Quick answer: Map the current game-hour to a schedule band (work, sleep, recreation) and feed that band into job priority so the right tasks win at the right time.

Colonists who refuse to sleep or who nap through the workday are not consulting their schedule when choosing tasks. The schedule exists but never influences job selection. Wire the current hour into the priority that picks each agent's next task. Here is how.

How to fix it

1. Derive the band from one clock

Compute the schedule band from the same game-time clock that drives the simulation tick, so the hour the agent acts on matches the hour the world is in.

2. Bias job priority by band

During the sleep band, sleep jobs get the highest priority; during work bands, labor jobs win. Let the band multiply or gate job scores so agents naturally follow the schedule.

3. Allow urgent overrides

Let critical needs or emergencies (a fire, a starving colonist) override the schedule band, so agents still respond to crises at night instead of rigidly sleeping through them.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.