Something that really buggers me about the way room jobs are calculated is that, unless you can remember the specific space rates for each type, you can't really tell how MANY jobs a given room's going to support until you build it, zone it and check it in the deployment screen - low-ball or high-ball it and you have to do costly revisions until you hit that sweet spot of labor-vs-space you desire. Since I don't think that just letting us cram as many workers into a space as we want is in the cards in the foreseeable future, something that'd be really nice is if, while zoning a labor room like a kitchen or workshop or whatever, it also gave a little blurb under the width about how many prisoners can be assigned to that room. That way, you can scale things out before hand, measure twice and build once.
Another thing that'd be nice is if we could get the number of prisoners assigned to a room as a plain number instead of using tokens - when I want to see how many dudes I've got assigned to a room I'd like to get that information instantly instead of having to do a count, not to mention that since the tokens will often run overscreen it just looks nasty and can wind up making it hard to tell what's what about other labor rooms as well.
[Suggestion] List # of jobs room supports, other job stuff
Moderator: NBJeff
I was just thinking about requesting a number instead of tokens as well.
Even just modifying the "max workers" line.
EG: "max workers 20" would become something like "workers 0/0/20" and "workers 3/7/20" when you have 7 assigned but only 3 are currently working (could even have the 3 in brown text or something)... The tokens ARE useful in that they turn brown when a worker is actively using that slot. Still not so useful when they overlap but better than nothing. Just build 2 16x6 workshops next to each other to reproduce serious token overlap...
Even just modifying the "max workers" line.
EG: "max workers 20" would become something like "workers 0/0/20" and "workers 3/7/20" when you have 7 assigned but only 3 are currently working (could even have the 3 in brown text or something)... The tokens ARE useful in that they turn brown when a worker is actively using that slot. Still not so useful when they overlap but better than nothing. Just build 2 16x6 workshops next to each other to reproduce serious token overlap...
dc4bs wrote:I was just thinking about requesting a number instead of tokens as well.
Even just modifying the "max workers" line.
EG: "max workers 20" would become something like "workers 0/0/20" and "workers 3/7/20" when you have 7 assigned but only 3 are currently working (could even have the 3 in brown text or something)... The tokens ARE useful in that they turn brown when a worker is actively using that slot. Still not so useful when they overlap but better than nothing. Just build 2 16x6 workshops next to each other to reproduce serious token overlap...
I wonder if your colour blind or one of our graphics cards are fucked. It is a very clear orange colour in my eyes.
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NoOpen wrote:dc4bs wrote:I was just thinking about requesting a number instead of tokens as well.
Even just modifying the "max workers" line.
EG: "max workers 20" would become something like "workers 0/0/20" and "workers 3/7/20" when you have 7 assigned but only 3 are currently working (could even have the 3 in brown text or something)... The tokens ARE useful in that they turn brown when a worker is actively using that slot. Still not so useful when they overlap but better than nothing. Just build 2 16x6 workshops next to each other to reproduce serious token overlap...
I wonder if your colour blind or one of our graphics cards are fucked. It is a very clear orange colour in my eyes.
Actually a fair question, but I believe he's saying that the tokens literally overlap to the point where you can't distinguish which is which. Happens a lot if you have a high-symmetry prison like the ones I build. In that case they truly do overlap to the point of uselessness.
HerrJoebob wrote:NoOpen wrote:dc4bs wrote:I was just thinking about requesting a number instead of tokens as well.
Even just modifying the "max workers" line.
EG: "max workers 20" would become something like "workers 0/0/20" and "workers 3/7/20" when you have 7 assigned but only 3 are currently working (could even have the 3 in brown text or something)... The tokens ARE useful in that they turn brown when a worker is actively using that slot. Still not so useful when they overlap but better than nothing. Just build 2 16x6 workshops next to each other to reproduce serious token overlap...
I wonder if your colour blind or one of our graphics cards are fucked. It is a very clear orange colour in my eyes.
Actually a fair question, but I believe he's saying that the tokens literally overlap to the point where you can't distinguish which is which. Happens a lot if you have a high-symmetry prison like the ones I build. In that case they truly do overlap to the point of uselessness.
Orange / Golden-Brown. Take your pick...
I know I pass every one of the color test cards without any difficulty (except the ones that test for color intensity that only color deficient people can see easily). I can't focus more than a foot or so away without glasses though (20/525 vision).
Anyway, yes. I have adjacent 16x16 workshops that just about pixel for pixel overlap the tokens. When that happens off work hours, it's pretty hard to set the worker counts for the left room. Eventually I want 20 in each but early on can be tricky. With a bit of lag sometimes the clicks to add/remove tokens don't always register so you just click SLOWLY and hope you get the number you wanted.
Also, during work hours you also cannot tell how many workers are actually using the room. as all the tokens are orange/brown. But how do you know the left rooms tokens are not hiding a few white ones under the right rooms?
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