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There certainly are issues with their AI but this seems more like a problem with their actions, priorities and/or schedule.
If they are making snowmen then it means they don't have WORK hours. And if they have WORK hours and are not doing the things you want them then you should review their priorities in their tasks.
Or make them manually tailor jackets with a right click.
They still do illogical things which really annoy me - when for example a survivor who is hungry during night, gets really unhappy about the hunger but upon waking the first thing he/she does (on an ANYTHING schedule) is construct a house instead of having a meal.
Or when they get sad being soaked wet but the first thing they do in a thunderstorm is run outside.
And I really don't understand what kind of priorities in life they have - they just survived a crash on an alien planet, they are lucky to be alive but their biggest issue is that there is no carpet in the house they built.
The character behaviours can be somewhat challenging at times i agree. Luckily i played Space Haven quite a while so i grew some resistance to this "logic" haha.
This is absolutely true. You have to plan ahead in our production runs. If you are building items when you need them then it is already too late.
I am still on my very first playthrough and I found that the game doesn't tell you how looooong everything takes. Paired with the artificial stupidity of the survivors it gets even worse.
I am only on my 2nd year but I still have no cotton plant, no ore source and only 1 extra survivor.
Yet the tasks and things that absolutely must be done are increasing exponentially.
I can absolutely understand that people can struggle to plan for everything.
And the AI doesn't make it any easier. On the contrary.
All i can say is that you don't need everything. Increase the number of stuff you want to make/grow or whatever depending on the number of survivors you have. No need to go all out on the food tree with just a handful of people for instance. And keep the number of items made limited so they don't spend oodles of time on things you don't need anytime soon.
I didn't know which plants will get you which resources, I didn't know what resources will be needed for what etc.
Both the UI and AI could do with an overhaul and some sort of codex would be great.
I still have to click on so many things until I find what is needed for what purpose.
When I found out what "Until" meant in production it was a small blessing for me :)
Nonetheless I love the game and I am already looking forward to my next playthrough with a better selection of survivors and a better seed.
Honestly, I am surprised I made it through the winter with the group of people I have.
Next year will be much better now...
They won't stay inside because you have indirectly told them not to. They have jobs/tasks that require them to go outside. So they will. They are obedient little workers and will comply. Re-assign them to indoor tasks and they will stay indoors, assuming the required resources are available.
Not true. I have a guy who's agoraphobic and gets unhappy in open spaces. Guess what he does for relaxation during his ANYTHING schedule? Goes for a walk... then comes back unhappy. I certainly didn't tell him to do it. And yes, there are plenty of other means how he could relax.
The same goes for any other survivor who gets unhappy if soaked wet - they go out to relax even though there's a thunderstorm raging. I certainly didn't tell them to do it.
A survivor is unhappy because he/she got hungry during the night... What is the first thing they do when they wake up? They go and construct a house... on an ANYTHING schedule.
There are plenty of such illogical things they do even though the player did not direct them do to it. The priorities (or their lack of) for caring for themselves seem to be all over the place and could be vastly improved.
Otherwise everything becomes a micromanaging mess.
They won't stay inside because you have indirectly told them not to. They have jobs/tasks that require them to go outside. So they will. They are obedient little workers and will comply. Re-assign them to indoor tasks and they will stay indoors, assuming the required resources are available. [/quote]
I have set everyone to craft and ensured all crafting was at an indoor work bench, removed any task requiring out door excursions and still had survivors insist on going out side in -10 weather. Seems there is a buffer that has to empty before your restrictions are followed.
I discovered if you start fresh, as soon as you are able, start making jackets; they probably will have enough before the cold hits. I always set to produce "UNTIL" the number of settlers I have. That way, each gets a fresh jacket, and once the pants, hats and shirts are produced, they'll get another for the next cold season. Also, get more people as quickly as possible.
During the cold period, start working on summer clothes, and once spring starts, turn off all heaters, or the settlers will get heatstroke sleeping in their own rooms.
You told him to do 'Anything'. Relaxation falls under anything and will be done when relaxation levels get low. Going for a walk falls under relaxation. So he was just following orders. They don't think for themselves, they complete the task you give them, just with no intelligence or decision making. I would like to see a way to restrict leisure tasks because right now it is either on or off.
Was the construction job set at 1 or 2 priority? Supposedly there is an undocumented 'feature' where 1/2 priority will override their other needs like hunger. Bad design in my opinion, but it came directly from a Dev comment in the forums.
I have set everyone to craft and ensured all crafting was at an indoor work bench, removed any task requiring out door excursions and still had survivors insist on going out side in -10 weather. Seems there is a buffer that has to empty before your restrictions are followed. [/quote]
What were they trying to do outside? Indoor workbenches need materials and if those materials are outside, well, they will go outside. Because you essentially told them to.
They will also go outside if they are hauling something that is stored outside (or in another building). With crafting tables, one thing that can cause this is changing the crafting recipe already in progress, which leads to an 'incomplete object' that needs to be removed from the station and stored somewhere.