Space Haven

Space Haven

crew not making it to bunks? (RC3 but not sure it matters)
anyone with larger crews and shift workers where break areas have idle workers and other on-breakers / breakfast shift around when sleep period starts for another shift, noticing some people won't make it to bunks after a certain point, and just pass out on the floor or an occupied bunk room doorway... even though there's plenty of open unassigned bunks with good O2/CO2/heat.

or maybe you don't notice it, you just know you've got good 25 comfort private bunk rooms, but notice some of your crew have uncomfortable sleep debuffs? well, this is probably why.

it seems related to chatty / more talkative trait people who engage them. as they always stop and respond, which is intentional I know, part of their debuff when working, but when there's a lot of crew, it can take them a while to get past a crowded room like an industry or leisure area.

what's happening now is, they're in the leisure area finishing dinner, pooping, gaming, drinking, whatever... sleep period starts, they want to head out, get stopped a few times along the way, especially if they leave a crowded area to pass through a central hallway with lots of people or a work area like an industry room...

and if it takes them too long to get to a bunk, they just go "eff it" and pass out there. plenty of energy, happiness, health... just, well, I'ma sleep... now. (ones that don't get verbally accosted can make it from one side of the ship to the other, even if it takes an hour of their sleeping time walking there.)

https://steamcommunity.com/sharedfiles/filedetails/?id=3687905607

I'm used to seeing an "extremely frustrated" or two pop up per day, lots of Moody crew cause I want their 10 stats. :-) but today it's like bam! bam! bam!bam!bam!bam!, and it was like... whaat the hell is going on? I'm not entirely sure it's related to RC3, but could just be one too many refugees who have nothing to do but eat sleep and chat, that's triggering it.

as it stands, I pause after every shift change, find the idiots on the floor and draft them into a nearby bunk. it's a stopgap measure and it's not so much frustrating as laughably funny, I just don't want huge uncomfortable sleep (12) stacks when I need them to fight or perform and they're minutes away from a suicide attempt, so, it's got to be done.

perhaps a change is warranted? "sorry, I need sleep. see me tomorrow." maybe a yawn emote icon? and after this one and only interaction, they ignore further attempt to engage, just walk on past to the bunk and pass out? or smarter crew that know someone is off to bed and will leave them be, unless best friends or lovers? or a "pre-sleep" time, not just work, leisure, sleep, where they head to their bunk to privately relax before bed? or as I've suggested before, assignable break areas, so we can compartmentalize crew, keep them in their "regions" of the ship, which we could use to handle this scenario as well.

ehh, let BB think on it. I'm sure they'll come up with something, if they think it needs addressing. 🙊 just wanted to point out it's a thing you might run into.
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Hmm. The change we made recently is that the facilities spread comfort values symmetrically, as they did not before, leaving players frustrated that the comfort is not symmetrical and it is possible to build a positive comfort bedroom on one side but not on the other.

This means that on previous version ship designs it's possible that some bedrooms could now have a negative sleep comfort if they are close to facilities that spread comfort through walls a bit too.

So go through all your bedrooms and check that the beds are on positive sleep comfort.

This is the one change that comes to mind that could impact the energy levels of crew members.
100% all beds are 25, both tiles, though a few, 3 or 4, some machines may let a little sound through, the door entrance tile is yellow, slightly negative. and it's not distance related, I've watched a few times now, it seems time based, or maybe even interruption based, the more conversation emoticons, the more stops, the less likely they'll make it, whether the nearest open bunk is 6 tiles or 60 tiles.

energy is sometimes near full, especially for idle dedicated pilots who had nothing to kill today, they goofed off their whole shift, they went to bed, or tried to, with 5/6th an energy bar... it ain't them collapsing, anyway.

yeah it's probably tied to whatever change that was, or related to the sleep comfort checking, that lets them get up and complain it's not comfortable enough. because they're in sleep mode but nowhere near a bed yet? maybe it's just that, comfort checking, but they haven't even gotten to bed yet, been in sleep mode over an hour, "late" because of conversations? do you know if that routine has an isInBed kind of check first?

I've no idea, this is observational. need more feedback from people with large crews, ~24/shift and such, which not everyone wants to deal with the hassle of provisioning for such a large contingent. (unless they're playing aggressively.)

thanks for the reply though!

hey spacefarers! anyone cheating and rolling around with ~144 crew, on 3 shifts of ~48, with one huge break room that has ~64 people in it almost always? I bet you would see it a lot! :-) get in here and tell us!
really not liking this; the more I watch it the more I see how widespread and random the chance they'll make it to (or back to) a bunk. I'ma grab a bunch of pirates and recruit them and get up to 3 shifts of 30 or something, or enable sandbox and plop them down from out of nothingness.

a new one I wasn't initially watching for is bathroom chatting; when 12 or 16 people go to sleep at once, they'll all want to the loo at roughly the same time, so I have bathrooms near, usually 2 toilets in pairs, but even 2 might not be enough with others eating and just any crew needing a toilet, so at times, there's 6, 8 people dancing for the others to hurry up, but only 4 of them are sleepers. (way worse on 3 shifts than 2, obvs.) and while waiting, they're chatting.

it's enough capacity that no one craps their pants, but, yep, conversation interruptions. and sometimes a guy who left his bunk and did his business will get stopped 2 or 3 times on the way back, take a few steps down the hall back to the bunk he left and just give up and stop in the next doorway he passes. but he made it there fine, initially.

anyway after I boost to 90 I'ma make one the game I'm playing, save another copy, I'm going to batch convert all crew to 1046 hard-working for the less talkative, and compare to my "real" game. (maybe a more drastic compare, set all crew to be antisocial and compare vs all neurotics.)

that should certainly confirm if it's the chatting or the conditions checking.
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