Space Haven

Space Haven

Main Frustration is with I Need a Spacesuit Before I Can Fix This Hole in the Ship
for them to only decide after walking to the nearest spacesuit that they don't need it after all. And they or no one else will do it while they other guy is attempting to get a suit. And they always fix it without the suit after having gone to get a suit but not taking it. /rant
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Yeah, this may have to do with O2 and temperature constantly changing on the tiles around micro breaches. I think they should just get the damn spacesuit without changing their mind.
that's always been the way it is, a simple logistics issue, your nearest suit locker is just too far away, and they "forget"; what's worse is they'll start walking in the suit, get like 10 squares, recognize they don't need it right now, and do a U-turn to turn it back in, all that wasted effort while whatever is on fire or smoking up the place with toxic fumes keeps spreading.

place suit lockers liberally, especially in places where speed is important, like grow rooms. if they do that trying to patch a hull breach in your plant growing, all your crops will be dead long before they figure out the suit-no-suit dance. if you make a line of bunk room "barracks" like every 4-8 rooms place one, even make a little 1x2 "notch" in your build plan to accommodate one in-line with the bunk rooms; planning for emergency handling, well, that's just part of the game.
Solution:
- Good shields
- Or ultradurable Hull:)
(or regular PDT-s, Starfighters:P)
Originally posted by Death Approaches:
that's always been the way it is, a simple logistics issue, your nearest suit locker is just too far away, and they "forget"; what's worse is they'll start walking in the suit, get like 10 squares, recognize they don't need it right now, and do a U-turn to turn it back in, all that wasted effort while whatever is on fire or smoking up the place with toxic fumes keeps spreading.

place suit lockers liberally, especially in places where speed is important, like grow rooms. if they do that trying to patch a hull breach in your plant growing, all your crops will be dead long before they figure out the suit-no-suit dance. if you make a line of bunk room "barracks" like every 4-8 rooms place one, even make a little 1x2 "notch" in your build plan to accommodate one in-line with the bunk rooms; planning for emergency handling, well, that's just part of the game.
Thank you for the suggestion. I'm starting a new base now so I'll try that strategy, until like the other suggestion, I get shields.
The AI is stupid, you need to babysit them as much as possible during an emergency. They will stand around and let themselves die.
it really is dumb, because it has no awareness calculations, it's singular in purpose and unaware of anything once done. it tells it "go here and do this" and each square it passes could be on fire, but that's not the job it was assigned.

but at least it's predictably dumb. we'd all love a better AI, just at box shuffling... 4 people/bots come from the far side of the ship/station having been tasked to break down this thing and move it 2 squares and rotate it, not because of proximity or skill at the task, but because they were idle. one guy shows up, does one thing, then the task assignor puts him back in the pool, when one person could have simply stayed and shifted those 4 crates and rebuilt it so much more efficiently... it's constantly infuriating, but as I said, it's at least global and predictable. still hella dumb, though. 😩
shields are good for ships, as you control if you go to a nebula sector or not, but station mode, not under your control, and if the RNG is being vicious, you might be drifting in the nebula for many many days with no shields... PDTs and fighters can handle rocks especially if you let them take off for the whole sector not just near your station, but can't intercept micrometeroids, and it seems that % chance is set, regardless if hull is 500 or 3500...

I don't think we'll ever get Whipple shields or multi-layer hull additions to mitigate that, the whole point is "no matter what, these can get you!" so you do need suit lockers where important to seal cracks fast, and they're handy for areas with air where fire can spread quickly.
I find a bug with asteroid chamber, maybe wait the next patch (they "put and leave" their suit if they go in)
In my experience you can force them to do the emergency job if you notice it in time, either by [drafting them, right clicking the job, and using that to get them to do it] or by [pausing, drafting the person who is doing the job, then clicking the hole, going to jobs, and assigning someone the job].

The issue I keep having is that asteroids hit my high shield, high stability base and demolish a wall, but even when you "rebuild" the segment it takes forever for the crew to decide that maybe they'd stop getting frostbite and low oxygen if they actually fixed that wall or something.

I've tried different priorities, but it just isn't consistent.
Close the vents to the room with the breach.

If you isolate the room then It will stop the conditions flipping between needing and not needing a suit (which is happening because of interactions with neighbouring rooms).

If there is an O2 generator disable that too.
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