Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
No. He is throwing a temper tantrum over a bunch of bad ♥♥♥♥ piling on and then being left malnourished was his breaking point. The "final straw" is not the only thing that caused the mental break.
Not really sure what you mean by this. Extremely impressive bed/dining/rec room are +6 each and is fairly easy to manage for +18 mood, as are fine meals for another +5, and that 23 mood is just about on par with the +24 from very low expectations which is the minimum you can realistically have on a map outside of naked brutality on a very small map (15k wealth is very low expectations, which is generally the value of ruins on a map let alone your starting colonists and items). Impressiveness goes up to +8 per room, and lavish meals are +12 for a total of +36 mood, just from being in the base and eating meals.
Living conditions are more than that though, having high comfort chairs in front of workstations and in the dining/rec room can keep comfort high for another +6-8 mood depending on how often they are seated. Keeping art around the base near workstations and along frequently used paths can keep their beauty high for another +5-15 mood. Keeping recreation satisfied is another +5-10 mood when needed. These are all basic and controllable mood boosts you can count on giving to your colonists as needed.
There's more though, Royalty, Ideology and Biotech all have means to give bonus opinion and mood to colonist, bonus opinion means everyone is in a good relationship for more mood from their high opinion and from lovin.
It is quite literally very possible and easy to keep all of your colonists permanently at 100 mood, with enough buffer that they stay at 100 even when injured or when they lose a family member. You can even keep mood high enough to force some colonists to work all day with no recreation because the -20 from recreation deprived just doesn't affect them. All without drugs. I mentioned drugs being an emergency thing, with proper mood management they are totally unnecessary, a crutch you don't have to lean on.
Downed pawns can't have mental breaks. Their mood can be low when they get back up, but see the bottom section about buffer time.
They last 24 hours, they could lose their impressive bedroom buff but it's replaced by an impressive hospital buff. They still get impressive rec room and dining room buffs if they have a TV to watch and eat a meal, and they still get the buffs from the meal itself. In addition to being stationary in a comfortable bed where they can easily be surrounded by beauty for a max comfort and beauty bonus. Mood of colonists downed in a hospital can be the easiest to manage.
It's kind of the opposite of that. If a colonist falls into minor mental break range they will have a mental break eventually sure, if they stay in minor mental break range, for an average of 10 days straight. Minor mental breaks have a MTB of 10 days, dipping into minor mental break range for an hour a colonist has like a 0.4% chance to have a mental break during that time. You generally have plenty of buffer time to fix their mood and have them climb back out of mental break range before it turns into a break.
Major mental breaks are a MTB of 3 days, less time to react but mood really shouldn't be getting that low. Extreme mental breaks are 0.7 days, don't zero out mood.
now i've yet to take a deep dive into the higher difficulty modes, so i can't speak to how hard it could be to manage moods there, but on the adventure story i def hit a point in progression where I'm just managing different inspirations for colonies of 30+, on one file i got more than 70 people who are also all happy. But i also micromanage the ♥♥♥♥ out of a lot of things lol.
heh i'll get bothered by teetotalers/no drug ideologies on my high life file "bro you won't even take some ambrosia?". usually the newcomers to my colonies, as soon as i convert them they don't have mood issues anymore.
Next is set the clothing restriction to 60%. Clothes at 59% still retain most of their value and it's not hard to keep a continuous set of available clothing and armor if you trade smart. Drugs and armchairs is usually enough. Even just armchairs if you hunt anything that moves on the map.
Finally build tables and chairs every twenty unit radius or so throughout your base. Just put them everywhere.
I like the break system, I just hate very specific breaks like abandoning the colony or, my most hated, the coma. At least with the abandonment I can just arrest and gangpress them, but the catatonic state, while it does happen IRL, I feel happens way too lightly and often.
I don't think you should equate how you play with how average joe or a beginner plays. You know every nook and cranny of this game to milk out every last mood buff that exists. Most players won't be so well prepared to have high quality bedrooms filled with masterwork+ artworks in them. It's more realistic to assume players get a +5 on their bed, rec and dining rooms and can only support a +5 fine meals for a total of +20. By mid game when the difficulty in raids and 'fun' increases you're looking at the expectations buff having dropped of 18 points. You also lose your initial optimism which is another 10 points. You're now down by about 8 points in mood and facing increasingly dangerous situations from raids and storyteller events.
When I first started playing I noticed that my pawn moods were dropping the longer I played because of this. By the time I upgraded their bedrooms, the wealth had increased to the point that their upgrades didn't matter. This was especially problematic if you had ideology DLC that had your pawns with roles increase their expectation level by 2. I reckon a lot of starter players are having the same problem.
Now that I'm seasoned I know what to do ofc. Get an early artist to work on getting those artworks out early to buff rooms. Partner pawns up with each other for mood buffs. Increase recreation time for pawns with bad moods or utilize the biphasic sleep schedule, etc. New players also won't know a lot of the tricks such as putting a TV in the hospital for example.
As such when you first learn to play, you cannot deny that the mood system is incredibly frustrating to downright (feeling) unfair at times.
Sure until you have a large colony that got shot up and had their rooms destroyed that provided them with the critical mood buffs to keep them happy.
I remember a game a long while back in particular where I had everyone just barely survive a raid plus insectoid infestation with the main rec / dining room absolutely destroyed and having most pawns bed ridden (no proper hospital).
Food reserves were destroyed so no lavish meals to grab for any pawns. Cook disabled due to being shot up from a drop raid on top of the kitchen / rec / dining combo room.
When he wakes up he is hit with the massive lack of beauty debuff (-15) togethe, he also has no bonuses from bedroom since a speck of dirt in his bedroom prevented that, with a lack of lavish meals (loses 12 mood he'd otherwise have had), he decides to just go into a minor break dazing off for the next day and a half due to 'pain' (-15).
Now there is nobody left to cook lavish meals or even fine meals for that matter so everyone loses the +12 mood buff for that day. Everyone is also hit with the -15 mood debuff for beauty while they set foot in their destroyed rec room (or base for that matter) trying to clean up the absolute metric tonnes of crap there. Another pawn breaks and goes into an insulting spree dropping everyone else off even more and dragging them into the dark abyss further ... I mean bloody hell, just insulting spree can net you up to something like -30 mood on a pawn, sometimes MULTIPLE pawns from just one pawn breaking causing a chain reaction.
So just from the raid itself I now have no more lavish meals so I lost 12 mood
most pawns end up malnourished in fact due to all the meals being destroyed, so from -4 (emergency paste) to -20 malnourished.
In pain -10 (not quite downed but not quite healthy either)
no rec room bonus -6
no dining room bonus -6
One spec of dirt in a bedroom and it's considered trash according to the game, so no bedroom bonus either as they dragged the crap from the destroyed room and them bleeding out into their bedrooms to recover. -6
the actual room I need them to restore gives a -15 mood debuff
We're talking a loss of ~60 to ~75 mood on average for my pawns in that situation.
My pawns were hovering comfortably around 80 mood before the raid (quite sufficient I had thought). They were all at breaking point after that with the most crucial pawns breaking due to misfortune I suppose.
Despite overcoming the incredibly dangerous raid rather well with everyone intact and alive, which probably should've boosted their mood, they all broke down in tears because their favorite rec / dining room was destroyed together with the job of cleaning up the base of goop and being forced to eat paste for a few days until the harvest came in and the cook could make some good meals.
Speak for yourself, it's a sandbox game and they're game-breaking. Under no circumstances would any human being ever do what the Rimworld pawns are setting out to mimic lol
You don't think so? It has happened in the past history of our world, and not that long ago. Read up on communism of the past few hundred years, and how many deaths it has been responsible for, and the things that they did under it.
Also, I think a zombie apocalypse would cause a lot of what we see in this game, and I am being dead serious.
Ah man, I had to eat paste?
Time to break and go on an insulting spree! (minor break, somehow)
I insulted this guy for -42 mood and these two other pawns for -30 each (debuffs lasting 2 days for some reason) before finally calming down teehee.
One pawn is now going into a serious mental break and starts digging up the grave of a beloved ex-colonist and drops him off at the dining room for everyone to see and the other person went into a drug binge and is now a crack addict (-35 mood for the next 30 days trying to kick his addiction).
Ah yes good times ...
Additionally, if you have ideology you can manage some breaks with your priest role by consoling them before they pop and if you have Royalty there is a higher level psycast which will stop breaks after they happen.
Bro these commies be working in the tank factory with food worse than nutrient paste, no shelter, no heating, ratty clothes, 16 hour work day, no days off and no rights and they still be buzzing working for the glorious revolution without as much as a mental break allowed during WW2.
Granted you'd get executed if you did protest ... but these guys be making sure everything went to the victory of the soviets.
As for think of the newbies argument. Stressors encourage growth, if what you are currently doing isn't working as well as it used to it encourages expanding ones horizons. And masterworks? Really? What are you using? Small sculptures? It's very hard not to have an overabundance of wooden sculptures and 1-2 per room isn't much of a stretch and keeps the artist happy by working on them. Sounds like you do have ideology, have you considered our lord and saviour diversity of thought? Honestly drowning in mood is pretty easy with ideology just by doing whatever you set it to do.
Failure and stressors are both important parts of the learning process. Take it as an opportunity to expand your horizons rather then hold on and fighting for what you are currently doing. Throwing up a temporary (or permanent) tables in bedrooms usually solve any dining room shenanigans pretty easy I often use them as secondaries and a broken rec room doesn't really stop rec even temporarily. Walks, telescopes, social chatter around a table in a nice lovely bedroom, music if you have a throne room. Lots oh options. Terrifying someone actually got minimum beauty from hanging out in what sounds like a bedroom, whew talk about rough living. Completely ignoring drugs entirely is probably not the smartest, it's quite easy to have some psychite tea available and used in a 100% safe non addictive manner. 1 cup every 2 days.
Redundancy is important! Even better done clever and cheap! Singular points of failure fail