RimWorld

RimWorld

Automatic Work Assignment
Lomzie  [developer] 18 Apr @ 12:17am
Requests
Do you have any requests for fitness functions, conditions, or on assignment tasks? Maybe you'd like another mod integrated? Let me know in here!
< >
Showing 1-15 of 32 comments
I think it would be really nice if you had a preset that's used as an example for something like vanilla RimWorld. That way, people could view the example, and either use it directly or modify it however they want.
Lomzie  [developer] 26 Apr @ 8:34am 
This is something I want to implement, but have yet to decide on how to do it. Seems there is a fair amount of demand for it, so I might have to prioritize it.
Lomzie  [developer] 28 Apr @ 10:23am 
@NylonWorms This has now been added in the latest update, although it only generates defaults for new colonies. If you want to transfer the defaults, you can use the save/load feature to transfer the defaults from a new colony to an existing one.
Amity 30 Apr @ 1:14am 
Hey awesome mod just what i was looking for just 1 suggestion. Can you add a way to set priority based on skill lvl so for example if a pawn is 15+ in mining put it as a number 1 priority but if they are only skill lvl 3 put it as a priority 3. Also a way to set the priorities in the jobs so when i set one up i dont get priority 11 on jobs i would like to be equal priority as each other at lvl 3.

also i seem to be running into an issue with the assignments not automatically assigning based on skill lvl. I have one pawn at the bottom of my list with a construct skill of 13 with a burning passion and yet my pawn with a construction skill of 0 and 0 passion was selected instead.
Lomzie  [developer] 30 Apr @ 4:02am 
@Amity With "priority", do you mean the actual priorities in the base game work tab? My mod is designed around the idea that the actual values of these doesn't matter, rather the order is what matters. With this in mind, I'm not sure your request would be a good fit for the mod, and I recommend you try using, for instance, the skill level condition. That said, I can imagine some scenarios where your request would be useful, so I don't need a lot of convincing to add it.

As to your issue, this may be due to the skilled pawn being over-committed, meaning it won't be considered if there are less committee pawns available that meet the requirements of the work spec. Try tweaking commitment values, assignment conditions, or mod settings, see if that helps. If the issue remains, you can save your configuration and send it my way so that I can debug it.
Love this mod thank you for your time. A "set pawn to carry x medicine" feature (just like in the asign menu) would be great for doctors
Lomzie  [developer] 24 May @ 12:49am 
@Justacommoneg Thank you, and excellent idea! Consider it done.
Can we have a condition for 'Is slave'? I'd love to automatically assign all slaves for quarry job and unassign if one has been recruited to colonist.
Lomzie  [developer] 3 Jun @ 11:16am 
@VincentC This was already in the mod, but due to a mix-up, wasn't available without Anomaly enabled. This should be fixed now.
Few suggestions:

Copy paste work specifications, ie I some conditions will carry over for things like tailor/smith/machinist/fabricator, with the only difference being a difference in work priority, but setting up everything else is tedious

A search option when opening the list of options, for example if a lot of mods are had, trying to find the specific building to tie job amount to is difficult, same with the medical operations that your other mod uses.

Add a condition that checks amount of buildings needing built, similar to #worker per building.

Idk if this is possible already, am still tinkering, but, a condition for if the pawn is in a cryptosleep casket? I run VFE classic and have unified the republics, which entails having 15 pawns, but I dont need them so I just have them permanently in a cryptocasket, but they factor into the system at the moment.

The ability to assign a ideology role and to filter based on ideology role.

Multi-options as more of a check list?

Condition for plants needing harvesting / planting / cutting when determining amount of workers to assign, same as #worker per building.
Lomzie  [developer] 4 Jun @ 2:47pm 
@KRT™Alexander These are good suggestions, thank you. I would particularily like to implement additional QoL features such as copy/pasting and searching, as well as suspending work specifications temporarily. I also have further plans for grouping and hiding work specifications on the list, for easier organization. All that said, I can make no promises as to when this might be implemented.

As to some of the other suggestions:

A search option for option lists is indeed very useful. I can easily recommend the "Searchable Menus" mod for this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2928608119

Regarding checking for cryptosleep caskets, the mod always ignores pawns that are considered downed, likely including those in cryptosleep caskets. However, I can implement settings that allows for the customization of this behaviour further down the line. After this, I imagine you can check for a "cryptosleep" health condition or similar.

A "set role" on-assignment task an role check conditions are good ideas, I'll try to include these as soon as possible. I also like your ideas for additional worker amounts, but these will be lower priority to add.

Can you elaborate on what you mean with "Multi-options as more of a check list"? I don't know what you mean.
Take your time ofc mate, this is all side / fun stuff, no expectations :-)

Thanks for the link to search menus, Imma try that and it might just solve that particular UX issue! Shows me for commenting without having checked for a mod that solves it xD

Re cryptosleep: When I first booted with the mod I had fabricator, machinist, tailor, smith etc jobs set up, and the pawns inside cryptosleep were given the jobs, the only way to really exclude them would be manually via not specific pawn. I did check their health conditions and they dont have one, maybe thats a mod or something I use that removes that though, either way simply being able to copy paste settings will make it easy enough to work around.

Re multi-option: something more akin to a checklist for certain options, for example, right now if I want to set it up to check for health conditions, like infections or disease, I have to enter each manually with its own separate health condition entry, but if it comes up as a checklist it'd be a lot easier, though I understand how that might be a lot of work cus it involves changing the UI in a big way. It'd be useful for for example setting up quarantine rules(with communicable diseases) or automatic surgery if the leg is damaged enough / missing(though that can prob be done with an easier filter like part efficiency)
Last edited by KRT™Alexander; 5 Jun @ 1:56am
Lomzie  [developer] 5 Jun @ 4:44am 
@KRT™Alexander Regarding cryptosleep, I see how this could be an issue, I'll prioritize a compatability patch. As to multi-options, I understand what you mean now. I think this is a good idea, though it would require some refactoring of the UI. Nothing impossible though, I'll add it to my TODO list.

On the searchable menus, I have considered adding it as a soft dependency, just so other people don't miss it as well. It is undoubtedly a very important QoL feature when searching for things like specific stats, buildings or health conditions.
Would be good to add the searchable menus or at least mention it I think, cus yeah, it is such a good QoL mod that goes perfectly with this one, and theres no reason to code the same thing xD

Finally found a way to make this all work as well, I install a worker AI for each relevant passion, and then tie the work to having the worker AI, so far its working like a charm! Plus having outfits for specific workers, gonna be a nice boost to productivity

The only annoyance I have with it is that it removes the assignment to x work for everyone else? Normally I'd have all other pawns have priority 9 on every work type, so that I can always micro someone to do a job even if they're not particularly good at it, such as building a destroyed wall, rescuing, etc. But top notch mod, glad I found it!
Last edited by KRT™Alexander; 5 Jun @ 5:30am
Lomzie  [developer] 5 Jun @ 6:22am 
@KRT™Alexander Glad to hear it's working out for you! Regarding the priority 9 thing, I understand the issue, though unfortunately I don't think there currently is an easy solution for this. You could have a final work specification that just includes all work types in order. It'll be a major pain to set up, but it should work for you. This might be easier if the options menu for adding priorities excluded those already on the list, I'll have to experiment with this.
< >
Showing 1-15 of 32 comments
Per page: 1530 50