MatthewCline Posted July 26, 2018 Share Posted July 26, 2018 If a duplicant is traveling to (for example) go eat some food, the schedule switching from "downtime" to "sleep" or "work" shouldn't stop the dupe from eating. If this wouldn't always be desirable then there could be a per-schedule option to enable or disable the behavior (and if this results in a schedule interrupting a task a dupe travelling to then the game should give an alert so the player knows that there's a problem). Link to comment https://forums.kleientertainment.com/forums/topic/93964-dont-let-schedule-stop-task-dupe-is-travelling-to/ Share on other sites More sharing options...
blash365 Posted July 26, 2018 Share Posted July 26, 2018 Also dupes should be aware of the fact that they can not reach a task during their current schedule. It makes no sense for a dupe to run across the entire map when it is only 10 seconds to his break time. Many times dupes waste alot of efficiency by traveling half-way and then starting their break. This was an issue before, but before there was only 1 schedule-switch with this effect (work->bedtime). Now we have several: work -> bedtime work -> bathtime work -> downtime downtime -> bedtime downtime -> bathtime bathtime-> bedtime bathtime-> downtime downtime -> work bathtime-> work In all those cases dupes could stop traveling to their chosen task (work, eat, shower, etc.) half-way because they didnt keep an eye on the clock. Either dupes should have a bit of buffertime that allows them to carry-on with tasks in the next segment of the schedule or only tasks that can be reached (in some cases better completed) before the current segment ends. Link to comment https://forums.kleientertainment.com/forums/topic/93964-dont-let-schedule-stop-task-dupe-is-travelling-to/#findComment-1068460 Share on other sites More sharing options...
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