Adaptive Job Management (EXPERIMENTAL)

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Author: KodeMan

Last revision: 28 Jun at 11:00 UTC

File size: 66.33 KB

On Steam Workshop

Description:
⚠️ EXPERIMENTAL RELEASE: Please report any bugs or feedback in the comments!

Tired of micro-managing worker sliders every time your stockpiles run low? Frustrated when woodcutters sit idle at full stockpiles instead of building your city?

Adaptive Job Management automatically manages your workforce priorities and room targets. It shifts your citizens to where they are needed most, keeping production lines smooth and completely releasing labor when quotas are met.


Core Features

  • Dynamic Hiring and Firing (Slider Control): This mod dynamically adjusts each room instance’s Target Workforce Slider to 0 when stockpiles are full, immediately re-allocating them to the oddjobber pool.
  • Target Memory (No Deficits): The mod remembers your custom worker slider targets. If you set a woodcutter target to 5, it will drop to 0 when full and return to 5 (not the room max) when needed, ensuring your oddjobber count never plunges into the negative.
  • Smart Farm Management (Stockpile-Independent): Farms ignore warehouse stockpiles entirely. Workforce scales based on the crop’s seasonal cycle — full capacity during harvest and planting, 60% maintenance during growing season, ramp-up within 10 days of harvest, and zero during winter/dead season.
  • Save/Load Persistence: Your target memories are serialized directly into your save game file using static map coordinates. Your custom layouts and settings will persist perfectly when saving and loading.
  • Dynamic Stockpile Scaling & Hysteresis: The mod reads your allocated stockpile space. Thresholds automatically scale dynamically (50% Min / 90% Max) depending on how many warehouses you have built. Workers are not rehired until stockpiles drop below 50% capacity.


How It Works

Every few game seconds, the mod runs a loop to evaluate each room:

  • Production Buildings (Mines, Workshops, Refineries)
    • Shortage (Below 50% Warehouse Space): Room activates. Priority boosted to 30 and worker target restored to your custom value.
    • Filling (50% to 90%): Worker slider scales down dynamically as stockpile fills.
    • Surplus (Above 90%): Priority drops to 0, worker target set to 0 — workers dismissed.
    • Draining (90% down to 50%): Room stays deactivated until stockpile drops below 50%, preventing constant hiring/firing.
    • Multi-Output: All outputs evaluated together — surplus of one item won’t starve another.
  • Farms (All Crops) — Stockpile Independent
    • Harvest (2 days): Full workforce (100%), priority 30.
    • Ramp-up (10 days before harvest): Workforce scales 60% → 100%, priority 15 → 30.
    • Growing Season (planting through pre-harvest): 60% maintenance workforce, priority 15.
    • Winter / Dead Season: Workforce drops to 0, priority 0 — workers freed for other jobs.


Compatibility & Safety
  • Mod Compatible: Dynamically scans all room blueprints implementing the game’s industry system. Excludes buildings with built-in Auto Employ (Pastures, Physicians, Inns, Stockpiles, Haulers, etc.) to avoid conflicts. Works automatically with custom industry, mines, or workshops added by other mods.
  • Save Safe: Can be safely enabled or disabled on existing save files without corrupting saves.
  • Optimized Performance: Calculations run on a staggered 5-second timer to ensure zero impact on game frame-rate.

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Mods should always be free! Though, consider buying me a coffee to keep me motivated 😉