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(1 edit)

Another thing I notice after messing with this some more is that you can't tell someone to prioritize upgrading over cooking food (which is apparently a "material") without turning cooking off for them entirely.  You can prioritize what items they make, but there is no option to change whether to prioritize items over materials.  (Which would be important for classes like blacksmith if the purpose of this new crafting screen is to make it possible to save your blacksmiths for the items where quality matters and have lower-phys workers make all the steel they work with or the like.)  

At least by looking at how cooking materials put to the bottom and upgrading put to the top goes, "materials" are always prioritized over "items," which is the opposite of what you would want if you want to have your smiths prioritize making the items but make materials like steel when they have nothing better to do, while you would ban non-smiths from making smithing items.

EDIT: Also, there's no indication of which jobs take what tools.  How is a new player supposed to know that the proper tool for tailoring is a hunting knife if nothing tells them that?  It's not exactly intuitive.  (I also don't have enough spare tools for everyone to have every tool until very late game, and so this entire system where characters do tasks they don't have tools for is just actively annoying...)

just untoggle tasks that you don't want them doing

If I need to manually toggle all these tasks for every work order, that's negating the presumed intent of making things less micromanagement-heavy.  

In fact, it can make it harder to use a smith because now I need to turn smith materials on and off to change whether the smith should prioritize something like making steel or making items.  In the previous edition, I could simply load up a job to make 10 steel, then a job to make a steel axe, then another job to make 8 steel, then a job to make a steel scythe so that the materials were made just before the product that would consume them.  This is a capability that no longer exists in the current game.

You can make a job to always keep at least 10 steel which would lead to similar behavior