Make repair a separate job from construction.

Started by asanbr, August 03, 2017, 01:16:09 PM

Previous topic - Next topic

asanbr

Repair used to be a separate job from construction iirc.

Anyway, it happens every game several tmes that my colonists prioritize repairing damaged walls and sandbags when I'm trying to construct something, and I couldn't care less about those walls and sandbags.

Repairing is most of the time less important than construction and it's unreasonable that it is currently higher priority and cannot be changed by the player.


BlackSmokeDMax

#1
Quote from: asanbr on August 03, 2017, 01:16:09 PM
Repair used to be a separate job from construction iirc.

Anyway, it happens every game several tmes that my colonists prioritize repairing damaged walls and sandbags when I'm trying to construct something, and I couldn't care less about those walls and sandbags.

Repairing is most of the time less important than construction and it's unreasonable that it is currently higher priority and cannot be changed by the player.

Whether or not Tynan changes that back I have no idea. However you can get around this by using Fluffy's Worktab mod. When you use the advanced view (ctrl-click on job) you can set each sub-job to its own priority level. You also gain the use of 1-9 instead of 1-4 as in vanilla.

https://ludeon.com/forums/index.php?topic=16120.0 

You'll see work tab in the table of mods. Do NOT use the download link in the table, instead click the link that will bring you to the Github for that mod and download from there. Still a work in progress, I believe that is why he hasn't updated the download link.

edit: here is link to github: https://github.com/FluffierThanThou/WorkTab/releases

Toast

Seconding this; I always used to have Repair at a lower priority than Construction for the reasons stated (I want you to plug up that hole in the freezer NOW, not after you've repaired all the walls at 96% strength) and it frustrates me that I can no longer do this without micro.