RimWorld

RimWorld

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AutoPriorities
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Mod, 1.2, 1.3, 1.4, 1.5
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22 dec, 2018 @ 11:20
22 sep @ 6:53
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AutoPriorities

Beskrivning
Adds a window that allows to automatically set work priorities for a specified amount of pawns

How it works:
All pawns are sorted before assigning so that the highest skill gets the job first. Mod also takes into account if the job does not require any skills. In that case, pawn with least skilled jobs assigned gets dumb job first.

Tabs:
- Priorities. Allows specifying amounts of pawns to be assign specific jobs with specific priorities

- Exclude Colonists. Allows excluding certain pawns from being managed by the mod.

- Important Jobs. Makes some jobs be considered first regardless of requirements for skill. For example, if we have maximum 1 job with first priority per pawn and Doctor and Firefighting both set to 1, the Doctor work type will be assigned to the most skilled pawn. But if Firefighting is considered important, then all pawns will first get assigned Firefighting and Doctor work type may be assigned to an unskilled pawn. This may be helpful in certain scenarios such as when there aren't enough priority levels (like if you don't use Fluffy's WorkTab).

NOTE:
1. Compatible with Fluffy's Worktab
2. Mods that add job types are fine
3. It is safe to add/remove to/from existing saves

github: https://github.com/LokiVKlokeNaAndoke/RimWorld_Mod_AutoPriorities

Guide (by @Sasparillafizz):

Playing around with it, I think it works like this.

Each entry creates a rule for assigning jobs to people. Based on what you have set for the rule, the mod will try to fill the role as best it can from the people it can pick from.

The % bars are a % of how much of your people you want dedicated to the task. So if you set it to 100% Cleaning, EVERYONE is now going to be set to work on cleaning as a work task.

If you do 50%, half of your people will be checkboxed for cleaning, the other half wont.

The box on the left is the priority of that rule. 1 is highest priority and will supersede all other priorities, then once everything that's priority 1 is complete the colonist will start looking at priority 2 jobs, then priority 3 jobs, etc.

So how it works is like this.

Rule 1: 50% cleaning, priority 1.
Now no matter what is going on, at least 1/2 of my colonists will decide cleaning is highest priority and will drop everything to go clean up when there is dirt to clean. This might be useful since each colonist will do a little cleaning and then move on, rather than 1 dedicated colonist doing nothing but run around cleaning all day and night.

Rule 2: 50% planting Priority 1
Half my colonists will be set to planting, and have it as priority 1. This can be useful for say early spring when you need to get those crops in the ground ASAP, you want at any given time at least half your guys will work on that before doing anything else.

Rule 3: 25% mining, priority 2.
Now 1/4 of my colonists will work on mining. If they are ALREADY set to clean or plant, they will do that first due to that being a priority 1 task. If they are not then they will now focus on mining or split their attention between mining and any other priority 2 task they are assigned to.

You get the idea. Set the % bar to what % of the colony you want on the task, and then set the priority of the task (1-4), and it will sort out who is best for each job while fulfilling the quota of workers.
Populära diskussioner Visa alla (5)
16
13 jun, 2023 @ 12:27
KLISTRAD: Bugs
Kloke
4
6 nov, 2022 @ 1:12
Almost Heaven
Ransom
2
5 nov, 2022 @ 12:33
Feature Request: Option to alphabetize exclude colonists tab
Ransom
220 kommentarer
[DPDN] Leet 22 sep @ 15:43 
is there any presets available?
KampfTomate007 16 sep @ 12:21 
Oh... Okay that is neat.
So If a pawn had lvl 9 without passion they would be weighted 3.15, which means someone with burning passion needs to be lvl 2.10 to be favored?
Or does it use total xp?
Caketaco 15 sep @ 13:20 
Button isn't appearing for me in the work tab. Using this version of Fluffy's Worktab: https://steamproxy.net/sharedfiles/filedetails/?id=3253535347

Tried loading this mod both before and after Fluffy's Worktab. No dice.
Kloke  [skapare] 14 sep @ 1:34 
@KampfTomate007 It does actually rate pawns with passions higher. It takes the highest learning rate factor from all relevant skills for a work type and multiplies it by skill. In vanilla, learning rate factor is calculated like this: no passion = 0.35, minor passion = 1.0, major passion = 1.5, then multiplied by global learning factor. So pawns which have disabilities preventing them from fast learning but having burning passion aren't prioritized. Then in my code pawns with the highest (skill level * learning rate) are assigned priorities the first and so on.
KampfTomate007 13 sep @ 10:45 
What i'm currently doing manually is have lvl9 for a given job as baseline, and depending on if the pawn has no, 1 or 2 passion they get priority 4,3,2; and if they have lvl8 or lower they get -1 step lower priority, and if they have lvl 12 or higher they *can* get 1 higher priority,

I used to go further than +-1 priority in steps of 3 lvls, so that someone with lvl 18 without passion could get priority 1, but i switched to the +-1 cap because i found that many pawns with no passions but which accumulated enough xp over time tend to just outlevel lower level pawns with passions, and so far it seems to work really well,

The exception to the +1 priority rule is when a pawn would reach priority 1, because i tend to minimize the amount of prio1 jobs so that if i had 8 pawns at lvl 12 or above with 2 passion i can still favor the top 1-3 for a given job, based on how many are needed.
KampfTomate007 13 sep @ 10:33 
@KuruCrew: Have to +1 this, it is decent to have skill level sorting, but in the long run you'd probably want people with passions to be prioritized because they not only level quicker, but they also get a mood boost while doing work with passion.

The only issue i could see is that some things you'd rather not have someone with burning passion who has level 3 or lower do it, like cooking meals (anything below lvl6 seems to turn your colony into vomitopia), or building stuff out of expensive and/or limited materials.

Ideally you had more specific rule options to pick from like passion/burning passion increasing priority.
KuruCrew 23 aug @ 22:55 
Is there a setting that allows pawns with passion to have high priority even if their skill level is low?
Yoann 31 jul @ 22:20 
@gRaveyard
I see "Exclude Colonists", so I thought that pawns with free will could be exclude, and other pawns handled by this mod.
I search an alternative to Plug and Play Joiner who is not 1.5 (yet?).
gRaveyard 31 jul @ 18:31 
@Yoann
I'd imagine not? The two mods' design philosophies seem to conflict. It'd probably lead to some very buggy colonist behavior, or *terrible* moods. XD
Yoann 31 jul @ 2:51 
Compatible with Free Will ?