Space Haven

Space Haven

prisoner refuses to sit at table, guard beats him to death.
riddle me this, batman...

(this is build 13 of the unstable beta.)

https://steamcommunity.com/sharedfiles/filedetails/?id=3636170314

so this is my "conversion chamber" prison; 70 comfort, great food, OK sleeping quarters, med beds specifically for them, crew allowed to visit, etc.

I've already recruited 10 or so, and ALL of them, always, stand in front of the kitchen after getting food, and eating it right there.

the exact same tile.

checked the overlay, everything's fine. and the table and all chairs are accessible, as they'll be sitting IN the chair at the table, hop up to get food and start to come back, then don't move and eat it there.

what is causing the logic here to glitch out??

it doesn't matter it only adds maybe a slight 1 day delay to the recruiting, they're still ~96 mood, but it bugs me.

anyone see what could be hanging it up?

thanks!
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edit:

https://steamcommunity.com/sharedfiles/filedetails/?id=3636177920

hmm. they step one square SE towards the door, but that's the last tile of their area, they then turn around, move back one square NW, and eat standing.

it's like they're trying to head to the crew's break room where all the people are, get blocked by the prisoner overlay border, turn around, step back on the square where they got the food, and that triggers "meh, go ahead and eat it standing" even though a table and chairs are literally 2 squares from them.
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Showing 1-4 of 4 comments
The lights on the floor, can cause pathing issues i think. I try to never place them on the ground. The other one is that plant you placed too close. I would palce it where currently your wallplant/wallwaterfall thingie is, and move that one in the corner.
That thing beside the arcade i cannot recognize(in the top right corner) learning table?
Or medical bed? (Though i can see three medical beds in the northern room)
Or you can move chairs and tables and build a second table/or a 2by and place it next to your hull window. This way they will also have a path with no objects interfereing.
(Though without code diving i am just guessing a bit:P As i would need to see the collision detection and pathing script to understand the issue completely.)

The accomodation for the prisoners is also bad. Remove wall to the right of the door where the current door is. Remove the wall to the left as well, that is where you should have 2 doors. Where your door is, you need to wall off that section and make a 2by2 toilet room. (you can even add some deco in it:P)
This way you will have a 3by2 room for your prisoners. You can set up both of the double beds in a way, that you can place in the corner a nightbed for additional bonus.

Btw all those wall lamps do not cummulate their bonuses, and they draw quite the amount of power:P Not sure why you spam them this much. (The doors themselves already provide some light!)
wall lamps? there's not a single wall lamp in the entirety of the station, not a one. :-) what are you seeing? floor ones, yes. but I'm rockin' a solar array covering half the asteroid and 3 X3s and about 200 energy rods at any time. power is the least of my problems by mid-game, rockin almost 10k, 8 rocket 8 energy 20 starfighters with dedicated pilot 9 and 10 for each, and 20 combat bots to swarm derelicts with. ain't got a single core or system point left after a few hull stabilizers and 4 shields... I'm picking fights with everyone for no reason than to smash their hulls, don't even loot them.

it's just there's no late-game fun still, the fun is the surviving til day 100, and if we're still alive? yawn, we know what's gonna happen next. let's start over again! :-)

right now I just scrapped most of my solar grid to build *20* cargo platforms, and 9 shuttles, only gonna take 36 with me when I migrate, but 36 at the start of a bare asteroid station, lots of hassle there... that might provide a few minutes of fun with resource starvation. (and actual starvation!) but if we live long enough to dominate again, well, time to migrate again.

I'll scrap that light first and see if they start behaving.
Originally posted by Death Approaches:
wall lamps? there's not a single wall lamp in the entirety of the station, not a one. :-) what are you seeing? floor ones, yes. but I'm rockin' a solar array covering half the asteroid and 3 X3s and about 200 energy rods at any time. power is the least of my problems by mid-game, rockin almost 10k, 8 rocket 8 energy 20 starfighters with dedicated pilot 9 and 10 for each, and 20 combat bots to swarm derelicts with. ain't got a single core or system point left after a few hull stabilizers and 4 shields... I'm picking fights with everyone for no reason than to smash their hulls, don't even loot them.

it's just there's no late-game fun still, the fun is the surviving til day 100, and if we're still alive? yawn, we know what's gonna happen next. let's start over again! :-)

right now I just scrapped most of my solar grid to build *20* cargo platforms, and 9 shuttles, only gonna take 36 with me when I migrate, but 36 at the start of a bare asteroid station, lots of hassle there... that might provide a few minutes of fun with resource starvation. (and actual starvation!) but if we live long enough to dominate again, well, time to migrate again.

I'll scrap that light first and see if they start behaving.

Yeah i obviously meant floor lamps:P
well, every light everywhere, and I literally paint lines with them, is chewing up 8.1/sec... they don't even register on a 10k power grid. industry 321, thermal regulators 120, etc. all that extra overhead is basically for charging 4 shields while firing a ton of death at enemies at the same time. 🚀

but no, dismantling all lights in the prison area didn't change the behavior, get food, step towards door, can't pass door, turn around, eat standing up. I'ma rearrange it or remove the outer door (prisons always have 2 doors cause... you know... sometimes you need to suffocate someone. heh.
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