Work Tab

MOD Desc
Provides a vastly more customizable work tab.


Work Tab completely takes over job priorities from the vanilla game. In order to support core functionalities and other mods, it intercepts calls to get/set priorities. However, when it is told to set priorities by other modded code that is not aware of the time schedule or detailed priorities, the priority will be set for the whole day, and/or for all workgivers in a worktype.


Various usability extentions to the ‘vanilla’ work tab;

– Work types can be expanded (by Ctrl+clicking the column header) to allow you to set priorities for the individual tasks within each work type. – Time scheduler to set priorities for a given time slot only – allowing you to designate a cleaning hour, or have your cook prepare meals right before dinner, etc. etc. – Up to 9 priority levels (configurable in mod options) – Various small UX tweaks; scrolling to increase/decrease/toggle priorities, increase/decrease priorities for whole columns/rows (by holding shift and clicking/scrolling while hovering over the column header/pawn name respectively). – All functions are detailed in the tooltips, take a moment to hover over and read them!


“Star Wars – The Force” versions prior to 1.21.1 cause priorities to reset for force users. THIS INCLUDES THE CURRENT STEAM VERSION OF STAR WARS – THE FORCE!
(as of 25/3/20). There is an official update available by one of the collaborators on the mod on GitHub[github.com].


With great power comes great responsibility. The default priorities of tasks within a job is set for a good reason; it’s (usually) a sensible default. Changing these can lead to deadlock situations, so change the priorities of individual jobs at your own risk!

Finally, there will never be an ‘autolabour’ mode where a mod sets priorities for you. Due to the way the AI is handled (e.g. pawns actively look for work, instead of there being a ‘bulletin board’ of jobs that need doing), it’s not feasible to get the complete list of work that needs doing that would be needed to make this a reality, without extreme overhead and loads of special exception coding.



– Bronytamin: Russian translation – Duduluu: Chinese translation – Eric Swanson: Help with time-dependent tooltips – DoctorVanGogh: Help with typos in build script – MrClon: Russian translation – mercutiodesign: Optional scrollwheel usage setting – Bugo: Russian translation (update) – Arex-rus: Russian translation (fixes) – mora145: Spanish translation – Alex TD: Various tweaks and suggestions – Suh. Junmin: Korean translation – rw-chaos: German translation – Mehni: Compatibility with Numbers mod – Silverside: Fix UI scaling bug – CoderChang65535: Update chinese translations – Téo Bouttier: French translation


Please read this guide before creating a bug report, and then create a bug report here[github.com]


All current and past versions of this mod can be downloaded from GitHub[github.com].


All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

[ko-fi.com]


Become a supporter and show your appreciation by buying me a coffee (or contribute towards a nice single malt).

[ko-fi.com]


This is version 3.21.303, for RimWorld 1.2.2719.

[twitch.tv]



Right now, regardless of the errors, the game does run fine with no noticeable issues aside from that one awn that got corrupted/duplicated somehow. Even that isn’t a major issue. I just have to change one of his jobs to 1 after every restart and that’s what he does. He makes a good maintenance guy. When I made this list, I got no red errors on startup. The errors came after many hours of play. Currently I’m really enjoying this play-through, so I don’t want to start a new list just yet. Eventually, when this run ends or something breaks beyond fixing, I will start over. I have been taking notes which mods I will most likely cut from the list in the meantime. And I will definitely take your advice into consideration. Some of the current errors I have a pretty good idea how to address or at least where the conflict comes from. This duplicate thing though, I can’t figure out…maybe you’re right in that a clean list will solve that. Thanks again.

By generated and not used, I mean randomly generated pawns that you rejected, for example by re-generating a new pawn. These are explicitly not the same as pawns stored as ‘world pawns’, or those still in the list.In generating pawns, Prepare Carefully requests work priorities (I’m still not sure why), which then triggers Work Tab to create those priorities and keep track of what pawn they should belong to. Prepare Carefully subsequently discards those pawns, but never marks them as deleted – it just removes them from the games’ list of pawns.Upon saving, Work Tab saves it’s priority data with a reference to these pawns, but the game doesn’t save them. On the next load, Work Tab tries in vain to resolve the reference, but the pawns are gone forever.The problem here is that Prepare Carefully assumes that it’s the only mod that needs to know what pawns are active, and doesn’t conform to the standards set by the game (i.e. marking pawns as despawned/deleted).

could you post a screenshot or two? I’m not sure what you mean. The tab should take all available horizontal and vertical space if needed, and add scrollbars if there is no more space available. Note that you can selectively expand individual columns by CTRL+Clicking the column headers. Ok, so the yellow warnings and null-refs upon the first save/load are a conflict with Prepare Carefully, and this happens because prepare carefully doesn’t correctly dispose of pawns that are generated but not used. I have not encountered the second effect you describe; ‘The bug is so huge it will delete all pawns left behind and other pawns generated in the world.’. If true, that would really be a bigger deal. I don’t really see how this would be possible, as work priorities are saved separate from pawns (which is why the first problem exists in the first place), but if you can reproduce the issue I’d love to have a save game and/or detailed reproduction steps.


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