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This is a common pitfall in most city builder style games, it's easy to assign hundreds to thousands of individual tasks to your colonists. They'll then try to prioritize them to the best of their ability but frankly they're not very smart.
Edit: It also sounds like you're using automatic priorities and leaving too many jobs on every colonist. Specialize labor and manually set priorities. If you want people to focus on construction, increase the priority of construction.
These mods will handle most of the problems you're having. It will still work best if you focus on critical tasks first until you have the excess time and labor to prevent these workflow jam ups.
https://steamcommunity.com/sharedfiles/filedetails/?id=2034960453
https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319
https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680
https://steamcommunity.com/sharedfiles/filedetails/?id=1885186534
https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193
Appreciate the list dude but man, installing lots of mods just to take out pointless clicking and faffing doesn't quite sit well with me. I think a big problem is the game only begins with 3 colonists; once you get an extra one or two to focus purely on the brain-dead tasks like hauling and cleaning it's not so bad.
Sure thing bud; never the precious game's fault! Must be why EVERY person I've ever spoken to about Rimworld has a metric buttload of mods installed, including many QoL mods like you suggested - none of us understand the game!
Most people just jump straight to the workshop right after they bought the game, and when they come to the forum for advice they are met with mod suggestions like @HunterSilver did, instead of actual advice on how to solve the problem in vanilla. Just because people are lazy doesn't mean the game doesn't give you the tools to solve the challenges.
You can edit your starting scenario to begin with more pawns. If you are comfortable starting with bigger colony, there's no reason not to do it.
I try to keep each pawn two similar sets of skills, ie construction and mining, all the crafting, planting and plant cutting, doctor and research, cleaning and hauling
I think you nailed the problem right on the head. Because of the ease of modding the game, people are too trigger-happy to just say "fix it with a mod lol" instead of giving actual suggestions. The worst part of it is when somebody who has literally no experience with vanilla tries to give advice, like "oh if you're having trouble with raids just build a big killbox with loads of embrasures and fill it with barbed wire." I don't believe anybody in this thread is guilty of it, but if you're going to try to give advice to people about the game, then make sure you actually know what vanilla is like.
this is some of the dumbest ♥♥♥♥ ive heard
it isnt like you can want to keep some ore for a natural barrier for raids, it isnt like you can want to wait for trees to be fully grown before you chop them down, it isnt like you can use trees to concentrate raiders and it isnt like your constructors arent also your best cutters/miners
srsly. if you buy a colony builder why do you expect that they will automatically decide to mine things so you dont have to press three buttons.
also you have way too many tasks
speaking as someone who's played 2500 hours.