Hi all - Have a game going in cycle 7, day 2.
Noticing some of the crew will go from "normal" to "Mental Break Imminent" in one turn. The only way I've come up with to solve this is to free them from all work. Even having a single task seems to stress them out.
At this point in the game, managing their mental health is my primary task - from unassigning them to addressing idle workers and back again.
They have a walled in room, with carpet and plants, and no graveyards or related things close by. One crew member cleans regularly. Just can't figure out why I'm having so much trouble - I'd think they would be happy.
Is this just one of the every increasing "challenges"?
Have you looked at their thoughts to figure out what is negatively impacting their happiness/loyalty?
Do they get outside? do you have lights? do they have social interaction?
Quote from: ticktockbent on November 05, 2013, 11:50:20 AM
Have you looked at their thoughts to figure out what is negatively impacting their happiness/loyalty?
Not as often as I should. "Ate Nutrient Paste"? Is there another option to feed them? Seems like they always go to the dispenser even when there is plenty of stored food. Does food variety matter? e.g. Should I be harvesting wild plants?
Quote from: Bobthefarmer1 on November 05, 2013, 11:56:46 AM
Do they get outside? do you have lights? do they have social interaction?
They get outside a lot. No lights though, will add some when I rework the bedrooms. Guessing eating at the table qualifies as social interaction.
Quote from: Cassey on November 05, 2013, 12:39:48 PM
No lights though, will add some when I rework the bedrooms. Guessing eating at the table qualifies as social interaction.
definitely add lights, both in their bedrooms, and in exterior areas, in the event they do some work at night (you will definitely see one of their negatives as "afraid of the dark", or something along those lines... ;)
and yes, if you build them some tables / chairs, they can sit together, which im sure increases the chance of social interactions...
Carpet everything.
Quote from: SteveAdamo on November 05, 2013, 12:44:32 PM
Quote from: Cassey on November 05, 2013, 12:39:48 PM
No lights though, will add some when I rework the bedrooms. Guessing eating at the table qualifies as social interaction.
definitely add lights, both in their bedrooms, and in exterior areas, in the event they do some work at night (you will definitely see one of their negatives as "afraid of the dark", or something along those lines... ;)
and yes, if you build them some tables / chairs, they can sit together, which im sure increases the chance of social interactions...
Oh! Lights outside! I hadn't thought of that. I don't like the Sun Lamps - they burn way too often, but regular lights can't hurt!
Quote from: Cassey on November 05, 2013, 02:18:11 PM
I don't like the Sun Lamps - they burn way too often, but regular lights can't hurt!
definitely dont use the sun lamps... they are power hogs... ;)
and as pendryn mentioned, carpet their bedrooms, and update the other walkways as well... makes a difference! :)
Quote from: Cassey on November 05, 2013, 12:38:26 PM
Not as often as I should. "Ate Nutrient Paste"? Is there another option to feed them? Seems like they always go to the dispenser even when there is plenty of stored food. Does food variety matter? e.g. Should I be harvesting wild plants?
As far as I've seen, nutrient paste is the least terrible food option. Without it they eat 'raw food' which is even worse for their mood.
Give every person a 4x6 or bigger room with a bed that doesn't touch the wall, carpeted floor, and a light. That should go a long way towards fixing their mental issues. Make sure nowhere they go is dark at any time, and dispose of corpses far away from your colonists. Keep one guy on cleaning full time.
Seeing a complaint of "Cramped Environment". Any clue? Most now have individual bedrooms (3x5 with a bed and a lamp).
cramped enviroment also includes walking and workplaces.
My halways always are 3 wide.
Quote from: Semmy on November 05, 2013, 03:01:10 PM
cramped enviroment also includes walking and workplaces.
My halways always are 3 wide.
Actually, ended up being a stupid mistake. Somehow the door to the room disappeared!
6x6 bedrooms are needed for them to not feel cramped. I carpet everything, along with potted plants everywhere, several per room if there's space.
Quote from: Tiberiumkyle on November 05, 2013, 03:04:40 PM
6x6 bedrooms are needed for them to not feel cramped. I carpet everything, along with potted plants everywhere, several per room if there's space.
If 6x6 is needed for them to not be cramped we need more things to put in their rooms! they look so bare when they are that huge.
Quote from: Tiberiumkyle on November 05, 2013, 03:04:40 PM
6x6 bedrooms are needed for them to not feel cramped. I carpet everything, along with potted plants everywhere, several per room if there's space.
Do you know if it's 6x6 floor space or 6x6 which can include a wall around the perimeter?
Quote from: Veneke on November 05, 2013, 05:15:00 PM
Do you know if it's 6x6 floor space or 6x6 which can include a wall around the perimeter?
6x5 floor place, 'though in practice I tend to go with 7x6 so I can stuff 6 equipment racks in without them feeling cramped.
If the bed is right against a wall they tend to feel cramped regardless of how big the room is. Make sure you rotate the bed so that the pillow is facing away from a wall.
Or you could just get by with 3x3 rooms and don't care about the how cramped they feel.
And well, you could always
arrest check in your
colonists on the verge of mental breaks PTSD sufferers into
prison a comfy psychiatric health care center and have your
warden psychiatrist have a
friendly chat therapy session with them.
Or, alternatively, put gibbet cages on frequently traveled paths and beat up prisoners (plus execute the nobles or those with crap skills) and rule your colony with an iron fist! Bwahahahaha!
Or, alternatively, put gibbet cages on frequently traveled paths and beat up prisoners (plus execute the nobles or those with crap skills) and rule your colony with an iron fist! Bwahahahaha!
[/quote]
*shuttle lands outside beautiful looking colony* "Welcome to Hadleys Hope! Were sure you'll enjoy it here!...whats that dear? What's with the empty cages? Oh dont worry dearie.....dont worry at all"
Quote from: hwoo on November 06, 2013, 08:44:47 AM
Or, alternatively, put gibbet cages on frequently traveled paths and beat up prisoners (plus execute the nobles or those with crap skills) and rule your colony with an iron fist! Bwahahahaha!
*shuttle lands outside beautiful looking colony* "Welcome to Hadleys Hope! Were sure you'll enjoy it here!...whats that dear? What's with the empty cages? Oh dont worry dearie.....dont worry at all"
[/quote]
Don't forget the mass graves. And the acrid odor of burnt hair and meat on certain days of the
week cycle. ;)