Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=725219116
Setting up time specific for work, recreation, and decreasing sleep can also work reasonably well. 6 hours sleep, 2 hours before and after sleep for anything, 4 hours work, 2 hours recreation, 4 hours work, rest anything. Splitting up work hours with recreation makes the pawn switch between work tasks.
Medical + Warden + research are my main choices with crafting as a secondary (making meds and chems)
I'm not knocking your idea, but short of yourself or someone else making that mod, you'll need to work with the games limitations.
There's nothing wrong with QoL suggestions, even if they're of the back-of-the-napkin sort.
The issue is really of "built in inefficiencies."
You're supposed to juggle scheduling and you may have to adjust it throughout play, at least until you've got enough population where doing so doesn't make as much sense as just taking a pawn to do a specific job and little else. Even so, things may arise that require you to do some tweaking and the like, even in the late game.
That's the gamification of a sort of "realistic" schedule. And, if you try to "brute force it" with certain tasks instead of letting your fiddlings with this "built in inefficiency" rule it? You get problems, like some pawn starving while being forced to sit at their Research Bench. :)
Research maintains its priority level and the Job doesn't go away unless the player toggles it. Planting, crafting, etc, all have their "nothing to do here atm" points where a Pawn will then consider their next priority level. Research does not.
Note: You can have multiple researchers and multiple research benches, btw. The Research Benches will both focus on the same Tech and research speed will be increased. (It's not directly proportional, IIRC. But, it is significant, especially with long projects.)
Research always seems to isolate one pawn at that bench in the early game, sometimes in the mid and late, too. If I have issues, I'll break up their Work schedule with Anything periods and let them decide if they need some Recreation, etc.
Combining Research duties with a Crafter that only occasionally crafts Weapons or some such is a good choice if one must double-up duties. And, if one is operating without Greenhouses, pairing it with a Grower is fine too, for the Winter/off seasons. (That's really a nice touch, as it sort of duplicates what people would do when spending most of their time inside.)
Not the only way to do this or the best way, but there is no forced isolation or work juggling this way.
I'd try to avoid assigning very labor intensive tasks to such persons as a secondary job; like MortVent, medical work and wardening would be my go tos, crafting/cooking if it's early on and largely as a stopgap, but certainly not farming, mining, hunting, or construction.