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Update #2 – Employee Tasks

[p]After several feedbacks, where employees were not working on certain machines, I added a button to assign an employee to a machine. Simply click on an employee to open their dropdown menu, then click "Task" and place the employee next to the machine you want them to work on.[/p][p]This feature is available by default for now. Eventually, it will need to be unlocked through R&D.
A tutorial will also be added later to explain the mechanic.[/p][p]Added :[/p]
  • [p]Task system, allowing an employee to be assigned to a machine permanently and exclusively (detection range: 5 tiles around)[/p]
  • [p]Employees placed outside or stuck in a wall will not be assigned to a machine, even if they are within 5 tiles, and will be teleported to the entrance.[/p]
  • [p]A visible link is present between the employee and the machine if they are linked or can be linked.[/p]
[p]Changes :[/p]
  • [p]Employees can work if they have at least 80% of their energy[/p]
  • [p]Pathfinding has been simplified :[/p]
    • [p]Decorative elements not marked as impassable are now more permissive and can be crossed[/p]
    • [p]Machines are no longer considered impassable (only convoyers are)[/p]
  • [p]Employee collisions will only work on impassable elements[/p]
[p]Balancing :[/p]
  • [p]The per-level multiplier of the concentrator increases from +0.1 to +0.25.[/p]
  • [p]The per-level multiplier of the fusion furnace increases from +0.1 to +0.5.[/p]
[p]Fix :[/p]
  • [p]The formulas of the machines intended to multiply the value of the ingots have been corrected.[/p]
[p]Feel free to tell me if the system is fun to use and if there are any bugs. I did this a bit in a hurry, so I might not have thought of all possible scenarios.[/p]