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
Nah, that's why it's heavy industry, all level 1 (I somehow ran out of wood, that's how I found this )You actually have to have recreational plots anyway because otherwise your plots won't upgrade to level 2 and 3.
That's my point: nothing you do affects them. So why should buildings?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.
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? :DYou 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.
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?Nah, that's why it's heavy industry, all level 1 (I somehow ran out of wood, that's how I found this )
That's my point: nothing you do affects them. So why should buildings?
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
Well, the happiness-requirement for upgrading is a different issue.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?
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...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 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 automatically100% 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
I never claimed it to be too obtrusiveSooo, 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?
Because it makes no senseYour 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.
Will do that, thank you.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.
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