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In the code, during the daily checks a colonist does, health and sanity will override any interests like eating and socializing.
They also randomly visit a clinic as well.
Do you have infirmaries actually in the domes with residences? Some players separate services from housing (different domes). I always wondered how that affected sanity. If you do have that set up, maybe try building an infirmary in each dome with residences that has sanity problems.
https://survivingmars.paradoxwikis.com/Dome_buildings#Dome_Services
According to the wiki link above, infirmaries provide (building performance)/10 sanity to colonists each visit. Are your infirmaries fully staffed with medics? Vacant positions and unspecialized colonists will lower building performance.
I assume the medical center spire is supposed to be better, but the wiki doesn't specify how much sanity it repairs. That's another option to try.
I have an infirmary per dome. Also, I have one infirmary per 30 colonists. Is there a minimum threshold before the colonists start visiting infirmaries?
Despite having a fully staffed infirmary (3*2) I see several colonists sanity going below 20. This is forcing me to temporarily turn off the out of dome buildings
Many of my infirmaries are staffed by non-medics. Is that a significant problem?
Also, make sure you only have 1 source of sanity damage on any colonist: night shift, out dome work (before Martianborn Resilience), or heavy workload. Doubling up on sanity damage will mean more frequent visits to medical buildings. I don't run any out dome night shifts before I research Martianborn Resilience and don't enable heavy workload on night shifts.
See the sanity section of this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1748501548
The guide seems to assume infirmaries staffed with medics.
Visiting an infirmary is one of those. So randomly they may drop by from time to time.
There are two overrides to daily interests when the mechanic ticks off.
Starving and Health. Both will facilitate an immediate visit to a service building regardless of daily interest chosen if they can find one nearby with open slots, otherwise they go home and you take the malus.
Barring their living conditions such as the homes you mentioned or having martian born colonists that do not take sanity hits for working outbuildings, there is no other way to improve sanity. You could limit the outbuilding to just the first two shifts. Having a third shift is a sanity malus for any service and having a third shift on an outbuilding is a double whammy.
If your colonists are having their sanity get down to 0 and snapping there are other issues at play in my opinion. So please explain what sanity issue you have in a bit more detail? Are you just unhappy their sanity is in the yellow or are they snapping frequently?
I think a functional Security Station in a dome mitigates this.
Just in case this plays a part in OP's issue.
Yes. Disasters are one of the issues.
Since there are only so many medics in the applicant pool, many of my infirmaries are staffed with non-medics. So the building performance is typically limited to 60 (BIG mistake. I realize that now)
My colonists start visiting infirmaries when their sanity reaches ~50-70 (Not sure of the exact number). At least two colonists per dome end up becoming a renegade before sol 40 (I try to limit domes to a max of 30 colonists till sol 70). And, if a disaster strikes at the wrong time, three-four colonists become renegades
So my plan for now,
- Build a univ, set the specialization to medic, keep an eye on the comfort level of the remaining domes
- Rely on smart homes till there are sufficient medics in the colony
- Replace the smart homes with living complexes once there are sufficient medics
I've never needed to worry about training or importing medics, I find the infirmaries work fine as is.
I only get sanity snaps when I am playing on max disaster rules and colonists who had been working outside get back to back sanity penalties from disasters.
Do you have a screenshot of your setup? Are you working alot of heavy workloads?
Any painful rules like Rebel Yell?
It feels like you shouldn't be getting issues as strongly as you are?
Well, since low health/sanity/comfort can remove the small morale buff and even lower stats can add a morale penalty, if you were having sanity issues already, it's possible it wouldn't be hard to hit the renegade generation threshold if you weren't doing particularly well with the other stats. The renegade threshold is actually fairly high, if the average morale isn't above 65, renegades are able to generate, so if there's enough unhappy people dragging the average down to something as high as 64, renegades can show up. I think the chance must start quite low though, as in my experience I rarely get above that threshold during the founder stage, and I don't think I've ever had a founder become a renegade.
While these do not "heal" sanity they do lesson considerably the effects of disasters on colonists when the disasters do happen.
They also trap renegades.
If you are inundated with renegades, consider the mod I made called "Internal Affairs"
Which provides a way to capture and put into a sanitorium any renegade for a fast cure.
Yeah, but thats kind of my point. Sanity issues alone don't cause renegades, I feel like you'd be needing to have alot of outside workers, nightshifts, heavy workloads, disasters and a lack of comfort buildings all working in tandem to run into issues routinely before Sol 40.
Thats why I wanted to see the setup and asked about heavy shifts.
If you are running heavy shifts at night or outside and maybe don't have any parks and just a grocer I can see it happening.
But with some basic comfort coverage, targeted use of heavy workload and a decent park then I find the stats never drop that low.
- I do have a little bit of an unemployment problem. Maybe 1-2 colonists are unemployed.
- I used to call a rocket from earth only after a living complex and grocer are complete
Now, what's happening is:
When I construct a Grocer (or any other service building) in a new dome, the unemployed folks migrate to the new dome. As luck would have it, the colonists with the least morale migrate to the new dome. They have a morale of ~30-50.
With average morale of 50, a dome creates a renegade in about 15 sols
This mod https://steamcommunity.com/sharedfiles/filedetails/?id=1802131001 was useful to a large extent