Job allocation / workers at buildings, storage menu

I’d like to have it a bit easier with worker allocation. Example:

I have a building with a max of two workers, after the building being built, one worker ist allocated, one place is deactivated.

In the “jobs menu” I cannot add a second worker, as the place is deactivated.

Proposal: forget about the deactivation, simply put only one worker in the slots to not have to switch menus too often.

Also, in the “jobs menu”, I’d like to turn all jobs of a specific type on and off. Let’s say I have enough wood and would like the workers from the camp do different things. So I can turn all of them on or off and not have to click a couple dozen times.

In the storage menu, I’d prefer to be able to turn all of the specific sort on / off. Let’s say I do not want food to be stored in this specific storage in general, but only fish, so I can turn off all of the food at once and simply click the fish icon. Yet I have to uncheck all of the icons except the one I’d like.

2 Likes

i support this, would be amazing to have my firewood stored close to my coal klins , the irpn coal and gold minerals close to my forge, it would help a lot in micro management saving time to my workers and improving the efectiviness a lot , highly recommended, please think about that

The disactivation already exists, but not in the professions tab. You have to go to the building you want to disactivate and click on the button under the “radius”. Doing that stops the production and whenever you want it to work again, click there and automatically all slots will be reassigned instantly.

Yes, but it’s complicate.

Let’s say I have working camps (is that what it’s called in the English version?). 20 guys are cutting wood. I realize I have far enough wood, but not enough workers. So I’d prefer to deselect all people of a specific job at once. Maybe SHIFT+LMB or something, not clicking on the minus-button 20 times.

That’s what I meant.

-EDIT

Also, if you deactivate a building, it does not show you in the job menu, how many of the workers are theoretically active, or otherwise, how many buildings you have.

If you have 5 saw mills, deactivate them all one by one, in the job menu it will look as if you don’t have any. I’d like to see: I have xx workers (yy buildings) and none of them are working.

1 Like

valuable suggestion

In addition, I’d like a more consistent behavior of the workplace and jobs windows.

Current example:

I have more clay than I need. Six miners are working in my clay mine, 20 miners in all mines (coal, iron…).

I would like to reduce the number of workers of this clay mine only to (lets say) two. When I press the minus-button, it disables the job.

In the jobs window it would tell me, that I run 16/16 miners - which is correct in one way, and incorrect in the other. I cannot quickly add more miners to the clay mine.

I can add a miner by clicking the plus-button regarding the associated job, but I cannot remove a worker the same way by (lets say) shift-clicking the worker so it is removed but the job itself not deactivated.

That makes fine tuning pretty complicated, as I cannot turn of specific workers / jobs of a a mine - I can set production to sleep or I can deactivate jobs. Both will result in telling me I run the maximum of miners in the job window, which is incorrect.

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