Schedule I

Schedule I

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When you get to hiring workers....that's where EA hits
Cause their AI pathing is terrible and I don't feel like being a beta tester for it anymore - enjoy selling weed tho - that part of the game is fleshed out. The revolutionary parts of the game which is the worker AI .... not even close to there. Always saving the hardest part for last - the story of every EA dev
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Showing 1-11 of 11 comments
They are updating it this weekend with bug fixes to the NPC paths 🩵
Originally posted by Pickle1405:
They are updating it this weekend with bug fixes to the NPC paths 🩵

I've heard this song before
I just hired a botanist and packing guy and its working for me. Maybe its the route youre giving them?
Steve10393 Apr 3 @ 7:06am 
Originally posted by McCready:
I just hired a botanist and packing guy and its working for me. Maybe its the route youre giving them?

I'm sure it is, and I'm sure if I used the barn and I went out of my way to separate everything as evenly as possible with big wide open 2-3 person wide traffic lanes that THEN it would work - but is that really my job here? Or should they just write better code so I don't have to change my gaming experience to match their bad code?

I appreciate work arounds but you gamers need to understand that WORK AROUND is not a solution to bad code. The developer making better code is the solution.
deadering Apr 3 @ 7:06am 
You're telling me the unfinished early access game is unfinished? You're saying the more advanced later parts of the game are less finished than the early game? I can't believe it...
Millions of gamers who gladly and PROUDLY waste their lives fixing other peoples broken software... damn lol thats pathetic. At least get paid for ur time young bucks.

In literally every other industry and line of work, thats called Consulting, Product Advisor, or QA, and you get paid for it obviously. Man these video game devs got a good racket going:

Get lonely low self esteem men to fix your product on their time and money, and make them feel privileged doing so. Damn son Thats some nasty work
Last edited by DaleGribble; Apr 3 @ 7:41am
Give npcs a two tile space to walk through, i crammed four workers on the bungalow and they've been running autonomous growing and packing without issues because of sufficient walking space
you make it sound like this single dev has a dedicated paid team. . he released a game , it blew up and now all the entitled impatient derps come out :) , first week ma man .. give it time .
I mean, I don't have a single problem with any of my 20 workers doing stuff automatically.

So I guess skill issue? :sunekosuri:
Originally posted by D a R i U z Z:
Give npcs a two tile space to walk through, i crammed four workers on the bungalow and they've been running autonomous growing and packing without issues because of sufficient walking space

Right? I have 4 workers in the Bungalow as well, just set it up in a way that the pathing and needed items are easily accessible and located, no issues with pathing whatsoever. Only AI issues I've had so far is needing more routes for the handler, and maybe a sanity check to make sure if they are using jars that they have enough product for a jar, otherwise skip it for the next product in the route, otherwise they stop working if product is less than 5 because they put it on the packaging table and it holds it up until more is harvested, but the other strains just sit there un-packaged.
give the single dude making the game some slack bro lol
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Date Posted: Apr 3 @ 6:58am
Posts: 11