Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you have the dlc, things such as conflicting ideologies, attempts to convert, and having something that an ideology looks down on such as a disliked race, can also reduce social levels.
Make sure colonists have opportunities to interact. Just being beautiful and kind will also do wonders for getting everyone to get along.
And depending upon some colonists it may have to be a permanent setup. Had a colonist that came with 20 Crafting but dude was staggering ugly with creepy breathing. He had to work by himself until my Colony died or he would just always be insulted by everyone
That will help them be more social with each-other, even the anti-social ones. Having a few "cuddly" pets follow them, is another way to reduce that issue. They will destress and focus on the cuddly pet, instead of focusing on name-calling, gossiping and picking fights when slightly stressed.
For those ODD trouble-makers, you really just need a time-out "third shift" schedule for them. Separate those few rare individuals from the herd... Have them sleep while others are working and work while others are sleeping and NOT joining them in the same recreation period.
Sometimes, in extreme cases... You just have to cut your losses and cull the herd...
Have them mine in a place where a cave roof is going to collapse. No body, no crime! Have them try to train a cougar, if they have no training skill! Have them try to melee-attack a boomalope! Have them build a "support" in a room, while another guy closes the only way out with a wall segment! (They are not smart like visiting pawns... They will just sit and die instead of destroying a single wall segment to "get out". Visitors, I accidentally trapped in a built structure, without a door, and they actually made their own exit themselves!)
Fun things you CAN'T do, but should be able to do... To get rid of unwanted pawns...
Train cougars to eat raw meat from your head.
Swim in full armor.
Shoot while wearing a shield-belt. (All trajectories are inward!)
Poke a bear.
OD on anything. (You'll never see a lavish meal the same way, once you get diabetes from ODing on them!)
Major blood-loss from an inability to butcher or use the stone-cutter, due to lack of skill, leading to an "accident".
Malfunctioning, or user-assisted, malicious use of an automated door, made from heavy material.
Tinfoil hat accidents, in a rain-storm, due to lighting.
Accidental triggering of your own traps, due to having low intelligence or some clumsy attribute.
Installing 20 AC units backwards, in a long hall, leading out of the offending pawns newly assigned bed-room. Oh wait, you can do that! But you can't turn things off yourself, only adjust the thermostat, with your own free-will. The ONE thing THEY can't control, and they should be controlling!
P.S. If you MUST keep them around, and the "scheduling thing" and cuddly pets don't help... You can isolate them by restricting them to their own zones. You can have them live as a hermit, sharing food only. In battle, you want those people around, if only to have them go kamikaze for the colony, when it is needed!