Prioritise butcher over cooking.

Started by Jack_Treehorn, April 12, 2016, 12:00:31 AM

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Jack_Treehorn

I have a couple of suggestions first is to prioritise butcher over cooking so that it automates cooking better meals. At the moment the only way is to do it manually or get 2 cooks working at the same time. Its an easy fix to get that essential production chain working.

A designate workstation button to choose which colonist works would be good aswell. Because I want my psychopaths butchering humans and not my high level cook. At the moment the slider only goes one way (minimum cooking level). could help with Artists, Tailors and Smithys.

Acid rain destroys all weapons and clothing left out, increased wear on exposed clothing. Medical conditions- a rash building to acid burns and scarring.

A mod suggestion is a chili plant and capsicum spray. one time use and makes the target colonist run around like they were on fire in addition to several debuffs (vision ect.) oh and I would love some sort of gas bomb but that might be asking a bit too much. Thanks for hearing me out.

mumblemumble

yes, we NEED a way to assign work stations, so someone could be the cooks apprentice preparing meat while the cook does the actual cooking.

same with crafting
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Mikhail Reign

You kinda can. Make zones that don't include the stations you don't want them to work at, and assign them to the colonists you don't want to work at them.

That's how I have it so only my canniblexannibles use the kitchen with butcher/cool human meat bills. Also make it so only they can place those meals in a stockpile only they can access. 

Fluffy (l2032)

Heya, just wanted to mention, my enhanced tabs mods has an 'advanced priorities' option that allows you to prioritise individual workgivers (e.g. butchering, cooking, etc. etc.). In fact, putting butchering before cooking is usually one of the first things I do as well.

Torkkar

ah guys I'm pretty sure you can assign Priority in the Bills area just make Butchering proffered or Critical while cooking is normal.

Noobshock

Agree having to manually change priorities or suspend bills so your cook will actually butcher stuff that's waiting around forever is one of my pet peeves with the game atm.

mumblemumble

Quote from: Mikhail Reign on April 12, 2016, 08:20:55 AM
You kinda can. Make zones that don't include the stations you don't want them to work at, and assign them to the colonists you don't want to work at them.

That's how I have it so only my canniblexannibles use the kitchen with butcher/cool human meat bills. Also make it so only they can place those meals in a stockpile only they can access.
This is a huuuuuuuuuuuuuuuuge pain in the ass because if you want say, an indoors zone, and that, you need to make 3 zones. Indoors, indoors no butcher table, outdoors no butcher table. And this gets even worse the more you have. Lets say you have 4 different areas, and want to toggle all of them to make people not use a station, you now need to make, and update 8 different zones, and this is such a giant pain in the ass compared to just saying this station can be used by x and y, so z with the good skills can cook while x and y butcher for skill building.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Mikhail Reign

Quote from: mumblemumble on April 13, 2016, 01:26:43 AM
Quote from: Mikhail Reign on April 12, 2016, 08:20:55 AM
You kinda can. Make zones that don't include the stations you don't want them to work at, and assign them to the colonists you don't want to work at them.

That's how I have it so only my canniblexannibles use the kitchen with butcher/cool human meat bills. Also make it so only they can place those meals in a stockpile only they can access.
This is a huuuuuuuuuuuuuuuuge pain in the ass because if you want say, an indoors zone, and that, you need to make 3 zones. Indoors, indoors no butcher table, outdoors no butcher table. And this gets even worse the more you have. Lets say you have 4 different areas, and want to toggle all of them to make people not use a station, you now need to make, and update 8 different zones, and this is such a giant pain in the ass compared to just saying this station can be used by x and y, so z with the good skills can cook while x and y butcher for skill building.

Agreed. Still doesn't change that this is a way to achieve the goal.

something776

It would be great if you could have restricted areas, essentially like allowing areas but the reverse, making it so that colonists that are restricted from that area can't get in.  For example say you don't want all of your animals that you have roaming around getting into your food stores, or your beer area, you could restrict access to these zones with that tool.

Same could be applied with human butchery and stuff.

asanbr

Quote from: something776 on April 13, 2016, 08:15:07 AM
It would be great if you could have restricted areas, essentially like allowing areas but the reverse, making it so that colonists that are restricted from that area can't get in.  For example say you don't want all of your animals that you have roaming around getting into your food stores, or your beer area, you could restrict access to these zones with that tool.

Same could be applied with human butchery and stuff.

that's why in the "Manage areas" you can inverse an area. Make an allowed area of what you don't want, then invert it.

something776

Quote from: asanbr on April 13, 2016, 05:58:36 PM
Quote from: something776 on April 13, 2016, 08:15:07 AM
It would be great if you could have restricted areas, essentially like allowing areas but the reverse, making it so that colonists that are restricted from that area can't get in.  For example say you don't want all of your animals that you have roaming around getting into your food stores, or your beer area, you could restrict access to these zones with that tool.

Same could be applied with human butchery and stuff.

that's why in the "Manage areas" you can inverse an area. Make an allowed area of what you don't want, then invert it.


I didn't even know that was a thing, that's awesome!  I'll have to check that out.