// Management · RimWorld Mod
GrimWorks: Work Manager
GrimWorks: Work Manager arranges work types into color-coded categories for better pawn management, so your haulers can focus on Logistics and your builders on Construction.
GrimWorks: Work Manager arranges work types into color-coded categories for better pawn management, so your haulers can focus on Logistics and your builders on Construction.
An expanded priority range helps control which jobs are handled before others.
The mod builds on and expands ideas and features found in some of the great RimWorld work mods, including:
- Compact Work Tab originally by CaptainArbitrary
- Many Jobs originally by CaptainArbitrary
- Work Tab originally by Fluffy
- Some More Jobs by Yoann
- Complex Jobs by FrozenSnowFox
If this mod is not to your liking, I can recommend any of the above (and their continuations).
Major work mods often overlap heavily, so I strongly recommend using only one at a time. They may technically work together, but can result in an excessive number of work types or unexpected interactions.
I am not a coder and I have relied heavily on ChatGPT when making this mod.
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Added controls:
- Mouse wheel over a priority cell to adjust that pawn’s priority.
- Shift + click a pawn name to adjust all of that pawn’s active priorities at once.
- Shift + click a work type header to adjust that work type for all visible pawns.
- Shift + mouse wheel over a work type header to adjust that work type for all visible pawns.
- Ctrl + click a work type header to open its individual workgiver priorities.
- Right-click a work type header to reassign it to another category.
- Click and hold a work type header to drag it to a new position.
Specific for workgivers:
- Click a workgiver priority to adjust it individually.
- Ctrl + mouse wheel over a priority to adjust it without scrolling the window.
- Shift + mouse wheel over a workgiver to adjust it for all listed pawns.
- Shift + click a pawn name to adjust all workgivers for that pawn.
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Expanded priorities and new work types
The Work Manager expands RimWorld’s manual priority range from 1–4 to 1–9, giving you more room to separate critical work from routine jobs without everything fighting over the same few numbers.
Several vanilla work types are also split into more focused roles. Instead of treating every job under a work type as one big pile, jobs such as nursing, butchering, brewing, repairing and many more have their own work types.
The Mining and Basic work types have also been moved in the default Work tab order.
Custom work type order is remembered and carried over when starting new colonies.
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Added work types:
- Rescue, Surgery, Nurse
- Teach, Recruit
- Rope, Tame
- Butcher, Brew
- Repair, Deconstruct
- Harvest
- Mechanitor, Machine, Fabricate, Drugs, Smelt, Refine, Stone cut
- Refill, Deliver, Cargo, Mortuary
- Scan
Vanilla mechs are patched to support relevant new work types.
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Added categories:
- Healthcare
- Emergency and medical.
• Social
- Childcare and wardening.
• Husbandry
- Taming, training and tending to animals.
• Provisioning
- Cooking, butchering and hunting.
• Construction
- Repairing, building and tearing down.
• Cultivation
- Planting, harvesting and chopping trees.
• Industry
- Crafting and fabricating.
• Logistics
- Hauling, cleaning and basic tasks.
• Science / Anomalies
- Research and discovery, anomalies and other "weird" work types.
Unrecognized work types are placed in a neutral category.
Work types can be assigned to another category by right-clicking their header, or moved by clicking, holding and dragging.
Categories themselves can be reordered in the mod settings.
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Workgivers
Vanilla work types often contain several different workgivers. The mod lets you assign priorities to them individually for each pawn, with mixed priorities indicated directly in the main Work tab. Some workgivers have also been moved to more appropriate work types as part of the new work-type structure. Hover over a work type header to see which workgivers it contains. Open the workgiver window with Ctrl + click on a work type header.
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Default work setup and profiles
Save your colony’s current work priorities as a default setup and restore them later. This can be useful when priorities are temporarily changed for caravans, medical emergencies, pregnancy, childbirth, or other situations where the normal work setup gets turned upside down.
Named work profiles can be created from a pawn’s current priorities and loaded onto other pawns in the current colony or future colonies. Saved profiles can be managed in the mod settings.
When loading a profile, work types that are no longer available are skipped. New work types that were not present when the profile was created are left disabled so they are easier to notice and assign manually.
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Color schemes
Priority numbers and work type headers have separate color schemes, each of which can be changed or disabled independently.
Work type header colors follow their assigned categories, making large Work tabs easier to read at a glance. Several built-in schemes are included, ranging from subdued to high-contrast.
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Mod compatibility
Work types added by supported mods are automatically placed in appropriate categories. Their initial position still comes from the mod that adds them, but they can be dragged anywhere in the Work tab or reassigned to another category.
Supported work type integrations include:
- A RimWorld of Magic
- Allow Tool
- Alpha Bees
- Colony Manager Redux
- Dubs Rimatomics
- Fray of the Fog
- Gastronomy
- Hospitality
- Hospitality: Room Service
- Hospitality: Storefront
- Prison Labor
- Quarry
- Questionable Ethics Enhanced
- Rimefeller
- Vanilla Books Expanded
- Vanilla Genetics Expanded
Compatibility patches are also included for several mech mods, allowing their mechs to use relevant new work types:
- Advanced Mechanoids
- Alpha Mechs
- Astro Repair Mechanoid
- Futurama Mechanoids
- Logistics Mechanoid
- Overwatch Mechanoid
- Reinforced Mechanoids 2