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Not a bug Happiness in Robots-only settlements

postal

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3
Not sure this is a bug, but happiness-reducing buildings affect robots-only settlements as well...

Seems kind of odd I have to add recreational plots to my heavy industry settlement run by robots ;)
 
it's not really a bug, just an artifact from how the settlement management stuff works.
Robots have a base happiness of 50. In a pure robot settlement you're effectively locked to 50 before modifiers. Plots that reduce happiness subtract from it.
 
Not sure this is a bug, but happiness-reducing buildings affect robots-only settlements as well...

Seems kind of odd I have to add recreational plots to my heavy industry settlement run by robots ;)

You actually have to have recreational plots anyway because otherwise your plots won't upgrade to level 2 and 3.

Happiness is calculated as settler happiness + happiness bonuses - happiness negatives / settler population.

The difference between settlers and robots is each human settler has a happiness that ranges from 20-80 depending on how well their needs are met. Robots have a happiness of 50. Beds, food, water, none of it matters, the happiness is 50 that each robot contributes.

Nothing about humans or robots impacts the bonuses and negatives that get applied. This actually means taht in general an all-robot settlement also won't get as unhappy as an all human settlement either and it's much harder to lose a robot settlement even if you ignore them completely.

You have 2 choices here: you can disable the citizen needs in robot only settlements and let them go on with their basic 50 happiness or you can opt to put in happiness boosting plots/objects.
 
You actually have to have recreational plots anyway because otherwise your plots won't upgrade to level 2 and 3.
Nah, that's why it's heavy industry, all level 1 (I somehow ran out of wood, that's how I found this :))

Nothing about humans or robots impacts the bonuses and negatives that get applied. This actually means taht in general an all-robot settlement also won't get as unhappy as an all human settlement either and it's much harder to lose a robot settlement even if you ignore them completely.
That's my point: nothing you do affects them. So why should buildings?

You have 2 choices here: you can disable the citizen needs in robot only settlements and let them go on with their basic 50 happiness or you can opt to put in happiness boosting plots/objects.
Personally I went with the first option, but I still consider this, if not a bug, at least an issue that maybe could be fixed, please? :D
 
Nah, that's why it's heavy industry, all level 1 (I somehow ran out of wood, that's how I found this :))
So...you found a work around to one happiness related problem by deciding "eh, I'll just use level 1 buildings so this happiness isn't a problem" and think it's fine, but consider other happiness related issues bugs? That makes no sense, you see that right?

That's my point: nothing you do affects them. So why should buildings?

The robots aren't affected though, that's my point. Their individual happiness is still 50 each. The overall settlement happiness is impacted, because of the simplification of the concept of population happiness. Also: if you aren't worried about happiness getting above 70 for building upgrades, I'm not sure what the actual issue you're experiencing is. Once you have a general robot population in the 20 range, the impact from the buildings is minor at best (most buildings will only lower the overall settlement happiness 1 or 2 points total once you have a full settlement population, and the low happiness isn't an issue for losing the settlement unless it drops below 20 for the entire settlement, which for a robot population of 20 would require a -600 happiness in penalties. If you're restricted to level 1 buildings anyway, that's pretty tough to reach.

Personally I went with the first option, but I still consider this, if not a bug, at least an issue that maybe could be fixed, please? :D

100% not a bug, and unlikely to be "fixed" because it would require changing a major vanilla script (workshopparent), which is a big no-no. The option to disable citizen need requirements was introduced to allow play-styles that didn't match the design of SS, such as yours (and mine), so from an SS perspective, this problem is already fixed. You can also choose to only disable citizen needs in that one settlement via the local options (which alleviates the problem of loosing the gameplay elements everywhere for the sake of one settlement).

You can mitigate it of course, robots like the ones from my industrial factories have bonus happiness which would pretty easily offset some or all of these negatives, or you can add other +happiness objects or npcs, such as slot machines, clinics, my toy factory or attract +happiness NPCs such as cats or gorillas
 
So...you found a work around to one happiness related problem by deciding "eh, I'll just use level 1 buildings so this happiness isn't a problem" and think it's fine, but consider other happiness related issues bugs? That makes no sense, you see that right?
Well, the happiness-requirement for upgrading is a different issue.
Since a robot-only settlement defaults to 50% and, for example, lots of defence won't change that, I, perhaps naively, expect nothing to change it

The robots aren't affected though, that's my point. Their individual happiness is still 50 each. The overall settlement happiness is impacted, because of the simplification of the concept of population happiness. Also: if you aren't worried about happiness getting above 70 for building upgrades, I'm not sure what the actual issue you're experiencing is. Once you have a general robot population in the 20 range, the impact from the buildings is minor at best (most buildings will only lower the overall settlement happiness 1 or 2 points total once you have a full settlement population, and the low happiness isn't an issue for losing the settlement unless it drops below 20 for the entire settlement, which for a robot population of 20 would require a -600 happiness in penalties. If you're restricted to level 1 buildings anyway, that's pretty tough to reach.
My issue is that I have 9 robots (8 of those are provisioners), 1 sawmill (the remaining robot runs that) and my happiness is at 35... So going below 20 would be pretty quick...

100% not a bug, and unlikely to be "fixed" because it would require changing a major vanilla script (workshopparent), which is a big no-no. The option to disable citizen need requirements was introduced to allow play-styles that didn't match the design of SS, such as yours (and mine), so from an SS perspective, this problem is already fixed. You can also choose to only disable citizen needs in that one settlement via the local options (which alleviates the problem of loosing the gameplay elements everywhere for the sake of one settlement).
My idea of a non-intrusive fix would have been something along the lines of detecting when there are only robots in a settlement and turning happiness off automatically ;)
 
Sooo, disabling citizen needs manually for the one settlement is considered overly obtrusive because?
How is this obtrusive as a one time fix for the problem?

Your ask is that Sim Settlements detect settler racial types that can be and often are loaded in from lots of different mods, count the races and dynamically turn off needs based on if it detects an all robot settlement.
Why not just build a rec center and give a Mister Handy a place to do his trimming and sweeping.

Literally, 1 maxed out rec plot counteracts 6 robots in a settlement, as in brings them all from 50 to 80.

Build a bot, toss down a 2x2 rec and give it power. It'll buy you enough happiness to have a solid buffer at the cost of adding one bot and one plot.
 
My idea of a non-intrusive fix would have been something along the lines of detecting when there are only robots in a settlement and turning happiness off automatically ;)

Definitely not a bug, but if you want to post this idea in the suggestions forum, it might be something I look into in the future.

For now, I'd recommend turning off Dynamic Needs and Citizen Needs under Options -> Gameplay -> Local for that settlement. That will eliminate the happiness penalties (so that you don't lose the settlement), and allow upgrades without having to bolster happiness.
 
Sooo, disabling citizen needs manually for the one settlement is considered overly obtrusive because?
How is this obtrusive as a one time fix for the problem?
I never claimed it to be too obtrusive

Your ask is that Sim Settlements detect settler racial types that can be and often are loaded in from lots of different mods, count the races and dynamically turn off needs based on if it detects an all robot settlement.
Why not just build a rec center and give a Mister Handy a place to do his trimming and sweeping.
Because it makes no sense

Definitely not a bug, but if you want to post this idea in the suggestions forum, it might be something I look into in the future.
Will do that, thank you.
 
Ah! This was exactly what I was looking for! My Mechanist was turning County Crossing into an all-robot settlement. I finally figured out to turn off the Citizen Needs for that locally and got my plots to upgrade. It didn't make sense to build them a rec plot, though a bunch of Protectrons standing around playing pool might be kind of funny!
 
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