Unemployed Beaver not working
There is an unemployed beaver who won't join a new job (see arrows in screenshot). The beaver in question was one of the settlement's original children who just recently grew up. This is the new Beaverrome map on Hard Mode, no mods installed. I'm playing the M1 native version of Timberborn, version v0.1.2.0-1c1929c-xsm, experimental branch, on a MacBook Pro with an M1 Max processor.
Comments: 21
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03 Mar, '22
Brakji MergedI played a little bit of the new patch. After a bit, I now have jobs that have beavers assigned, but when I click on the beaver assigned, the beaver states it is unemployed.
I can fix this by pausing and restarting the building, but this could be detrimental to someone idling.
EDIT: Hopped back in, it appears the beavers affected are permanently unemployed, even though I have buildings without employees stating there are no unemployed beavers in the district. There is only 1 distract, as well. -
04 Mar, '22
Martin Theobald MergedMany beavers are assigned to a building but when looked at that beaver it thinks its unemployed. So many buildings are unoperational after a while.
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04 Mar, '22
Pegasus MergedOn experimental branch, I have a beaver showing as working in a water pump when clicking on the building, but when clicking on the beaver is showing as unemployed (and is behaving as if unemployed). Though closing and reloading the game resolved the issue.
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04 Mar, '22
Zam! Admin"Experimental:BUG:Employment status not synced" (suggested by Martin Theobald on 2022-03-04), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Mar, '22
Zam! Admin"unemployed beaver not taking a job" (suggested by Mike Prior on 2022-03-04), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Mar, '22
Zam! Admin"Experimental Job priority bug?" (suggested by Brakji on 2022-03-03), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Mar, '22
BrakjiI would add that today I ran my saved file, and the beavers were no longer showing as unemployed.
My computer did a restart after updates, so not sure if it is because of the computer restart or something else, just figured I share the change. -
04 Mar, '22
CocheMoche MergedThe game says there's an unemployed beaver in the new tooltip area in the upper left, and when I click on the individual list of total beavers I do find one that is unemployed. Yet when I clearly have a lumberjack post not staffed the game thinks there's no one available to fill the job.
I did notice that when I had the district center's new job prioritization on higher than standard, it would keep a job there when another job had no one. I realize that may be how it's supposed to work, but for me if I have a job open and not paused, I want it to be staffed. I will pause a job if I don't want it open.
So I was hoping the job prioritization would ONLY apply to newly unemployed or newly grown up beavers, and not come at the cost of other jobs. And when beavers die, it would redistribute jobs so that every building had at least one beaver keeping the building running.
Thanks for an amazing game! -
04 Mar, '22
AratayaI am also having this problem. I have 19 beavers; and 5 buildings lacking workers, and it's not showing that I have any unemployed beavers. But if I look at my new list of beavers, I clearly have one that is unemployed (he's also wandering around, not doing anything, so yes, he's unemployed). I've tried rearranging the priorities for jobs, but it didn't help.
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04 Mar, '22
HollieUnemployed beaver in district 2, won't take an open job. Building details says "no unemployed beavers in district". Beaver was originally assigned a job on the building details (scavenger flag), but I noticed no work was being done. When I selected the assigned beaver, it said he is unemployed. I was able to get a different beaver to take the job by pausing/unpausing building, but original beaver still unemployed despite open employment.
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05 Mar, '22
gpark4D MergedThe workshops and factories stop functioning after a couple of minutes. If you pause and restart the location, it starts working again.
(But the new graphics look AMAZING!) -
05 Mar, '22
wboothI've been able to work around this by migrating the permanently unemployed beaver to a new district, then migrating them back to their original district. By cycle 3 I've seen this happen twice - my population is hovering around 28 beavers.
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05 Mar, '22
Kell Shock MergedDitto on this. Although I haven't tried closing and reloading the game yet. I built a new Grill, and when I click on the employed beaver, the beaver claims he's not employed. I turned the Grill off and on, and now it's telling me there's no unemployed beavers in my district, even though the UI now says there's 2 unemployed beavers. So looks like the experimental branch is causing increasingly chronic unemployment.
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05 Mar, '22
Zam! Admin"New experimental mode all locations stop working after a few minutes" (suggested by gpark4D on 2022-03-05), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Mar, '22
Zam! Admin"Potential bug with new experimental branch's job management" (suggested by CocheMoche on 2022-03-04), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Mar, '22
Zam! Admin"Possible Bug: Beaver refusing to work" (suggested by Pegasus on 2022-03-04), including upvotes (2) and comments (1), was merged into this suggestion.
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05 Mar, '22
Zam! AdminFrom my testing so far it seems to break on the moment of job assignment. It seems that the game finds a worker for a building, adds him to the building workers and stops there, without assigning the role to the selected beaver, or in other words, without attaching the correct AI behavior pattern to him.
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06 Mar, '22
hbry MergedUI says no vacancies, beavers are allocated to buildings, but their info says unemployed and they do no work. Happened twice in two separate saves.
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06 Mar, '22
Zam! Admin"beaver not working" (suggested by hbry on 2022-03-06), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Sep, '22
Sophia KarapitaI've got 18 unemployed with 11 vacancies. The only way I can get them to work is if I change the priority on the building