Once Human

Once Human

Soloistair Jul 26, 2024 @ 7:04pm
Deviants' mood stuck at 0 and stop working despite meeting all requirements
As per what the title said, I woke up finding all of my electric eel stop working with max deviant power and somehow 0 mood. All the recovery requirements were met so I am not sure if this is a bug and if anyone else has this problem?
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Showing 1-15 of 28 comments
Smurfz Jul 26, 2024 @ 10:49pm 
Experiencing the same issue. It ain't all of the deviants, just the territory ones...
+1 bump.
<GrandPa> Jul 27, 2024 @ 1:19pm 
I had the same issue. All my territorial deviants were stucked on the roof. It seems they dont know howto go down the stairs.

I fixed the issue going up to the roof and using the G key to control the deviants and launch them out of the roof.
Pandora Jul 27, 2024 @ 3:36pm 
Mine got stuck on the roof as well, and even when using "G" they'd end up back there. I made a staircase that goes from the ground to the roof and that seems to have stopped them from getting stuck up there. It's not the best workaround, but it's what's helped so far.
<GrandPa> Jul 27, 2024 @ 9:42pm 
Even with stairs my Chefosaurus keeps getting stuck. After some tests it seems the issue is caused by the curved stairs, the deviant simply cannot go down in this stairs if several curved stairs are connected to create a big spiral stair.
Smurfz Jul 28, 2024 @ 10:41pm 
Are you saying the mood of your deviants was reliant on their movement around your bases? I've got double stairs to all floors and this does not seem to be the reason for my deviants unhappiness.
Sono Jul 28, 2024 @ 10:52pm 
Originally posted by Smurfz:
Are you saying the mood of your deviants was reliant on their movement around your bases? I've got double stairs to all floors and this does not seem to be the reason for my deviants unhappiness.
i think it depends on the deviant, deviants that prefer to stay indoors like the paper doll, cat or chefasaurus seem to have a "destination" point in an interior, and need to walk to it, to continue replenishing mood. This is most obvious with Paper Doll, as it sweeps at each of these points. One time it got stuck in my roof and while it was up there for like 3 whole in game days it would not replenish its mood
HK Jul 28, 2024 @ 10:53pm 
did you put its treshold at a 100? it becomes dormant and functions after its fully charged
Smurfz Jul 30, 2024 @ 2:36am 
Originally posted by HK:
did you put its treshold at a 100? it becomes dormant and functions after its fully charged

The problem is not the energy, but the mood. I've set one of them to 100 now to test, but so far no change in mood.


Originally posted by Sono:
i think it depends on the deviant, deviants that prefer to stay indoors like the paper doll, cat or chefasaurus seem to have a "destination" point in an interior, and need to walk to it, to continue replenishing mood. This is most obvious with Paper Doll, as it sweeps at each of these points. One time it got stuck in my roof and while it was up there for like 3 whole in game days it would not replenish its mood

They've got full access to everything, can't seem to figure out why they are unhappy. They can be outside if they wish, or on any of the 3 floors of the house.

Other things I've tried:
- Moving into polluted area
- Moving out of polluted area
- Destroying and re-building the enclosures
- Moving enclosures around my home
- Having less enclosures
- Moving region
- Rebuilding large portions of the house

All of my deviants have at least 2/3 environment requirements fulfilled, most have 3/3. None of this seems to matter, nothing has made a change for me so far.
ReSound! Jul 30, 2024 @ 3:05am 
Originally posted by Soloistair:
As per what the title said, I woke up finding all of my electric eel stop working with max deviant power and somehow 0 mood. All the recovery requirements were met so I am not sure if this is a bug and if anyone else has this problem?

Have you checked any of your Deviations on their Traits? iirc, there is a trait that drains surrounding deviations mood when either the DP or their own mood drops.

If there are, suggest replacing them.
Last edited by ReSound!; Jul 30, 2024 @ 3:07am
Smurfz Jul 30, 2024 @ 5:03am 
Originally posted by ReSound!:
Originally posted by Soloistair:
As per what the title said, I woke up finding all of my electric eel stop working with max deviant power and somehow 0 mood. All the recovery requirements were met so I am not sure if this is a bug and if anyone else has this problem?

Have you checked any of your Deviations on their Traits? iirc, there is a trait that drains surrounding deviations mood when either the DP or their own mood drops.

If there are, suggest replacing them.

Not noticed that before... Only found 1 that stipulated "deviants" in the plural:
"Slacking off: mood and deviant power consumption speed +5% for working territorial deviants"
Do you know if ones that does not stipulate in the plural, for example "Growing Pains", affects multiple or only that singular deviation?
ReSound! Jul 30, 2024 @ 5:35am 
Originally posted by Smurfz:
Originally posted by ReSound!:

Have you checked any of your Deviations on their Traits? iirc, there is a trait that drains surrounding deviations mood when either the DP or their own mood drops.

If there are, suggest replacing them.

Not noticed that before... Only found 1 that stipulated "deviants" in the plural:
"Slacking off: mood and deviant power consumption speed +5% for working territorial deviants"
Do you know if ones that does not stipulate in the plural, for example "Growing Pains", affects multiple or only that singular deviation?

Afaik, if the the trait did not mention affecting other deviation, it'll only affect the deviation that has that trait(ie. Growing Pains only affects the Deviant that has it)

Was looking at my backpack for my Deviations that have negative effects(only to realize I had sold a lot of them in Eternaland), and there are some few more other negative traits, like "Baffling Behaviour," which has a 10% chance to decrease DP of other deviations. Apparently they're color coded and number tiered(highest I've seen is 5): Yellow and Green highlights are "good" traits, while Gray ones are "negative" ones.

However, if you still want to keep Deviations with negative traits because they have better skill/activity level, you just have to watch out since if they already have a negative trait of their own, it will definitely be drained faster by other deviations that affect their fellows.
Last edited by ReSound!; Jul 30, 2024 @ 5:38am
Smurfz Jul 30, 2024 @ 5:41am 
Originally posted by ReSound!:

Afaik, if the the trait did not mention affecting other deviation, it'll only affect the deviation that has that trait(ie. Growing Pains only affects the Deviant that has it)

Was looking at my backpack for my Deviations that have negative effects(only to realize I had sold a lot of them in Eternaland), and there are some few more other negative traits, like "Baffling Behaviour," which has a 10% chance to decrease DP of other deviations. Apparently they're color coded and number tiered(highest I've seen is 5): Yellow and Green highlights are "good" traits, while Gray ones are "negative" ones.

However, if you still want to keep Deviations with negative traits because they have better skill/activity level, you just have to watch out since if they already have a negative trait of their own, it will definitely be drained faster by other deviations that affect their fellows.

Removed every single deviant except 1 in my base, it's still loosing mood :'D And said deviant has all requirements filled. This has to be a bug...

I did try to report it as a bug, as it did not use to happen but only seemed to happen after update. The reply I got was "go explore the world".
Last edited by Smurfz; Jul 30, 2024 @ 5:45am
Kryzx Jul 30, 2024 @ 6:27am 
I had this happen initially in my base when the servers went live the first few days. I had moved my base to the Broken Delta (2nd area) and started to rework my structure and put up all the Digby Boys I accumulated.

I don't know what happened, but none of my digby boys were refilling their deviant power & mood wasn't increasing despite fulfilling 2 of 3 of their environment requirements. I tried moving around the lights & radio to no avail (wasn't using any power yet, so I couldn't check that). It wasn't too big of a problem since I can just mine the ore myself anyways since I placed my base near loads of ore nodes at the time.

Anyways, once I moved my base to an area in Iron River (3rd area), they finally started working again & their mood/deviant power was increasing. Maybe it was my base location? Or perhaps it was a server issue?

Although.... now that I think about it, I did have my inner areas all closed off with doors that I never kept open when I built it in Broken Delta, but I decided to just leave them open when I moved them to Iron River and noticed they were working again. Maybe they need a path outside your territory from the securement unit if they're on the inside?
Crow Jul 30, 2024 @ 5:45pm 
Deviant mood and power bug for use refill
Mood stuck in 0 and power not rise
Last edited by Crow; Jul 30, 2024 @ 5:45pm
Lollipop33 Jul 30, 2024 @ 5:48pm 
pull the deviant and move to another container.
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Date Posted: Jul 26, 2024 @ 7:04pm
Posts: 28