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Tbh, have the ability to assign a colonist to a workbench, production etc... would be nice.
Or u need to build a full house, you ll need people to go on cutting and building all hands on deck maybe
I use advanced priorities that is not an issue. My point is you absolutely will have to on a daily basis micro at least 1-2 people. Usually forcing a rest or eat command.
Next I bump up the prio on delivery to force them to bring all the stuff they just cut back to base. Once that's done, it's on to the next material. Eventually you get down to the parts you only need a little of and just micro those per survivor. Obviously you keep your cook at prio 1 so you don't run out of food.
Now that you have ALL the materials you need, then you construct the building including the flooring. Don't bother laying out interior walls or furniture until the structure is complete. This will greatly reduce the happiness drain you'll get from cave dweller and rain effects that happen during construction. I've also found that when doing a big project you need to add an extra hour of relax at the start and the end of the day. Otherwise they seem to get locked into the work queue and won't eat or sleep properly for some reason.
This is true, but mostly because there are bugs I assume. I refuse to believe my doctor would in the middle of the night with 0% relaxation, 0% fullness would wake up on 'anything' schedule and decide to deliver an item that is half the map away (carbon nanotubes from a nest) before eating or relaxing.
That can't be intentional design and given this is early access I'm willing to accept it as something that needs tweaking but isn't completed or working as intended.
Further, when a character gets hurt, you can select their avatar (annoying when they are running around the place) and tell them to self heal, rather than go to bed and await help.
There are a lot of hidden pop-up menus that can be coaxed out of the interface from the above kind of actions. If an item/action has multiple selections, they will be offered for you to choose.
So instead of harvest a field of grain it becomes harvest some grain, then go fix something, then go build something, then go plant something.. and that's what the survivors do. The take the next item on the list and jump to it, instead of completing their current task. It's typified by watching them build, they don't build a line of walls, they skip from one section to the next, often a section will be supplied and can be built, then they'll skip to one that isn't supplied and they'll run off to get the resource needed, then they'll decide they're hungry or you've set the schedule that after a few hours they can relax, so they go for a walk.. then they pick the next item on the list.. not usually the same task as before.
So by limiting them by giving them as few orders as possible, they tend to do the entire task. You can force them to do the task until they die.. and often they will or they'll get angry and flip out at you.. beating up their companions or going off in a huff.. or punching the wall, eating all your food etc..
Which is actually very close to how people act when they work with others.. some people can work in a team.. some are just incapable.