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For clothes: Adjust their clothing assignments. Early game I leave it alone, but shortly in, I just raise the minimum level of clothing they are allowed to wear. Increase that as your clothing production improves.
For blights, make a zone around your fields and only your fields, and then for most of the game you can ignore this zone. When blights come, assign everyone who can cut to it. And mark the blighted plants to be dealt with. They will not leave the zone unless they mentally snap and your blight will be dealt with just be sure to let them loose again afterwards.
For cleaning, I hire on a lackey pawn. 1 per ~7 people seems to be a good number. If they can do other things great, but I really only need them able to pick up a duster. Pawns that I might otherwise turn away for being grossly untalented may make good lackeys so long as they can still do dumb labor. Old war vets with eyes blasted out or missing fingers also fill the role well. Just set cleaning as a 1 for these people. If they have other jobs great make them 2 or below. Crusading against dust and detritus is the purpose of their lives.
For clothing, make friends with the outfit bills under... assign, I believe, not at the computer atm. Anyway set the bill how you like but most importantly change the minimum on the slider at the top to 50%. When a piece of clothing on someone assigned to that bill hit <51% they will take it off the next time they're not bedridden and off duty. If a replacement is available they'll take that, if not they'll complain to you about being naked - something that should be easy for you to fix.
I may have missed some stuff but this should help with most of it.
The suggestions above are great. I will add that outfits should be gradually pushed from 50-100% to ~85-100% as you get mending in place - it also helps to have a "spare" repaired outfit lying close by that can be a ready swap when a pawn feels the urge to swap worn for repaired..
There are still several options I haven't learned properly, and you're both quite right that the clothing problem is PEBKAC since I didn't go in an clear forced and set up a durability filter. Got to go do that next time.
Guess I have to waste a pawn on cleaning duty. If I could do placeholder art, I'd try to mod in a charging station and a "not-a-Roomba-for-any-legal-purposes" constructable. Maybe a project for end of year down time.
Thanks for the help. The game certainly does seem to warrant its glowing reviews; I just need to learn how to do All The Things mo' betta.
Clothes -> click assign or restrict or whatever it is then I edit the worker outfit and change the acceptable durability range to 51-100%. No micromanagement at all necessary.
The rest of your concerns are perhaps valid but perhaps you are making too big a deal for efficiency. As the base gets bigger I have one or two guys put haul on higher priority and one guy on clean. On smaller teams if I have too much stuff lying around I'll have everyone do hauling for a day or two and things usually get sorted out fine. I do have to micromanage cleaning up blood in the hospital after a huge fight when I have like 10 wounded soldiers bleeding everywhere, and as far as hauling every once in a while I do find myself having to tell people to manually haul certain weapons/items before they degrade, but I think there are bigger issues with the game.
Already been done. =p
https://steamcommunity.com/sharedfiles/filedetails/?id=724602224
Initially, the trader-medic-drug crafter colonist does this for me.
For dealing with blight, either tilt it from scenario editor before you start the game or create (which you inevitably should in the lategame) greenhouses with sunlamps in the middle, separated by walls and a door, prefferably spread around your base.
I personally do it in a way so my ~square base has 4 entrances in the middle of each side, and these greenhouse sections are in between the 'square corners and the entrances... kitchen is at a corner, so I can set up at least 2 realy close so harvested corn gets in the fridges with minimal haul time.
Get a good haul mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058&searchtext=haul
I'm using this one.
Use the tools you have, set up job priority manually every time, baseline one just sucks hard.
Prefferably you should have some with high/first priority haul, and clean, for haul, you could even use more than just one colonist.
For job priority, I'm using complex jobs mod to better spread out things.
In case of sowing/harvesting, I like to have at least 2 capable pawn, both set to harvest-1 sow-2, cut-1, so they harvest-cut-sow and ignore later ones until there are anything to do in the higher priority places.
For cooking, I'm using a cook-1, butcher-2 priority and a separate pawn with butcher-1, cook-2 just in case the other is downed ater a raid or something and somehow my food storages are dwindling because of a mirracle.
Hauling issues happen if you have too many tasks going on. That is hard to control since obviously, our colonies should have lots of things going on.
But it is doable, so have some dedicated haulers, or reduce the number of tasks going on.
Blight can be a real pain. Even with zones you have to click each individual plant to designate it for cutting, and stay there clicking as it spreads. I hate it. I have huge fields and keeping on top of blight when it happens is A LOT of work. I thought I seen a mod that could select all blighted crops with one click, but I can't remember which mod it is.
Good point. this could happen for the players that don't like to pause the game.
I pause often in any game. One of those times would be for blight. Pause, select all plants, unpause. all plants are selected, and as I mentioned above where Cutting Plants is on a high priority of 1, the colonists take care of the blight pretty fast.
Note that cutting plants is like deconstructing. You can select a range of plants by holding down the mouse button and moving the mouse. so an entire row of blighted plants can be selected in one swift motion.