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The new Work Areas mechanic lets you effectively set up and manage multiple outposts across the map. You can also restrict your survivors to remain indoors during dangerous events like Toxic Ash or thunderstorms.
Using the new Area Flags and Work Areas, you'll have greater control over where your survivors live and work. After completing the Camp Management Research, you'll be able to place down special flags to designate work zones for the survivors. All resources, work objects, and devices within the range of an Area Flag are assigned to the flag's Work Area. Survivors assigned to a specific area will only interact with things found inside their zone. They won't eat, relax, or execute tasks outside it.
Any chance you will add a clock to the area, so colonists will stay inside said area just on the preset hours, but walk freely after those hours?
I will build a tiny outpost to salvage wrecks if it's too far from an existing base, but right now there is a 'in between' distance where I'd prefer to do it from an existing base, but it's farther than the allowed area flag size.
Just a suggestion, because it's what I often do, but I sometimes put a flag near the mid-point between the base and the scrap. It doesn't cover the whole main base, but I can often get the person's bed and the eating area into it, so that it is at least functional for what I want to accomplish.
I'm surprised there isn't a workshop mod for this. Maybe I'll see if it's even possible.
[EDIT] So I tried making a mod and copied the Building: AreaFlag. Changed the max tile value and added an ID. After saving/testing, It either didn't seem to work, or would lock up the test game. I'm sure I was close, but I'm missing something required to override the existing object class.
Developer is aware
Is there a kind of cycle time on area assignment changes?
Or I should say; it doesn't work how I would like it to work. I'm sure it's fine for most people that use it.
I can place it right next to the shelter, but if I want to cover the shelter and its facilities, I in turn cover outside construction sites and stuff, too.
Switching off the construction sites defeats the point.
Also it's written that people in "global" can do stuff everywhere. That's false, some facilities, like stove and crafting table require the user to be member of the work area they are situated in.
:(
Stumbled upon this thread while looking for a mod. This game could use a fair number of basic QoL.