Combination of Multiple job sites and a few other suggestions

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Acesfury
Posts: 1
Joined: Wed May 16, 2018 6:49 pm

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

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Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
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Mon May 21, 2018 10:16 am

My guess would be that your workers are simply overloaded. If they all are assigned to every of 22 farms that might also be a problem.

Usually you'd only want to assign one group for each farm. That spreads the load and prevents any possible stuck-ups. I would do this: split my 10 farmers in 3 groups, 3, 3, 4 members each. If i remember correctly, maximum number of people for wheat farm is 4, so you're golden here. First two groups take 7 farms each, last group takes 8. Ideally in order of ripeness, so older farms gets harvested first. That's still a sucky load and busy work for everyone, but that should be far less frustrating then just throwing everyone into every farm.

I'm not sure what's your issuie with hauling though, this job is already a thing, you just have to give it to other people. In case of wheat, make sure they've got farmers backpacks and can run fast. Select a runner(s), shift-right click on the storage container you want to be filled and select "Haul to", that's it, job's added. If your haulers are sufficient, your farmers should then work continiously without any delays or stuck-ups

As for the guards, you can send people set to HOLD, BLOCK, and AGRESSIVE to whenever you need them, just not very far from the rest. Then, hopefully, they'll be able to catch any incoming hostiles, and once combat is on, others will run to help the poor guy. Just make sure you're giving them guards enough food, as they currently won't run for resupply and back.

Here, hope it helps some, and excuse me in advance, if i didn't understood you correctly, and your issue lies somewhere else.

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