Stellaris

Stellaris

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Manual Job Priority Designation
   
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21 Mar, 2020 @ 3:56am
10 May, 2020 @ 1:44am
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Manual Job Priority Designation

Description
-Prevent your stupid pops from working in research while your big brained pops work in the fields

- Allows you to designate job priorities for your pops via traits

### USAGE ###

- There are several traits for prioritizing various resources available through out the game

- They are completely free, 0 trait point and 0 trait pick cost

- Selecting a resource priority will increase the weight of that pop picking a job that produces that resource by x10

- Selecting a nregative priotiry will cause the pop to avoid jobs that produces that resource by x0.1

-Genemodding/Robomodding is required to modify them in game, not much I can do about that, it seems.

### MOD SUPPORT INFORMATION ###
- Only vanilla jobs are affected by default
- Use the script Here [github.com] if you wish to modify modded jobs

- Overwrites all Vanilla job files, if you want to use this mod with mods that modify vanilla jobs, use the script above on that mod

### Updates ###
10/5/2020:
- Updated for 2.6.3
26/3/2020:
- Reduced weight modifiers
24/3/2020:
- AI will no longer pick specialization traits
17 Comments
stevenbart12 16 Dec, 2021 @ 10:40pm 
So, I just installed this mod, started a new game with an empire with the new Anglers civic, and all my angler and pearl diver jobs just don't exist.
ExaBitGaming 23 May, 2021 @ 9:39am 
This mod sadly doesn't do anything, using debugtooltips none of the weights change.
Smudgius 2 Mar, 2021 @ 3:51pm 
I LOVE the idea but... as far as I can tell the traits don't do anything. I modded my primary species to hate all science jobs and my robots (who have synthetics, ai leaders, full citizenship - all that) to love them - ai still puts my main species in every research job EVERY time.
FlyingMeeses 11 Jul, 2020 @ 11:15am 
I have discovered a bug in the 00_other_jobs file that removes the bio-trophy job and others from the game. The Scavenger drone job was incompletely removed, leaving an open bracket that is not closed. Removing the line solved the problem.

I am loving the mod so far!
Spybot 5 May, 2020 @ 6:22am 
Please update. If I enable the mod roboticists still have mineral upkeep.
firedragonmc  [author] 25 Mar, 2020 @ 9:06pm 
Yea, it seems to be an overflow issue, I turned it down to x10 and x0.1 and that seems to have worked.
Thanks for reminding me about overflow issues, didn't even occur to me that would be a problem
stsecurity 25 Mar, 2020 @ 8:08pm 
There is also a second problem, even with the negetive weight trait for amenities, my main species is still working as clerks, then I tried to assign the positive weight trait for amenities to my second species and start again, this time it worked, seems odd to me.
I am guessing maybe your weight multiplier is set too high, when 3 positive science weight traits were assigned to the same species, the job weight for researchers is multiplied by a billion for that species, it might be over some sort of thershhold of the game.
As for the amenities problem, my guess is that because my main species has the Repugnant trait, it already has a negetive multiplyer towards clerk jobs, maybe adding the negetive weight trait for amenities made it past the negetive thershhold of some kind.
Anyways, I am able to achieve what I wanted with this mod in the end, so thank you again for this mod, and hope my comment can be of some help to you.
stsecurity 25 Mar, 2020 @ 8:08pm 
Thank you for creating this mod, exactly what I am looking for right now, however I've run into a few issues with it.
I was trying to start a new game with the Syncretic Evolution origin, so I started the game with two species. My main species has the Repugnant trait so I want it to stop working as clerks, it also has the Intelligent trait. At first I only assigned the traits from this mod to my main species, but it did not work at all. I gave my main species all 3 positive science weight traits, and the negetive weight trait for amenities.
I had the same problem as @ManuG, the 2 pop that were supposed to work as researchers became straight out unemployed, while no pop was working as researchers. I tried to give only one of the three traits to my mian species and it seemed to be working just fine.
firedragonmc  [author] 25 Mar, 2020 @ 1:22am 
I just tested the traits with calculator jobs on my current game and everything works fine, even after a reload. Maybe try forcing a job recalculate by decreasing a job's priority?
Manu 24 Mar, 2020 @ 12:43pm 
I do have some cosmetical mods like UI overhauls and such but i don't think they modify the jobs.
I mean the mod does indeed work for worker class bots in bio-pop empires and machine empires, so it's not that it wouldn't work at all. It just seems to mess up upper class jobs for machine empires. No clue what's the reason for that. Fun fact: When activated midgame it works as intended first, but as soon as i save and open the game later, it sends all upper class bots to the worker stratum.