Schedule I

Schedule I

View Stats:
Cauldron Automation Fix?
Any word on an upcoming fix for the Cauldron bug where it becomes completely inaccessible if you assign more than one cauldron per chemist?

Right now it's making me want to avoid cocaine automation completely, which is a shame.

*(when it becomes inaccessible, it can't be picked up to "reset" it because it still has gasoline or coke in it)
< >
Showing 1-14 of 14 comments
1 Chemist for each Couldron works for us
SandrocK Apr 14 @ 9:55am 
how do you fix this? I just know this now (havent saw the state of it)
does it get fixed if I re-assign the cauldron? or is it permanently unselectable?
I just ran into this one as well, the first time it eventually unlocked after the other one finished - but this time it seems to just be stuck, even with integrity check and reloads.

Hopefully that gets fixed soon.
Subbers Apr 14 @ 10:22am 
Current easiest fix is simply saving and quitting the game and reloading in. That will reset the chemist and allow them to finish their interaction with the task. Anytime an employee works on something you cant access it. They just get stuck working on it sometimes. I been tryna find other work around but I havent played much with the co-op bugs
So I guess just 1 chemist per cauldron plus... 3 ovens? Lol
There's no real way to balance this automation to be worthwhile without patching the bug.
Originally posted by Dave Johnson:
So I guess just 1 chemist per cauldron plus... 3 ovens? Lol
There's no real way to balance this automation to be worthwhile without patching the bug.

I had set up 8 cauldrons + 8 ovens for 4 chemists; I think if I unassigned everything from the chemists and then just do a 1:1, leaving the other 4 stations unmanned entirely until this is fixed, hopefully I can get things working again... I'll have to try tonight.

At minimum, I hope it'll unlock the blocked cauldrons since they've got like 80 heavenly leaves in there, each. I don't want to just lose 320 of those to the void!
Originally posted by theaaronone:
Originally posted by Dave Johnson:
So I guess just 1 chemist per cauldron plus... 3 ovens? Lol
There's no real way to balance this automation to be worthwhile without patching the bug.

I had set up 8 cauldrons + 8 ovens for 4 chemists; I think if I unassigned everything from the chemists and then just do a 1:1, leaving the other 4 stations unmanned entirely until this is fixed, hopefully I can get things working again... I'll have to try tonight.

At minimum, I hope it'll unlock the blocked cauldrons since they've got like 80 heavenly leaves in there, each. I don't want to just lose 320 of those to the void!
I've saved / quit / reloaded and they sometimes un-jank themselves long enough for me to remove everything from them.
Still, even though there are temporary fixes for this issue, this has GOT to be a priority-fix.
not even worth automating with how slow production is tbh
Originally posted by Braxen 🐟:
not even worth automating with how slow production is tbh
I think that makes even more worthwhile to automate. Lol
Can just go around the city doing your thing while your minions cook it up back home.
Originally posted by Braxen 🐟:
not even worth automating with how slow production is tbh

It balances against you by being constant, or at least as long as everything is supplied and set up properly... "slow and steady wins the race" I guess is the operation here.

Though automation definitely needs some love... getting everything set up and staffed is very unwieldy and can be frustrating. Trying to keep everything stocked, needing handlers because chemists and mixers don't have a supply, ordering truckloads of bananas or whatever to unload in 4 trips to the proper shelves.

Depending on the scale you're trying to work at, you can end up working harder than you were when you had to do everything because the mechanic just doesn't exist in the game to cover it for you.
Originally posted by theaaronone:
Originally posted by Braxen 🐟:
not even worth automating with how slow production is tbh
Though automation definitely needs some love... getting everything set up and staffed is very unwieldy and can be frustrating. Trying to keep everything stocked, needing handlers because chemists and mixers don't have a supply, ordering truckloads of bananas or whatever to unload in 4 trips to the proper shelves.
It might be better to have an option on the shelves / stations themselves for a "Stock X product here", instead of having to assign routes to the couriers.
TiME_BLiND Apr 14 @ 12:35pm 
Originally posted by Dave Johnson:
Originally posted by theaaronone:
Though automation definitely needs some love... getting everything set up and staffed is very unwieldy and can be frustrating. Trying to keep everything stocked, needing handlers because chemists and mixers don't have a supply, ordering truckloads of bananas or whatever to unload in 4 trips to the proper shelves.
It might be better to have an option on the shelves / stations themselves for a "Stock X product here", instead of having to assign routes to the couriers.
YES that would be dope
Originally posted by Dave Johnson:
Originally posted by Braxen 🐟:
not even worth automating with how slow production is tbh
I think that makes even more worthwhile to automate. Lol
Can just go around the city doing your thing while your minions cook it up back home.

yeah but you still need to refill their stuff because all the npcs are so stupid and limited in the amount of things they can do
Employees have a habit of trying to path between two adjacent built items and get stuck. The fix is simply spacing things out so they can't get stuck if they choose a stupid pathing. Also you don't need to save and reload. The punch or talk to them trick everyone (including the dev) recommends never works because it doesn't offset them to a new pathing. The easier way is to ram them with your skateboard so they get nudged off the bad pathing they were on and have to recalculate a new path.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Apr 14 @ 9:38am
Posts: 14