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fix: Make No NPC Needs set fatigue to 0 #2222
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The reason they were allowed to get just mildly tired was so that they can rest to heal. Does regular tiredness add any penalties or do they start at "dead tired"? Maybe they just complain too early. |
Complain too early would be my outlook, I'll redo this and make them complain at dead tired then. Might be a good idea at some point to make a short article on how companions should be treated and their AI set, and the idiosyncrasies that come with it. Would need regular updates if we ever get around to reworking NPC AI... The other thing with me was more that they would just randomly run off to sleep when I tell them to read books. I'll see if I can mitigate it without touching hardcode. It's unclear to me whether the morale cap from fatigue even affects them. |
May i ask if this PR is still relevant? Or would there be a better solution? |
Just haven't gotten to it. It's not critical, more a pet peeve. |
Should we close it then? Or are you still interested |
I'm still interested, but I haven't had time to figure out what a good way to deal with it is. |
Summary
SUMMARY: Bugfixes "Make No NPC Needs set fatigue to 0"
Purpose of change
No NPC Needs currently sets NPC fatigue to "tired" when more than tired. This leads to NPCs complaining about needing sleep despite the mod being on, and making them randomly choose to sleep if the NPC settings has them on allow sleep.
Describe the solution
Refactors the code somewhat since it looked like some unnecessary code was firing despite No NPC Needs being turned on. Then made it so that it just directly sets the NPC's fatigue and sleep deprivation to 0
Describe alternatives you've considered
Look, NPC AI needs a lot of work that much is true, but not on this.
Testing
Spawn in evac shelter, mind control companion, wait 24 hours, check needs.
Additional context