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Jobs & The Job Board


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I would like to be able to create "Jobs" with "Job Titles" and the Dupe's priorities be automatically set by the "Job" they take on.

And then, I'd like to have a separate tab for doors and gates and things that goes by Job or Job Title.

 

I could assign the hat the way it is now, via skills, or via "Job Title."

 

So, say I don't want my cooks ever going into my sewer system. I create a door that says, "No cooks!" by restricting access and no allowing anyone with the "Cook" or maybe I'll call it "Chef" title to go left through it (or right, or any direction, whatever).

A new dupe arrives, I give them the "Chef" job title, they run over to the job board, punch in and get the tag/title of being a "Chef."

 

Or maybe instead of hats, it could be uniforms? So they have the hat based on skills and the uniform of their Job. Could be jumpsuits of different colors.

 

Or, heck, maybe a system where we restrict or allow access through doors based on jumpsuit colors alone, and we have to create the jumpsuits in the clothing machine and supply them to the Job Board or whatever.

Six Colors would be enough for me, or 8 colors. ROYBP + Black & White

 

Anyway, I don't like having to go around and fiddle a bunch of different doors every time a new dupe arrives. I get a new chef and have to go through and change the settings on 10 different doors and hope that I don't miss one or accidentally lock the wrong dupe out. It'd be nice to automatically assign a new dupe to a restricted access status.

Or maybe give them a keycard they can wear around their necks?

Red Key

Blue Key

etc.

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10 different permissions on 10 different doors. Out of curiosity, what exactly are you not letting your dupes do? I haven't used permissions on a door for thousands of hours. Not that that means anything, just wondering. I'm not thrilled with my chef walking through the sewers either, but that's why I set up washrooms outside dirty areas and before the kitchen. Doesn't having so many blocked areas significantly increase the numbers of times you get Idle warnings?

I would love groupings for door controls so that I can send allow only select dupes through a set of doors from one panel.  And skill and attribute based door controls, so only dupes with certain skills and attributes are allowed through a door.  I mean, I'd even take hat-based controls, so only dupes wearing certain hats can get through.

Basically, I think the entire mechanism for organizing dupes would be good because once you have like more than 20 or 30 dupes, it can be really hard to keep track of all of them, especially since the doors are on a per door and per dupe basis.

On 12/11/2024 at 1:26 AM, Mastada said:

10 different permissions on 10 different doors. Out of curiosity, what exactly are you not letting your dupes do? I haven't used permissions on a door for thousands of hours. Not that that means anything, just wondering. I'm not thrilled with my chef walking through the sewers either, but that's why I set up washrooms outside dirty areas and before the kitchen. Doesn't having so many blocked areas significantly increase the numbers of times you get Idle warnings?

I prevent cooks from leaving what I call "The living area," which is basically the bedroom, bathroom, breakroom, hall, and kitchen. I prevent binge eaters from having access to food stores and the kitchen. I prevent most dupes from going to the surface. I like to prevent most dupes from going to certain storage areas.

Sometimes I'll also design my bases so that ranchers can't leave the ranching and living area.

I like to have my cooks work the manual generators for cooking, but I don't want those cooks to make massive journeys down to the bottom of my base to run the manual generators for carbon scrubbers or water pumps or other things. I also don't want cooks to make massive trips to pickup cooking supplies from around the base. I want those cooks to wake up, work the manual power generator for cooking and then start cooking. The problem is, when I need to set a power generator for oxygen production or carbon scrubbing or something to a higher priority than cooking and the kitchen runs completely out of power, which happens early to mid game for me. The cooks will of course go to the power generator with the highest priority, leaving the kitchen without power, and thus even though cooking is a higher priority for them than creating power, they never generator power for the kitchen because they're too busy generating power for the oxygen production and carbon scrubbers or grinding and refining metal if I decide to set metal refinement to a high priority.

I don't want ranchers to work any manual generator related to ranching. I like having my ranchers run the manual generator for the shearing machines.

So, basically, I want to and try to, create zones for the dupes to work in. Cooks don't need to leave the "living area." Ranchers don't need to go into the kitchen. Only miners and suppliers, or maybe only miners, or maybe builders, need to go to the surface, or 'down below.'

And so on.

I'm able to manage my base without this feature, but the way I would prefer to manage my bases with such a feature and the way I have to without it, are two different things.

On 12/11/2024 at 1:26 AM, Mastada said:

10 different permissions on 10 different doors. Out of curiosity, what exactly are you not letting your dupes do? I haven't used permissions on a door for thousands of hours. Not that that means anything, just wondering. I'm not thrilled with my chef walking through the sewers either, but that's why I set up washrooms outside dirty areas and before the kitchen. Doesn't having so many blocked areas significantly increase the numbers of times you get Idle warnings?

Oh, and no. I get idle warnings once in a while when I mess something up, as I'm sure everyone does, but in general I do not get idle warnings when I do design my base this way. There's always something for my dupes to do.

And, if I did get an idle warning it would be a clue that something's gone wrong. If I see an idle warning, usually a digging or building dupe has trapped themselves somewhere, but if I find a cook is idle that means they're not being supplied enough raw materials, raw foods, and such to keep cooking and that means I need to address the food supply.

I can't imagine a rancher giving me an idle warning, I don't 'lock them in' until I've got a lot or ranches going and they're basically doing nothing but ranching anyway... I don't start shearing until after my hatch farms or whatever I'm using for meat is fully up and running, and I've got 10 or 12 dupes running around, so I can't imagine my ranchers going idle, but again if they did it would mean something is wrong with my build, or supply, or something.

Diggers and builders usually have full run of the entire base, able to go everywhere. Suppliers, will sometimes be zoned, like a supplier or two who only runs between the ranches, farms, and kitchens, while other suppliers have full run of the base, but often my suppliers are able to run the full base.


Oh, and researchers! Researchers are similar to cooks, especially early game when I've got 4 or 5 dupes and want to push research, I'll lock the researchers to the living area plus the research area or lab. I don't want my researchers running around the entire base, I want them focused on their research. And while it would be nice if other dupes ran their manual generators for the kitchens and research, the distances involved between manual generators can be great sometimes, so I just want them to run the manual generators if no one else is when the powers out for their area. But again, I don't want them running around the base running manual generators for life support or other productions.

On 12/18/2024 at 12:53 AM, Sasuga said:

Or maybe doors by shift?

So Default shift can't go through the door, but Shift 2 could, or visa versa and etc.

Timer switches.

 

On 12/18/2024 at 6:29 AM, Sturm58 said:

I would love dupes to stop bringing superheated materials to storage but let them run around the area where the materials are. This is such a pain right now in the game..

Gate, weight plate. Block dupes that carry anything from that area.

21 hours ago, Sasuga said:

I prevent cooks from leaving what I call "The living area," which is basically the bedroom, bathroom, breakroom, hall, and kitchen. I prevent binge eaters from having access to food stores and the kitchen. I prevent most dupes from going to the surface. I like to prevent most dupes from going to certain storage areas.

Sometimes I'll also design my bases so that ranchers can't leave the ranching and living area.

I don't think I've ever micromanaged this much.  I have, however, built my base to limit the number of dupes that have access to certain areas.  I have also prevented some dupes from going through some doors -- but that's kinda rare.

That said.. I use atmo-suits as a method of base access.  For example, if I only want two dupes at a time on the surface, then I'll put a pair of atmo-suits at the access to the surface.  I've seen a lot of base designs where all dupes leaving the "living area" have access to a suit, but that's not my method.  I will also go through and edit the priorities of various dupes.  For example, I'll tell my rancher that he can't dig or build, even if he's got the skills for it, because those jobs keep him away from the ranch too long.

Still, some interesting things to think about in this thread.

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