And by that I don't mean to just assign the night owl to sleep during the day, but rather to assign everyone (sans night owls, obviously) to go to bed at the same time, which makes them wake up roughly at the same time and eat breakfast around the same time, which means they'll socialize and gain a mood boost. Originally posted by Jigain:One of the tips I've learned that makes the biggest difference in pawn happiness is to use the schedule efficiently. If you leave them be, devorces/breakup happen and, heh, you really don't want that. The relationship score goes down, and some other pawn of the opposite sex goes from aquaintance to good friends or whatever. There's a few clues to predict but it's usually very subtle like what you, thankfully, noticed in this threads OP example. What happens more often than not is that a new colonist gets recruited and the compatibilty score is higher than one of the pawns in the marriage/engagement. Pawns could be extremely compatible right from the start when the game generates them (compatibility of 1 or vice-versa with a score of 0). The concept is that people in real life and in Rimworld are attracted or repelled from each other in a static way. Running in the background is an invisible stat that you can see in dev mode. It's not directly related to the number of pawns in a colony but to certain pawns. For engaged/married pawns, they'll have amazing relations for awhile, but they don't necesarily go down for reasons you might think. That's for a general case for every pawn's relationships. The ones with red (negative) relationship will just spiral futher until they reach -100. As Jigain has pointed out, setting up a good schedule for EVERYONE so they get a chance to socialise is good. Getting hit by someone will affect their relationship with a -15. Mood is important for a healthy colony, since happy pawns won't break and start smacking others. I've noticed this problem since a16, but I really care since a17, but now I want additionnal ideas for this ^^ Yes I know my colony won't die from it, but I want to do better now :p Sickness can be a minor issue to for the few day ther is someone sick. It's why your sending people away works as a solution of sorts.įor the expection buff removed since some years now I've a Dinner/Rec room nearby of the sleep area at the 'unbelievable impressive' state, it's almost enough to counter it, also Fine meal are mass produced (even if sometime they eat so far away from the base that they have only the fine meal bonus that counter only the eat without table).īut well yes yes I just provide my guy stuff they can expect since they live in a wealthy colony, if their is psychic drone or I doing my darkest buisness (organs prisonners), minor issue start to appear. The nuance is something I've explained below. Originally posted by Stormsong the Fallen:First, to answer you, no. Their lowered expectations is why they were okay with all that.Īfter ~300k, you have to start putting in some concerted effort into getting people constantly happy (if you haven't already been working at it) Once its gone, every little thing will seem like it causes people to freak, but this is because they're back to neutral when things are going "well enough." No longer will they be content when there's dirt on the floor or you're missing the little things. Eventually (~300k wealth on a map) it disappears entirely, it is then completely on you to keep folks happy. It starts at +25 and goes down from there as you get rolling. It decreases in direct relation to your wealth in that map, that is to say it's counted on a per map basis. A thing that's there just because, thing is, that's not always so. It's something even now I find myself accidently ignoring, it feels like a constant. I think the issue you're running into is one with the "expectations" moodlet. It's why your sending people away works as a solution of sorts.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |