Stranded: Alien Dawn

Stranded: Alien Dawn

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AirToob Nov 7, 2023 @ 11:37pm
Work areas?
Would some kind person explain what these are, whether they are useful, and how to set one up?
MTIA
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Showing 1-15 of 22 comments
Hey AirToob!

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.
AirToob Nov 8, 2023 @ 5:56am 
Thanks!
ForrestFox Nov 8, 2023 @ 5:20pm 
Originally posted by JensErik_Frontier:
Hey AirToob!
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.

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?
Kizmar Nov 18, 2023 @ 7:48am 
I'd like it if the max work area size could be increased over 200. Often I want them scavenging but wrecks are just outside the range. I have two bases, and if I mark someone "Global" they end up doing stuff over at the other base instead of bringing materials back to the base I had them stationed in.
Jaggid Edje Nov 18, 2023 @ 7:51am 
Originally posted by Kizmar:
I'd like it if the max work area size could be increased over 200. Often I want them scavenging but wrecks are just outside the range. I have two bases, and if I mark someone "Global" they end up doing stuff over at the other base instead of bringing materials back to the base I had them stationed in.
I support this request, for the very same reason.

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.
Kizmar Nov 18, 2023 @ 2:18pm 
Originally posted by Jaggid Edje:
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 pondered doing something like that with work areas, but I haven't quite gotten to the point of trying it out. I've just been manually sending people to scavenge when I really need the scraps.

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.
Last edited by Kizmar; Nov 18, 2023 @ 4:12pm
AirToob Nov 22, 2023 @ 2:30am 
In my game I have noticed that it takes quite a long time for an area assignment change to take effect. I can direct Jack when out mining to return to Area 1 centre after changing him from Global to Area 1, but once he arrives he will turn around and head right out into the Global area again to continue mining.

Developer is aware

Is there a kind of cycle time on area assignment changes?
Kizmar Nov 22, 2023 @ 7:28am 
Originally posted by AirToob:
In my game I have noticed that it takes quite a long time for an area assignment change to take effect. I can direct Jack when out mining to return to Area 1 centre after changing him from Global to Area 1, but once he arrives he will turn around and head right out into the Global area again to continue mining.

Developer is aware

Is there a kind of cycle time on area assignment changes?
My guess is that they'll complete the current queue that may exist before completely switching to the new area. So if they picked up 3 tasks to mine ore in one spot, and you change their work area while they're mining 1-2, they may finish mining all 3. The difference might be that they take the ore to the new area after you've changed it.
Last edited by Kizmar; Nov 22, 2023 @ 7:29am
Zep Tepi Nov 22, 2023 @ 10:02am 
I set one of these up to keep people inside the lightning rod area during storms. It wasn't storming so I didn't have anyone restricted there. Then my oil press and other workbenches complained that no one was assigned to craft there. They apparently don't see global workers. I went back and deleted the flag because it seemed like more trouble than it was worth.
Kizmar Nov 22, 2023 @ 10:05am 
Yeah I'm finding that the work area system doesn't work very well when you have a lot going on. Maybe if you want to keep crafters from wondering off, but it really messes with global scavenging and mining, especially if you have multiple bases.

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.
Last edited by Kizmar; Nov 22, 2023 @ 10:07am
AirToob Nov 22, 2023 @ 10:10am 
Originally posted by Kizmar:
Originally posted by AirToob:
In my game I have noticed that it takes quite a long time for an area assignment change to take effect. I can direct Jack when out mining to return to Area 1 centre after changing him from Global to Area 1, but once he arrives he will turn around and head right out into the Global area again to continue mining.

Developer is aware

Is there a kind of cycle time on area assignment changes?
My guess is that they'll complete the current queue that may exist before completely switching to the new area. So if they picked up 3 tasks to mine ore in one spot, and you change their work area while they're mining 1-2, they may finish mining all 3. The difference might be that they take the ore to the new area after you've changed it.
Your guess feels right to me, from what I have experienced. Thanks.
Tockson Mar 20, 2024 @ 6:10pm 
Originally posted by Kizmar:
Yeah I'm finding that the work area system doesn't work very well when you have a lot going on. Maybe if you want to keep crafters from wondering off, but it really messes with global scavenging and mining, especially if you have multiple bases.

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.
tbh, i dont like it at all....i would have prefer the same system as in Rimeworld(fully customizable(name,square etc))
Flin Fredstone Mar 20, 2024 @ 6:14pm 
Work area flags was not meant for your single camp play. It was implemented after players requested means to exploit the entire map and not have your characters run back to the main camp all the time.
Emelio Lizardo Apr 16, 2024 @ 11:47pm 
Better if it was possible to draw out the work area (like the farms) than plop a flag down and puff it out in all directions indiscriminately.
I also have a hard time using them for anything real. Can't even put my people inside, because the marker can only be placed outside and it's always a square and can't be dialed in to finer than 10 square increments.
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.
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