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I've long been toying with gnomoria style work assignments. Note that I haven't played that game in ages, but from what I remember, gnomoria had certain 'profession' pre-sets, that included a number of related jobs. The work types in RimWorld are similar, but unlike those of gnomoria, the user can not edit the work types, nor can a job appear in multiple types.
I'm thinking of a UI where work types and specific jobs can be assigned to 'professions' and priorities within the profession, and these professions can then be assigned to pawns with a certain priority. Professions could be saved (and exported), and each pawn could have one or more professions.
This would make the initial setup more complicated (I'd probably provide some defaults based on work types), but allow for the quick and detailed assignment of priorities once set up.
This would all be possible because using professions instead of worktypes/jobs essentially removes one dimension. We would no longer need columns for worktypes, as professions could be identified with a label/color/icon, and priorities could be represented by the left-right position of professions.
Essentially, we'd be moving the job dimension to a new UI screen (profession setup), that should ideally be used much less often (e.g. initial setup and occasional tweaking).
For the timed mode, I'm envisioning a form of Gantt chart, which would actually be similar to the way Prison Architect assignments work. Allowing for overlapping professions (multiple professions in the same time slots) would allow the same flexibility that we have now. Time would then be represented on the horizontal axis, so we'd need a different way to represent priorities. Numbers could work, or we could display professions below each other, where the topmost profession has the highest priority.
(I just now realized you just said the exact same thing).
As an amusing bonus (maybe toggled by mod options?) it would be fun if the pawns primary profession was what was shown by default for pawn titles a la Rainbeau's Editiable Pawn Titles. It would hhave the advantage or reminding you want you have a given pawn set with.
I personally give the same schedule to pretty much everyone but offset it for some, assuming nothing crazy is going on. You could make restrict schedules based off the time of the profession assignments. Or maybe choose one of a couple premade schedules that you can define similary to professions. And then you could offset them, so like create different work shifts by dragging someone forward/backward a couple of hours.
(Don't know where you're the more active here or on Github so I'm reposting this here)
I just saw your thread and I tried to do something... I kept as much as I could what already exist in the game, so here the first "draft"
https://user-images.githubusercontent.com/6094831/39788828-8d62cb58-532c-11e8-8caf-2a4a78ccc2f3.png
The picture feature a condensed main menu for professions that player will be able
- to name himself. He can > add > rename > delete
- Options tab feature shortcuts to: worktab (re-organized) > Schedule (will use Restrict menu features) > Assign.
- Workers: list of assigned pawn for that profession.
For now I only worked on the wortab "presentation". I will to do more tomorow.
Take care and thank you for your hard work.
* ability to make a job temporarely higher priority, without fiddling around with the rest of the job priorities
* ability to change priorities on a group without overriding the subpriorities that are disabled
* ability to select multiple prirorities/groups and change the priorities of them (by steps)
I don't know if these hold any value to you, but I think these would be very good.
I would be also glad to help as I'm a programmer, but I'm not sure where to start :)
Here's a tutorial about how to make a mod for Rimworld: https://ludeon.com/forums/index.php?topic=33219.0
A lot of steps can be skipped now thanks to this tool: https://ludeon.com/forums/index.php?topic=39038.0
That said, the second suggestion (changing group, keeping relative priorities of sub jobs intact) is something I intend to look at, and could be fairly easily implemented with a modifier key. The first should ideally be handled by some sort of save/load/preset mechanic - but I haven't had the time to (re-)implement that. The third is going to be quite tricky, probably more effort than it's worth (at least to me).
One small addition I'd like to see (out of pure lazyness) is the ability to expand columns without holding CTRL when you click (i.e. with a small button - size doesn't matter). The reason being that I'm using Linux and I haven't set up my keyboard properly, so every time I press CTRL whatever the mouse was on loses focus (it's impossible to CTRL+click something).
Similarly, if I set everyone to haul and clean (as an example) between 6 and 8, I want to be able to 'lock' that in so that changing priorities only affects the other times of the day.
Many of the sub-job columns have associated additional skills that can be affected by traits. 'Plant harvest yield', for example, goes up with increased growing skill, but it can be positively or negatively affected by traits as well. Again in relation to the current grid, maybe a tool tip or colour could indicate ≥100%. Again here it would be helpful to 'lock' the harvest sub-column priority for my poor quality harvesters so that if I change the grow priority it is only the other sub-columns that change. Grow does not have many sub-columns but others do.