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
I do have mods but I don't think any of them do anything with A.I.
It's mostly things like music, different races and some other minor QoL stuff
Im in the middle of updating my mods, so have done a lot of testing and have no problems like that on 1.5
So 99% sure its your mods that do something.
One way to test it is to cut down the task amount. I often find myself in similar situation if I don't have more than 5-7 pawns.
TLDR, if your pawns are being "stupid" it's because a mod is breaking them or you told them to be stupid.
I understand how the job priority system works. What I am saying is that they aren't working the same way they used to. Everything was working fine, then I bought Royalty and Ideology. After that, even when their job priority is at a "1", they will still refuse to do anything unless manually told to prioritize a task. Sometimes they will even just wander when there is stuff for them to do.
Not sure why mods would do it when this only started happening after buying the DLC, but here is a list. Last one is tech advancing
https://i.gyazo.com/cd9956ad75d6c887352768861e33405d.png
I noticed this in 1.4 when I have a single Fabricor.
Everyone did there job, but they constantly stopped after so many ticks, and restarted from the very beginning of the priority list. They constantly stopped, and restarted even if say one of the jobs were at 1.
In 1.5 it is happening A LOT, I have 2 fabricor, but one of them is constantly going, and cooking, finishing, then cycling through EVERY crafting job, not finishing, then they cook foo AGAIN cause someone ate a meal. While the other pawns are cycling through, doing a hauling job, then back to the beginning of the priority list.
Research is skyrocketing with my lv 12-15 pawns on the other hand single they research, and stay researching for a long time, then they go haul something, then search again. They haul 2-3 things, then research. (Swapping between both P1 Researchers. Hauling is P1 as well)
NO ONE IS HAULING ♥♥♥♥, NO ONE IS COOKING. It took 5 days for my dumping stock pile to fill up with stone, and the fabricors have not gotten even 100 cut stone.
Got 4 colonists set to P1 stone cutting, and they skip that ♥♥♥♥ to do P2 ♥♥♥♥.
Lifters are messed up too. They prioritize far out stuff more now, and refuse to be consistent about it. They take one from half a map over, then do something in base, then repeat. Constructoids seem normal, but ♥♥♥♥♥♥♥ COLONISTS won't construct because no one has materials, except 6,000 Wood, and 20,000 ♥♥♥♥♥♥♥ rice.
Agrihands are at least working right, wish I had the ♥♥♥♥♥♥♥ cooking meals tho. Less than a dozen meals cooked up, and 20k rice piled in my freezer. I've been selling it faster than I can make 100 meals out of it.
I've been forced to heavy zone the fabricors to area to get them to do ♥♥♥♥, Cleansweeper keep suicide cleaning the map, and dying to random ♥♥♥♥ so I have a "♥♥♥♥ off, there's a raid" area in the center of my base that all lifters, and cleansweeps go when I see red.
Constructoids are the good children. They function perfectly WHEN THERE IS MATERIALS.
I have to change the level the agrihand recharge at because they work too hard, and shut down in the middle of nowhere when they need to recharge before they get back to base. 25%-75% seems good.
Lifters, and Cleansweeps are something else, they have a penchant for finding trouble. Had one path past one of my IED for no reason. NO REASON, it had another path, but next to the IED was a dead body bleeding. Completely opened my kill box, and let 12 raiders go through and dodge the IED.
Open up the log in game and check for errors. The way the system works is if a pawn checks for a job and hits an error they go to idle and wait a bit then check again, and if they keep hitting the same error they will continue to wander around doing nothing even if there are other lower priority tasks they could be doing.
-Cleansweepers suiciding - Check your home area. Especially if you have auto home area expansion on be extremely careful when creating dump sites, since those expand your home area
-Pawns canceling their work task - I had simmilar issues at the fabrication bench, pawn would start making a marine armor, then stop and start creating components. Only happened because of how the bills were ordered from top to bottom. Keep big crafts at the top then smaller crafts/resources at the bottom of the list
-Pawns reserving items.(mainly on large maps) Pretty sure if a pawn reserves a stack, no other pawn can interact with that stack. Which means a pawn on the other side of the map can completely throw off other pawns if you have important items in 1 single stack (food for example).
-Zoning there might be gaps or accidentally zoned in areas
And last but not least, the most frustrating part i wish would change in DLC. The numbered tasks you can assign actually seem to break down into subtasks. How plant growing includes harvesting and planting, sometimes the sub tasks will get in the way and that can be frustrating, so unless you mod in the ability to even further control pawns tasks, you can always run into silly things like pawns planting more plants instead of cutting down blighted ones because under the hood planting seems to take priority over cutting.
From my own experiences with the beta i would say that they work exactly the same as they always have.
Just like before, if you have hauling and cleaning jobs as a lower priority and they have other jobs that need doing all the time (and if two jobs are set to the same priority the ones further to the right is in fact a lower priority), then they will never do hauling and cleaning. This is solved by either giving them less tasks (or at least less time consuming tasks) or increasing the priority of hauling and cleaning (or having dedicated pawns for it, or mechs, etc).
This part sounds like it might be a bug. But do keep in mind that "Going for a walk" is a recreational activity.
Try verifying your game files and playing without mods to see if the issue persists.