Combination of Multiple job sites and a few other suggestions
Posted: Wed May 16, 2018 6:55 pm
I've noticed in several of my towns issues always arise around my Farms and haulers due to the current job Queuing system.
-I was thinking would it be possible manually designate certain jobs as a linked group. For instance link all my wheat farms together, but not my Cotton, or set up 3 groups of 5 wheat fields. This type of group organisation would help cut down on the clutter in the queue system when you have large numbers of fields and such. A Char would have the group assigned to them and would sequentially decide which field/job needs to be done. It would also look to see if the job is already being completed by another Char and instead move to the next needed position.
Currently I have 22 wheat farms producing all my Grog and Bread. Over 10 people are assigned to work on those fields but it usually results in them stacking up on the same field all trying to harvest it, when only 3 can do so at the same time.
-Maybe put a delay on the time before a Character will attempt to do a job if it finds that job is full. So if it tries to harvest and finds all the positions are done it will move on and not return to that job for 5 minutes(IRL minutes) , at which time it will recheck. This should reduce the wasted production time of people constantly trying to fill positions and running back and forth.
I'd like to see a "Hauler/Re-supplier" Job be added as a possible Queue item. With all the Storage's throughout my outpost there is a lot my haulers have to move around.
-To accommodate good control of the hauler there would need to be a specified Priority window for hauling so you could set the priority of goods to be move. Water, Fields, Food, Craftables they could all be on the priority's list and moved around based on how you want the hauler to act.
Lastly With regards to outpost defense.
-I'd like to see some kind of "Sentry" or "Guard" job added. Specifically so you can have someone on lookout for an attack and sound the alarm Before the enemy is pounding on the gates. Also this Sentry would ring/sound an actual alarm sending people to the nearest Turret(if set for ranged combat) or to the Gate for defense. If would also trigger those with the Engineering Job to begin repairing the gate and help slow down the enemy's attack.
-Perhaps this would be Best solved with a new Building specifically called "Guard/Sentry House" that would facilitate both the job and the Alarm/Sound.
Thank you for considering these changes and for the amazing work you're doing on this game.
300hrs and still lov'n it!
Acesfury
-I was thinking would it be possible manually designate certain jobs as a linked group. For instance link all my wheat farms together, but not my Cotton, or set up 3 groups of 5 wheat fields. This type of group organisation would help cut down on the clutter in the queue system when you have large numbers of fields and such. A Char would have the group assigned to them and would sequentially decide which field/job needs to be done. It would also look to see if the job is already being completed by another Char and instead move to the next needed position.
Currently I have 22 wheat farms producing all my Grog and Bread. Over 10 people are assigned to work on those fields but it usually results in them stacking up on the same field all trying to harvest it, when only 3 can do so at the same time.
-Maybe put a delay on the time before a Character will attempt to do a job if it finds that job is full. So if it tries to harvest and finds all the positions are done it will move on and not return to that job for 5 minutes(IRL minutes) , at which time it will recheck. This should reduce the wasted production time of people constantly trying to fill positions and running back and forth.
I'd like to see a "Hauler/Re-supplier" Job be added as a possible Queue item. With all the Storage's throughout my outpost there is a lot my haulers have to move around.
-To accommodate good control of the hauler there would need to be a specified Priority window for hauling so you could set the priority of goods to be move. Water, Fields, Food, Craftables they could all be on the priority's list and moved around based on how you want the hauler to act.
Lastly With regards to outpost defense.
-I'd like to see some kind of "Sentry" or "Guard" job added. Specifically so you can have someone on lookout for an attack and sound the alarm Before the enemy is pounding on the gates. Also this Sentry would ring/sound an actual alarm sending people to the nearest Turret(if set for ranged combat) or to the Gate for defense. If would also trigger those with the Engineering Job to begin repairing the gate and help slow down the enemy's attack.
-Perhaps this would be Best solved with a new Building specifically called "Guard/Sentry House" that would facilitate both the job and the Alarm/Sound.
Thank you for considering these changes and for the amazing work you're doing on this game.
300hrs and still lov'n it!
Acesfury