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I'm already familiar with gameplay practices that could mitigate the annoyances, mostly boiling down to "don't queue up too many jobs at once / be patient / build slowly."
Are there any mods that help streamline this backend function? I find it quite frustrating to tell the cursor to "follow" a specific construction worker as they criss-cross the entire game map to perform a seemingly randomly-assigned sequence of queued tasks, ESPECIALLY since the Gardener pathfinding seems to so fluidly allow them to work in continuous arcs and sweeps, including when a group of Gardeners perform for extended periods in tandem, without even me telling the Gardeners what to do, let alone not telling them how to do it.
Oh, and especially hilarious (/s) when the worker flutters between "on break" and on_assignment, basically pacing back and forth in place across the same 10-30 map tiles repeatedly.
If there's any mod that allows the CPU / FPS burden to be reduced by "only" assigning any given worker 2-3 tasks, and any queued tasks beyond twice-the-worker-population remains entirely undispatched. Or in the alternative, making workers queue more "intelligently" by performing sequences of tasks that are geographically clustered instead of traipsing back and forth across the entire game map -- particularly when the land purchasing setting is active.
It also seems that individual stacks of delivered freight (pallets of brick / concrete, rolls of grass sod, etc.) seem to contain individual increments that are themselves assigned across the map like shotgun pellets. This strikes me as inefficient at best, and randomized at worst.
Full context, I'm attempting to theory-craft a ginormous floorplan design, hopefully with the capacity of 500-1000 inmates per security level, which is something that the game engine just doesn't wanna let me do without potatoing my gameplay down to 5-8 FPS on a reasonably decent gaming desktop pc with an i7-4790K 4.00GHz cpu.
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