Add different job priorities for buildings that have more than one worker available. (per slot)
I have two suggestions that I think would solve my issue:
On a building like the builder's hut/district center; I might like to have the first two worker slots be greatest priority (I'm always building) but builders 3 and 4 be on low or lowest because I only want those slots filled when I have an abundance of beavers. This way I can pre-tailor a bit better where the beavers will work and don't have 4 builders and only 1 lumberjack.
Of course, I could limit the amount of builders from 4 to 2 or whatever is desired. So my other solution would be that when you have extra unemployed beavers they auto fill work slots even if you have them set to 2 (down from 4).
Comments: 24
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
08 Jan, '25
Jayandthegames MergedHighlighted comment
I just wanted to bump this to bring more attention. The game will the current prioritization system so that if the population is below the number of workplaces, workers are assigned to the most prioritized workplace. However, if the population is greater, all workplaces are put in a loop for hiring one worker at a time until there are either 0 unemployed or all workplaces have met their set minimum. Once all workplaces are at their minimum, then it will go back to fulfilling the most prioritized workplaces with the current system that is in place.
To add to this, the time this system would need to run would be during the night cycle. Making it only happen once a day to accommodate the death total and the total of the population that had matured during the day. This would be necessary to reduce hangtime at the start of the day, but it will mean that any changes made during the day won't apply until the next day cycle. -
16 Jul, '22
ChandarinYes please. Preferably the former and preferably one for each worker slot (each of the four feet their own priority)
-
20 Aug, '22
Nyoraia MergedHello!
I would like to be able to prioritize individual job slots in buildings. The reason is that I want to have at least one beaver working in the building, but the other slots should only be filled if I have a surplus of workers.
At the moment, I need to close the other job slots so when the population grow I have to reopen them. Being able to simple mark them as "surplus job" to be filled when there are no other priority job would be great. That way we can have our optimal number filled all the time and the extra is for population growth.
So, either allow individual job slots priority or allow an option per building that enable the closed slots to be automatically reopen when there are idle beaver (and close automatically if there are deaths). -
22 Aug, '22
Gin Fuyou System"Individual job slot priority" (suggested by Nyoraia on 2022-08-20), including upvotes (1) and comments (0), was merged into this suggestion.
-
10 Sep, '22
Wouter Mergednow you can set how likely a worker needs to work at a building. I mostly put the haulers a bit lower so they would work at different buildings first, but it would be great if you can set a minimum (for example: at least 3 workers at the haulers) and then they would prefer a different building, would help with the micromanagement a lot.
-
02 Jul, '23
Ferre MergedYes, for me personally just 1 more negative level(work priority) would also work ok, but i like the minimum work force the most.
This might not be the most content changing thing but makes playing more fun. -
25 Jul, '23
Alfakr0ll MergedSometimes you want to make sure you at least have 1 or 2 beavers in a building to make sure a task is done. But the rest of the work positions are just a bonus. For hauling posts this can be solved by building separate building for the different priorities. But for more spacial use buildings, like "District Crossings", building a separate building just for different priorities are not very viable.
Also if you are space restricted, building more buildings for each priority might be non-viable.
- Add options to have separate priorities for each of the work positions.
- Also make it so workers are spread evenly between the workplace at the same priority, not fill up one and one building before moving to the next. -
08 Aug, '23
Tweek (Kevin) MergedOki with that ! not shure have all understand (i use google trad.. ^^)
but im oki with the most of the idea. -
30 Jan, '24
kvagram MergedChances are someone has already suggested this, so I fully expect this to be merged, but hey, maybe not.
Regardless, I edited a UI to aid in explaining my idea for this.
My problem is mainly with the hauling post, with the recent changes to how Iron teeth engines now fully depend on a Hauling post to function.
This means that this building, which I, and presumably most other players, just left on lowest priority, to give idle beavers something to do, is suddenly vital to keep the colony running.
But I don't want to set this on highest priority either. I don't need 10 beavers to fuel my engines, at least until late LATE game.
Instead, I want to be more selective about the work priorities of the slots. In the case of the image below, I have set 4 slots to highest priority, so the colony always have beavers to fuel the engines.
I left 2 slots for low priority.
And just for sake of example, a final disabled priority at the bottom.
The up and down buttons move slots between p -
06 Feb, '24
Gin Fuyou System"per slot workplace priority" (suggested by <Hidden> on 2024-01-30), including upvotes (1) and comments (0), was merged into this suggestion.
-
19 Oct, '24
Rokuro MergedI would like to have for buildings more than just one workforce priority.
Like for haulers, id like to have like 2 workers at all time but if i have some idle beavers so they can go directly to being a hauler.
Now I can only set it to 2 at all times and adjust manually at all times. This concept goes for all buildings. I just took the hauler as an example.
Thanks for listening to my small wish for the game. -
21 Oct, '24
Gin Fuyou System Merged"Workplace priority" (suggested by <Hidden> on 2024-10-19), including upvotes (1) and comments (0), was merged into this suggestion.
-
23 Nov, '24
Danilo MergedAside from the current setting that gives all job positions in a building the same priority, I think it would be nice to have the option to control a priority for each position individually.
The most obvious use case example I can think of is for the haulers post. Right now, as soon as I build them, I usually have to build two buildings: one with 2 or 3 open positions set to high priority, so I only have some haulers available, and another with all positions open but set to the lowest priority, so they absorb any eventual unemployed beavers that I might have (say, from pausing water pumps during a drought). If I could set, in a single haulers post, 4 jobs to be high priority and 6 to be lowest, for instance, I think it would be of great use in the early/mid game. -
25 Nov, '24
Gin Fuyou System"Possibility of setting a "per job" priority" (suggested by <Hidden> on 2024-11-23), including upvotes (1) and comments (0), was merged into this suggestion.
-
25 Nov, '24
Gin Fuyou System"Seperate work position slots should have seperate priority." (suggested by <Hidden> on 2023-07-25), including upvotes (7) and comments (3), was merged into this suggestion.
-
11 Jan, '25
Gin Fuyou System"Minimum workers preferability" (suggested by <Hidden> on 2022-09-10), including upvotes (5) and comments (2), was merged into this suggestion.
-
31 Mar, '25
JackNotLantern MergedIn buildings that have multiple slots for workers, I very frequently need to have at least 1 worker for the building to function, but not necessarly to fill all the slots. As current work priority works, if don't have enogh workers, the lower priority building will be complatly empty, and I need them to function (but they may be at a fraction of the efficiency).
E.g. I need at least 1 worker in the district center/bulder, but If there are not enough workers,m the other slots may be on lower proiority. yes farm hashigher priority, but they would be fine if 1 of the farmers became a builder.
I suggest adding a separate priority for minimum needed workers in building with multiple worker slots without much micro. So It would be possible to set e.g. "high priority to have at least 2 builders but low on having over that amout". When the population decreases, the building would work fine on mominum number of workers, and when it increases it would be filled and work at max efficiency. -
02 Apr, '25
Jcheung System"minimun number of workers in a building" (suggested by <Hidden> on 2025-03-31), including upvotes (1) and comments (0), was merged into this suggestion.
-
23 May, '25
halibutI add my vote to this (mostly for haulers like others mentioned) and a humble suggestion about how to achieve this.
To avoid complex UI and extra components to maintain, you could :
- Remove WORKPLACE priority entirely
- Remove the ability to set the number of workers in a building
- Replace both by the ability to set a WORKER priority on each slot
- Add an extra priority level below the lowest one that means "never fill this slot" (effectively reintroducing the ability to limit the number of workers)
We would be able to do everything that is currently possible and then some with a single UI component (well, one for each worker ^_^)
And thanks for making this brilliant game, you rock (or shall I say "you wood" ?) -
04 Oct, '25
Cameron MergedI would love to be able to have a single hauler building and set different priorities for each "job opening" Like I want to high prioritize having 3 or 4 haulers then all the other 6 or 7 openings be low priority to cover the population fluctuations. Especially with builders and haulers where there are multiple openings.
-
04 Oct, '25
Gin Fuyou System"Priorities within a building" (suggested by <Hidden> on 2025-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
-
27 Dec, '25
Joshua MergedFor example, I could set my 4th District Center slot to Very Low priority so that beavers would fill the first three but then ONLY fill the last one IF there's an unemployed worker. This would work much better than the system to limit number of workers because unemployed beavers would do jobs instead of just being unemployed if you limit the number of workers.
-
27 Dec, '25
Gin Fuyou System"Worker priority should be set for each worker slot, not each building." (suggested by <Hidden> on 2025-12-27), including upvotes (1) and comments (0), was merged into this suggestion.