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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Settlements & Workshops
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By Sclerocephalus on Apr 30, 2018 8:15 pm
Last Edited By Sclerocephalus on Apr 30, 2018 8:15 pm
Closed By Sclerocephalus on May 18, 2018 8:55 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.4

Issue #24408: WorkshopParentScript assigns beds to robots

 
First of all, this won't count for the stats. The code on WorkshopScript that recalculates the happiness in every daily update disregards robots when it checks whether all settlers have a bed. Likewise, the stats displayed in your pip-boy won't display any shortage if there is at least one bed per non-robot settler.

It has an impact on gameplay though. Say, you build a radio beacon at Greygarden and attract 3 settlers. You build three beds and everything is fine (stats-wise, that is). However, your settlers will never go to sleep. This is because they do not own a bed .... WorkshopParentScript will first assign beds to the pre-placed settlers (i.e. all robots) before it starts assigning any surplus beds to human settlers. Which means that you'll have to build 10 beds (because there are 7 robots) to make your settlers sleep at night.

By all means, assigning beds to robots is nonsense. This can be easily avoided by checking the robot-specific actor value on an actor before trying to assign him to a bed.
My fix is retro-active: the workshop reset will detect whether there are any beds assigned to robots and clear the ownership.