边缘世界 RimWorld

边缘世界 RimWorld

Automated Work Assignment
125 条留言
Amity 9 月 15 日 下午 4:30 
@Ekinox

My Jailor ignores my expert configeration and doctoring is stuck at 4 people even though i have selected 100%.

Also this is completely extra but having an option in expert to assign colonists based on passion would also be helpful so even if they have only a skill of 1 in doctoring if they have a critical passion its worth grinding them up which requires i do it manually and exclude them from the refreshes.

or having an option to exclude colonists per job so if one colonists i know i will never ever want to be a doctor i can just exclude them from the doctor section.


Thank you
Ekinox  [作者] 9 月 15 日 上午 11:54 
@Amity can you give more details on the overwrite of the expert mode, which jobs are being overwritten?, I'll take into account your feedback about the mode selection.

I will try and see what I can do about priority 0 / will never do, atp I haven't consider it as something necessary due to how the mod works, but I will add something like that.
Amity 9 月 15 日 上午 7:40 
Hi @ekinox i use EndlessGrowth made by Slime-Senpai to allow my pawns to be above level 20

i did have a couple more things:

1) I have configured expert Mode for all of my work assignments but i think the basic version is overwriting some of them? so having a setting which lets me select which type to use would be extremely helpful.

also In expert mode can you add a Priority 0 or Will Not Do to the scale.
I want to set it up so any pawn with a medecine skill of less than 7 will not be selected for doctoring while any between 7-11 be priority 4 11-15 to P3 15-18 to P2 and 18+ to be P1

Thank you
Ekinox  [作者] 9 月 14 日 上午 9:37 
Hi @Amity what is the name of the mod you are using?
Amity 9 月 14 日 上午 3:38 
Hi can you please allow me to set the maximum level to be above 20. I use some mods that allow skill levels above 20 but they dont get auto selected and i need to add them to ignore list everytime.

Awesome mod otherwise thank you
Ekinox  [作者] 9 月 5 日 下午 9:28 
@SpoonMan hi, it can be added and removed safely from the game
SpoonMan 9 月 5 日 下午 8:13 
Would it cause problems to try this mod out and if it doesn't work for me remove it from an existing colony/save?
Ekinox  [作者] 8 月 18 日 下午 7:45 
@no , hi again, currently no, but i have a WIP template system so you can create, load and share templates.

But for the time beign you'll have to stick with per save config.
no 8 月 17 日 下午 3:22 
hi, is there a way to export/import configs? keep wanting to restart and its troublesome because i have to reset all my settings every time
Ekinox  [作者] 8 月 17 日 下午 1:10 
@HiDespondency I have planned a template system of sorts that would allow for something similar to what you are talking about, its work in progress atp.

The EM config is per save, i made it that way so it does not interfere with priority designations and jobs of other saves (if you have them).
HiDespondency 8 月 17 日 上午 8:10 
Let's assume a situation: I have 10/20/30 pawns, each with different skills. I don’t know how many pawns I need for a specific task. I want all tasks to be performed as follows:

0-2 - 4

3-5 - 3

6-9 - 2

10+ - 1

This can be done through Configure Expert Mode, but it requires setting rules for each work (and if mods for new work types are installed, there are A LOT of tasks). Will I need to manually reconfigure Expert Mode for every save? Is there some kind of copy-paste option for all worktypes? Or a single universal setup for the entire game?
Ekinox  [作者] 8 月 16 日 上午 11:53 
@no , sorry for the delayed response, but i won't do that, because basically any pawn can meditate without the need of an specific job, you just have to put an hour on the schedule tab for meditation, and if they will do that, either on their rooms or they designated meditation spot (if existing), also i don't mess with what each job do nor i add new job types to the work tab, but there should be a mod on the workshop to do that.
Ekinox  [作者] 8 月 12 日 下午 11:12 
@Marunath the mod works as intended, so it could be one of these scenarios:
1. You are using the custom rule set system i recently put in place, those rules are only applied to the pawn amount you have designated, either by a fixed amount or percentage, these are set on the main config screen, please verify the amount of pawns assigned per job.

2. Your mod install is corrupt, in this case, please delete and resubscribe.

3. If you are using any other mods that mess with priorities, the work tab, or modifies pawn assignment, it may be an incompatibility, please refer to the FAQ section.
Ekinox  [作者] 8 月 11 日 下午 5:14 
@Marunath hey, that's not supposed to happen, I'll check that when i get back home, thanks for letting me know
Marunath 8 月 11 日 上午 5:38 
why 5 max number for per work ? i have 50 pawn but it uses only 5 of them for each work maximum
海绵宝宝不好了 8 月 8 日 下午 8:53 
My fingers Love this mod. Far fewer clicks.
麻奥萨玛 8 月 8 日 上午 8:09 
nice mod
no 8 月 5 日 下午 3:03 
any chance this can incorporate the meditation as work type mod?
Ekinox  [作者] 8 月 2 日 下午 7:17 
Hey Trouble Maid thank you for your comment, I'm not sure if I'm understanding you correctly, but you could try to do that using the custom rules, but if you are talking about something else, please clarify.
Trouble Maid 8 月 2 日 上午 5:02 
Thank you for making a great mod!
I have one question: I want all residents to complete any unfinished tasks when they run out of work for their assigned tasks. Is it possible to assign 4 to all non-main tasks?
Ekinox  [作者] 7 月 31 日 下午 8:06 
[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.
JimmyJimJames 7 月 31 日 下午 4:20 
can this safely be removed from a save?
Balhok 7 月 31 日 上午 9:32 
Thank you so much for the update to 1.6
Ekinox  [作者] 7 月 30 日 下午 8:09 
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 7 月 21 日 下午 9:48 
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  [作者] 7 月 21 日 下午 9:28 
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 7 月 21 日 下午 9:15 
@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) 7 月 21 日 上午 8:11 
does this mod work with mods like PriorityMaster that adds more priorities too the game, more then the default 4?
Ekinox  [作者] 7 月 18 日 下午 11:50 
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 7 月 18 日 下午 9:27 
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 7 月 16 日 下午 10:37 
This has been a fascinating mod to experiment with. I really prefer using the % based calculation!
Ekinox  [作者] 7 月 16 日 上午 7:35 
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 7 月 16 日 上午 2:19 
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  [作者] 7 月 12 日 下午 3:45 
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 7 月 11 日 下午 8:50 
1.6pls
Ekinox  [作者] 6 月 27 日 上午 2:42 
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 6 月 24 日 上午 8:35 
I've been messing with this for some time and it looks like Better Pawn Control wipes the work tab.
MountSwolmore 5 月 15 日 下午 3:20 
After more digging, it turns out there a job splitter that randomly reset things to 3. Removing that fixed the issue.
Ekinox  [作者] 4 月 26 日 下午 1:14 
Hello MountSwolmore, that's odd, are there any more details you could share?
MountSwolmore 4 月 26 日 上午 7:10 
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 4 月 19 日 上午 3:25 
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 4 月 13 日 下午 3:06 
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 4 月 7 日 下午 5:34 
@budisourdog, Click "Details" under your cooking food bill. There's an "allowed cooking skill" slider in base Rimworld.
Majes 4 月 6 日 下午 12:50 
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  [作者] 4 月 5 日 下午 10:22 
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  [作者] 4 月 5 日 下午 9:54 
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 4 月 5 日 下午 9:46 
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 4 月 5 日 下午 8:02 
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  [作者] 4 月 5 日 下午 1:58 
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 4 月 5 日 下午 1:50 
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!