I uninstalled the mod that made it possible to have roofs (just to make sure), removed all the areas except Home, made a new one that is only the part that has a roof, and assigned it to all colonists. It works, a bit, somewhat. Now they still go outside it quite often, when they want some gear across the map, or when running away from the berserker, or for whatever reason, until they are a few squares outside, and then they stop. They keep standing there for a while, wander around a bit, still outside, and then they go back inside. For a few seconds, before they run back outside.
Anyway, either remove toxic fallout or make it possible to order all colonists to stay indoors without a wall around the roofed area. And building that wall fast is not an option, if they have to run across the map to gather stone blocks.
The only thing you can do is queue up jobs. The only ways you can control them directly is ordering them to do a job, which most often requires them first to go and gather materials, or draft them.
When the game throws an event, like toxic fallout, and you notice that they have to stay under a roof, which they refuse to build, and even then rather die than stay underneath it, it is either buggy or broken.
Or how about a rush of 40 man-killing boomrats from the edge next to the base? That's just sadistic.
On the other hand, colonists are hard to come by, many of them are mostly useless (more than half of them cannot even haul and clean (!) ), but they often survive having more than 50 shotwounds (!!). It's like the opposite of X-COM 1. Which was very brutal, but honest. And recruits were easy to come by, and directly useful.
Anyway, it's like Bethesda, I guess: mods will fix it. Instead of a first-day patch, a required first day modpack to make it playable? Then again, Bethesda has the huge number of fans that make that work.
Anyway, either remove toxic fallout or make it possible to order all colonists to stay indoors without a wall around the roofed area. And building that wall fast is not an option, if they have to run across the map to gather stone blocks.
The only thing you can do is queue up jobs. The only ways you can control them directly is ordering them to do a job, which most often requires them first to go and gather materials, or draft them.
When the game throws an event, like toxic fallout, and you notice that they have to stay under a roof, which they refuse to build, and even then rather die than stay underneath it, it is either buggy or broken.
Or how about a rush of 40 man-killing boomrats from the edge next to the base? That's just sadistic.
On the other hand, colonists are hard to come by, many of them are mostly useless (more than half of them cannot even haul and clean (!) ), but they often survive having more than 50 shotwounds (!!). It's like the opposite of X-COM 1. Which was very brutal, but honest. And recruits were easy to come by, and directly useful.
Anyway, it's like Bethesda, I guess: mods will fix it. Instead of a first-day patch, a required first day modpack to make it playable? Then again, Bethesda has the huge number of fans that make that work.