There are some tricks you can do so that some workers clock out faster and do hauling instead – for example, if a cook has a designated stove that only they cook at, their bill might read to cook meals until there are 15 meals, and don’t start cooking again until there are ten meals or less. But your other cooks might not clock off until a full 35 meals have been cooked.Similarly, crafters assigned to tailoring can have a bill which counts the number of that kind of apparel equipped as well as those in stockpiles and at or above a certain percentage health, meaning that they clock off when there’s enough clothing of that type available.Stonecutter tables can similarly be set to cut stone until a certain limit is reached, which means that those workers will be free to do tasks further down the list.It pays to have your colinsts work smarter, not harder.
LINK REMOVEDhttps://git.io/fpo4cLINK REMOVEDhttps://git.io/fpoBfToday the errors are no longer occuring every time a pawn goes to haul like it was previously, but instead in batches. Non-food examples I noticed: Muffalo Wool (outdoors)Brownfur (a modded leather, safely indoors)Piles of Sand (modded item, outdoors, deteriorates outdoors)Yesterday it was also throwing errors every time a pawn decided to haul crushed rocks (modded item, outdoors, but neither rots nor deteriorates outdoors), which I thought was odd but didn’t think to copy for some reason. Today I couldn’t replicate that error. Another thing that isn’t throwing an error today, but was yesterday, is food items inside the freezer but not in the stockpile (meat dropped next to the butcher table). These are both low-priority items. Finally, yesterday the piles of sand were NOT throwing errors.