Post Ac42ULR6u8mt0YuEVc by freshidiot@blob.cat
 (DIR) More posts by freshidiot@blob.cat
 (DIR) Post #Ac41c2i2JaiLI1vhw0 by icedquinn@blob.cat
       2023-11-22T11:59:31.434569Z
       
       1 likes, 0 repeats
       
       >  The colonists choose jobs at random, with no regard for distance. So in a large colony, you'll see a colonist take one chop at a tree in a grove, produce one log, and then run all the way across the map to a different grove to take one chop over there. Colonists waste enormous amounts of time on travel instead of sticking to a job and finishing it.ah.. yeah. :blobcatpain: job systems am i right
       
 (DIR) Post #Ac423WEAftJOer3uxU by icedquinn@blob.cat
       2023-11-22T12:04:27.322050Z
       
       0 likes, 0 repeats
       
       its actually a real common problem. you just make a task queue and you pull a worker to do something. but that doesn't really say anything about if its a good idea.you could try some kind of scoring system for workers. but this makes it a lot more complicated (now you're having to, say, pick the next ten tasks and have each worker rate themselves) and then distribute. which is maybe not so bad, since it will have them pick a job that they might actually do now and they are close even if its not as important.ah, but what if you were to wait three seconds? a worker might go idle that would be a better fit.:blobmojidrool:
       
 (DIR) Post #Ac42ULR6u8mt0YuEVc by freshidiot@blob.cat
       2023-11-22T12:09:21.289073Z
       
       0 likes, 0 repeats
       
       @icedquinn I thought this was about jobs or something and I was confused.
       
 (DIR) Post #Ac42h6jYsYXrAqcdaS by icedquinn@blob.cat
       2023-11-22T12:11:38.194215Z
       
       0 likes, 0 repeats
       
       @freshidiot kinda. management sims where jobs exist, go in to a huge globa task queue, and then your little sim people pop a job off the front and go do it.someone was panning kubifactorium because the developer got this part right and then forgot the quality of life features to get around why that system doesn't work at scale.people end up taking a job on the other side of town just because it was there at the time and someone standing right next to the job site goes idle (because they finished theirs) and does the same, because the job they are next to was already claimed.
       
 (DIR) Post #Ac42uJ9k0LWlSvA5xY by freshidiot@blob.cat
       2023-11-22T12:14:02.868346Z
       
       0 likes, 0 repeats
       
       @icedquinn usually you have to go to college to experience being an HR manager.
       
 (DIR) Post #Ac44fVSy9ZWXD2E2qG by freshidiot@blob.cat
       2023-11-22T12:33:46.982704Z
       
       0 likes, 0 repeats
       
       @s8n @icedquinn "You're too slow at your job, yeet!"
       
 (DIR) Post #Ac44jsmrOBSShCcFyC by icedquinn@blob.cat
       2023-11-22T12:34:33.554795Z
       
       0 likes, 0 repeats
       
       @s8n @freshidiot apparently factorio now does it by giving each worker a personal queue and speculating which worker would get the job done by the closest global time, including adding to an already busy worker's listcc @4censord
       
 (DIR) Post #Ac533RaiCtjhOH5rnc by icedquinn@blob.cat
       2023-11-22T23:50:19.975934Z
       
       0 likes, 0 repeats
       
       @s8n @freshidiot @susie @4censord I think DF and Rimworld use a similar system. Which is to say it doesn't do anything clever, it just has usable guard rails.Jobs go in to buckets instead of a master queue. Buckets have a total ordering in case of a priority conflict. Pawns have a priority level that allows them to trump this. Then the pawn checks the buckets in order of priority and disqualified any that are out of their allowed zones and that's basically it.There might be some optimization here and there so you don't spend eternity testing for jobs outside of their confinement zones.It's a system that does work because you have enough guard rails in general to set up districts that contain the amount of wandering someone does.