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A list of which job does which tasks?


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OK, I'm getting quite lost in who is supposed to be doing what.

I've got 1 farmer, 1 gopher, and 1 researcher (along with 2 miners, 1 builder, and 1 engineer)

and yet nobody will take the time to water my berry plants.  I thought about adding a groundskeeper,

but the tool tip says sweep, mop, and disinfect for groundskeepers so I doubt it would help.

I had to put the berries on priority 8 before anyone would take the time to water the plants.  Even at 6 and 7

(and mostly everything else is at 5) they were being ignored.

So 1st, has anyone compiled a list of tasks and which job is associated to them?

2nd, who the heck does irrigation work?  Farmer, Gopher, Groundskeeper?

It seems to me that, other than the miners who need it to get through the granite and obsidian, right now

it's more or less pointless to try and assign jobs.  Since it seems that nobody is actually prioritizing their job

over other work.  That leaves us with what we had before the update (did they remove the prioritize job work

within a priority level that was there 2 weeks ago?), which is fine (I've never had an issue with priority before OU)

but does seem to make the jobs strictly worse than being unemployed (more stress because of higher food expectations, etc)

 

I am having the same problem with confusion of what job does what. I just played it safe and made sure every single job I could find on the screen was occupied with at least one replicant but I too would absolutely love a list of what job does what. Some of them are obvious like operate heavy machinery must also include running in the power wheels, but some are less obvious. I still can't figure out, for example, which job involves repairs and maintenance..

I'm quite confused between "tidy" and "supply."  I turned a groundskeeper on to "tidy" but he went idle.  I checked "supply" and suddenly he started sweeping and taking mats to storage, a job I assumed was under "tidy"


FWIW I think watering plants is under "supply" because that also seems to the job in which water is supplied to every other machinery.  I'd start testing there.

6 minutes ago, Quigleyer said:

I'm quite confused between "tidy" and "supply."  I turned a groundskeeper on to "tidy" but he went idle.  I checked "supply" and suddenly he started sweeping and taking mats to storage, a job I assumed was under "tidy"

Did the same test, its disappointing. Tidy doesnt sweep at all ("auto sweep" or "manual sweep"). "Supply" workers are very sollicited, but not Tidy ones, they could balance that better!

From what I have read, the priority system has been put back to exactly what it was before the Occupational Update beta. So yes, jobs are useless except for the facts that you need higher level jobs for some tasks and that a dupe keeps the bonuses from a job when they master it. They gave us a good system with jobs and the 1*-5* priority system and then butchered half of it.

Yep, there was a bug report about "tidy" not sweeping without "supply," which I responded to, but sadly, it hasn't been fixed or changed (if it's intended). The original dev response made me think it was a bug, but it hasn't been addressed since.

What I've deduced so far, assuming nothing was changed between preview and now that I haven't re-tested, is that pretty much ANYTHING that requires something being "delivered" somewhere requires the "supply" task. So if you want your farmers to deliver water/dirt, they need supply checked off. If you want your builders to bring their own materials, you need supply checked off. If you want your groundskeeper to actually "tidy" by sweeping up the place, you need supply checked off. Also, if you want your toilets cleaned, that's "tidy."

And the only way to prioritize one supply job over another is by increasing the priority on that particular job, which also means that all of the dupes you've assigned "supply" to out of necessity for this or that could potentially be the one doing ANY SUPPLYING ANYWHERE (not accounting for a carefully crafted system of door permissions). Alternatively, you give nobody but groundskeepers and gofers "supply" and hope they don't have 5,000 other things to worry about first.

Who me? Frustrated by that a wee bit? Nah "this is fine" 

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Tidy is for Disinfecting equipment. It has nothing to do with Sweep.

Supply is for transporting materials to equipment/crops and Sweep.

TC, what you should do with Farmer is what I do with my Cook. Remove a good portion of assigned jobs and keep only the ones that are associated to that specific career.

After the revisions, jobs are irrelevant when it comes to prioritization.

The only things they currently do is:
add additional stats to your dupes
give your dupes permanent traits that allow them to: mine firm materials, abyssalite, build conveyor systems, etc.

11 minutes ago, goboking said:

Why do so many people seem so resistant to the idea of using door permissions to make their colonies more efficient?

I'm not sure why what I said gave you the impression that I'm "so resistant" to "using" them. I use door permissions all the time. But I shouldn't have to worry about my builders picking up polluted water that drops from a wash basin in a bathroom just so I can also have them properly deliver materials to their build jobs in the first place because both those jobs are "supply." 

Just because I can work around that particular flaw in the jobs/tasks by using door permissions or putting hatches in my bathroom doesn't mean I have anything against either of those things. But that isn't (and shouldn't be) the answer here.

23 minutes ago, Keyimin said:

I'm not sure why what I said gave you the impression that I'm "so resistant" to "using" them. I use door permissions all the time. But I shouldn't have to worry about my builders picking up polluted water that drops from a wash basin in a bathroom just so I can also have them properly deliver materials to their build jobs in the first place because both those jobs are "supply." 

Just because I can work around that particular flaw in the jobs/tasks by using door permissions or putting hatches in my bathroom doesn't mean I have anything against either of those things. But that isn't (and shouldn't be) the answer here.

Did they not eventually make the scraped 1*-5* system from the occupational preview have dupes deliver things needed for their job at the same level as their job while not delivering those other things? (and if they didn't it should not have been that hard to implement) Shame the better system got scraped...

22 hours ago, The Arcanian said:

They gave us a good system with jobs and the 1*-5* priority system and then butchered half of it.

I agree with this. Day one on the preview branch was an interesting and flexible system. I knew I would have to re-learn how to control priorities. No biggie. After a couple of hours I had figured out the quirks and had a really smooth experience. The strict priority made sense to me and I was able to control immediate tasks I wanted them done. The none strict priorities handling the hands off let it happen as the jobs dictate day to day tasks.

3 minutes ago, Moggles said:

I agree with this. Day one on the preview branch was an interesting and flexible system. I knew I would have to re-learn how to control priorities. No biggie. After a couple of hours I had figured out the quirks and had a really smooth experience. The strict priority made sense to me and I was able to control immediate tasks I wanted them done. The none strict priorities handling the hands off let it happen as the jobs dictate day to day tasks.

Not sure you fully grasped the system. Any task that was a dups job was done first from 5-1, then none job tasks were done 5-1. Strict priority made tasks get treated like it was a dupes job for all jobs.

I made a thread to try and come up with a better priority system because jobs are bad without one:

 

2 hours ago, The Arcanian said:

Did they not eventually make the scraped 1*-5* system from the occupational preview have dupes deliver things needed for their job at the same level as their job while not delivering those other things? (and if they didn't it should not have been that hard to implement) Shame the better system got scraped...

Nope. This is what the devs were talking about with hard to discern dupe behavior and knock-ons with other systems. It wasn't just community backlash, the system needed more time in the oven.

48 minutes ago, TheScaryOne said:

Nope. This is what the devs were talking about with hard to discern dupe behavior and knock-ons with other systems. It wasn't just community backlash, the system needed more time in the oven.

I hope your right (can someone confirm?), should make fixing it easy enough that they can bring it back in the next preview (unless they did some really funky hard coding). I will be waiting patiently in the Tubular Upgrade until then.

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