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sythedark

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Mar 17, 2021
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Description
Filters no longer working after Tourism update
Windows
SteamWhat is your game version?
1001539Do you have Space Race installed?
YesPlease explain your issue is in as much detail as possible.
Ever since the Tourism update, children won't leave domes (even when marked as thumbs down!) even though there are plenty of nursery spots open in a dome with a thumbs up on it. This used to work for me 100% of the time, but ever since the update they will not respect filters AT ALL. I've tried everything I can find on the web and nothing works. Definitely related to the patch.

I've read that there has to be at least one adult housing in the dome for this to work, but I've been playing for hundreds of hours (not all on Steam) and I've always used children-only domes with great success. Only stopped working after the patch. Putting a small house in the dome seems to trigger something, but it got weirder. Now new youth won't leave children domes, regardless of filters, despite there being plenty of room in other domes. I turned all of my shuttles to only move colonists, this does nothing. They won't walk to nearby domes. They won't get picked up by my fleet of 12 idle shuttles, nothing.

In fact, please take a look at the screenshot I've attached. This is beyond whacky. I see a "youth" colonist in my nursery when I disable the adult housing in the dome (to try and evict). TO BE CLEAR they moved into the nursery from a house, not just grew up. I've ensured other domes have space, vacant work spots, and that those work spots aren't restricted. Can you replicate the issue?
Yes. it's happening right now, no children will move domes on their own at all. I'm not using any mods related to domes, filtering, automation, or anything of the sort. Teens will also not leave children domes, despite ample space and correct filters set and open work slots in other domesAttachments
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As a workaround, I don't suppose it would help to have SkiRich's Career AI running?

(I think that mod merely respects the dome filters for children and seniors, rather than helping to enforce them...but am not sure.)
 
Just and added thought
Plus seniors should be able work in the Tourism building, because that's what they do in real life sometime and some cases!
And children and youths so be force to go School and young adults and adults should be going to the University or Working depending on the needs of colony and the nursery should not be only a place for them to live in, it should be also a preschool too
 
As per an idea on another thread, I added in one 3-hex home to my child and senior domes, and they all flooded in. I have not had the problem of them not moving out after growing up either, but I have my domes connected by passages. On another map, where the domes are not connected by passages but there were plenty of shuttles, I had a hard time getting anyone to move domes, even by direct assignment. I'd get an error that there we no shuttles available, even tho there were. So I think the workaround right now is both the small adult house AND passages to get things to work right.
 
would be great to get a bubble when you click on colonist, saying what they are doing or going

sometime it's difficult to do something like assigning colonist to do something different when their doing right then and now. "The Game AI takes awhile to respond to the new command" And shuttles might be busy refueling it's also good idea make a few a bunch of shuttles dedicated only for the colonist and a few or most of shuttles dedicated for both colonist and resources
I also think the shuttles are prioritize for getting the resources first
 
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I don't know if anyone else has been seeing this, or if it could be related to the problem...but in my current game, I've got this consistent glitch where all of my nurseries (currently I've got 8) will show up in the Buildings Not Working list every Sol or two.

I apply the time-honored IT Crowd technique of turning them off and then on again, and they're then immediately right as rain...until the next time that they all decide to go down, and I have to flip the switch again.

(I am grateful for the Ctrl-click option of turning them all off and on together. Saves a good bit of fuss.)
 
Can confirm this bug. Children will not move into nurseries, and once they age out of the nursery they will not leave. I've got an adult that's been in the nursery since I assigned them there when they were a child. Not young adult; adult.
 
@Aiwyth Have you got this one or did you want me to log a bug on it?
 
Any traction? At this point I'm just hoping to see it tracked... feels like the team is actively ignoring this particular issue (there are... dozens of identical bugs posted and no indication the team is tracking this).
It's not an official fix, but SkiRich has released a mod that fixes the "Non-kids in the nurseries" bug. The update completely removed the check colonists used to make whether a building was child-only. Further, it appears in many cases age tags are missing entirely, which means age filters won't work either; the second version of the mod attempts to go through and fix this as well. Search the workshop for "Fix Children Only Bldgs" and that should fix both issues up.
 
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SkiRich's mod does help fixing the issue of age tags not respected, but it does nothing about broken dome filters, which make the game quickly near unplayable as the population count grows.
 
SkiRich's mod does help fixing the issue of age tags not respected, but it does nothing about broken dome filters, which make the game quickly near unplayable as the population count grows.
The second version appears to try to fix age filters as well; the first version only restored the check whether a building was child-only. SkiRich's comment on the update:

I updated the mod to add a routine to test all colonists once, in a save game for missing age traits in the regular trait table and fix that per colonist.
What is also going on is folks with save games prior to your hotfix that fixed that have colonists running around with no age traits in the traits table.

The filter system based on age is not working as a side effect and folks are not understanding why.
 
Came here to say that I'm experiencing the same bug. I started a fresh game after the patch. I noticed the children not moving to the nurseries set up in an exclusive child dome first. If I manually move them into the nursery, they will age up in the nursery and stay there until I manually move them out.

Initial dome is set to no children. Child dome is set to thumbs up children, thumbs down all other ages. University dome is set to no children, middle age or seniors. Thumbs up youth, thumbs up no specialization, thumbs down all other specializations.

The university dome has apartments and services, and I managed to get 3 people to move in after I set the grocery store to top priority, but the dome filters seem to be ignored. Now that I think about it, I think they only moved in after a shuttle with colonists returned from a planetary anomaly. When I set the university to top priority, all three left the grocery store to go to uni, and still no one else moved in. I even deleted a residence in my initial dome to see if homeless would move into the new university dome, and they preferred to remain homeless. I have a total of 14 colonists that fit the age requirements for the uni dome, and they aren't being held to the initial dome by age requirements. I even blocked off some job slots so that I had fewer needed in various jobs in the initial dome, along with only 1 grocery store being top priority in that dome.

I have the initial dome and child dome attached with a passage, and the University dome is in walking distance to both. I've spent many hours and saves setting up my domes this way, and never had problems with colonists moving around before the patch.
 
The second version appears to try to fix age filters as well; the first version only restored the check whether a building was child-only. SkiRich's comment on the update:
This is precisely what I said: it fixes the missing age traits, but not the migration filters.

But now it does (also SkiRich's comment):

OK folks its done.
You need both mods for a complete fix to the code around emigration.
First off it has nothing to do with filters.
The problems came from the new exclusive only counting system replacing the old way of finding free homes and space.
Read the mod for a complete description. In a nutshell the routines for checking around and OKing any emigration were flawed.
There where several of them and they were deeply embedded in subroutines in the colonist update procedures.
In an effort to introduce the new content they broke this.
This affected filters as well since it is all now based around colonist traits.
The effects of my fix are probably better than just what I zeroed in on, the emigration.
Things like the Hotel and the Retirement home should work better now and actually be used by the designated colonists.
Maybe you guys can report back good or bad findings.

I suspect this will cause a stir. I put comments in my code for the devs if they choose to take it and use it, which they should. It does what they want now for the new patch.
Kinda a headscratcher really.

Anyway have at them. Make sure you use both, and if you ever want to go back to vanilla, I put in Mod Options in the native Mod Options section of the game to dynamically turn them off in game and instantly revert back to the devs code. Useful if they put out a fix and you want to try their code.
The mods are on Steam (forum prevents me from giving the URLs), be sure to use both.