Multiple work order tabs

Started by Thane, May 13, 2016, 12:10:17 PM

Previous topic - Next topic

Thane

There have been a lot of suggestions around the forums lately for things like 'Yellow Alert'.

An simpler way of doing this is to have multiple work order tabs you can switch your ENTIRE colony between. Maybe max 5 tabs.

This way you can have your normal work tab, your post raid tab, your growing season tab, your harvest tab, etc.

It lets the player set up their yellow alert if they want and allows for more on-the-fly flexibility for work priorities.
It is regular practice to install peg legs and dentures on anyone you don't like around here. Think about that.

Toggle

There's a lot of different yellow work events though, I don't see much point in linking them to an entire flag notification range. Or really a raid tab, growing season, or harvest one. Harvest, all you need to do is prioritize certain people to have growing as 1 (I'm pretty sure it's what has them harvest). Same for growing season? Although if you wanted it to be like growing 2 after hunting and etc, more complex, you're saying you would use it for an entire season, you could change it for between seasons. And I don't see how you could have anything specific for raids that requires a whole tab to change.

Like, convenience wise sure, but the amount of work to put in to make the mod vs the convenience of it... Eh.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Thane

Those were just examples. The idea is you can easily switch up your work list priorities with just one click instead of having to switch everyone over.

For example, after a raid you want hauling, cleaning, doctoring and repair to be taken care of first. You don't need Toxo training Death the Warg in rescue at that moment, or Bobi working on Vomit X "A sheep laughs maniacally while burning on May..". You need the hospital cleaned, the raiders stripped and burned, and the wounded bandaged.

Switching everyone back and forth individually is a pain, then changing it back for 2 game days before you have to switch everyone back again. Having multiple work order tabs that switch with just one click allows a more flexible, less finger tiring option. It removes the micromanagement in favor of just swapping out your pawns AI for an already prepared one in response to the game. The same thing we do now, just less effort switching back and forth.

For growing only the amount harvested is affected by skill. The idea is, if you have a short growing season, or want to plant 3000 corn; everyone who can wield a trowel is on deck in one click.
It is regular practice to install peg legs and dentures on anyone you don't like around here. Think about that.