RimWorld

RimWorld

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Look At Me, I'm The Worker Now
   
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1. dec. 2016 kl. 17:30
18. jan. 2017 kl. 14:43
4 ændringsbemærkninger ( vis )

Abonner for at downloade
Look At Me, I'm The Worker Now

Beskrivelse
NO LONGER NEEDED FOR A17 - THE MOD FUNCTIONALITY (MOSTLY) EXISTS AS DEFAULT BEHAVIOR

---

"Emu!"

"Yeah?"

"Patch up this prisoner, will you?"

"Can't."

". . . Why not?"

"Zoya's doing it."

". . . Oooookay. Zoya! Zoya! ZOYA!"

"CHEF, WHAT'S UP?"

"DON'T TEND THE PRISONER."

"WHAT? I CAN'T HEAR YA. I'M BY THE GENERATORS."

"DON'T. TEND. THE. PRISONER."

"OKAY, BOSS!"

"Alright. Emu!"

"Yeah?"

"*Now* you can patch up this prisoner."

"Nope."

"Why not now?"

"I'm not a doctor."

"Okay. Alright. Emu? You're a doctor now."

"Cool."

"Patch up this prisoner."

"You got it."

"Great. Fine. Black, you patch up the other prisoner."

"Ooh, I'd love to, but I can't."

"Why not?!"

"Zoya's doin' it."

----

Chef is hiding in his room.

The final straw was: Talked to fellow colonists

----

You know that whole "prioritize work" mechanic?

You know how there's a lot of things that can prevent prioritizing work, and you have to go fix that thing, then bring up the popup again? And if you just needed someone to haul an item, but they didn't have hauling active, you have to turn it on, then get them to haul the item, then turn it off again, and it's just a big pain.

I don't like big pains.

If another colonist is already doing the job, it'll now interrupt them and assign the job to the desired colonist. If the desired colonist doesn't have the right job assigned, that's OK, they'll go do the job anyway.

This is very convenient when you're trying to assign quick work to a bunch of colonists, like "build a really important structure" or "haul some stuff" or "butcher a corpse, I don't care if you're bad at it, just get it done right now."

Caveats:

This won't let you assign jobs if the pawn is incapable of that work - it's meant as a convenience feature, nothing else. It doesn't seem to work well for mining (future updates may fix this.) It is *by far* the most finicky and complicated thing I've written; it may be buggy. It probably is.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Note that this is incompatible with Combat Realism (we're both trying to modify the same code.)

-- If you like this, toss me a buck or two on Patreon: https://www.patreon.com/ZorbaTHut --

-- Visit https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335 for more info and other mods --
272 kommentarer
"The" SeanMacLeod 28. okt. 2018 kl. 19:10 
@megaboto
You're correct; "1" means "First priority, do this first"; other numbers fall in the queue the same way.
megabot 28. okt. 2018 kl. 12:07 
...isn't it the way that the higher the number the less priority with 4 the least and 1 the most?(could also be from fluffy's worktab,i dunno)
tiberiansun371alexw 24. okt. 2018 kl. 18:34 
Man, I remember when I started in V 15 and I really wish you were there in those days! Where were you when I needed you?

Thank goodness it's in the game now. Well mostly. I usually have pawns set a work to priority 4 for stuff they might need to do in an emergency (like tending to the prisoner by the a lesser doctor) so other than priority forcing they usually have cleaning to do instead.
Daxo 9. okt. 2018 kl. 14:33 
@megaboto - this might be what you want,
megabot 29. sep. 2018 kl. 7:57 
no prob!is just anoying if they always do something else because they can(mood and research speed debuff for unclean research room,but everything is dirty so if i say "you are allowed to do it" they do EVERYTHING EXEPT that piece of dirt.i played 6 hours,have inteligence 9 and only researched tree sowing,because they do ALWAYS something else.#priority) also,maybe you could implement or make another mod so that you can prioritize research(if there is/are none). by the way,love your mods,keep it up!
"The" SeanMacLeod 28. sep. 2018 kl. 15:33 
Then I stand corrected.
I am sorry for my intemperance, @megaboto. (:steamfacepalm:self)
ZorbaTHut  [ophavsmand] 28. sep. 2018 kl. 12:08 
@megaboto, this is true; it's something missing in the core implementation. Someone else used to have a mod that reimplemented that part, but I'm afraid they removed it; I think redesigning that feature might be *surprisingly* difficult, unfortunately.
megabot 28. sep. 2018 kl. 9:09 
but i still cannot assign colonists to do stuff that they are not assigned to.
"The" SeanMacLeod 24. sep. 2018 kl. 13:30 
@megaboto
LITERALLY the first sentence in the description.
megabot 24. sep. 2018 kl. 10:19 
ummm...will it be updated?