Author Topic: [Suggestion] Force-grab workers from another jobs to new one  (Read 531 times)

Offline hth

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[Suggestion] Force-grab workers from another jobs to new one
« on: February 11, 2025, 02:14:39 am »
i.e. not cap add worker function if no free workers left (and force plr to undertake a lot of annoying clickwards). Take them from another jobs, one-by-one or all of, by rmb.

Because in general, if plr want to start a new proj without terminating old and parallel others (infinity moneymakers esp), usually it have higher priority but lesser length.

Better make it as optional feature in "OXCE" section preferences or do it only with modifiers (alt + click for example).
« Last Edit: February 11, 2025, 07:44:49 am by hth »

Offline Delian

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Re: [Suggestion] Taking workers from existing jobs to new one from inside proj
« Reply #1 on: February 11, 2025, 02:31:01 am »
Can someone translate what the guy wrote?

Offline hth

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Re: [Suggestion] Taking workers from existing jobs to new one from inside proj
« Reply #2 on: February 11, 2025, 02:37:28 am »
Hope it will be manageable with pictures).

For example from these, if I want to produce 1(one) freshly developed mace without stopping current bootleg business, I should precisely:
1) click on grog item
2) click rmb on left down button (to manually drive away all those reluctant workers - shoo, shoo!)
3) close the box

Only then I can assign now "available" workers to new project. May be it look as not a very big deal (but how about case with multiple running projects?), but considering miriads of possible items in megamods, it should be handy.

Especially for new players, who had no idea about time and resources required for manufacturing of newly developed item so usually need to open "new production" box 2 times - first for examine requirements in detail and second for actual start of producing.
« Last Edit: February 11, 2025, 07:25:28 am by hth »

Offline shinr

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Re: [Suggestion] Force-grab workers from another jobs to new one
« Reply #3 on: February 11, 2025, 08:30:53 am »
So basically, you propose that when you assign Engineers to a project when you already have no available Engineers left, it will automatically take already assigned Engineers from another project?

EDIT: Its fine when you only have one other project to siphon from, but how would this proposed mechanic will handle multiple ongoing ones? Even if it siphoned from only one project it might be a priority one that you need to have engineers on, forcing you to manually click more to ensure it stays relatively maxed up without making a mess of other projects, including the project that initially did the siphoning.

EDIT 2: This probably will be rejected due to space and/or complexity issues, but how about putting up/down arrows besides the numbers under the Engineers Allocated column?
« Last Edit: February 11, 2025, 08:57:16 am by shinr »

Offline hth

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Re: [Suggestion] Force-grab workers from another jobs to new one
« Reply #4 on: February 11, 2025, 08:53:59 am »
Exactly.

If one-by-one grab is too difficult to implement, then at least all together (suggested as alt+rmb on up arrow) should be not very so - just suspend all going projects and assign all existing workers to new one.

Quote
EDIT: Its fine when you only have one other project to siphon from, but how would this proposed mechanic will handle multiple ongoing ones?
Just by one from each project where assigned workers present, top down, then repeat.

But I should agree - it is quite a mess anyway. Probably better will do it only for grabbing all at once, see ^^
« Last Edit: February 11, 2025, 09:03:35 am by hth »

Offline hth

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Re: [Suggestion] Force-grab workers from another jobs to new one
« Reply #5 on: February 13, 2025, 02:23:10 am »
Just stumbled upon OXCE feature allowing to (re)assign people in tech/production overview screens via mouse scroll. That's great, but doesn't make this topic useless however.

Online Meridian

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Re: [Suggestion] Force-grab workers from another jobs to new one
« Reply #6 on: February 15, 2025, 09:42:43 am »
No.

1. We want humans to make decisions in this game. This is not a "keep clicking Next to win" type of game.
2. Mentioned "algorithm" determining where to auto-steal/force-grab from is poor at best, and infuriatingly annoying at average/worst.