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If someone is facially scarred (like missing an eye), they get a -15 debuff to all relationships for being disfigured. Replacing the destroyed part will remove the debuff.
People with anti-social traits like "abrasive voice" or "mysoggyknees" (sp?) can be kept in an isolated area of the colony, or put on night shift. That way they don't interact with other people and cause fights.
That's all I can think of.
I remember the description of the bowler hat said something about giving a social boost maybe thats worth looking into.
Pretty sure this is my answer unless someone else has a better idea.
If I would have put the rivals on different shifts I could have mitigated the problem and not lost a colonist for a least a good while.
Usually social fights are not a huge concern for me but in this case one rival was very deadly.
Put rivals on seperate day and night shifts
Edit: It would be interesting if there were a way to mediate a conflict between two colonists or at least a chance for things to smooth over. Right now it seems that things can only deteriorate between two colonists at least this is what I've noticed maybe I'm wrong
Then you copy an existing bill and change it to create you new prosthetic with the same cost as the aesthetic nose.
It's not that hard to do. I can look it up tomorrow if you need to
A lowly flesh fist is much weaker than a archotech one or a power claw. You're going to have to be really careful about giving those to someone with abrasive or bloodlust.
Thanks for the offer but I only play vanilla at least for now.
Yeah thats a good idea. I've arrested colonists before when they were on a murder spree mental break. I didn't think to do it for this social fight. I usually just watch them fight it out. After witnessing several social fights and the outcomes I was not expecting a death though I should have realized it's possible. The person who just died I payed around 2000 silver for so now my attitude is a bit different
Doesn't always work with mental breaks. (Based on me doing this accidentally once, and then trying it again a second time and that time it didn't work.)
However: there's no need to re-recruit a colonist you jailed. If you just release them, they'll rejoin the colony.
Ah crap. I did that two or three times in my last colony. Good to know
That trick doesn't work on colonists going through a Beserker break, I know that for sure I tried several times.
However: there's no need to re-recruit a colonist you jailed. If you just release them, they'll rejoin the colony. [/quote]
I am a moron. All the dead pets, all the chain reaction mental breaks for staying up late to put out the pyro's fires. Could have avoided them all
Doctors can perform "Cheer-up patient", to do this your doctor needs social skills. Doctors without social can't do this, non-doctor's can't do this.
1. Split up their work schedules and zone them to different areas of the base so they don't interact for a while.
2. Send 1 of them on a caravan.
Relations tend to default back to zero after a long enough period of time. Give them a chance to cool off and keep them separated.
3. Another option is to intentionally let them fight. It's possible one or both will gain a "cathartic fight" after doing the fight, sometimes they just get a penalty like "harmed me". Which is a little risky but sometimes it can work out.
4. Let an animal or raider down one of the colonists and then have the other negative relation one "rescue" them. Again a bit of risk here but if you make sure they only fight something that isn't likely to kill them it can work out.
Usually it's safer to not do this, due to how badly injured a colonist can become but, it's a thing.
5. Imprison one of them, have the other one with negative relations try and recruit them and this will help boost relations for a little while. But again, time consuming and you're basically down a colonist while they're imprisoned. (side note you can safely "release" the pawn you just arrested and they will return to your colony. They'll probably be a bit annoyed but it saves you having to recruit them if you don't have the time).
Might be necessary if they social fight a lot though.
Other than that there's not much you can do, other than just straight up banishing one of your colonists. Just make sure to get rid of any good gear or equipment they have on them before doing so. But still with enough items so that they're clothed and have food.
It will leave a mood penalty on your colonists but if enough of them hate that one causing issues they might get a mood buff as well for banishing a "Rival".
Worth bearing in mind.