Granular priorities

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Short version: Please expose and allow prioritization of the types of work in each job type (building, hauling, etc...) and improve scheduling


Each job type covers many types of tasks, for example: Haulers move all types of materials but they also refuel and stock resources for builders. Haulers also seem to be able to butcher if no one is assigned to cooking. Most of the time, this is fine when we have the ability to rush certain specific things.

There was a very popular mod for rimworld that broke down each job into individual categories of the work contained therein. This kind of granular prioritization becomes really important in noble fates when babies start happening. Babies need to have a warm, well lit and clean environment or their development suffers and their parents and the ruler have terrible, long term mood penalties, yet even if I place the crib in a room full of beds assigned to cleaners and haulers, the nobles will wake up and go eat and do other things, then prioritize their work from wherever they decide to start working. 

To start, I suggest the nursing, hauling and cleaning jobs also contain a sub-category for caring for babies even if we can't quickly expose the job sub-categories for user prioritization. This would mean haulers would refuel torches and hearths in nurseries and people coming to feed the baby would take a moment to clean the mountains of poo babies produce immediately after they eat. Cleaners should also prioritize nurseries, but maybe their prioritization needs quite a bit of thought put into it. They seem to just pick areas at random, so I'm not sure how letting users click checkboxes would make them more effective. Maybe break out room types?

Additionally, I have been mostly playing large communities, which creates some (non-baby-related) scaling problems, especially with hauling. Even with several dedicated haulers, the work never seems to get done. For example, we need lots of wood, so occasionally I will have people chop down 20-30 trees. That wood will likely never see a stockpile, so if a builder needs some wood, he runs way out into the forest to pick up what few pieces he can carry... possibly freezing to death in the process... over and over until he can complete his table or whatever. If I create a temporary stockpile next to a building project with a priority of one, it would be nice if haulers would keep that filled up, but they seem to prioritize their work on the times an object was marked for hauling. If I rush hauling on 3000 pieces of wood and I don't have at least a couple level 20 lifters I just screwed up the game for everyone.

Finally, and this has nothing to do with prioritization, can we please get a poop bucket? Maybe give it a requirement of building=20 but at some point it would be great if our nobles would start being a little more responsible with their excrement. Don't get me wrong: Its hilarious... but all that poo on the map has be causing a performance hit for the engine, plus its just gross after a while.


Version:
0.29.5.4
Fixed In:
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killabi

Aye - this is great feedback. This needs another pass focused on managing large kingdoms.

LOL re: poop bucket. No doubt. :P