface ?
Lomzie  [author] 6 Jul @ 5:15am 
@SeanWoo Turns out to have been a simple oversight. This should be resolved now, and the patch should work again.
Lomzie  [author] 3 Jul @ 9:44am 
@SeanWoo Strange, though I did notice a potential issue one of the other patches. I'll look into it this weekend. Thanks for the report!
SeanWoo 3 Jul @ 3:39am 
@Lomzie I've already tried manually several times, and I've deleted and created new tasks, but the pawn schedule hasn't changed.
Lomzie  [author] 28 Jun @ 1:06am 
@SeanWoo There is a patch for Better Pawn Control included in the mod that should resolve this issue, but the patch isn't perfect and you may need to repeatedly resolve assignments a few times. Try clicking the "Resolve assignments now" button a few times and see if that helps. If the issue persists, then I'll have to look further into it.