Feeling limited with priorities

Started by Fishirboy, August 27, 2015, 02:53:54 PM

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Quote from: akiceabear on August 27, 2015, 07:08:55 PM
If you right click it goes in the other direction.
Oh, huh. Didn't know that. That'll help a lot.
Quote from: userfredle on August 27, 2015, 07:54:11 PM
Idk if anyone has said this yet, but you guys need to learn how the priorities function, from left to right, the pawns will consider a skill more important than a similar skill of the same number, for instance, a doctor with 1 will always heal first, even if his patient is at 1, this allows for the 4 numbers to spread out immensely, you SHOULD NOT need a higher priority than 3 on any colonist at any given time with how innumerous the skills are and the genius way theyre laid out in the overview.

That's basically what we've just talked about for the past 4-8 posts.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

_alphaBeta_

Yes, I understand that the priorities still go from left to right when the numbers are the same. What if I want a colonist to research and then clean, haul, craft, mine, grow and repair in that order? More numbers are needed for full customization.

As stated elsewhere, it would also be nice if some of these tasks were broken out further. Perhaps I really want a colonist to cook meals, butcher, and finally make beer in that order.

DustBust

Playing through so many Alphas now I actually found myself playing around with these as well because of the "feeling" of being less productive but I don't know if you guys have noticed but I believe the game as been adjusted so less is done per day than what you used to be able to do. I've somewhat have gotten used to the productivity of my colony (depending on the number of pawns) and try to not to over power too many tasks in one area unless I have enough pawns that are allocated to certain tasks.

akiceabear

To turn tasks off completely switch to normal view, disable, then back to manual.

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Quote from: _alphaBeta_ on August 27, 2015, 11:29:12 PM
Yes, I understand that the priorities still go from left to right when the numbers are the same. What if I want a colonist to research and then clean, haul, craft, mine, grow and repair in that order? More numbers are needed for full customization.

Yeah, but would you honestly need those priorities?  It's just a wild example really, provide an actual one to get your point across. 5 numbers? Maybe. 9 numbers? The guy has no idea what he's doing if he needs a priority number per 2 friggin priorities.  Priorities aren't meant to be changed and left to automate forever, one of the mechanics is changing it to suit your needs.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

OverlordMark

Personally, I would love to be able to set a different priority order per person in the default view rather than use the numbers system. 

Imagine the default tick box view but being able to drag the priority around per person.  So instead of having -

Handling : 4, Mining : 2, Hauling : 3

You would just have the skills in order for each character -

Mining, Hauling, Handling

It's a simple list thats easy to read off and set.

Toggle

That's actually a decent idea, just probably would get annoying dragging them through for every one. If it dragged n numbers, that would be ultimate, but it might be a little tricky with code.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Mihsan

Quote from: Z0MBIE2 on August 27, 2015, 05:04:15 PM
On a slightly related note, anyone else annoyed how we start on priority 3 for everything? I don't get the use for that, as now it requires 4 clicks to get it to less priority.

Same with me. Those excessive clicks are very annoying. I would prefer for these numbers to be entered without clicking my mouse at all (target mouse and press number on keyboard).
Pain, agony and mechanoids.

DarknessEyes

Quote from: GamerGuy on August 27, 2015, 03:12:49 PM
I agree I wish for just 1 or two more priority numbers, 1-5 maybe

I dont want 1 or 2 more, i want more.
The left to right priorities is a bad design.

If the unit can do 10 jobs i want to set priorities from 0 to 10 without repeating numbers (except 0).
If the unit can do 8 jobs i want to set priorities from 0 to 8 without repeating numbers (except 0).
and so on.
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

DarknessEyes

Quote from: userfredle on August 27, 2015, 07:54:11 PM
Idk if anyone has said this yet, but you guys need to learn how the priorities function, from left to right, the pawns will consider a skill more important than a similar skill of the same number, for instance, a doctor with 1 will always heal first, even if his patient is at 1, this allows for the 4 numbers to spread out immensely, you SHOULD NOT need a higher priority than 3 on any colonist at any given time with how innumerous the skills are and the genius way theyre laid out in the overview.

So use your numbers to their fullest extent, you DONT need to set a skill a different number just cuz you want them to do it after another one.

I want recearch, clean, hauling, crafting, art, hunting and then cooking. How do u prioritize it?
De Surgeries
https://ludeon.com/forums/index.php?topic=18976.0
Adds 26 new surgeries to Rimworld.

Toggle

I'm sorry, but that's just flat out stupid. If you need priorities in that way, you can easily change it halfway through after they do the 4st four, work priorities are not meant to be set and left for the rest of the game, they're changable. If you want it in that order and actually need more numbers for that, you're being stubborn and/or lazy, so don't bring the stupidity of that into the post please.
Quote from: DarknessEyes on August 28, 2015, 01:12:21 PM
Quote from: GamerGuy on August 27, 2015, 03:12:49 PM
I agree I wish for just 1 or two more priority numbers, 1-5 maybe

I dont want 1 or 2 more, i want more.
The left to right priorities is a bad design.

If the unit can do 10 jobs i want to set priorities from 0 to 10 without repeating numbers (except 0).
If the unit can do 8 jobs i want to set priorities from 0 to 8 without repeating numbers (except 0).
and so on.

And this... that's just stupid. Are you honestly once again going to be so stubborn and lazy to expect to switch priorities so specifically you'd need 20 numbers for 20 priorities going in such orders you can't do it as you currently do? 5 numbers? Maybe. 6 numbers? Annoying. Any more is just stupiditiy, being lazy, and being stubborn. And I'm just currently pretty pissed off by that in this thread.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Mihsan

Quote from: DarknessEyes on August 28, 2015, 01:14:06 PMI want recearch, clean, hauling, crafting, art, hunting and then cooking. How do u prioritize it?

Wow, you REALLY have tried to find a flaw in this system.  ;D
Pain, agony and mechanoids.

forsaken1111

I'd really enjoy an ability to schedule priorities by time, so I could (just an example) have an 8 hour 'work period' in the morning, 2 hours of hauling prioritized in the afternoon, then let them go do joy and sleep activities.

TheSilencedScream

Quote from: DarknessEyes on August 28, 2015, 01:14:06 PM
Quote from: userfredle on August 27, 2015, 07:54:11 PM
Idk if anyone has said this yet, but you guys need to learn how the priorities function, from left to right, the pawns will consider a skill more important than a similar skill of the same number, for instance, a doctor with 1 will always heal first, even if his patient is at 1, this allows for the 4 numbers to spread out immensely, you SHOULD NOT need a higher priority than 3 on any colonist at any given time with how innumerous the skills are and the genius way theyre laid out in the overview.

So use your numbers to their fullest extent, you DONT need to set a skill a different number just cuz you want them to do it after another one.

I want recearch, clean, hauling, crafting, art, hunting and then cooking. How do u prioritize it?

This is a management game, it's not meant to be fully autonomous.
For that, I'd recommend priority 1 on research and lower priorities on all others; when it finished, lower the priority on research and raise it on cleaning - so on and so forth.

This IS a micromanaging game: if your colonists get attacked, you manually have to set them to fight back; if you want those crops harvested NOW, you have to manually select someone to do so; if your doctor is needed but want to sleep, you have to override him.

You're asking for a major change in an already functional system; to have a number for everything would cause the ascending/descending portion to become obsolete. Your idea isn't stupid, I understand that it would work. However, using developmental time to change it would put other content/features on hold for longer for a system that's fully functional as is.

We've only got Tynan for as long as he's willing to put up with us (he's already having to take a sabbatical), and I don't want that time wasted on streamlining something that already works.
Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

Mikhail Reign

#29
There is always the question of if you consider the priories menu and the limitation it has be to an aspect to the difficulty of the game. Not taking a side either way, but I could see how arranging the priories in a specific way to achieve your goal within some kind of boundaries could be considered a element to the game. If the priorities menu is meant to be purely functional, I think it could be done in a better way, or at least, renovated in a large way (similar to the sell menu). If the menu is meant to be a 'mini game' within the game, I think it could be aesthetically improved - I'm not really sure how, but thats not really my gig :P

**EDIT**
I will admit that the clean/haul first choice generally chews up a choice that I wish I had back. I find that when I'm trying to fine turn the hauler to cleaner ratio, espesically considering that its everyones second/third job, it becomes a bit of a pain to have to reshuffle all the priories because cleaning is now a 2 instead of a 3 and/or hauling is now a 3 instead of a 2.