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Only thing to do is unassign their beds and workstations and routes and sleep to save then reload then reassign them more carefully so that only one person is taking items off a shelf to one mixer and not multiple things going to the same spot etc. keep things organized and clean logically.
I see tons of peoel have this problem and i have this issue with the cauldron the most but that is because a botanist, a hauler and a chemist all interact with that device to load it with something or use it. setting only one cauldron per chemist and having them face directly across from the ovens keeps there pathing simple and and from bugging.
The other issue they can have is they are stuck in place frozen looking liek they are trying to do something, this is them just being out of range of their interaction bubble and you need to use a charged punch to knock them down and they will try repath to it.
I have a grow house fully automated that runs non stop without a hitch, i also have fully automated 8 mix chains and 4 cauldrons and 4 ovens at both the warehouse and the barn that is fully automated pumping out bricks of mixed coke and they run without a hitch too now that I have made sure everything is set properly.
The weed house has two packagers in it that haul bags from the loading dock vehicle to their own bag supply shelves and to the packagers, two packagers fill 2 shelves a day from one botanist and 8 plants all fully automated with 1 cleaner and 1 extra hauler that does not do any packaging just hauling. None have bugged out other than one time and it was probably because I was moving items around on the shelves or restocking them. It had to be something since the system has been incredibly stable for me mostly because I only try to interact with filling the shelves that they take from and they never try to put something down on a shelf I am adding things to.
May I ask, do you know if it's meant to happen and when they're full they will finally start placing or is this a bug? Because they've literally stole about 7 full shelves of items in 1 swoop. I'm not even sure how they can carry it all. I sacked the whole bungalow staff and hired them all again to try and fix. I don't have these problems when there is plenty of space for them to move. I.E my dock and barn are both fully auto 8 mix brick makers and they're fine. I just can't get the workers to do the right thing when it's in such a tight space, it's like they just grab off of any shelf they want because of entity crowding or something.
Thank you, I've completed the game twice and this time round is the only time I've had these problems with the packers and I can't fix it. I hope he can do a quick bug fix on it when the new update officially comes out. I thought of an idea for another employee, "product manager" he could possibly need a van to do his job and he can be assigned 4-8 shelves and will automatically order and stock said shelves every morning with what is missing (the cost of goods can either be put in a safe where he takes the cash till it runs dry or add more ways to launder money and hey takes it out the bank automatically). Another could be "CEO" and he will do the laundry run every 24 in game hours for you (again assigned safes where he will take the cash). Really enjoying the game at the moment and hope the updates keep up with the momentum of the game.
From what I gather, it sounds like 2 different issues. Pathing, and inventory. From NInefinger's post, he seems to have a good idea on how the AI logic works. My guess is the AI doesn't have enough fail state recoveries and thus gets stuck doing certain things. Greatly simplifying their tasks allows cleaner flow of AI logic
In terms of inventory, I wonder if giving the player full access to a employee's inventory (that includes anything hidden) would atleast allow the player to not only recover items, but also help reset their AI. I don't know if the dev will read this or not, but that would be my suggestion. Atleast until a proper fix is issued (which might already be in the works)
Ninefinger's suggestion for now seems pretty sound though, it's the approach I would have taken