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Answer is no.
I am noticing they keep ditching their food whenever we stop by my base..
Because Ditch resource option was turned on in AI tab, your worker will ditch everything to appropriate containers when they had their jobs on.
Or, will they grab food from a Pack Beasts backpack if they are in the same squad?
Yes but they have to be near it.
As for the engineering, you might look for a mod that fixes their behavior. There's nothing else I know of. Even if they have all 20 building materials in their packs they'll still add them 1 or 2 at a time.
You explained something I completely forgot to ask :)
I was noticing they wouldnt eat out out of certain containers until they got hungrier than normal which I thought was weird, so Im glad thats a known thing....
AND I noticed they only add building materials one or two at a time and then stop, add materials again, continue....It makes the construction process so much longer than it needs to be, IDK why thats like that.
At one point last night I saw my guy running across the base to grab 1 iron plate at a time despite having the room in his backpack, more plates he couldve grabbed and the job needing 3 more plates!! Yet he grabbed 1 at a time. So weird.
Thank you for answering though :)) Much appreciated
Yeah I knew about the ditch item option in the AI, I want to keep it turned on tho :/
I will just have to micro manage them... every time my away team comes back I will have to stop and make sure all food is in backpack. Its not a big deal really, but when I already have so mnuch stuff going on its one more thing I have to worry about :p
Thank you for always being so helpful though!! I notice youre on here answering questions a lot
I was asking if I put food in backpacks, then put backpacks in my inventory, if my character would still get food from the backpack. I guess the answer is no though, the backpack has to be on in order for my character to access the backpack inventory.
Thanks though!
So not only do they not grab enough materials for a job, but even if they could/ would..... they cant even use trader backpacks correctly anyway haha.
Oh well.....
So what kind of backpacks do you have your workers/ farmers wear? Large backpacks? Thief backpacks?
I always have my "away team" use the trader backpacks.... my archers can stack their bolts and save tons of space, and when I loot ruins i can stack AI cores and books stacks 12 at a time I think.
Thank you for replying :) :)
All of my sword/MA characters wear small thief backpack to store armored hood, fog mask, medic and robotic kits with enough room for several food cubes or rations and I have 11 sniper characters wearing medium thief backpack to store bolts, medic and robotic kit with a room for a food cube or 2 rations. They have 75 strength or higher so no encumbrance.
Small thief backpack has no combat penalty, that's why it's best. Medium thief backpack has -2 combat penalty but sniper characters don't engage into melee that much. If I need to carry more bolts to some places then I'd bring a pack animal loaded up with bolts. Bring more animals for loots from ruins rather than characters to carry them back home. It's more important for characters to be ready and capable to engage into combat without encumbrance penalties. Other backpacks hurt stealth capability but not thief backpacks.
I still highly reccomend thieves backpacks. Stat penalties are negligible and the large ones are spacious enough for most missions. Should help you with less micro managing.
There are no limit checks, no necessity checks, nothing. The coding is dead simple, which is why we struggle with automating tasks. By doing this, it avoids the complexity of balancing multiple AIs doing the same task. It'd be extremely complicated to program the Engineering job so that it doesn't suck balls. How many engineers are on the task? What building materials does each engineer have? How far along are they in the construction? There aren't easy solutions to operationalize these questions into a new mechanic. Thus, we have brain-dead workers you have to micromanage at times.
I wish the AI job tasking were better. I can't stand how poorly it's programmed. It makes me want to punch Chris right in the balls for not doing better. But at least I understand why he chose the route he did. Complexity breeds more complexity. By simplifying things, it makes the coding so much easier, but it puts that frustration on us instead.