Howdy!
Now that clothes can be worn out after some time, wouldn't it be nice to create "gear-classes" for your colonists?
I admit, that's an idea from the game "Gnomoria", but that would make a lot of unnecessary micromanagement obsolete.
Explanation:
You creat 2 (in this example, should be possible to create more/as much as you want) "gear-classes": "soldier" and "worker".
You than decide, that "workers" wear shirts, pants, and a jacket. It should be possible, just like in the workbanches, to decide, which material they should wear.
"Soldiers" than get shirt, pants, kevlar helmet and vest and a weapon (choosable which weapon).
Further you should be able to decide, which quality the item at least should have.
Should be doable like the other decission-markers in craftingtables, storages etc.
Than you just group your pawns to "soldiers" or "workers" and they get their gear automaticly, if there is gear available.
If gear is missing, you get a yellow pop-up-message.
Any thoughts?
Now that clothes can be worn out after some time, wouldn't it be nice to create "gear-classes" for your colonists?
I admit, that's an idea from the game "Gnomoria", but that would make a lot of unnecessary micromanagement obsolete.
Explanation:
You creat 2 (in this example, should be possible to create more/as much as you want) "gear-classes": "soldier" and "worker".
You than decide, that "workers" wear shirts, pants, and a jacket. It should be possible, just like in the workbanches, to decide, which material they should wear.
"Soldiers" than get shirt, pants, kevlar helmet and vest and a weapon (choosable which weapon).
Further you should be able to decide, which quality the item at least should have.
Should be doable like the other decission-markers in craftingtables, storages etc.
Than you just group your pawns to "soldiers" or "workers" and they get their gear automaticly, if there is gear available.
If gear is missing, you get a yellow pop-up-message.
Any thoughts?