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In the end, the easiest way to go about this is to NOT set a priority for firefighting--leave that box empty. Why you don't want your colonists to fight fires is beyond me, but it's your game and you can do as you wish.
You are asking for a better scheduling system, which is **********EXACTLY********** what the numbered-priority manual work setup gives you, but you are too stupid to figure that out so you whine for another system?
Sad dude, Sad!
For your situation, you can set firefighting priority to say 3, and everything else to 2. Pawns will complete all their level 2 priorities first, and only go to 3 if there are no 2 tasks to do, going from left to right if there are tasks of the same level. If you want them to cook first, but firefight before cleaning, set cleaning to 3 as well and they will do it after firefighting.
TLDR: "Possible to reorder the Job Priority List?" - Yes, that's basically what the manually input priority number system is for. But, combined with the existing Left to Right selection of possible Jobs/tasks, it's much more powerful.
Yes, the ordered Job priority system works quite well. To help you get a grip on it:
There are two priority systems built into the Jobs window.
The first is "as it is displayed" from Left to Right in order of decreasing priority. At the far left is the highest priority Job category "Firefighting." At the far right is "Cleaning," which is the lowest Job priority. It helps to consider this something like the order in which tasks are searched by the pawn. "Is there a fire? No." "Am I injured? No." And, on down the line to "Is there Filth in the Home Zone?"
In the manually assigned system, all you're really doing is assigning more "weights" to this ordered priority list. It's still checked in the same way, but the Pawn will make decisions with a bit more detail in how they're ordered. "If there is a Fire, I should give the task of Firefighting a priority of 4." (For Firefighting set at 4.) And, on down the line. For manually assigned Priorities for Jobs, like Cooking at 4 and Cutting at 3, Cooking will still be checked first, but if it has a lower priority than Cutting and there is a Cutting Job waiting to be done, Cutting will be done first. If there are two Jobs with tasks needing to be done and they are set at the same Priority value, the Job furthest to the left in the Jobs window will be done first.
What manually assigning Priority does is allow you to prioritize without having to rely on the basic "Left to Right" Priority system. Tasks will still be checked in that order, so you can still use that mechanic to help you with your Priority assignments, but the Weighted Values you input, from 1 (Most important) to 4 (Least Important) to None (Ignore) means that you can re-order priorities as necessary/needed.
Pawns that are incapable of doing certain Jobs will ignore those types of tasks.
Jobs vs Tasks = Jobs are classes of types of work. Tasks that a Pawn undertakes are part of a Job that they are assigned to. (A pawn assigned to Crafting, without further instructions for the requirements chosen at the Crafting Benches, will choose from among all the Crafting jobs available.) A Pawn that is Hunting, for instance, will show it is "Hunting <animal>." Once it kills that animal, it will haul it to storage. Even though Hauling is a separate Job Class, the hauling action of that Hunting pawn is part of the "Hunting" task. (It is possible, IIRC, for another pawn to claim the corpse for Hauling, IIRC. Just rare.) Not really difficult to see/understand, but if it's confusing just know that, for instance, if a Pawn is assigned to Crafting and it has undertaken the task of crafting a Component, it will go get the necessary Steel by itself, as Hauling needed materials to the crafting bench is part of that behavior. (Some mods will supersede this in certain situations, like building walls and the like, allowing other Pawns to assist in hauling needed materials.)
Yes, there are mods that modify the work tab's order, also mods that add more functionality
https://steamcommunity.com/sharedfiles/filedetails/?id=1361689238&searchtext=work
and
https://steamcommunity.com/sharedfiles/filedetails/?id=725219116&searchtext=work
The first one is exactly what you asked for.
But, really, it WILL NOT fix your problem.
Your problem is that you do not understand the functionality that the core Work Tab gives you, and seem unwilling to learn it.
a (semi) valid complaint of the Work tab is asking for something like "I want to be able to tell my pawn that, if his harvesting job will take less than another 2 hours, to actually complete his harvest before going to sleep" or "Firefight only if the fire is closer to you than 35 steps"
The complaint you had, though, is totally covered by normal use of the numeric settings of the manual work tab.
Anyhow, what I meant was that while I'm peachy with the numbering priority, I was hopin' for a way to also help in streamlining jobs even more effectively. I realize that Job rank 1 is done first, left to right, then Job Rank 2, and so on. I was hopin' to simply reorganize the left to right order.
Yes, I want my colonists to focus on cooking as a high priority (rank 1), but I also want them to focus on cleaning (also rank 1), but I want them CLEAN the area first. With Cleaning at the tail end of the order, that kind of throws things out of whack, in my opinion. Again, could be wrong.
So far, I've gotten a system that kinda works, but I was hoping to fine-tune it a bit more by tweaking the left/right order, hence my question.
https://steamcommunity.com/sharedfiles/filedetails/?id=1840614292
Current screenshot of my priority list.
Also, it looks like you have a large number of colonists set at the same priority level on several different tasks. Narrow that down to just 2 or 3 colonists (unless you are trying to mass-produce certain items) and that will free up colonists to spend even more time on cleaning; I doubt your base will have a dirty area for more than a few minutes.
Aaand, you're using a mod. Good luck with that...
/sigh
:)
First, set at least one of your Pawns who is assigned to Doctor as Patient 2, Doctor 1. Why? What happens when all your Doctors are wounded? Golly... nobody left to do Doctor stuff, huh? :)
Next, completely forget the idea of "Everyone who can does Research." That is a complete waste. (Do you have Research Benches for everyone? If not, then why not? Just... don't.) At the most, you want two Researchers with two Research Benches contributing for those things that multiple Researchers can actually Research. The goal for Research specialists is to get a very high Intellectual score. That will not happen if they don't spend a lot of time doing it. And, there are many Research subjects that lock out additional Researchers, IIRC. So, it pays to have true "Specialist Researchers." Once you can do so, have them do nothing else but Research and then "turn it off" when you need some catchup time to make the stuff you've discovered. Rinse/repeat
I'm not sure what Haul+ is, but don't assign "everyone" a 1 priority to anything other than the standard Fire, Patient, Bed Rest, etc., especially not Hauling. Sure, it'll get stuff done fast, but it's a waste of your resources and daylight/work-cycle time. Imagine this - It's harvesting season. All the cutters are cutting and generating Haul jobs. Now, everyone starts responding to Hauling, leaving their Crafing Benches, Research stations, Cooking Jobs, etc... Just to haul one stack of stuff after crawling to the other side of the map to the fields. Instead of having your truly dedicated Haulers spending their whole day hauling several stacks of raw food, you've wasted everyone's time getting over to the fields to haul one stack and then go eat dinner... (Guess how many unfinished things are left on Crafting Benches that nobody else can finish, now? )True "Haulers" will eventually be "Dedicated Haulers" that do little else but Haul and maybe Clean or Mine. That should be the way that ends up. "Should be" - There are exceptions for everything.
You've got Cooks assigned to Mining... OK, I get it, maybe it's a leftover or you're trying to maximize everyone's strengths. Well, their strengths and inspiration/fire doesn't matter if the job doesn't get done. You ask for Pawns to mine an area, likely an area that isn't near you since you've already built up that area, and your Cooks are off mining instead of staying close to where they will be doing one of the most critical jobs in the colony - Cooking. Never assign a Cook, who keeps everyone fed, to a job is likely to be needed to be filled that will take them away from Cooking for very long. Never. That's why Warden can be "OK" for a Cook, in limited amounts, since it only takes a few minutes for them to do that Job for the day.
Too many "1's" for everyone. Aside from Firefighting, Patient, maybe Bedrest and then either Doctor or Cooking, no pawn should really have more than one additional "1" Priority job. And, that would be for the Doctor at 1, since they won't always be doing that job.
Every "1" in a Pawns list has to be thunked about... You have to differentiate between the "It's their primary Job" and "this Job only happens occasionally." So, a Doctor at 1 with no other Jobs won't be doing much of anything, ever, except when something bad happens. So, it's perfectly fine for them to have a 1 in a real Job that they will be doing all the time. But, for a pawn that is primarily a Cook, which is a critical job necessary for the colony's survival, they won't have a 1 in any other Job that is to the right of "Cook." None. Why? Because it's likely going to take all day for them to cook meals to feed people and they don't need to be constantly interrupted.
Specialize Pawns, you'll end up getting more out of them. Some ideas:
Researcher - You'll manually adjust their priority as needed. You may not always want them Researching. You will halt their Researching by not choosing a new thing to Research, so use that mechanic. Assign them a Secondary Job that they can leave without worry, like Hauling, Cutting/Grow (Do not depend on them for Grow, though.) Hunting, etc. Be aware that if they are also a Craftsman and assigned something to craft, you'll have to interrupt their Research for them to finish it if they don't get the chance to do so before the next Research job opens up. NEVER assign them as your primary Cook. Warden/Haul/Clean is fine, too.
Cook - It's what they do. A good secondary is Warden, maybe Doctor. They shouldn't have any other Job that activates often, like Grow, Cutting, Hauling, Cleaning, etc at the same rank or higher than Cook. Never.
Hauler - You will want at least one dedicated Hauler, but not till later. Dogs are EXCELLENT for this job and a few dogs, managed appropriately, will help a great deal. Because of their low "Wildness" they generate no filth at all. Hunters are decent choices for this. A few Pawns will have to spend a decent amount of time doing this, though. Grow/Cutters are good if this is their #3. Miners would be preferred unless you've still got tons of Mining to do.
Cleaner - Someone is going to end up with this job. Haulers might seem like a good fit, but they should be spending their time Hauling if they're needed. But, you have to have someone Cleaning. Anyone who's got Dementia, injuries, etc, is decent for a dedicated Cleaner. Artists make a good choice, here, since you definitely don't want Artists doing Art all the time.
Plant Cut/Grow - Dedicated. They do little else, ever, because it's a full-time Job. Typically, they're too far from base to be an effective Warden and too localized to be an effective Hunter. Good job on prioritizing Cut above Grow! If you need a secondar, Hauler isn't a bad choice.
Doctor - NOT a dedicated "only" Job. It's a good "Also ranked as 1" Job for Researcher, Cook, Warden, Crafter/Artist depending on your base setup. They won't be called on frequently, it's hoped, and those jobs generally keep them close to the primary base area.
Crafters - This is your biggest "Bounce" Job. You will have some of these working overtime, it seems, on Crafting Jobs. But, the thing about Crafting Jobs is that once the Pawn gets skilled, they're generally pretty good about keeping up with all the mundane Crafting needs, like Clothes. Once you get good Stockpiles of things like Components and the like, they'll have to do less of those at a time, too. (You'll likely have your base built up by then.)
Construction - It's... not worth planning for in terms of the entire colony's Job list... Crazy to say, huh? But, for the most part, you're going to have primary, strong, crafters doing it in the mid/late game and "anyone who can" in the early game. That's it. No use worrying about it for the early game. When you get to the mid-game and beyond, assign it to your "Crafters." They'll need something else to do, eventually. If something doesn't get done fast enough, then switch up Construction and Crafting priority for them with Construction being higher. (Don't assign Growers or Cooks to Construction, though. Once they are were they need to be, they need to stay there for as long as possible.)
Hunter/Animal Handler - This is a good combo. You can also include Miners, here, or Artists without much worry. An off-duty researcher can also make a good candidate for a Hunter, but not an Animal Handler. Why? Animal Handling is a DAILY job. They will be doing some specific Animal Handling jobs during the day, so they need a job that they can leave. Hunting is good, since it's usually sporadic and can take advantage of their Animal Handling skill for some modifiers. Mining is a good choice, but only as secondary IMO and only that when you have some others as having Mining a higher priority. (ie: A "Fill-in" Miner can be a primary Animal Handler/Hunter and do a decent job with all, most likely.)
Miner - It's an "On Demand Only" job. They're only ever going to respond when you tell them to Mine something. So, choose Pawns who can afford to be away from their primary task, like Artist, Hunter, Craftsman, etc..
As your colony develops and the Skills of your Pawns develop, you will start to accumulate things like more items in your Stockpiles, an actual "base" that's mostly constructed, most of your Cooler/Heaters installed, spare clothes, etc.. And then, your priorities may change a bit. This happens often several times during your playthough. At first, nothing matters except for "Getting Stuff Done." No magic series of numbers matters... only getting stuff done matters. So, do that. Once you accumulate enough laborf, have some stuff made, some stockpiles of things/food/etc, you can start to calm down a bit with the Jobs list and it generally ends up sorting itself out as you introduce tiny tweaks, here and there.
If you find yourself constantly adjusting the Jobs Priorities from mid-game to end-game, you've done something wrong somewhere. It's a "Sign." :)
Note: Look for problems ACTIVELY. Is there a pile of Crafting Bench products that is Unfinished or done by multiple Pawns? Too many hands trying to use that bench or they're all getting called away from their Crafting job by something else. It also is a good idea to have two Crafting Benches for certain types of uses, so Pawns can fill mundane requests in keeping up with inventory levels for items and then you have a second one you can use for special crafts and assign a specific, well skilled, pawn to do them.
Edit-PS - Yes, this is a TLDR post. I'm just trying to help. But, there's a pattern developing here that needs explanation:
Jobs have different Tasks and some of those Tasks basically never stop during the day and some do. A Cook generally ends up cooking all day long. A Miner may only mine part of the day, but probably has to walk a decent distance and that takes up time, too. A Warden only has a few minutes out of their day spent actually doing "Warden" stuff. A Grower may or may not spend all day in the field, but they certainly will during harvesting/cutting/replanting critical food crops. A Researcher will absolutely spend their entire day sitting at a table doing Research, but a Crafter may only spend a few minutes on a shirt and yet all day on an Assault Rifle.
See how that works? The "Strategy" here also deals with the time a Job takes to do and whether or not the Tasks that make up that Job are things like Mining or primary/initial Construction which only ever occurs when ordered by the player or "All Day" Jobs like Research. It also matters at what stage in the game you are, since if you've got a very skilled couple of Cooks, now, you can keep an entire stockpile of meals for everyone without the Cooks actually having to work all day. This is the sort of "dynamics" you can't plan fully for, but you can keep them in mind in general while planning. Once you get used to doing that, everything becomes much, much, easier in terms of prioritizing Jobs. Srsly... for true. :)
Haul+ is from the mod "Allow Tool." You can set a priority haul on items and the Haul+ job is the job name in the worktab that handles that priority hauling. So it is completely separate from the regular hauling priority list. (though when you mark a job for priority hauling it is marked for both priority AND regular hauling, so it doesn't negatively affect regular hauling jobs at all. Very well written mod.
Aye, gotcha. Some of those elements in that tool were included in the base game, after release, (1.0?) so I never really bothered with it. Prior to release, though, it was hugely popular. I was still sticking to vanilla, then, though.
Honestly, I've only recently started using mods, mostly to help here and there when the vanilla is lacking (or I'm just still too clueless.)
One that was pointed out was the Allow Tool. It lets me FORCE priority hauling on specific items (IE, I want harvested crops first, before any other haul target) and/or selecting on items in the Home region or the entire map, such as selecting to chop down all trees in the home region.
It works for me, and it works well. I'll wager that some aspects of it have already been put into vanilla (like the one mod I ran that automatically placed the blueprint for a destroyed item) but on the whole, I'm figuring things out. With your page there, it also helps a lot. Thanks!
You have a mind, right? Make it up please
EITHER
OR
You have two completely contradictory statements there.
So, which one did you really mean, and which one is the LIE?
It's intended to address any common question as a response you might have. In essence, it's a wall of text that saves you and me/someone else the time and extra text it would take to answer your predictable question. :)
But, the "Force" is a crutch... unless it's a unique situation.
Your pawns should be automagically doing their Jobs without you telling them they have to haul Wood or to Prioritize Cutting Trees... See?
If you rely on forcing them to do things, you won't get the experience necessary to construct a Job Priority list that actually works efficiently.
It's an acquired skill and your Jobs Priority list will change from game to game, situation to situation, as needed until it becomes self-sustaining. You have to acquire that skill. It's not hard, but it does require you to not rely on workarounds to get things done "Naow" and "The Force" and stuffs... :)
PS - Force Haul is very handy for specific special things, but that's in the game already. ie: "Prioritize Hauling This Item" orders given to a Pawn with the Haul Job, for instance.
It makes sense in my head, anyway. :)
@ Morkonon - By "forcing" I meant that, let's say they've got orders to haul, and while they're doin' that, some cargo pods crash with some REALLY FANCY stuff. Rather then waiting for them to go "HEY, this is haulable stuff too, I should go get that!" the Haul+ has it's own haul priority, and when you use IT's hauling, it overrides the standard hauling jobs, and fast-tracks whatever you targeted. Once that job is handled, the Haul+ is empty, and standard rules resume.