Does this also include robots/droids, or just biological pops? I've been avoiding researching the droids tech in my games, as it has resulted in my mining/farming robots all moving to specialist jobs and kicking those specialists out of their jobs.* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
Speaking of robots, is there a way to ensure that robots will go to the jobs I want? If I have two types of robomodded robots, one with boosted mining output, and the other with boosted farming output, how can I ensure that they will go to the correct jobs? This was easy in pre-2.2, as I could just shift them to the correct tile, but I have trouble with it now.