The proposed increase living area priority classification function.

Started by xiongyiwen, February 22, 2015, 03:42:55 AM

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xiongyiwen

The proposed increase  living area priority classification function.
Priority classification similar to the storage area, the high priority areas of life, give priority to the fire, the production task, cleaning, take off the clothes of corpse.
Secondly, the same living area bed and production tasks, bed owners have priority to complete the production task (the same task, near the preferred) which can not only make the colonists to job close to home, still can make manufacturing skilled colonists high value production tasks, so that the production personnel to get more experience, won't appear so low skill immigrants material waste, a waste of time.
Similarly, more obligations Be equal to more Right, high priority areas of life to the colonists, delicious food, beer, enjoy the treatment, have the priority

tommytom

I'm guessing English isn't your primary language because they makes no sense and reads like copy/paste from a translator.

Guess your are saying you want colonists to own a "zone". Like make a base on the left side of the map and a base on the right side of the map and tell them to stay in their zones?

xiongyiwen

The bed is in the high priority in the living area settlers, have more work priority, and the priority to enjoy delicious food, medical, beer
This can avoid making skills are low colonists, a waste of time, waste materials, and finally make the garbage, such as sword

xiongyiwen

The nobility and jewelry workshops in the inner city, slaves and the farmer in the outer city, the farmer to make jewelry is wasted, the nobility to farming, is also a waste, similar to the rich areas and slums

xiongyiwen

stockpile ( low- normal ....critical)
add home region (low -normal ....critical)

RemingtonRyder

From what I can gather, you're suggesting adding a hierarchy to the colony, with particular types of colonist occupying particular zones, with different luxuries afforded to them depending on their status.

Sounds interesting. Don't know if it's practical on a rimworld, but it would make for a very different story if it could be done.

tommytom

Sounds like a cheaty way to make use of frail/badback/brain damaged colonists to work in a tiny cubicle 24/7.

I don't mind restricting several people to a certain area. Like making 2-3 bases with enough colonists to support each. I haven't tried it yet though and may already be possible. When you are mining out a mountain, it gets silly for someone to run the length of the map, break two blocks, then get hungry/tired/hot and run all the way back.

Mikhail Reign

Quote from: tommytom on February 23, 2015, 02:01:32 PM
Sounds like a cheaty way to make use of frail/badback/brain damaged colonists to work in a tiny cubicle 24/7

Its already easy to do that. Lock the door. Just have someone else leave a pile of food outside and only open it when they are starving.

Coenmcj

Quote from: Mikhail Reign on February 23, 2015, 10:22:51 PM
Quote from: tommytom on February 23, 2015, 02:01:32 PM
Sounds like a cheaty way to make use of frail/badback/brain damaged colonists to work in a tiny cubicle 24/7

Its already easy to do that. Lock the door. Just have someone else leave a pile of food outside and only open it when they are starving.
Even easier with conveyors, you can set up a quarantine area. Your colonists don't even need to interact with the poor cripples.
Moderator on discord.gg/rimworld come join us! We don't bite

tommytom

Quote from: Coenmcj on February 23, 2015, 10:56:25 PM
Quote from: Mikhail Reign on February 23, 2015, 10:22:51 PM
Quote from: tommytom on February 23, 2015, 02:01:32 PM
Sounds like a cheaty way to make use of frail/badback/brain damaged colonists to work in a tiny cubicle 24/7

Its already easy to do that. Lock the door. Just have someone else leave a pile of food outside and only open it when they are starving.
Even easier with conveyors, you can set up a quarantine area. Your colonists don't even need to interact with the poor cripples.

I just realized. None of the colonists pee or poop. Not that I want to see that in the game if you refuse to make an outhouse or proper bathroom, but still. Funny thought.

xiongyiwen

Quote from: tommytom on February 23, 2015, 02:01:32 PM
Sounds like a cheaty way to make use of frail/badback/brain damaged colonists to work in a tiny cubicle 24/7.

I don't mind restricting several people to a certain area. Like making 2-3 bases with enough colonists to support each. I haven't tried it yet though and may already be possible. When you are mining out a mountain, it gets silly for someone to run the length of the map, break two blocks, then get hungry/tired/hot and run all the way back.

My point is not on the slave
Manpower allocation but better

xiongyiwen

Quote from: MarvinKosh on February 23, 2015, 01:01:51 PM
From what I can gather, you're suggesting adding a hierarchy to the colony, with particular types of colonist occupying particular zones, with different luxuries afforded to them depending on their status.

Sounds interesting. Don't know if it's practical on a rimworld, but it would make for a very different story if it could be done.

Crafting grade 10 make swords
Crafting grade 8 make clothes
Crafting grade 6  scrap metal recycling
Crafting grade 5 make stones
The other colonists, handling, planting

Human resource allocation better