528663_1452787749 Posted July 19, 2017 Share Posted July 19, 2017 This would make it so you could make all new actions have a higher priority, or make it so that you could keep general priorities lower for a higher gradation when you need dupes to perform actions in a certain order. (higher than 4) Link to comment Share on other sites More sharing options...
Masterpintsman Posted July 20, 2017 Share Posted July 20, 2017 The priority selector should simply stick to the last selected priority per action type (build, dig, sweep, mop, priority paint, ...) Link to comment Share on other sites More sharing options...
xsansara Posted July 21, 2017 Share Posted July 21, 2017 I second Masterpintsman. This would solve all those problems and be usable for all game styles. I actually consider it a bug that it does not work this way. Link to comment Share on other sites More sharing options...
Buldric Posted July 23, 2017 Share Posted July 23, 2017 On 7/20/2017 at 1:37 AM, Masterpintsman said: The priority selector should simply stick to the last selected priority per action type (build, dig, sweep, mop, priority paint, ...) I strongly disagree. I would find that feature extremely irritating. Having it default to 5 every time also helps with priority creep. It means you have to make a conscious decision to set any task with a higher priority, which means you're less likely to set everything at 8 or 9. On 7/21/2017 at 4:10 PM, xsansara said: I actually consider it a bug that it does not work this way. From Wikipedia: "A software bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways." It seems like this is the behavior the developers intended, so it's objectively not a bug. Link to comment Share on other sites More sharing options...
Whispershade Posted July 23, 2017 Share Posted July 23, 2017 I do not think it is unfair to ask that priority selection has memory like material selection. They both, honestly, could be done a little better. I usually forget to change priority on build and tend to go with the overlay almost exclusively. Link to comment Share on other sites More sharing options...
Buldric Posted July 23, 2017 Share Posted July 23, 2017 I wouldn't object to the feature existing, as long as I could turn it off. But I doubt they'll add it. Honestly, I don't like the material selection memory, either. It's useful now, since Abyssalite is such a pain to select from the list... but aside from that, it's mostly just an irritation to me. Here's a thought: ctrl+clicking a priority level or material locks it into place until you change or ctrl+click again. That way you can use the feature at will. Link to comment Share on other sites More sharing options...
Masterpintsman Posted July 25, 2017 Share Posted July 25, 2017 On 24.7.2017 at 1:23 AM, Buldric said: I wouldn't object to the feature existing, as long as I could turn it off. Fine with me, being able to configure a software to work in the way the user likes best should be the #1 default feature for everything digital. Link to comment Share on other sites More sharing options...
Buldric Posted July 29, 2017 Share Posted July 29, 2017 Not necessarily. I feel like ONI players are more likely to fiddle with the settings just because of how fiddly the game is... but for most software the vast majority of users won't change any settings. Link to comment Share on other sites More sharing options...
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