Mind Over Magic

Mind Over Magic

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Conviction is so annoying right now
I feel like I'm not doing anything wrong but I have these idiots breaking on me way too often with at least 1 constantly on a break risk. God forbid a random event pops up giving them -20 and sending a few on a quick descent to break unless I immediately head to the mines.

For example, I had to immediately push through 2 layers in the underground. Annoying but sure, except that one of my squishy dudes gets nuked (my fault at least for bringing him). Haul him back to the bed, revive him, fight again. Done with that and now I'm down to about 6 dudes that need healing and dealing with the stuff above (wont heal/eat). The revived dude gets pushed to breaking because... his dumbass can't heal and eat. Now he gets dragged to the edge of the world and now I have to fight again against enemies stronger than me with my injured teachers just so that I can revive him AGAIN. Except I can't because the game thinks there's no valid medical bed for a twice killed wolfman. He ended up dying again and now I've lost 3 separate teachers through a chain reaction from this. ffs

Doesn't help that all of them are getting -10 because I need to allocate like 5 hours to recreation. Or that they refuse to sleep in bed while injured, but while healing they refuse to eat (noone knows how to feed an injured person? hello?).

I dunno it just feels like such a frustrating chore to deal with with me constantly needing to manage their ♥♥♥♥♥♥♥♥.

Day later edit: If you see this devs, I'm probably being dumb and salty and that's fine. Take it with a grain of salt.
However I do feel like breaks have the potential to be incredibly unforgiving. If someone breaks due to whatever reason and you don't have the resources to revive them then they just die in a way that I can't deal with. I know I can just replace them but just feels bad :c
Last edited by Sayie; Feb 17 @ 10:16am
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Showing 1-15 of 23 comments
Sayie Feb 16 @ 10:21pm 
Oh I also have no clue what to do about sporeshrooms because currently everyone has their mood getting ruined from it.
The whole game is about micromanagement, you just need to l2p for a while. Game is very easy, nothing like OnI. If this is annoying, you should avoid Oxygen not Included
Sayie Feb 16 @ 10:58pm 
Originally posted by perfectevil:
The whole game is about micromanagement, you just need to l2p for a while. Game is very easy, nothing like OnI. If this is annoying, you should avoid Oxygen not Included

I'm not really finding it hard, just really annoying dealing with conviction and people dying frustrates me a lot. I have hundreds of hours in Rimworld and can deal with these kinds of games but I'm doing everything well, they are eating good food and I'm managing their likes/dislikes well, but people are still struggling with it because of random stuff and people dying from the break system being unforgiving.
Ilthe Feb 16 @ 11:36pm 
Sporeshrooms are a fully avoidable problem - build with some redundancy in mind, using both torch-like light sources and windows, so even if there is a torchsnuffer in your school breaking torches, you would still have at least some light in the room.

Recreation solving is even easier, at least resource-wise, and can be solved even with only one enchantophone, if you do clever autoscheduling and actually do assign normal scheduled down time for your mages - living in harsh reality persons, not robot drones.

Most of medical things outside of just basic medical rest have to be triggered manually, so is feeding damaged people - build an emergency food storage in the hospital itself (or use one spot in a chest that should contain hospital items like wyrmweed for rituals and potions) and direct the patient with player command to eat from it. You can even build a full hospital block with dining room near hospital room if your normal dining is too far from hospital.
I also use my hospital dining table as a table for students with solo eating trial without thw need to give them a separate schedule.
A quick solution that doesn't require building anything is just removing patient's assegnement from any tables and bringing them a piece of food right into the hospital using manual move command on any food item, preferably good one, since they will have a mild debuff on not eating in dining room.

Sleepning in normal beds is activated in settings by toggling on healing in beds.
If you don't like mana lanter events in the underschool, it can be solved by disabling them in options too.

The game is built on management and solving problems. The further you get in the game, the more problems are solved automatically if you do the management part properly.
Last edited by Ilthe; Feb 16 @ 11:37pm
The issue I have with the conviction system is that it never feels like I have the tools to deal with issues. Because the options for food, sleep, and recreation are so limited you will already have whatever is available in place, so when conviction gets low, you don't have anything left to apply to the problem other than a very long trek through the research tree to the next thing (which won't help for whatever the current situation is).

In RimWorld, every passion skill provides a small mood buff, so you can restrict their tasks to help keep mood up. In MoM it seems like passions are obtained randomly and are not always in a skill that is useful for them to perform. Not everyone will have passions regardless of how experienced they are.

In RimWorld, you have a spectrum of mood modifications from debuffs to buffs for bedrooms. Something like adding a statue can increase the quality enough to give a better buff. You have finer control over how much to commit to bedroom buffs. In MoM there are very few bedrooms that have a long research time in between. Again the game expects you to be using the best one available and there isn't really any choice to be made here.

Traumas don't seem to have a solution other than "wait". You can't address them with a medical bed or a ritual as far as I can tell.

Ultimately I don't understand how the game expects me to actively manage a break risk. I have all the buffs I'm going to have at any given time, so if penalties get too high, there just isn't anything I can apply to the problem.
Ghevd Feb 17 @ 12:03am 
Proper sleeping and dinning accommodations help a lot. Gotta make sure the staff are not eating in the mess hall because it is closer by forbidding them from using those tables.

Another thing that has seemed to help in my current playthrough is switching to a dual schedule. It lowers production to increase morale but you have to have the proper rooms to do so.

Here is a link to where I learned this:
https://youtu.be/lq6pLMgnon0?si=qLmRuQdNu3Hbl7H-
Sayie Feb 17 @ 12:07am 
Originally posted by Giant Space Hamster:
Ultimately I don't understand how the game expects me to actively manage a break risk. I have all the buffs I'm going to have at any given time, so if penalties get too high, there just isn't anything I can apply to the problem.

Exactly! Plus it kind of starts a chain reaction that I've found. Like for instance I currently have a break risk because one of my wolfkin students has -40 from the death of someone and -15 because they were left out of a graudation ceremony despite me only being able to bring 4 people out of my 7 teachers. Someone died because I ran out of resources because of what happened in my first post and not being able to stockpile enough. So now I know this character is going to break, die and I can't do anything about it. That sucks.
ulzgoroth Feb 17 @ 12:07am 
Originally posted by Ilthe:
Sporeshrooms are a fully avoidable problem - build with some redundancy in mind, using both torch-like light sources and windows, so even if there is a torchsnuffer in your school breaking torches, you would still have at least some light in the room.
Did you confuse sporeshrooms and voidshrooms? Voidshroom exclusion is pretty straightforward. Collecting sporecaps without getting lots of people itchy, I'm having more trouble with.

Maybe farm them indoors in a room that only one farmer enters?
Ilthe Feb 17 @ 12:10am 
Originally posted by ulzgoroth:
Originally posted by Ilthe:
Sporeshrooms are a fully avoidable problem - build with some redundancy in mind, using both torch-like light sources and windows, so even if there is a torchsnuffer in your school breaking torches, you would still have at least some light in the room.
Did you confuse sporeshrooms and voidshrooms? Voidshroom exclusion is pretty straightforward. Collecting sporecaps without getting lots of people itchy, I'm having more trouble with.

Maybe farm them indoors in a room that only one farmer enters?

Ah yes, voidshrooms, I always forget what is called what with these two lol.

To farm sporeshrooms, forbid the access to their greenhouse/room with windows and/or mana lantern to shattered and quilted only.
Ghevd Feb 17 @ 12:13am 
Originally posted by ulzgoroth:
Did you confuse sporeshrooms and voidshrooms? Voidshroom exclusion is pretty straightforward. Collecting sporecaps without getting lots of people itchy, I'm having more trouble with.

Maybe farm them indoors in a room that only one farmer enters?

Read somewhere the shattered are immune to the rash.
Ilthe Feb 17 @ 12:29am 
Originally posted by Sayie:
Originally posted by Giant Space Hamster:
Ultimately I don't understand how the game expects me to actively manage a break risk. I have all the buffs I'm going to have at any given time, so if penalties get too high, there just isn't anything I can apply to the problem.

Exactly! Plus it kind of starts a chain reaction that I've found. Like for instance I currently have a break risk because one of my wolfkin students has -40 from the death of someone and -15 because they were left out of a graudation ceremony despite me only being able to bring 4 people out of my 7 teachers. Someone died because I ran out of resources because of what happened in my first post and not being able to stockpile enough. So now I know this character is going to break, die and I can't do anything about it. That sucks.

You should use people that would have best use of participation bonus in rituals/don't use people who can handle being left out better.

While people are asleep, their "risk of break" isn't doing anything, like in sims 4. Assign them on a full sleep schedule and manually feed them the best food you've got. Sure, once they have full sleep bar, they will wake up and start being grumpy again, but at least they woludn't be sleepy any more, some of their debuffs would be at least partially gone, since the time has passed, and presumably, you prepared for their wake up time with solutions to at least some of their problems or readied some ritual with bonus to participants, like dance party or a funeral since you seem to have bodies available.

Your first mistakes were deciding that your people don't need relaxation, and then pushing through battles without taking breaks to rest/heal.
If you managed your people correctly, you would have a good conviction baseline, and you could have given them at least some restoration time before going to a next battle, because with good conviction baseline, having temporary debuff from lanterns can be handled easier.
Sayie Feb 17 @ 1:32am 
Originally posted by Ilthe:
Originally posted by Sayie:

Exactly! Plus it kind of starts a chain reaction that I've found. Like for instance I currently have a break risk because one of my wolfkin students has -40 from the death of someone and -15 because they were left out of a graudation ceremony despite me only being able to bring 4 people out of my 7 teachers. Someone died because I ran out of resources because of what happened in my first post and not being able to stockpile enough. So now I know this character is going to break, die and I can't do anything about it. That sucks.

Your first mistakes were deciding that your people don't need relaxation, and then pushing through battles without taking breaks to rest/heal.
If you managed your people correctly, you would have a good conviction baseline, and you could have given them at least some restoration time before going to a next battle, because with good conviction baseline, having temporary debuff from lanterns can be handled easier.

I feel like I do this well enough. My general baseline conviction is about 60ish, assuming these idiots want to do their recreation or sleep. The two fights and scramble to recover from them really messed me up though and my cook getting stuck in a death loop made stuff really rough.
Dedmoin Feb 17 @ 3:42am 
Why is it a surprise when staff/students have bottom level mood after they have been repeatedly thrown into combat and needed revive?

There is not much to manage in this game beside conviction and trials.
If you don't want to take care of people's dis-/likes, create dynamic groups that prevent them from doing things they don't like.

That's really not difficult if got used to it.

I know the described situations very well. Just recently I had three people in 'eat-heal loop' but was resolved in 5 seconds each.
Someone ate something they hate: -20, someone beloved left another -20, ... still not really an issue.

Start cooking soon and focus on most beneficiary food, disable the others.
Schedule recreation time (I read something 4-5 h but I am doing fine with 3 atm)
Build specialist room for sleeping and dining.
Wait after battle until debuffs are gone and people are healed up
Make sure to minimize negative effects, eg who dis-likes what and use dynamic groups for common issues.
And there are also tasks that people like (indicated with red heart) or hate (blank broken heart).
Also relics can raise mood.
Lunaire Feb 17 @ 4:15am 
I usually keep a core of high levels of each element. The rest of the team can break, die and be replaced. My school is a misery factory for the unskilled/weak, just like real life!
Sayie Feb 17 @ 9:54am 
Originally posted by Lunaire:
I usually keep a core of high levels of each element. The rest of the team can break, die and be replaced. My school is a misery factory for the unskilled/weak, just like real life!
I love your mentality, keep it up.
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Date Posted: Feb 16 @ 9:57pm
Posts: 23