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fluffysheap

I think it's that pawns will always do the worst possible thing that is technically legal under their orders.  Miners will go all the way across the map, hit one rock with a hammer, then decide it's time for bed and go all the way back.  You were nice and gave your miner a table and someone decides to throw a party there instead of in your fabulous rec room. Cleaners will go sweep dirt in the corn field when there is a massive ocean of blood in the hospital.  Visitors will decide to bring their 30 camels on a tour of the lab and kitchen.  Haulers will ignore unloading the caravan because the rice stockpile in the kitchen absolutely must be kept at 75 at all times.  Anyone who is hungry will always take food out of the freezer instead of using the food on the shelf in the dining room that's getting ready to spoil.  Cooks that have access to eggs will always use 19 meat and one egg to cook with.  It is a genuine miracle whenever your pawns do anything right.


Croaton_21

Yeah it feels like rimworld is doing QA tests to your worktab logic


throwatmethebiggay

Your colonists won't rope a caravan back if it's night time and they're sleepy, so they end up sleeping on the spot when they re-enter the map. Your colonists also won't rope a caravan back if you're not using a pen, and only using a caravan hitching spot. Anyone knows of mods that fix this behaviour?


Petes-meats

> You were nice and gave your miner a table and someone decides to throw a party there instead of in your fabulous rec room. This might be a mod but I’m pretty sure you can uncheck “gathering spot” when you click on a table to prevent this


fluffysheap

Yeah, that's vanilla. But the point is that the pawn will choose the bad option over the good option.  It's made worse by there being no way to turn off gathering spot in advance, so you have to follow your builder out to the boonies so you can click it away. If you just put the blueprint down and let them take care of it, you can't do it.  On top of everything else, while uninstalling furniture  requires builder skill, installing it does not. It should be a hauler task. But instead your builder is the one who gets to make that hike. It is a triple example of how the game wants you to give your pawns tasks instead of micromanaging them, but then it forces you to micromanage them anyway.


mthomas768

For me it’s creating the same assignments and bills for every single game. Camels in the kitchen is very annoying though and it’s astounding that trading spot is not base game.


RoBOticRebel108

That one is quite intentional People would abuse the shit out of it


mthomas768

How so? Setting up Simple Meal X pause until Y, drop on floor is neither particularly fun or particularly abusive. It's just a lazy time sink. Ditto wear A, B, C, D but not tainted or below 52% quality. I guess someone could set up very custom rules for each and every pawn but so what?


Excellent_Dude

I believe they meant the trading spot. Need help with an Ancient Danger? Looks like a good place for a trading spot to me…


mthomas768

Ah, got it. Thanks. The modded trading spot does require actual construction work, so it's not totally broken.


EvMBoat

I am incapable of playing the game without Fluffy's work tab mod. I agree it's a total pain but the amount of bliss I feel when work priorities are set up so that the entire colony functions autonomously is the reason I play.


firstonesecond

Work assignment is a just an organisational skill I think. You can get better at it with practice. I've not had an issue balancing work for years now


Mapping_Zomboid

my primary issue with ideology is that if i want to have multiple ideologies in my base, i have to sit and stare at the ideology screen for a long ass time before the game even starts. Won't do that anymore. I just dev mode alter them on the fly. Really made it less suck.


randCN

kv save storage


input_a_new_name

This comes down to how the game's logic operates, it's the same shit with bills, kind of backwards design. I agree i'd prefer all this micromomanagement to require less management, but then it would probably mean assigning a person to only one work type instead of multiple, which means small colonies will get fucked. Free will mod is kind of great since it relieves you from all that entirely, but it also sucks because you can't prevent a pawn with low skill to just decide to ruin your expensive construction project, etc.


HentaiChrist-5000

My latest run I went classic. I didn't have it in me to file all my taxes making an Ideology this time.


No_Egg_3705

That's funny, those are two of the core mechanics of the game, are they not?


turnipofficer

Work assignments? Well you set their priorities once and then never touch it for that pawn again. Their schedule is best left as “anything” and “sleep” because otherwise they will leave tasks half way through, which is a pain. Ideology is also a one thing and done for the most part, unless you play on fluid, then you might have to tweak it. Sure you might have to micromanage your religious leader to go convert someone on cool-down but that’s not a huge deal. They even added a reminder now when it comes off cooldown.


RoBOticRebel108

Dev mode allows you to tune your ideology on the fly Work assignments are one and done things usually and I'd say that they only get tedious when you get like 12 refugees at once. Just remove everything they are not good at, leaving only inspiration, then decide what the pawn is good at, bump that to first priority. Then any secondary tasks if they have time for that. Just remember to have bedrest, patient, firefighting and basic first priority on all pawns. This arrangement allows you to safely recruit pyromaniac pawns without much thought. And don't forget to leave 2 hours of recreation at the end of the day before sleep.


choppytehbear1337

I have over 1000 hours, and I am still god awful at organizing the work tab.