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RimWorld => Ideas => Topic started by: Wex on December 13, 2014, 11:29:08 PM

Title: Override reserved stuff
Post by: Wex on December 13, 2014, 11:29:08 PM
Have you ever had one of those moments, when you need something done NOW - be it hauling something, repairing something, ot putting a D**N fire out -, and you have the right guy for the job, one square from there.
You select him/her and right click the task at hand.

"the stuff is reserved by X"

And X is half across the map.
The question is: why right clicking doesn't override this weirdness?
Why do I have to find X, draft him/her, reselect Bob who was a square from the job, and have him do it? Isn't it counterintuitive?
Title: Re: Override
Post by: FridayBiology on December 14, 2014, 01:22:42 AM
+1
Title: Re: Override
Post by: keylocke on December 14, 2014, 04:00:37 AM
yea +1
Title: Re: Override
Post by: Stan-K on December 14, 2014, 05:47:28 AM
+1

Simple, elegant, and a good Improvement.

I would like to add the similar situation can be solved too: "X is not a hauler/doctor/etc". Ok, so x is not a hauler, but if she is capable of it, for just this once, she should do it, just because I say so.
Title: Re: Override
Post by: Menuhin on December 14, 2014, 09:58:28 PM
Quote from: Stan-K on December 14, 2014, 05:47:28 AM
Simple, elegant, and a good Improvement.

I would like to add the similar situation can be solved too: "X is not a hauler/doctor/etc". Ok, so x is not a hauler, but if she is capable of it, for just this once, she should do it, just because I say so.

Yea, what you said.
Title: Re: Override
Post by: Dive on December 14, 2014, 10:16:06 PM
+1 should totally be changed.
Title: Re: Override
Post by: iame6162013 on December 15, 2014, 07:04:07 AM
Yup
Title: Re: Override
Post by: Wex on December 15, 2014, 08:45:46 AM
I am glad to know I am not the only one who gets aggravated by this game mechanic.
I surely hope it would be changed soon!
Title: Re: Override
Post by: siliconaut on December 16, 2014, 11:20:12 AM
+1! I will only say: firefighting.
Title: Re: Override
Post by: Ackapus on December 16, 2014, 12:39:12 PM
I say +2 because both of those are good ideas.   So I have a useful task I just want done NOW, and the only person nearby is half the map closer than anyone else.
"Cannot complete: X is not a useful person. 
Override X to be useful against their lazy will.  Take -5 moral for a day while they sulk and wallow in their own self-pity."
"Cannot complete: Job Z is reserved by Y.
Override Y to complete Job Z with X.  Let Y actually go eat a fine meal because they're about to be urgently hungry and tired by the time they trek all the way out here pick up this one piece of metal that X for some reason didn't pick up even though they mined the stupid thing out of the mountain."
Title: Re: Override reserved stuff
Post by: tommonius on December 17, 2014, 08:17:17 PM
yes. just yes  8)
I like this idea so the colonist who was going to do the task originally can still do the same job, just haul another piece or stamp out some other parts of the fire and all in all reduces the micromanagement.
Title: Re: Override reserved stuff
Post by: Kirkules on December 18, 2014, 12:08:37 PM
As far as AI goes, when colonist A overrides colonist B's task, colonist B should look for similar tasks in the vicinity (maybe a 5-10 square radius of his original task).
Title: Re: Override reserved stuff
Post by: Matt NA on December 18, 2014, 12:21:05 PM
+1 pls
Title: Re: Override reserved stuff
Post by: christhekiller on December 18, 2014, 01:28:51 PM
+1
Title: Re: Override reserved stuff
Post by: BinaryBlackhole on December 18, 2014, 06:22:26 PM
Speaking of ordering colonists you need to be able to to tell them to eat food.
Title: Re: Override reserved stuff
Post by: Wex on December 18, 2014, 09:13:49 PM
And to go to sleep in the middle of the day (the mod Miscellaneous, has a computer that makes tired people go to sleep and hungey people grab a bite).
Title: Re: Override reserved stuff
Post by: windruf on December 19, 2014, 11:28:54 AM
+1
+1
and+1
and add something: colonists should be able to override tasks on their own: like one is building and there is a part, reserved by another colonist who is too far away, so first colonist just do his part of the job too.
Title: Re: Override
Post by: Safir on December 21, 2014, 01:48:17 PM
Quote from: Stan-K on December 14, 2014, 05:47:28 AM
+1

Simple, elegant, and a good Improvement.

I would like to add the similar situation can be solved too: "X is not a hauler/doctor/etc". Ok, so x is not a hauler, but if she is capable of it, for just this once, she should do it, just because I say so.
+1, upvote, yes
Title: Re: Override reserved stuff
Post by: Noobshock on December 21, 2014, 02:02:22 PM
+1 please let us override reserved stuff
Title: Re: Override reserved stuff
Post by: Vas on December 21, 2014, 02:22:19 PM
+1*80^π³
Title: Re: Override reserved stuff
Post by: KDStudios on December 27, 2014, 01:32:20 PM
Replied to another topic with pretty much what you said, didn't know this existed until you posted about it on there, so here's my post:
QuoteThis is one of my biggest pet peeves with this game.
But it's not just fires.
It's everything.
I'd love things to be prioritised based on location and how close you are to something.
Say someone recently finished extinguishing the fire and is walking off, yet there's a fire next to them and someone far away wants it, they should override it.

Alternatively, let OUR choice override what the colonists want to do.
So instead of saying "oh you can't click that because it's reserved", how about we get to override it by just clicking on it with a colonist we selected, like we would if it wasn't reserved. The one who originally reserved it would just stop in their place and go do something else. That would be the quickest and simplest temporary solution to this I guess.

+9001
Please... I beg you ;)
Title: Re: Override reserved stuff
Post by: wileama on December 27, 2014, 09:32:24 PM
+5