Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Dr.Seuss Jul 5, 2024 @ 6:45pm
Workers Won't Walk to Fields from their homes
Actual Behaviour: Workers will not walk from their house to a field, preferring even to be unemployed. I discovered this after adding a field near my starting city in a new realistic game; workers did not walk to the field, preferring instead to go to the bus stop. I then disabled the bus stop, and sure enough, the workers became unemployed, still not walking to the field.

Expected behaviour: workers should prefer to work in fields before becoming unemployed.

Further, I am not able to "force" workers to walk to a field with the "add buildings where workers should go" tool.

Actual Behaviour: When using the tool from a residential building, a tool-tip appears with the text "There are no connections to this building, or the building is too distant." However, the "Show buildings reachable on foot" tool correctly shows that a path exists between the two buildings. When using the tool from a transport stop, no tooltip is shown, but the field cannot be selected as a destination building.

Expected behaviour: it should be possible to designate a field as a building where workers should go, both from a residential building or from a transport stop.

It should be noted that workers do walk to fields correctly after being dropped off at a bus stop, even though the fields can't be selected as workplaces they should go to.

How to reproduce:
-place a residential building
-place a shopping center
-place a bus stop
-place a field
-connect all above to the residential building
-Place a field and a bus stop beyond walking distance
-run a bus between the first and second bus stop
from this set-up, it should be possible to observe that workers will never work in the first field, even if the bus stop is disabled. However, they will work in the second field. it should also be possible to observe that neither field is able to be added as a "building where workers should go", either to the residential building or the second bus stop.

---EDIT---:
The plot thickens. While trying to reproduce my issue in a clean save file, to get screenshots, I discovered that my reproduction steps above did not work. The buses were not picking up workers from the bus stop, and also, I could not get the "this building is to far away" tooltip to appear. So, I added a factory at teh far end of the bus loop. But, only enough workers to fill the factory, would board the bus, and if I closed the factory before they arrived, they would not dissembark and try to find some other workplace, such as the field. so, I deleted the factory and changed the bus stop to be the bus platform that I had used, but the result was the same. Finally, I added a ghost farm-- under construction, "using my own resources", as would appear in realistic, at the far end. this farm was not built at all, because this file has no construction depots, but even so, suddenly workers would get on the bus and go work the field! The field is still not available as a target building from the bus stop, but the field near the houses is now also showing the tooltip that it is too far away/ not connected.

Therefore, I conclude that the problem is as follows: fields cannot be worked unless the are assigned to a farm (i did not know this. is this a bug?) However, a new farm building will have auto-search on by default, and apparently, it will decide that it "owns" any field that is connected to it by road and not already claimed, even if the roads are not finished and the farm building itself is 0% completed. This renders the fields into a state that they can be worked by workers, so workers will happily board busses headed to a bus stop that connects to fields.

However, they will still not walk from their houses, to a field, even if that field is "claimed" by a ghost farm in such a way. That much is probably intended behaviour, as fields have a very large worker capacity, and they could easily soak up all of your workforce if yo place them to close to a house accidentally.

This leaves me with two questions:
--Can fields be made to be workable without a farm, as they do not actually need a farm to function (workers can sow and harvest, and a distribution office or route with covered vehicles can take away crops)?
--Can fields be made to be select-able as work destinations for workers, both from their homes (so that we do not have to take them by bus) and from bus stops (so that we can make them focus their efforts on to one particular field, instead of partially completing 4 different fields)?

Finally, I will send the "minimum bug reproduction" save file that I created, via the support link, instead of trying to explain with many screenshots.

---END EDIT---

Additional information:
-Game Build ID (as reported by steam): 14940205
-Screenshot: will update after posting...
---EDIT--- see above, will send save file instead. ---END EDIT----
-OS: Linux with Proton GE
-CPU Ryzen 5 5600G
-GPU Radeon RX6800
-RAM 16Gb ddr4
-Issue is not related to mods (involves vanilla buildings only)
Last edited by Dr.Seuss; Jul 5, 2024 @ 7:42pm
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3division  [developer] Jul 6, 2024 @ 1:33am 
Right now fields must be assigned to farms, sorry ..
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Date Posted: Jul 5, 2024 @ 6:45pm
Posts: 1