// Management · RimWorld Mod
Elosth's Qualified Work
A work system extension focused on separating regular work from work best left to skilled specialists.
A work system extension focused on separating regular work from work best left to skilled specialists.
Adds per-pawn work restrictions, accessible through a new main tab, "Qualified Work." You can set pawns to perform both qualified and unqualified work (vanilla behavior, no restrictions), only unqualified work, or only qualified work. The new tab mimics the vanilla Work tab. You can mass-change restrictions by clicking a work type title while holding Shift.
Optional dependency. Universal Work Tab. With it, mechanoids and Automatons from Asimov are supported; otherwise, only humanlike pawns are affected.
What is qualified work?
Bills. Any bill that produces quality items is considered qualified work. Any surgery that has a death chance higher than 1% or a low surgery success factor is considered qualified work.
Construction. Any stuffable building whose building material costs more than $5 per unit of volume (jade and above) or has a market value higher than $150 (a battery, for example) or can have quality is considered qualified work. If you want me to expose those hardcoded thresholds as mod options, just ask.
Tending. Non-emergent tending is considered qualified work. Self-tending is unaffected. I wanted this because hospitality pawns with blood rot quite often die because of rookie doctors. This can be disabled in the Mod Options.
Cooking. Any bill that produces anything that can be accidentally poisoned by a cook is considered qualified work. This can be disabled in the Mod Options.
Performance
Almost everything that can be cached is cached, which means the performance impact is minimal. It's not free, but I believe it's unlikely to be a problem. The impact scales with the number of pawns and bills in your colony.
Compatibility notes
It should work with non-vanilla work types as well as with mods that reorganize work types ( Complex Jobs). Let me know if it causes any issues with those, as I didn't test it thoroughly.
Q/A
Can it be added/removed mid-game?
Adding: yes. Removing: less likely. I've coded it cleanly, so it shouldn't cause problems. Draft your pawns before removing it.