One thing I wanted to do with conversation tasks was be able to give commands to npcs, and now I've figured out how it can work using a simple general task patterned after the say something tasks.
Syntax: %character%{,} %text%
Restrictions: The player must have seen referenced character AND The player must be in the same location as referenced character.
Action: Say %text% to referenced character.
Task is repeatable.
To create commands for npc's to follow, you will need to make conversation items for them. Check the box for general commands and leave the rest unchecked. In the command field, type the syntax of the instruction as the player would type it.
For example, "take crate" would be in the command field and in game the player could tell the npc to take the crate by typing "say take crate to robot" or "robot, take crate". While both would work, the latter is more natural and follows the syntax for giving commands to npc's that I've seen in other games.
Attached is a demo. If you like paradoxes and want to reach "Nowhere", do the following: Tell the robot to take the crate, then sit on it yourself, and tell the robot to sit on the crate too. Viola, you are nowhere and can't see either the crate or the robot.
Obviously, one would need to be careful to add the necessary restrictions to avoid such scenarios. I used conversation actions for the robot command but didn't use them to execute tasks. For example, having the robot take the crate using one of the general commands just wouldn't work, because Adrift will become confused (at least when I tried with a generic %object% reference). If your npc's have several commands in common, it might be worth it to make tasks for them, probably of the system type.

