This is a multi component mod that I'm working on, with the goal of automating task priorities based upon Area.
Motivating Use Cases (more to follow)
- Having your pawns clean your hospital/kitchen first
- Enable harvesting/sowing to be prioritized to certain areas
- Prioritize locations for caravan loading
This will involve at least 2 components, one to manage the actual Area assignments for work prioritization and another to dynamically compose Areas. Both are in various stages of work and will be detailed here until complete.
Composite Area Manager
This will detail the Composite area manager, a map component that allows Areas to be dynamically composed. At present I support the following operations, which can be nested when appropriate.
- Union(OR)
- Intersect(AND)
- Invert
- Another area
- Room type
- Growing zone
These are managed via dialog, which has a button inserted into the Manage Areas dialog as well as the Area floating menu list. Attached is a screenshot of the current dialog.
Git Hub Release (https://github.com/CBornholdt/CompositeAreaManager/releases)
(https://i.imgur.com/973V30j.jpg)
[attachment deleted due to age]
Work Area Priority Manager
A manager to allow setting up to 3 areas with special priorities settings (low, high, avoid) for each work type in game.
Work Area Priority Manager (http://(https://github.com/CBornholdt/ManageWorkAreaPriorities/releases))
Images
(https://i.imgur.com/pc7gG9u.jpg)
(https://i.imgur.com/PFKctz0.jpg)
reserved
Hi,
Maybe you should try to work with Fluffly work tab mod because he enabled the option to choose specific hours to do some chores yet it's... not user friendly to use that option. My point is: your mod would go well with Fluffly mod since you made it more simpler to choose activities to do in a certain areas and it would be cool to use Fluffly option to add which hours we would like our pawns to do these chores.
Here's the part in the video where he show that option: https://youtu.be/3hO8CtsYH2o?t=8m11s
Sorry for my bad english.
After checking, it seems our mods work in entirely separate ways, and do not interact. Both should function simultaneously.
I will be running some of Fluffly's mods to ensure proper interaction, especially as I want to insert a button into their work tab ...