RimWorld

RimWorld

Forsparda Dec 7, 2022 @ 9:47pm
Is there a way to prioritize work benchs?
like a tailors work bench or the fab bench i can never seem to get the pawns to do the jobs id like them to do without manuely telling them to do it and even then it seems like they just do it for a second then vanish
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Showing 1-10 of 10 comments
Forsparda Dec 7, 2022 @ 9:48pm 
id even take mods at this point
Narrowmind Dec 7, 2022 @ 9:52pm 
Are you using the manual priorities, or the check boxes?
Forsparda Dec 7, 2022 @ 9:55pm 
Originally posted by Ratlegion:
Are you using the manual priorities, or the check boxes?
manual which is part of the reason its so frustrating
Narrowmind Dec 7, 2022 @ 10:15pm 
If you already set the job to the highest priority, are your workers set to anything, or are they set to work?
Astasia Dec 7, 2022 @ 10:51pm 
The only thing part of the tailoring job is making things at the tailoring bench, so if tailoring is at the highest priority the only reason colonists wouldn't be working at the tailoring bench is if they are filling their needs or the bill can't be worked on right now for whatever reason. Smithing includes the fabrication bench, smithy and machining table, I don't recall which of those are prioritized higher but typically the smithy and machining table don't see major use (you craft a few weapons or flak vests at a time, and shredding mechs is fast).
BlackSmokeDMax Dec 7, 2022 @ 11:04pm 
Originally posted by Astasia:
The only thing part of the tailoring job is making things at the tailoring bench, so if tailoring is at the highest priority the only reason colonists wouldn't be working at the tailoring bench is if they are filling their needs or the bill can't be worked on right now for whatever reason. Smithing includes the fabrication bench, smithy and machining table, I don't recall which of those are prioritized higher but typically the smithy and machining table don't see major use (you craft a few weapons or flak vests at a time, and shredding mechs is fast).

Smithing also now includes the mechanitor jobs if Biotech is enabled.

OP, to finely regulate this, you could use Fluffy's work tab mod, where you can expand and prioritize separately the sub-jobs of each job. This also gives you 1-9 instead of 1-4, which with a lot more jobs to number can sometimes be helpful. Mod is here:

https://steamcommunity.com/sharedfiles/filedetails/?id=725219116

Note that you can either expand all of the sub jobs at once or, and in my opinion better, just ctrl-click on each job and expand just the one you are interested in. Then hide the same way after setting your values. This way it doesn't look so messy. Hiding those sub-jobs does not clear the values that you can not see when they are hidden.
Last edited by BlackSmokeDMax; Dec 7, 2022 @ 11:06pm
SkylerJames13 Dec 9, 2022 @ 8:31am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1211661009

this mod is great. doesn't prioritize individual workbenches, but it breaks down the jobs further.
desrtfox071 Dec 9, 2022 @ 8:34am 
I also recommend Work Tab.
Security Cam #7 Dec 9, 2022 @ 8:54am 
I also recommend Work Tab. Such a QoL mod, you can for example assign pawns who aren't capable builders just to simply haul resources to the build site which means the main builder doesn't have to spend as much time hauling to build the thing.
Miccus Dec 9, 2022 @ 8:55am 
If you want to have complete control over the work tab, I would recommend "Personal Work Categories". You can create your own work groups and split and arrange the work as you want with it.
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Date Posted: Dec 7, 2022 @ 9:47pm
Posts: 10