Surviving Mars

Surviving Mars

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<In_Pepco> Mar 25, 2021 @ 1:38pm
Colonists not having kids ?!?!?
So basically after the last hot-fix my colonists have a lot less kids than before. Minimum comfort is 55 (I have the doc profile) and in my dome there is 60+ comfort on all colonists. I have free nursery AND free residential. Am i missing something? (ofc births are allowed im not that dumb :))
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Showing 1-8 of 8 comments
NotThatHarkness Mar 25, 2021 @ 2:40pm 
You're not the first to have this problem. The presence of a nursery has no effect AFAIK, but homeless colonists in the dome do.
some moron Mar 25, 2021 @ 3:47pm 
What affect would homeless have? Because if the average comfort is still 60+ on all? colonists, then?
NotThatHarkness Mar 25, 2021 @ 4:01pm 
Originally posted by some moron:
What affect would homeless have? Because if the average comfort is still 60+ on all? colonists, then?

https://survivingmars.paradoxwikis.com/Colonists#Birth

"However, if there is even one homeless colonist in the dome, there is a penalty of at least 50% to birth rate, rising to 100% if 1/4 of the dome's population is homeless. [2] This is the game's original population control mechanism; it doesn't work very well because players tend to build homes in response to having homeless colonists."

I assume that's still true. Also, on the same page in the Stats section, in the Comfort row, Lowered By column: "Homeless: −20 each Sol" Dunno if that's changed.
HoGrRo Mar 25, 2021 @ 4:12pm 
Infirmaries help as well
some moron Mar 25, 2021 @ 7:17pm 
Hmm well that's a stupid way to do it, since birth rate is not listed anywhere, the tooltip for the birth bar tells me at 70% comfort they give a birth. If that's a lie it outta get fixed.
I'd be fine with a separate birth measure, but then the measure of it somewhere, and also the indications as to why it's high or low as in for comfort.

Thanks for the info. I am morally opposed to being required to get info out of game.

The penalty of homelessness to comfort is so high that I don't allow any to become homeless. I wouldn't care as much about birth (can always make a high comfort dome for breeding aka Pleasure Dome"). But 50-100% is a stiff penalty. Usually people who are homeless aren't having responsible sex so it seems opposite anyway. And do they ship shopping carts to Mars for the homeless or what do they use? Do those solid little wheels really work well in the dust? Not so sure about that.
Cuddletauren Mar 25, 2021 @ 7:22pm 
yo moron, domeless is not homeless
SkiRich Mar 26, 2021 @ 12:20am 
Let me throw some code at you guys and preface it with - there are many formulas that go into if a child will be born in dome and most people have it wrong in their heads.
I'm not gonna digest all of it for you, that would require some serious math examples.
Take a look below. Here are the considerations:

Comfort only comes in to play to select the fertile people.
1. Number of fertile men = right age and comfort level above minimum
2. Number of fertile women = right age and comfort level above minimum.
The more above the minimum required birth comfort, the more fertile they are, which speeds up the progress calcs. A little hidden gem is the sexy trait. Having that boosts a colonists fertility number.

Then they have to pair up. So a dome with 5 fertile men and one fertile woman, is just 1 fertile couple.

Birth Rate progress is just a counter that you have to fill to the right level before one child is born.

The more fertile couples and the more fertile those couples are the faster the progress to that one child and then it starts over again. The homeless penalty is part of this calculation, but nothing else, just the couples and some math.

Where homeless penalty comes in is where the progress is calculated.
I'm not gonna post that formula, it will make your head spin.
Check it out in the source its ... GetHomelessBirthRatePenalty()

Suffice it to say its a strata. Meaning one homeless is as bad as say 5 homeless, but 6,7,8,9 are the same and then 10 is another level. Thats an example, so dont go by those numbers.

At the end of the day, what you really want to control is, how many pairs of fertile couples can I have in the dome. (fertile = above comfort min and the right age)
Homeless will sap that progress very quickly as homeless is a divisor in the formula, so avoid them if you want to spawn children at all costs.

So I hope this answers the question, about comfort and why you're not having any kids. There is much more to it.

function Dome:CalcBirth() if not self.allow_birth then return end local min_comfort_birth = self:GetMinComfortBirth() local males = self.labels.Male or empty_table local females = self.labels.Female or empty_table local num_male_fertile = 0 local fertile_male = {} for _, colonist in ipairs(males) do if CheckFertility(colonist, min_comfort_birth) then fertile_male[#fertile_male + 1] = colonist end end local num_female_fertile = 0 local fertile_female = {} for _, colonist in ipairs(females) do if CheckFertility(colonist, min_comfort_birth) then fertile_female[#fertile_female + 1] = colonist end end self.fertile_male = #fertile_male self.fertile_female = #fertile_female local couples_count = Min(#fertile_male, #fertile_female) if couples_count == 0 then self.daily_birth_progress = 0 RebuildInfopanel(self) return false end if #fertile_male < #fertile_female then table.sortby_field_descending(fertile_female, "stat_comfort") else table.sortby_field_descending(fertile_male, "stat_comfort") end local total_fertility, dreamers = 0, 0 local add_group = function(group) for i = 1, couples_count do local colonist = group
local fertility, comfort = CalcFertility(colonist)
total_fertility = total_fertility + fertility
local traits = colonist.traits
if traits.Dreamer or traits.DreamerPostMystery then
dreamers = dreamers + 1
end
end
end
add_group(fertile_male)
add_group(fertile_female)
local avg_fertility = total_fertility / (2 * couples_count)
local birth_progress = Max(0, couples_count * (avg_fertility - 30 * stat_scale))
birth_progress = MulDivRound(birth_progress, 100 - self:GetHomelessBirthRatePenalty(), 100)
self.daily_birth_progress = birth_progress
self.birth_progress = self.birth_progress + birth_progress / daily_birth_checks
while self.birth_progress >= g_Consts.BirthThreshold do
self.birth_progress = self.birth_progress - g_Consts.BirthThreshold
CreateGameTimeThread(function(self)
Sleep(1000 + self:Random(self.building_update_time - 1000))
if not IsValid(self) then
return
end
self:SpawnChild(dreamers * 100 / (2 * couples_count))
end, self)
end
RebuildInfopanel(self)
end[/code]
Last edited by SkiRich; Mar 26, 2021 @ 12:27am
Tex_Recoil Mar 26, 2021 @ 1:15am 
Okay glad I'm not the only one who having problems with colonist, not having kids after the patch. I have a child Mage Dome with enough nursery, School, College, Play grounds to keep a steady flow of 70+ kids being born and growing up. After the patch, I noticed that a lot of stuff wasn't getting trained workers replacements. I check Moral on every dome was 89, Comfort 80ish, 50ish female's /55ish male wanting kids or higher. But not a dam one making any. Had to get a mod, to get them back making children and it worked. Mod was (Nursery Limit Birthing To Spots). It seem to get what ever was stuck, unstuck.
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Date Posted: Mar 25, 2021 @ 1:38pm
Posts: 8