Workplace Species Filter

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Author: LordApcom

Last revision: 22 Jun at 13:43 UTC

File size: 166.88 KB

On Steam Workshop

Description:
Workplace Species Filter

Decide who works where, and who uses what — per building.

This mod gives you precise per-building control over which species and classes can take jobs and use services. Vanilla assigns workers based on global population ratios and lets any citizen or slave use any service — you have no say in the specifics. Now you can: one farm staffed only by Cretonians, another only by Humans. Bathrooms segregated by class. A temple exclusive to one race. Decisions per building, not just globally.


🛠️ What’s inside

Two independent filters on every applicable building, each with toggles for species and citizen/slave status:

1. Workers filter.
Controls who can take a job at that building. Available on any workplace — farms, workshops, mines, refineries, bathrooms, temples, and so on.

2. Users filter.
Controls who can use the building’s service. Available on buildings that provide a service to humanoids — bathrooms, temples, shrines, stages, canteens, and the like.

Each filter is set independently per building, so you can mix and match across your settlement.


📋 How to use

  1. Open the Housing management panel
  2. Click the citizen icon button (added by this mod, next to the existing assign button)
  3. Pick the mode at the top of the panel: Workers or Users
  4. Toggle which species and classes you want
  5. Click or drag on any building to apply that filter to that specific building

The Workers mode appears on any workplace. The Users mode appears only on buildings that provide a service to humanoids.


🏰 Build the kingdom you’ve been imagining

  • A segregated capital where each species has its own quarter, temples and bathrooms
  • A meritocracy where citizens fill skilled work and slaves are restricted to manual labor
  • A theocracy with race-exclusive temples and shrines
  • A frontier outpost staffed entirely by one hardy species suited to the climate
  • Or a fully integrated society — by leaving filters wide open


🆕 V71 update — how this differs from the native tool

This mod is now updated for V71 (0.71.31).

V71 ships a built-in Assign Work Groups tool inside the Work Priorities panel. That native tool is a soft preference: it nudges the game’s Employer to prefer certain species at certain rooms, but workers of other species may still be assigned if the game decides they’re needed. This mod is different: it hard-blocks disallowed species — workers are never assigned, no matter what. And the Users filter (controlling who can use bathrooms, temples, stages, etc.) has no native equivalent. The two systems live in different UI panels and can be used together without conflict.


✅ Compatibility

  • Game version: V71 (0.71.31)
  • Safe to add to existing saves — old filters load as Workers filters, Users filters start empty
  • Uses class replacement for RoomEmployments, RoomEmploymentSimple, SFinderRoomService, AISUB_walkTo, and M_PlanSpectator
  • May conflict with other mods that modify hiring logic or service pathfinding


⚠️ Found something weird? Report it

If a building doesn’t react to a filter change, workers don’t switch as expected, or service pathfinding looks broken, please leave a comment on this Workshop page describing the situation. I read every comment.


🔧 My other mods

Cartographer’s Dream — settlement-map generation overhaul plus relaxed capital placement. Found your capital almost anywhere (mountains, lakes, oceans, tiny islands), with bigger lakes, archipelagos, sprawling mountain ranges and denser caves. Sea/mountain-bound capitals stay open for trade and immigration.

Plan Ahead — place any building before researching its tech. Tech-locked placements are forced into the existing Planning Mode and can’t be activated until you actually unlock the technology.

Fixing the Syx — a bundle of quality-of-life fixes. Place houses on mountain rock, drop decorations in evenly-spaced rows with the mouse wheel, fill river shorelines with one Ctrl+Click in the Fishery tool, and run roads straight through mountains.