Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Can you be more specific to what the workstation is?
If it is a turret then turrets are weird. The person assigned does not always go to the same turret.
2. Is anyone else assigned to that work station as well?
If you assigned 4 workers to the same mining vein and the max is 3 workers, when one of the 3 on the vein leave to eat or haul ore the 4th takes their place. This causes the worker who left to be jobless or move on to the next job on the priority list.
3. I have made big bases.
https://steamcommunity.com/sharedfiles/filedetails/?id=1194920723
The only range issues with a base that large is combat and healing range, units are so far away they do not participate or help. Job, food, storage, etc range never seems to matter.
Specifically my issue is only with turrets. I don't mind the person going for different turret. I set his job to every turret on my wall. My thought was that when some of them are occupied, he'll go to the next one.
He was the only one with such task before, now there are two, same behavior though. I'm using skeletons right now because they don't need to go for food. I used the guy as engineer before but whenever he run off to do some engineering he never came back to the wall.
I was trying to figure out why is that, so I got rid of the engineering job. He was still not doing anything (just standing aimlessly). Then I tried to move him closer to the wall (step by step) and at very specific range he run to those turrets every time. This is where I've got the idea of the range I was talking about.
2. This isn't the case.
3. Your base is way bigger than mine. I though the empty space between the wall and other things is the reason because there is no point for him to be somewhere in between, he's not a farmer.
I should have tested it with different jobs before asking, my bad.
Can you work around this? How to get him and others to go guard with turrets. In case the job means "any turret will do", that isn't a problem as long as they will go pick some :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1362914488
(I have a guy set as an engineer - he will continuously build anything that is outside ; but won't build stuff inside of buildings - and sometimes he just stops ----BUT If I leave to go on a food run - when I come back he has built many things! Lol!)
They do not work like normal workstations where the worker will always return to mining vein XXXX after eating and such. Instead they just hop in the nearest one they find.
It is quite annoying and I tried reporting it about a month ago in the bugs topic and it did not even get a single reply.
They were defending against raid of bandits and after that only few went back to do stuff, others stood near the gate until they became hungry which triggered "getting food" after that point they were near other workstations and proceeded to work.
I don't know what causes this behavior because for example researching is always fine, the guy who works there will return no matter where in the city he ended up.
When you place station there are displayed figures around the object (access points). Some of those are blocked (not all) for few workstations, could this be the cause of some of those issues? Either way it doesn't explain the rest.
That sounds more like a navmesh issue because it involves other jobs. When all of a sudden out of the blue people stop going to locations they had no problem with before it usually means the navmesh blew up. Then when you stop and think about it after you mos tlikely built a bunch of new buildings, storage, etc recently.
Cntrl+Shift+F11 to rebuild the navmesh, can save/load the game, and then you also have the super navmesh rebuild if you import to a new game.
Like I said before turrets have a weird flag, they do not have actual IDs used so the worker always returns to that exact turret. They jsut return to the nearest turret instead. When there is no more turrets in range the workers just go idle.
90% of the time those figures mean nothing as long as you have some in an accessible position.
Beds are part of that 10% where they REALLY matter. You need that space to either side for beds because the in/out might be positioned there depending which way the bed faces. Storage containers can get funky if you cover too many sometimes.
1. Person with "guard job" will seek out some turret in unspecified range (quite far) but still limited. It is approximately 3/4 of the way between the gate and the campfire (in the screenshot I posted above). Indeed you cannot specify which turret should be used as they will pick whichever they want. Harpoon and crossbow turrets count as the same thing.
Solution: Set everything, they need (food, beds, etc.), near enough and they will come back. In my case I used exclusively skeletons with only this one job (they don't need to get food somewhere).
2. Covering too many access positions is not a good idea. I had too many storage units cramped up and even though many of those access points were green (at least one for each) it wasn't enough (you can squeeze them quite a lot in building mode but when you build one by one they want more space).
I'm not sure how big effect this had but hauling became a bit less buggy. While rebuilding storage area I noticed the next issue.
3. I had iron and a stone refinery built in a T shape with a bit of space in between. Unfortunately upgraded versions of stone refinery are bigger with each step and those two sort of fused together covering some access points from the north, therefore everyone who wanted to go there from this direction stopped (they were probably trying to get to those access points which were accessible before). After I manually sent workers bit sideways they could navigate to the machine without an issue. Neither rebuilding navmesh by Ctrl+Shift+F11 nor Shift+F12->"Fix Stuff" helped in this case.
Just be mindful of the bigger size of these upgraded facilities.
4. After fixing mentioned issues (spacing out storage areas, rebuilding refineries and navmesh) most of them are gone.
Jobs (not including turrets) have much bigger range for workers to recognize them (very likely whole city area + a bit).
Now we can wait for the last quarter of the map in peace / war x).
Thanks everybody for help!
This is where an import rebuilding the navmesh would fix it. Not sure why but importing has a "more powerful" navmesh rebuild that fixes issues a normal save/load or navmesh rebuild does not fix. I discovered this back when turrets had navmesh issues the normal fixes failed to fix.
I think if each turret gets a unique id number like mining veins, other work machines, etc then the issue of units returning to the proper turrets would be resolved.
I'd be interested in a resoning why they were coded diferently than every other placeable object. Most definitelly id would resolve the issue even the "range" wouldn't be necessary if it behaved like every other station. I believe It's quite a new feature (crossbows) so maybe it got rushed out but I believe they had a reason to go this route.
Nah turrets have been around since alpha. They always been bugged to hell for one reason or another. The older nastier bugs have been steamed out so now they seeing more use.
Oh I see the handheld version is new. I've tried kenshi few years back but couldn't get even up to 20 FPS with 800x600 resolution (my laptop GPU sucks :p) Now it's ok-ish :)
There was always navmesh issues with the walls and the stairs to get up to the turrets.
Then they were added to normal buildings, instead of just walls. Only most did not register their location unless you imported after building. So they either starved to death while in the turret (no path out) or never returned after eating.
So all those bugs been fixed and the only remaining bug is the random turret station. I noticed this about a year ago when I had two turrets on a roof and the two workers assigned kept swapping every time they came back from farming or eating.
Then last month I noticed the turret swapping becomes an issue when you spread turrets throughout a decently sized base.
Well the "man turret job" seems to act more like the rescue job. Rescue job will simply find the nearest bed and use it, whether you own it or not.
Since simple juobs like mining and farming always go back to a particular vein or farm then it stands to reason that turrets either do not have a unique id# or the task of manning one does not use that id # when doing the job. Since it is highly unlikely somethign exists in a game without an id# I would say the scripting just does not specify to return to the original turret assigned.