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Manufacturing Never Happens

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Will
2013-09-03
2013-09-10
  • Will

    Will - 2013-09-03

    I've had a consistent problem with this simulation, in that manufacturing processes other than those typically started automatically by the settlement, or those of level 1, are never completed. In particular level 2 items, like large batch brick baking. I have someone with Materials Processing level 2, so what's the issue?
    Plus, does this basically mean if a settlement doesn't get lucky enough to have someone with a high materials processing skill that they're effectively screwed??

     
  • Scott Davis

    Scott Davis - 2013-09-09

    If a person has sufficient materials science skill to work on a manufacturing process, he has a chance of working on it. They may be preoccupied with other tasks or have other reasons keeping them from working on it, however.

    If a person has the "engineer" job, they will be more likely to work on manufacturing processes in general than people with other jobs. A person's job can be set in the UI by opening their info window, "Activity" tab, and selecting a job in the drop down selector.

    Manufacturing processes at a settlement are started by individual people (asside from those started by the user with the UI), and a person starting a new process can only start one that is within his skill level. Other people may work on an already started process that is within their skill level as well. So a process won't naturally get started at a settlement that's beyond the skill level of its people since they're the ones who start it. People gain experience in material science as they work on manufacturing processes and eventually improve their skill levels.

    I have run into the issue of a visitor at a settlement (for example: on a trade mission) with a high material science skill level start a high level manufacturing process, then leave. The inhabitants of the settlement are unable to work on the process because of lack of material science skill and so are stuck with it. I added some code to check for stuck manufacturing processes (beyond the local skill level) and canceling them. This will be in the 3.05 release (I'm hoping to put out this week).

    I'm not sure if this answers your question or not.

    Scott

     
  • Will

    Will - 2013-09-10

    For the most part. I'll try making him a engineer. Seems like if you lack that skill in your living group the simulation is over.

     

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