Jump to content

Job/Skills change opinion


Recommended Posts

This is not going into the right direction. It was difficult to schedule my dupes by their job, now it got even worse. How can I get a skilled digger into each of my three scheduled shifts without switching back and forth between the schedule and the skills view, selecting a dupe at a time, having to remember what his priorities are and his skills. This is becoming annoying already with a small number of dupes.

Link to comment
https://forums.kleientertainment.com/forums/topic/104452-jobskills-change-opinion/
Share on other sites

Rename your dupes to something that reflects their skills like "Art Dug" or "Farm cook". I know some players prefer to keep the defaults names or something more personal in which case you may not consider "job descriptive" names desirable. I find it takes away the annoyance of keeping track of dupes skills and preferences.

27 minutes ago, JohnFrancis said:

Rename your dupes to something that reflects their skills like "Art Dug" or "Farm cook". I know some players prefer to keep the defaults names or something more personal in which case you may not consider "job descriptive" names desirable. I find it takes away the annoyance of keeping track of dupes skills and preferences.

Yeah. Miner 1, Miner 2 and Miner 3 may be boring, but this is what works for me. 

1 hour ago, pacovf said:

Hats?

Well, it would help if the selected hats showed up again on the job priority and shift selection screens! That's been annoying me for a good while now, and maybe I should just file a new bug report; I'm sure the old ones been buried by now...

55 minutes ago, SchlauFuchs said:

Renaming Dupes seems to be a workaround, not a feature to solve this issue. I have played only 10 cycles or so in the beta branch and haven't seen anyone wearing hats anymore.

That's because you have to manually assign them through the Skills screen.  It's no longer automatic when you assign them to a Job, because there are no Jobs anymore.

I really haven't had that much trouble with this.  I just made a list with the names of dupes per shift.  Once in the skills window, you can click on dupes to change which one you're looking at skills for.  So.. "Hey, I need a digger for second shift."  Max, Abe, and Nikola are my second-shifters, so I click on them in the skills window and see that "Hey, Nikola LOVES digging." So I put points in his skill. Done.

The change to the skills window means that you can see when a dupe can't perform a skill.  Abe, for example, won't construct.. even though he loves mechanical things.  I need to reset his skills at some point, but...

Spoiler

image.thumb.png.0514880cdf6797ee6cc255f03cec4008.png

 

I name my dupes after someone in the primary field I will give them from IRL or something I like. Like my last playthrough Alton for my chef, Turk for my Doctor, Mehdi is always my main Electrical Engineer, Katherine is my scientist, Elecia for my artist, etc. 

12 minutes ago, Oozinator said:

Not working for me.

Which makes me wonder how you’re assigning the hats, since it definitely works.

Personally, what I did was assign hats in the Skill screen. Each Dupe has a drop down list for hats. The big square with the hat icon doesn’t seem to work, but the drop down lists on individual Dupes do work.

Not going to lie, I love this new system. Being able to make all your dupes be able to dig harder materials rather than waiting for the one or two specific miners to do it does save some time, I do still wish that auto-prioritization was a thing, because I'm afraid I'll set digging or researching to be too high of a priority and nobody would tend to the farm.

Oooh, how about adding an optional "title" for dupes. It could be set to something witty by default, and maybe each hat has a default title associated with it, so if you change hats it changes the title... but only if it's not a custom title... custom titles should never be changed automatically.

I also *really* like @goboking's method of surnames. It's so close to how surnames actually were often used... who could forget such classics as shoemaker (shumacher), miller, smith, farmer, weaver, cooper, taylor/tailor.

On 4/2/2019 at 10:15 AM, kurzaen said:

Not going to lie, I love this new system. Being able to make all your dupes be able to dig harder materials rather than waiting for the one or two specific miners to do it does save some time, I do still wish that auto-prioritization was a thing, because I'm afraid I'll set digging or researching to be too high of a priority and nobody would tend to the farm.

I always cross-trained my dupes before so I never had this problem, but it is really nice to have your dedicated scientist finish the available research and be able to just immediately be able to make him a master artist/cook/plumber with all the skill points he's earned researching.

 

That said, I agree with auto-prioritization.  I seem to run across the issue where my digger sees an 8 for life support and does that before doing the 5 digging, despite them have a Standard priority on lifesupport and a High priority on digging.  It seems like the priorities on building/tasks has a stronger weight than the settings in the Priority Window, which just seems counter intuitive to me.

Like, it makes sense if I set something as a Top Priority (Yellow Alert) that people should rush to do that, but I wouldn't think an P.8 lifesupport would affect my diggers who have P.5 dig tasks when there are 3 Tidy people already working on the life support job.

I could use doors to fix this I suppose, but I just liked that the old Wrench icon made dupes focus on that task first before other things.

i love the change.  removes the old syndrome of perfect dupes and makes us plan.  the better we can plan the better things will be.  no shame if we have trouble, its a new system.  give yourself time, its new after all.   I'm enjoying the heck out of it.

 

My advice if you are feeling like you're hitting your head against a wall, take a vritual step back and re-evaluate your assumptions.. somewhere there is a step you can change that will give new insight.

On 4/1/2019 at 4:43 PM, yatima2975 said:

Well, it would help if the selected hats showed up again on the job priority and shift selection screens! That's been annoying me for a good while now, and maybe I should just file a new bug report; I'm sure the old ones been buried by now...

good idea.  while i haven't had this problem it makes a lot of sense.  Please do that ticket, its a good, simple feature that should have

1 hour ago, DaveSatx said:

i love the change.  removes the old syndrome of perfect dupes and makes us plan.  the better we can plan the better things will be.  

I'm not in love with the new system but I can't say I had problems with it. It's just annoying not being able to complete the table. My OCD screams so loud... :?

I need perfect dupes at some point of my base.... even if it's something really unlikely to be reached and not needed at all. The feeling of progression towards that ultimate goal keeps me interested. Even being a silly irrational impulse...

I agree the better we plan, the better things will be. This is the part I most liked from the new system. Decisions matter much more and gameplay is more dynamic.

2 hours ago, DaveSatx said:

good idea.  while i haven't had this problem it makes a lot of sense.  Please do that ticket, its a good, simple feature that should have

Well, guess what? The latest beta makes me very happy! @JarrettM came through quickly :)

On 4/1/2019 at 11:51 PM, Mariilyn said:

I like to give them fancy occupational surnames. Works great.

5ca2d4eb16d7e_Capturedecran2019-04-01a19_25_33.png.6bb192bdaa85aa1005bc562ec3e2bd2c.png

Awesome

Inspired me to come up with a matching list of occupational surnames for oni jobs that are common surnames from RL.

  • Dig- Eisenhower (german iron hewer)

  • Build - Mason, Thatcher

  • Supply - Carter, Porter

  • Scientist - Newton (not really an occupational name)

  • Operate 

    • Forge - Smith, Steele

    • Kiln, Glass maker - Potter

    • Clothing - Taylor

  • Farm - Farmer

  • Ranching - Shepard

  • Tidy - Gardner

  • Cook - Cook, Cooke, or Baker

  • Art - Arthur?

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...