Stripping bodies is currently a manual process, but cremation is automated. As I said here, if you're not seeing cremation happen, you don't have enough colonists set to crafting, OR those colonists have too many tasks checked on their priorities list that are a higher priority than crafting.
I like micromanagement in games like this, so I'm fine with the idea of specifying specific colonists to do specific jobs. Zones sound like an interesting way to handle this, though if used in excess could be confusing. I'll suggest an idea from another indie game called Banished where the player has the ability to drag out a selection box that bumps everything that selection box touches to the top of the queue (actually it bumps it up one step every time you drag, but I wish it just went to the top of the queue). In your case, you could drag over the cremation object so your crafters would prioritize its staffing over other crafting tables. Same with hauling, drag over the objects you want hauled first, and they go to the top of the list. You can even order the tasks somewhat with this method by dragging the priority box over objects in reverse order. Nice and simple with the player being in control without adding a lot more interface.
I've been trying to watch hauling priorities as they are now. Is it proximity of the colonist at the time they decide to start hauling or the order in which the player designated objects for hauling? If it's proximity, this priority drag system would have to override that.
You can control to a certain extent the ordering now with the use of the forbidden designation and how much you select to haul (for slag and rocks). The use-case that's annoying is if you have a good amount of objects set for hauling and a battle takes place or some other event. Removing forbidden from the bodies doesn't necessarily mean they'll be hauled before the previously selected objects. This forces the player to cancel those hauling jobs, which IMHO, should never be necessary. That's where a priority drag tool comes in handy.
I like micromanagement in games like this, so I'm fine with the idea of specifying specific colonists to do specific jobs. Zones sound like an interesting way to handle this, though if used in excess could be confusing. I'll suggest an idea from another indie game called Banished where the player has the ability to drag out a selection box that bumps everything that selection box touches to the top of the queue (actually it bumps it up one step every time you drag, but I wish it just went to the top of the queue). In your case, you could drag over the cremation object so your crafters would prioritize its staffing over other crafting tables. Same with hauling, drag over the objects you want hauled first, and they go to the top of the list. You can even order the tasks somewhat with this method by dragging the priority box over objects in reverse order. Nice and simple with the player being in control without adding a lot more interface.
I've been trying to watch hauling priorities as they are now. Is it proximity of the colonist at the time they decide to start hauling or the order in which the player designated objects for hauling? If it's proximity, this priority drag system would have to override that.
You can control to a certain extent the ordering now with the use of the forbidden designation and how much you select to haul (for slag and rocks). The use-case that's annoying is if you have a good amount of objects set for hauling and a battle takes place or some other event. Removing forbidden from the bodies doesn't necessarily mean they'll be hauled before the previously selected objects. This forces the player to cancel those hauling jobs, which IMHO, should never be necessary. That's where a priority drag tool comes in handy.
All you can do at the beginning is ensure their accommodations are nice with plenty of space and light, and consider cooking some better meals so they are served to the prisoner in question. You'll need to bridge the mood gap until the social bonuses come in.