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+1 bump.
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.
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.
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.
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.
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".
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?
Mood stuck in 0 and power not rise