This is could a bug. A colonist should stay in an assigned job for 5 sols. Of course, it looks like you're doing this while paused, so I don't know how this would affect job assignments. I rarely micromanage colonists, and when I do, I'll do one at a time while unpaused to give them time to react to the changes I've made. In fact, based on the screen shots provided, I'm thinking that this might be the case the service comfort of both builds doesn't change, regardless of who's working where. Try repeating this action unpaused, and see if it provides different results.
Mh. So the service comfort shouldn't change when rearranging the workers in the inactive shift. This part is correct.
However I don't think pausing/unpausing the game would change anything since they all live in the same dome and orders are executed immediatly.
While closing and reopening the slots is forcing this (probably) bug to happen, it also happens when the night worker would leave their work place due to becoming a senior or dying.
Micromanaging colonists in this game is a bit like trying to push string while expecting it to remain straight. The game's rules actively works against this approach. An assigned colonist will only stay in role for five Sols even if it was working correctly, so you'll spend most of your time reassigning colonists. You're much better off using the tools provided to build a self-regulating colony. If you set everything up properly, you can trust your colonists to go into the right jobs to maximize your results.
This goes double for service buildings. I double checked one of my older "won" games, and service buildings don't receive much benefit from highly productive workers. A productive worker in a service building seems to provide a flat 20% boost of their productivity to service comfort, as opposed to boosting comfort fully. Here's three examples:
In the first one, a worker with a productivity of 150 raises the quality of the grocer from 50 to 60, rather than the expected 75. In the second, the two workers (with an averaged productivity of 120) raises the productivity of their diner from 60 to 64, rather than the expected 72. In the last, the worker (with 118 productivity) raised the electronics store from a service comfort of 100 to 103! That worker your trying to micromanage will only provide you with six more comfort if she’s in the diner as opposed to the space bar. Unless you have six trained botanists, you’re much better off assigning them to the farm, where she’ll be as productive as a trained botanist, and letting the service buildings sort themselves out.
Nah, it's not a 20% boost. The calculation is
[service comfort] - 20 + 20 * ([building performance]/100)
with service comfort being the number the build menu would show.
Example: For a dinner the comfort is 60. The performance of your cafeteria is 121. The math be like:
60 - 20 + 20 * (121/100) = 40 + 20*1,21 = 64,2
and that's rounded down to 64.
Electronics store would be 80 * 20*1,18 = 103,6
and that's rounded down (for whatever reason) to 103.
So those numbers all add up.
Here's the thing why I micro my colonists (and please be aware I am talking about the early stage of the game, not some 100+ people colony):
I honestly don't know how to raise my colonists comfort to a point where they keep reproducing at a high enough rate to keep the colony running WITHOUT using a lot of advanced materials. Yes, I could build an electronics or an art store and use those but they have an very high upkeep.
Using a spacebar with high performance workers basically allows for a staple colony at very little cost (mainly concrete and micromanagement)
In the screenshot I attached some posts ago the space bar has a performance rating of 72 (with a worker performance of 160).
This means that every colonist that visit a space bar (Relaxation, Social, Drinking) who has a comfort rating of lower to 72 will have their comfort raised by 15 points.
Only very few people will not visit the space bar - namely workaholics and loner unless they are alcoholics or geologists.
Sooner or later the colony will have a average comfort rating of at least 86 which is insanely high looking at the intial costs.
Heck, if a colonist is a party animal they could end up with a comfort rating of 100.
So I really don't understand who this is not meta.
And yeah, you are right, they would do a fine job in the farm - but I obviously micro workers in the farms, too, which is namely having (at least) 3 workaholics working the farms on heavy duty.
Rather than micromanaging everything, try setting up your dome filters to get the results you want. For example, I want my engineering university dome to train young adults who are composed, enthusiastic, or workaholics preferentially, and never train those with the idiot and loner traits. That’s because my production dome(s) will also prefer those traits, while turning away youths. This lets me run that particular dome optimally.
of course filters are fun and games, but only if you have more than one dome that has housing ;-)