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Harvesting stuff that is finished has a higher priority than sowing. It can be beneficial to try and weed out some plants in fields that have a much differing growing level (I avoid having single rich soil spots in my fields because of this), so your planters do not run around to harvest single plants but usually the whole field. Does not matter much if your fields are not giant and I never really had this issue with hydroponics.
Dandelions will always cause the issue of planters going there to fill up the field with single plants that just got eaten, because bigger animals will just eat them completely and they have to be resown. It's usually best to swap to hay asap for many different reasons, this being one of them. Needs hauling, but will likely still cause less work than what you are facing right now.
Construction:
Constructors will only haul to construction sites if there are no sites they can be working on. If you build a wall and your constructors go to sleep when there is still a site left being currently constructed, they will wake up and go there and finish the construction instead of bringing stuff with them. Haulers can bring stuff there too and there are several mods to work around this, but the issues this causes in vanilla should not be that giant unless you have stuff like multiple forced joy breaks each day. Eating and sleep should be the only thing messing with this otherwise.
Non-hauler hauling:
People will go and haul stuff when stuff is close to them and their drop site is close to where they are heading. They will not bring stuff into the freezer when they are heading for the dinning room and the freezer is too far away from that.
I am not sure why you have issues with people leaving to do other work. That just sounds like they have multiple overlapping tasks and the ones you want them to do are lower then the tasks they are leaving for. Constructors should always keep constructing and then haul new stuff to the blueprints, then construct again. If they leave for other jobs, those seem to be higher.
More importantly: Planting is always higher priority than cutting when set to the same level (left=higher priority), so they'll stop cutting if there's sowing to be done.
Giving less simultaneous tasks can help, since there's less chance of something popping up.
For construction: a lot of the time, unless they're going to sleep/eat, what seems like dumb behaviour is caused by one of 3 things: insufficient material, ie most of the steel is placed but you're out, they're going to get even more material to work on everything all at once, or more infuriatingly: the job is reserved. If you have 2 builders, there'll often be a wall segment left unbuilt because the second builder from across the map decided he's going to build it next, even if the first builder is standing right next to it. The more people assigned to building, the worse this gets. Due to the way this works, mods can't really fix this.
Edit: I suggest the What Is My Purpose mod, to see what a pawn's task is. That'll at least help in identifying what they're off to do, if not why.
https://steamcommunity.com/sharedfiles/filedetails/?id=1346064449
Thanks Glass Z, I might have to fiddle around with my work tab a bit more.
Its possible my sleep and eating schedules could have gotten out of sync. Sometimes I have a crafter or constructor making stone blocks or building past the scheduled bedtime. I did have fiburous mechanites disease that was causing pawns to go to bed earlier. But most likely it was my recreation times have been all over the place. Thus they stop working.
I could have sworn I've seen a player have their pawns chop down trees and then haul them right after. Like maybe I should be setting my hauling to the same number as my growing or chopping, so that when they are done they will do hauling right after.
Great thanks! I'll have to look into that. Yeah I do have that problem with construction sometimes since I have multiple people with the skill. It really helps with a bigger base, but can be a pain sometimes with these issues you mentioned.