边缘世界 RimWorld

边缘世界 RimWorld

Automated Work Assignment
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Ekinox  [开发者] 3 月 31 日 下午 5:35
Suggestions
Feel free to leave your suggestions to improve the mod here, I'll do the best I can to test your ideas, and if they work well, I might add them :)
最后由 Ekinox 编辑于; 3 月 31 日 下午 5:35
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OrAZion 3 月 31 日 下午 9:24 
Thank you! Actually, I think everyone's concern is that the number of workers is fixed. However, it would be great if we could use two different rules and worker counts at the same time—first filling a few times with the lower score, then switching to the higher score, or vice versa. We could start with the higher score and, if there aren't enough fills, switch to the lower score.

Of course, it would be even better if we were allowed to manually exclude certain tasks from being automatically assigned.
Ekinox  [开发者] 4 月 1 日 上午 10:53 
引用自 OrAZion
Thank you! Actually, I think everyone's concern is that the number of workers is fixed. However, it would be great if we could use two different rules and worker counts at the same time—first filling a few times with the lower score, then switching to the higher score, or vice versa. We could start with the higher score and, if there aren't enough fills, switch to the lower score.

Of course, it would be even better if we were allowed to manually exclude certain tasks from being automatically assigned.

Thank you, as I mentioned before, I will test this idea this weekend.
whaitiri 4 月 2 日 下午 8:17 
Good mod, my main suggestion would be that 'disabled' jobs do not set the work priority to zero, but rather are completely ignored by the mod (or an additional option to ignore) so that they can be managed manually. At the moment every work type must be managed by the mod for pawns that are not excluded, and there's no way to stop priorities by being overwritten except by excluding a pawn entirely.
最后由 whaitiri 编辑于; 4 月 2 日 下午 8:17
Yoann 4 月 3 日 上午 8:46 
I would suggest mod compatibility with PriorityMaster https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1994006442

Also, to order the WorkType by priority (not by alphabetical)

And if possible with a presentation similar of the WorkTab (WorkType in columns, 2 lines : count & priority).
Taemaly 4 月 5 日 上午 5:39 
please consider adding an option to set percentage of pawns instead of numbers ,so that you don't have to adjust number of pawns frequently
Ekinox  [开发者] 4 月 5 日 上午 9:06 
引用自 Taemaly
please consider adding an option to set percentage of pawns instead of numbers ,so that you don't have to adjust number of pawns frequently
Hello, already in the works
最后由 Ekinox 编辑于; 4 月 5 日 上午 9:06
Ekinox  [开发者] 4 月 5 日 上午 11:54 
引用自 Taemaly
please consider adding an option to set percentage of pawns instead of numbers ,so that you don't have to adjust number of pawns frequently
Hey, I've made some progress, here's an screenshot:
https://imgur.com/a/iBjcygP
Amity 4 月 5 日 下午 7:40 
Could you add a setting letting us change the priority based on skill lvl. so like for mining i can say if you have 15+ be priority 1 but if you only 10-14 then you get priority 2 and so on. It would be even better if we can change it per skill so while mining is 15+ construction only needs to be 5+ to be priority 1. Awesome mod btw very handy
Ekinox  [开发者] 4 月 5 日 下午 8:50 
引用自 Amity
Could you add a setting letting us change the priority based on skill lvl. so like for mining i can say if you have 15+ be priority 1 but if you only 10-14 then you get priority 2 and so on. It would be even better if we can change it per skill so while mining is 15+ construction only needs to be 5+ to be priority 1. Awesome mod btw very handy
Hello, that is one of the features I'm working on, it should be ready by wednesday.
Attic Goblin 4 月 6 日 上午 6:52 
I left my review and am unsatisfied that I left my frustrations and n o actual suggestions, so, I have a few.

1: I believe the UI could be shrunk down, there is a lot of vertical space between options, unless this is for monitor size compatibility. Especially with mods that add work types, like Hospitality, Medical Dissecting, Haul+, and more, the menu gets pretty deep.

2: Like you mentioned, going into the mod settings to check certain jobs OFF from the logic is un-intuitive, red X you would assume means disabled and green check would mean enabled for the mod logic. Swapping icons should save some confusion.

3: A quickstart button would be nice, setting some tasks like Doctor, Construction, Plants, Mining, Researching, and Crafting to priority 1 with a single button click would be perfect since these skills should ideally be set that way in practically almost every playthrough (Please correct me if I am wrong but this is how I play). We can be left to edit things like Firefighting, Cleaning and whatnot later.

Thank you for the clarifications and I hope my suggestions could help you improve the mod. :)
Ekinox  [开发者] 4 月 6 日 下午 5:37 
引用自 Attic Goblin
I left my review and am unsatisfied that I left my frustrations and n o actual suggestions, so, I have a few.

1: I believe the UI could be shrunk down, there is a lot of vertical space between options, unless this is for monitor size compatibility. Especially with mods that add work types, like Hospitality, Medical Dissecting, Haul+, and more, the menu gets pretty deep.

2: Like you mentioned, going into the mod settings to check certain jobs OFF from the logic is un-intuitive, red X you would assume means disabled and green check would mean enabled for the mod logic. Swapping icons should save some confusion.

3: A quickstart button would be nice, setting some tasks like Doctor, Construction, Plants, Mining, Researching, and Crafting to priority 1 with a single button click would be perfect since these skills should ideally be set that way in practically almost every playthrough (Please correct me if I am wrong but this is how I play). We can be left to edit things like Firefighting, Cleaning and whatnot later.

Thank you for the clarifications and I hope my suggestions could help you improve the mod. :)

Update 1.6.1 was just published on the workshop, it changes the check icons, reduces the spaces between work types on the config menu and modified some logic to prevent 0 pawn scenarios when using % mode.
budisourdog 4 月 7 日 下午 5:40 
Comment moved to suggestions:
Rules filtering job assignment by skill, like if plants > 2, then do growing regardless of % workforce: anyone who has less than 4 medic or cooking, don't do those jobs even if x% workforce setting is not met.
Ekinox  [开发者] 4 月 7 日 下午 5:54 
引用自 budisourdog
Comment moved to suggestions:
Rules filtering job assignment by skill, like if plants > 2, then do growing regardless of % workforce: anyone who has less than 4 medic or cooking, don't do those jobs even if x% workforce setting is not met.
Hello, thank you for you suggestion, as one comment on main comment section mentioned, on bills you can set the minimum and maximum skill level for that specific bill, this of course, does not apply to construction, research, taming, sowing, etc. IIRC, some other people have also requested this feature and it is on the works.
Amity 4 月 13 日 上午 12:52 
引用自 Ekinox
引用自 Amity
Could you add a setting letting us change the priority based on skill lvl. so like for mining i can say if you have 15+ be priority 1 but if you only 10-14 then you get priority 2 and so on. It would be even better if we can change it per skill so while mining is 15+ construction only needs to be 5+ to be priority 1. Awesome mod btw very handy
Hello, that is one of the features I'm working on, it should be ready by wednesday.


Hello, where can i find this setting, i cant see it visible right now.
Ekinox  [开发者] 4 月 13 日 上午 11:15 
引用自 Amity
引用自 Ekinox
Hello, that is one of the features I'm working on, it should be ready by wednesday.


Hello, where can i find this setting, i cant see it visible right now.

Hi Amity, I'm sorry, I haven't been able to work on the mod this past week due to college homework and stuff, but this week I'm on vacation, I'll start working on that update this afternoon, and maybe release it today or tomorrow.

I apologize again for the delay, have a nice day.
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