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People aren't rational!
"Ate Without a Table" is mostly solved with a little extra planning. Keep a little nook with a table and chair near the areas your colonists spend a lot of time. A corner in the crafting room, an open but roofed gazebo with flowers near the crop fields, the dining room adjacent the freezer, etc...
Colonists working far afield hunting or mining may get this mood penalty from time to time but that is a part of working far from home.
Also, you may consider saving yourself a little micromanagement headache and leave everyone on the default "Sleep/Anything" schedule (Night Owl being the exception). This will leave them to take care of their needs when they need it and reduce unnecessary unfulfilled need mood penalties. For example, a miner far from home that is scheduled an hour of rec will start heading back for his rec hour and by the time he gets there the hour is gone. If he is scheduled another task after that on his schedule his rec meter will go unfulfilled.
It is certainly possible to design a schedule successfully but I find it easier to let the colonists fulfill their needs themselves.
I usually reduce the forced "Sleep" to 6h (cut 1h in the evening and 1h in the morning), replace with "Anything", because if they're tired earlier, they'll go to sleep, if not they'll work. If they're full up on rest by 4 am, they get up, if not they keep sleeping.
The only other thing I "force" is 2h recreation in the morning, around 7 or so. If someone is already out of bed and started working they make it back in time to actually "recreate", if someone is just out of bed having breakfast - even better since my rec room is usually just next to my dining area.
If the pawns seem to never get enough rec there's usually 2 things causing a problem: Not enough variation (maybe the horseshoe pin isn't enough, build a chess table), or they don't get enough time to actually recreate. OR not enough time to actually wind down (increase rec time by 1h or so).
As TwoTonGamer said: they only start making their way back home to base when the rec time kicks in (if you have it set), so it might be they simply don't make it back in time to make use of it, before being forced to do something else.
For wanderer join events there are mods that change how the event works so you can view their traits before they join with an option to refuse them. You could also disable the event in your scenario settings. There's probably a mod that removes the mood penalty for banishing, I've never looked.
I doubt there's a mod to remove the recreation starved penalty, that's a pretty core gameplay mechanic and usually rather easy to deal with. I imagine your issue is you lack recreation variety, each source has diminishing returns so eventually no matter how much time you allot to it your colonists will become recreation starved because they are bored of the limited options. Add more recreation sources, telescopes and TVs are eventually required (more or less) as the diminishing returns become more severe with colony wealth. There are mods that add new types of recreation if you are still having issues with it.
This should force them to walk to a table, so long as you have one on the map (looks to be the best solution for your "but it's 5 tiles away!" situation)
https://steamcommunity.com/sharedfiles/filedetails/?id=926236412&searchtext=table
This should reduce the duration of the mood debuff so that it's not as likely to combine with other mood debuffs.
https://steamcommunity.com/sharedfiles/filedetails/?id=1509237214&searchtext=table
OR
If you're kinda sick of people freaking-out over small things, this is also an option:
https://steamcommunity.com/sharedfiles/filedetails/?id=1722398508
--
On the topic of scheduling+moods, this is useful if you have Night Owls join your colony:
https://steamcommunity.com/sharedfiles/filedetails/?id=1546370684
My own method for dealing with Recreation-starved is from a suggestion someone else added on the forums here - at 8am and 8pm, everyone has that hour allocated to recreation. If I'm getting the need for more recreation showing up, it usually means I don't have enough variety - so it's time to build a billiards table / tv / etc., OR let them use beer, etc. to feed the 'chemical' type of recreation activity.
(I usually forbid drugs, so that I can keep them as a last resort when I need that little bit extra.)
Edit: I suspect that if you're putting the only designated recreation time immediately before bed, they don't have any time to appreciate it before it's wearing off - assuming they didn't spend most of that hour walking to the recreation object before being ordered to quit what they were doing and go to bed.
(Not sure precisely how the recreation mechanics work, but you should be able to check if it diminishes while they're asleep. If it remains level during unconsciousness, disregard this bit.)
It the chair was actually 5 squares away, they ***WOULD*** use it.
Stop lying please.
They still need to walk to the recreation tool, and this eats into their available time. Or the tool might be overbooked. Or you have them on a priority job and they cannot get away soon enough. Or you are giving them insufficient sleep, so when the end of the day hits, they just collapse.
Mismanagement, is all.
Nope. Again with the lying.
They do what YOU are instructing them to do. Read the manual, get a clue, and give them better instructions.
Aha. Now THIS is a valid complaint. We didn't put up "help wanted", or "vacancies, apply within" signs, so those freebooters are unwelcome.
You can disable this in the scenario setup, if you so wish.
This event will also disappear once you reach the "desired" colony size according to your storyteller. About 13 does this, i think.