Academia : School Simulator

Academia : School Simulator

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PapiTopCat Aug 9, 2020 @ 9:44am
Cleanliness = F
I have 50 janitors for a 200 student school. I have all halls and rooms covered with green routes and spare janitors left over for priority. I finished the year with 7 patches of dirt and 0 for everything else. And still got an F in the report. What gives? Is 7 patches of dirt across a whole school really enough to land an F? That seems unforgiving. Or are my 1194 unpaved tiles contributing?
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Dumbledore Aug 9, 2020 @ 12:25pm 
Sounds weird.

My issue with the game currently, is that I have 90 janitors that covers everything and they can't keep up with cleaning, even though no student are anywhere that is not covered in some sort of flooring/road.

No school would ever have 90 janitors and cleaners.
The school I work at now have 15 in total for 1000 pupils and those pupils are kids, which are a lot messier.

I really like the game, except for the cleaning aspect of it, which is so far away from reality, that is removes the enjoyment of the game.
tristan.angeles Aug 9, 2020 @ 6:37pm 
Originally posted by PapiTopCat:
I have 50 janitors for a 200 student school. I have all halls and rooms covered with green routes and spare janitors left over for priority. I finished the year with 7 patches of dirt and 0 for everything else. And still got an F in the report. What gives? Is 7 patches of dirt across a whole school really enough to land an F? That seems unforgiving. Or are my 1194 unpaved tiles contributing?

Hi, thanks for the feedback. As for your question, yest the 1194 unpaved tiles are contributing to the failed cleanliness evaluation, specifically the unpaved tiles that your students pass through.

I've been meaning to review the dirt system lately. It's somewhat problematic, since eachs character can contribute to dirt individually(with chance), and the problems grows as the your school population grows. I've been thinking of capping the dirt students produced but there are other factors to look into, like we've had observations that routed janitors seem to not work as well as unrouted ones.

We've hadn't had much feedback re: school dirt lately so we are unsure of how much a problem it is among the players, but I'll see what we can do within the next few updates.
Last edited by tristan.angeles; Aug 9, 2020 @ 6:38pm
Ruala Aug 10, 2020 @ 8:28pm 
It's a pretty substantial problem; micromanaging the janitor/dirt situation sometimes makes me feel like I'm playing School Janitor Simulator. At least the students aren't dropping out en masse because of the filthy schools anymore; thank you for that.

Is it possible to reduce how much unpaved tiles contribute to dirt tracking and yearly evaluations? I feel like laying down concrete everywhere is the only current solution, and that's not pleasing.
ShinDiablos Aug 27, 2020 @ 10:24am 
Here's a suggestion for Dirt.

Make it so that if anyone goes over a unpaved or grass or packed dirt tile they have a moderate percentage chance to drag in dirt on the next paved or few paved tiles. At all other times the percentage should be so low it's non existent. Maybe like .1%.

Right now I have an army of janitors (50) for a school population of 350 students. And I still have students who drop out because the school is "Filthy" upon occasion. Every. Single. Tile. Every single tile of the map has been paved on the starting map without any expansions to land being purchased. And yet I'm seeing massive amounts of dirt every time class lets out and all the other reasons that students have for moving around. It's like their shoes are covered in mud throughout the day.

I uploaded my current map as mentioned in this post to the workshop for you to check out. It's called "Glorianna School FTW".
Last edited by ShinDiablos; Aug 27, 2020 @ 10:29am
JD' Aug 30, 2020 @ 1:23pm 
Same here, damn unpaved tiles
tristan.angeles Sep 2, 2020 @ 7:12am 
Hi! All thanks for the feedback, Will look into the unpaved tiled issue. However re: students dropping out, after checking a few save files(mostly A cleanliness) and still with students dropping out due to filthy school, we found out that the reason students are dropping is because some tiles deal more hygiene damage than the others. Unfortunately sometimes the janitors don't always get to clean these tiles first and they end up causing students to lose hygiene and health during the day. Anyway, currently working on a fix.
Errapel Sep 28, 2020 @ 6:28am 
Yeah I'm having this issue too. In my case it's because of grass tiles kids walk across a lot being muddy, but never tidied up. I found the only viable solution was to carpet the entire map. (Outside got 'grass' floor, inside got carpets etc...).
pinky Jan 5, 2021 @ 1:04pm 
The unpaved tiles still seems to be a bit of an issue... are you really supposed to pave the entire map?
Errapel Jan 5, 2021 @ 1:15pm 
I can't speak to supposed to, but I have found that's my only viable option. It's most effective if you pave the most used areas. But the kids walk in all sorts of places...
pinky Jan 5, 2021 @ 1:59pm 
Originally posted by Errapel:
I can't speak to supposed to, but I have found that's my only viable option. It's most effective if you pave the most used areas. But the kids walk in all sorts of places...
That makes sense, thanks! Accidentally deleted my original comment asking if you were supposed to pave the whole map ^^;
Last edited by pinky; Jan 5, 2021 @ 1:59pm
CaptainJanegay Jan 7, 2021 @ 2:24pm 
Originally posted by Errapel:
I can't speak to supposed to, but I have found that's my only viable option. It's most effective if you pave the most used areas. But the kids walk in all sorts of places...
The other option is to use fences to limit access to unpaved areas - so your students have paved footpaths that lead from A to B with fences around them. They won't generally go into unpaved areas unless it's either the quickest route to get somewhere, or they're going to pee in a bush because the toilets are full.
donvoniano Jan 13, 2021 @ 3:39am 
Originally posted by tristan.angeles:
Hi! All thanks for the feedback, Will look into the unpaved tiled issue. However re: students dropping out, after checking a few save files(mostly A cleanliness) and still with students dropping out due to filthy school, we found out that the reason students are dropping is because some tiles deal more hygiene damage than the others. Unfortunately sometimes the janitors don't always get to clean these tiles first and they end up causing students to lose hygiene and health during the day. Anyway, currently working on a fix.

I am also having unpaved tiles issue. One thing I discovered in Sleepy Hollow campaign is that a student somehow spawned at the top of the map so she had to walk past the entire map for the sincle entrance I have next to the road. This seems like a bug to me.

There are also mechanics contributing to the number of unpaved tiles that creates unwanted punishment (i guess your intention of having unpaved tile mechanics is that you want to make flooring worthwhile, rather than asking us to pave the entire map):
1. students who skip school wander off the actual school area and creates dirt outside of the school but get counted in.
2. students leaving and entering the school produce dirt that is outside of the campus.

My suggested solution would be:
1. Just give students who are skipping school a temporary buff so that they do not produce dirt when they wander off the campus.
2. Only after students go in and out from certain area/stepped on certain type of tiles/activities they would have a timer that gives them % to leave dirt on the ground. For instance, after students go into the canteen/bought food from the vending machine, they can produce dirt for the next 1.5 hours, until they use the sink.
3. For the routed janitors, it might be worth considering setting a maximum number of cleaning tasks they would do after they wander off the route, say maybe 20, so after cleaning for 20 times even they see dirt they go back to the nearest routed tile.
4. For the hygiene damage, maybe turn direct damage to a graded damage system. For example, when students see 10+ hygiene failures in the past hour (some dirty tiles contribute more than 1 failure count), their hygiene satisfaction drops a gradual amount, until they see less than 10 hygiene failure for the past hour. If a student witness 25/50/100(random perimeter) hygiene failure in the last hour, they receive even greater damages.
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