Palworld

Palworld

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Mining Pals and Sanity
Anybody else have a problem with Sanity of mining Pals? Drop really fast compared to others and they have problem with tasks. I feed them salads, I have Fluffy beds and Pal Pods, and wave generators. Oh, and Hot Spring. Is there something else I can do to help those pals? I use normal working speed
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Showing 1-8 of 8 comments
Nirvash Feb 9 @ 5:12pm 
I think it's just because mining never ends, they get stuck in loops of working endlessly. You can build a medicine locker and stock it, so they will automatically take meds when they feel bad. Also if the pal is nocturnal, they will never take a break even to sleep. This is why pals like Lovander are seen as fickle, because they will just sit at a mining station for several days straight without stopping.
I've heard there was a bug accidentally introduced with the latest patch that makes transporting cause sanity to drop a lot faster than normal.
You can add a shroomer noct(4 stars) they help to reduce the sanity loss.
Originally posted by Jetstream:
You can add a shroomer noct(4 stars) they help to reduce the sanity loss.
I hear it doesn't stack with the alpha waves, so you need more than 1 for it to be useful. up to 6 gets 90% san loss reduction which I hear lets you run at maximum work speed

I don't have a lot of problems with miner sanity, make sure of the following:

make sure that the pal box is on level ground and there is a wide clear path between any stations the pals use, including bed, hotsprings and food box. I find my most common reasons for San issues are an empty food box (which I assume you can diagnose) or pathing problems. despite all their attempts to fix pal pathing is still terrible, and if a pal gets stuck they can just sit there getting very sad

Make sure that you have enough hotsprings. A full base working hard often needs 2-3

if one is having problems you can pull him out, manually feed him, then put him back. this will also reset any pathing issues he might be having
Morion Feb 10 @ 12:14am 
Thanks for replies!
Originally posted by Nirvash:
I think it's just because mining never ends, they get stuck in loops of working endlessly. You can build a medicine locker and stock it, so they will automatically take meds when they feel bad. Also if the pal is nocturnal, they will never take a break even to sleep. This is why pals like Lovander are seen as fickle, because they will just sit at a mining station for several days straight without stopping.
I am not using nocturnal Pals apart from Cooling.

Originally posted by Material Defender:
I've heard there was a bug accidentally introduced with the latest patch that makes transporting cause sanity to drop a lot faster than normal.
I also keep few Pals for transporting, so Mining Pals dont do that for 100%.

Originally posted by Jetstream:
You can add a shroomer noct(4 stars) they help to reduce the sanity loss.
Originally posted by rpgarcher:
Originally posted by Jetstream:
You can add a shroomer noct(4 stars) they help to reduce the sanity loss.
I hear it doesn't stack with the alpha waves, so you need more than 1 for it to be useful. up to 6 gets 90% san loss reduction which I hear lets you run at maximum work speed

I don't have a lot of problems with miner sanity, make sure of the following:

make sure that the pal box is on level ground and there is a wide clear path between any stations the pals use, including bed, hotsprings and food box. I find my most common reasons for San issues are an empty food box (which I assume you can diagnose) or pathing problems. despite all their attempts to fix pal pathing is still terrible, and if a pal gets stuck they can just sit there getting very sad

Make sure that you have enough hotsprings. A full base working hard often needs 2-3

if one is having problems you can pull him out, manually feed him, then put him back. this will also reset any pathing issues he might be having
Oh great! I hope they will fix this with wave generators.

I am mostly using two levels of my base for working Pals. Need to redesign this a little, but I have problem with 1 level design to keep ale ore / logging sites and plantations on one level. On previous playthrough I was using stacking plantations on benches to have them overlap, but I wanted to play more as intended now.
after several attempts otherwise I try to keep my bases to almost exclusively be 1 level.
exceptions:
anything only the player needs (bulk storage, bed, statue of power, condenser, incubators) can all be on a different level
breeding pens seem to do fine on other levels, even with weird pathing)

I tend to have a base dedicated to mining, and grow 0 crops there since both of those do take up a lot of space.

PS: get Astegons for mining. best miner and nocturnal, they will generate so much ore for you
So i used to have this problem as well, my recommendations: build your mining base somewhere else, don't use your main base. An old bug has returned with this latest patch where pals will get stuck working forever until they hurt themselves, if you're out of render this doesn't happen (also pals work faster overall, idk why, if i hang around the base they maybe produce 6-8k stone per day but if I'm out of render they make 3-5X as much) Make sure you have enough hot springs for all of them as well, and stock plenty of Salad or if you're far enough along Minestrone (the extra 10% work speed makes it better than Salad now and you get more SAN from it)

Just pop in every now and again to make sure that the mines get emptied though (work goes faster but Transporters can't keep up, even 2 Maxed out Knocklems isn't enough to keep up with 2 Maxed out miners working stone or metal.)
Last edited by drakeloreroar; Feb 10 @ 8:07am
Morion Feb 10 @ 1:58pm 
I wanted AIO base to use additional base just for basebuilding fun in different places, but for gameplay sake I will use bases to do them in themes - breeding farm for current state is finished, need to improve now feeding here. With that is it is easy to keep them on one level. Time to make another smaller bases.

Hope they will improve path finding or add teleportation for them in base in the future updates. Also, spawn upon player teleporting to base - Shoomer are spawning under the plantations.
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Date Posted: Feb 9 @ 4:32pm
Posts: 8