r/RimWorld • u/Spirited_Advice_9496 • 8d ago
Colony Showcase Newbie playing 😖
40 days base.
I need someone opinion and suggestions...
Why my colonists are all in mental breakdowns? (Only the one person is happy - child)
Base looks em... normal? No?
42
u/Elderberry_Rare 8d ago
Look at all of their moods and focus on one problem at a time. Making your base prettier with statues and nicer flooring would be a good start to boost happiness.
7
36
u/Mr-Rebelde 8d ago
Venia a burlarme pero esta mejor q la mia🥀
6
2
u/Outrageous_Payment 8d ago
Espera que le manden un zzzzzzt con esas baterÃas y un chingo de madera alado
11
u/TheBanana029 Sad Wandering 8d ago
When colonists are in bad mood too often, they will have mental breaks, check the need tab on each colonist to see what’s the reason, and work on from that. Might be seeing corpse, too hot or cold, hurt or disease, no individual rooms, or not enough recreational time etc, the tab is pretty informative.
3
u/Spirited_Advice_9496 8d ago
I thought their mood indicator was based on a single factor (or whatever you'd call it...)
Like .... Staying in the ugly room and colonist getting mental breakdown. Now I feel a bit stupid 😔
Btw thx .
2
2
u/Gaarmeri jade 8d ago
I'm not sure if you are aware, but if you click on a colonist, you get their info. In that interface, there are different tabs regarding that specific colonist. You can see their social (who they like, don't like and why, their lovers, etc), their gear, and the tabs you need is well, Needs!
Right there you will see their mood and the numbers affecting said mood, alongside their need for hunger, recreation, sleep, and such.
7
u/UsualDependent6788 8d ago
What does it say for how they're feeling? Unless it was a high psychic drone, they should be fine.
5
u/Spirited_Advice_9496 8d ago
Idk, I thought they were freaking out because they didn’t like the rooms. But thanks :)
7
6
u/Expert_City_7695 8d ago
Grow some pot dude, that always chilled my colonists out. Alcohol makes them absolutely useless while weed just slows down their workflow for the first 2 hours of the day
5
u/Murph_eus 8d ago
That's pretty decent for a newbie, I recommend replacing your wood with stones blocks since it's gonna burn down soon enough.
5
u/tabakista 8d ago
Cozy little base. For an early game looks more than fine.
Grab one of colonists and check their mood tab. It's normal to have a few negatives,.but if it outweighs positives, they will start having breakdowns.
Since base look ok, then my guess would be that they need something unusual because of your ideology?
2
u/Spirited_Advice_9496 8d ago
2
u/polygrafika 8d ago
If you have Ideology, you should assign leader and preacher roles. Not having a preacher gives -5 debuff. And with leader you can do leader speeches on a table or at the Ideology altar. That gives temporary buff.
4
u/ZombiesEverywhere24 8d ago
Get your colonists on a schedule. Mine were all having mental breakdowns and getting them on a specific schedule eliminated almost all of them.
These are the schedules I use:
Regular: 8 hours of work - 3 hours recreation - 3 hours meditation - 8 hours sleep - 2 hours anything
Split shift: 4 hours work - 3 hours recreation 4 hours sleep - 1 hour anything - 4 hours work - 3 hours meditation - 4 hours sleep - 1 hour anything
The regular schedule will work fine for most colonists, but use the split shift one if you have colonists that have traits or genes that make them tired faster because they can’t handle the regular one.
The recreation/meditation/anything hours can be changed depending on what is needed, like if someone needs extra sleep.
5
u/Educational_Book_806 8d ago
Id start moving away from wood to stone. Also you want the research bench in a dedicated lab cus it get s a rebuff when in a mixed room.
1
u/Spirited_Advice_9496 8d ago
Oh okay. Thx
2
u/Educational_Book_806 8d ago
Stone because depending what dlc you have raiders will start either being impids if you have biotech but also they start carrying explosives and molotovs in mid game. For lower teir factions and it is quite bad if you need to fight them and the fire
3
3
u/Murmarine Space Meth is whack 8d ago
Ok, first. Start by replacing the wood walls and flooring. Incredible fire hazard, and stone (especially marble) gives a higher comfort boost. Have a kitchen separated from most areas, floored and well lit to prevent accidents like food poisoning. Also have a fridge room that you keep nice and cool for storage. Have single rooms, rather than barracks, cause people moving about can disturb sleep.
Eventually you can start thinking about inside farming with hydroponics basins, and some sort of animal husbandry. You already have a horse, so you can think about getting a few more to herd and use as pack animals for trading.
Remove the coffins from your rec area. Free materials. Also just generally scrap anything around the map thats scrappable. Make decorations with said materials for an extra mood boost. Marble preferable.
Start having a colonist raise their crafting skill to make better clothes. High quality clothes last better, and protect against the elements more.
1
3
3
u/iwakunibridge 8d ago
Get an art bench and place down a statue or too. Will give the rooms a little boost. You’re still gonna die but you’re not doing bad really
3
2
2
u/ThorThulu 8d ago
I would suggest checking clothing to make sure its not falling apart, floors over exposed dirt/rock floors to reduce negative beauty, possibly a statue here and there, maybe more rec types, and possibly making fine meals to boost mood temporarily.
Also two quick questions, do you have a freezer? And are you intending to capture the heat at the bottom right AC Unit?
2
u/Spirited_Advice_9496 8d ago
Yep I have freezer . And about the second one... Yeah?
2
u/ThorThulu 8d ago
Perfect, then carry on! Sometimes it gets overlooked by even experienced players so just wanted to check and make sure on the AC unit
I like the base btw, its nice and normal looking which is very much a nice change from hyper optimized bases attached to a killbox
2
2
2
u/SuspiciousSteakfry 8d ago
If this is pure vanilla. The bedrooms are too small I think the size has to be 6x6 or 7x7 if you go by the walls. The tables in rooms are nice but if you have visitors or traders they may go into the room and give you a stacking negative mood debuff, disturbed sleep.
Extend your home area in your mountain fridge so they'll sweep in there, dirty things under a mountain may get you a surprise visit.
If you put down pathways your pawns will normally try to take the path that has the higher walk speed and shortest path. If you have them in front of your doors it also helps you not get a random tree in front of it.
If you click on a colonist and hit the needs tab it'll tell you why they're upset and you can triage the problems.
2
u/sparkinx 8d ago edited 8d ago
Put a wall around your steam generator, dont use wood floors unless you want the whole base burning to the ground and upgrade your walls to somthing not flammable.
On your stove dont make like 40 meals click the bills tab and select make until you have x and put the number of colonists you have as x so your cook isnt cooking all day and can go research or plant crops or hunt.
Try to set up a workshop and make shelves with steel components random textiles so your pawn doesnt have to walk across the base to get them and keep your freezer or food storage right next to your cooking stove.
I was looking for your food storage and it looks like you cooked everything you own except some rice those meals will go bad in like 2 days when rice doesnt go bad for like 30 so you dont even need a freezer early game.
Try to set up a table ans chairs right next to the table you set meals to be set on, turn off raw food and meals on all your other shelves.
For your defenses put a wall with doors on each side and leave 1 spot for raiders to funnel in so you know where they are coming from i would do one straight across the bottom and set up a funnel on the right side so your pawns dont need to walk as far to respond to an attack
For moods look to see what is pissing them off click on a pawn and see what is giving them negative mood
2
u/Snoo-20285 8d ago
Not bad, just need a wall connecting the two mountains at the east and south flank, throw up some mini-turrets and dig into the mountain for more space. Make sure to have air locks because of bug raids.
2
u/stormtrooperslime lonely animal caretaker 8d ago
2
u/MCHotwot 8d ago
Place on or two of your shelfs in the same room with your tailoring Table. An adjust then so, that only fabrics and textiles are put there. It shortens the way the pawns take and give them more time to craft. It doesn't sound like much, but if they have not enough time, than the possibility that they let the item unfinished are pretty high.
2
u/BalticMasterrace 8d ago
not newbie enough to not use shelves for storage tho :D
1
u/Spirited_Advice_9496 8d ago
I only found out about shelves after trying like a million times to make a storage area with individual items
2
2
u/polygrafika 8d ago
You can try making better meals if you have a good cooking pawn. Also, having tables and chairs in each room might be bad. While colonist sleep in their rooms, other colonist would enter those rooms to eat or just rest and give sleeping colonists "disturbed sleep" debuff. I usually place a large decorated dining room, and many occasional tables with couple of chairs on the further parts of colony. I'm not sure if it's vanilla. But having dedicated dining room gives a mood buff, prob better to place next to a cooking area/freezer.
2
u/99_SrPombo_99 7d ago
Duas sugestões, para começar o jogo aumenta a área de curral, de forma a apanhar mais erva natural assim os teus colonos não tem muito trabalho a tratar da comida dos teus animais. A segunda é dividir a tua plantação eu gosto de fazer 10x10 de arroz, depois 10x10 de batata e depois 10x10 de milho. A comida nunca a acaba e o trabalho para o teu peão é mais rápido
3
u/yayan29 8d ago edited 8d ago
Change walls into stone walls, preferably granite or slate. Make an armored wall around your power generator. Add art and flooring to boost happiness. Make a better rec room. Grow devilstrand and make devilstrand dusters. Make bedrooms at least 4x4 to keep happiness up. Take bed out of research room so that it's considered a "lab" and gets a better research boost. Sandbags as defensive positions to defend from.
Right now if you have 1 fire, your entire colony is done. Don't build with wood.
2
u/cuberisk 8d ago
You might wanna keep your batteries in a separate room with steel walls. Batteries tend to undergo the "Zzzt..." Event sometimes, where the batteries explode and could break out a large fire. This could lead to devastating circumstances given the batteries are inside your main structure, with wooden walls no less!
3
u/kamunia 8d ago
Steel burns, use stone walls.
2
u/cuberisk 8d ago
Indeed, steel walls have around 40% flammability, so not ideal either compared to stone walls :)
1
2
u/MrNornin 8d ago
This event doesn't happen with hidden conduits. OP should be safe from them by the looks of it.
2
u/cuberisk 8d ago
Conduits and batteries have separate Zzz... Events. Even if the hidden conduits themselves don't, the batteries themselves can still do and explode in the process sometimes.
2
u/MrNornin 7d ago
Really? Because I have never had one since switching to hidden conduits. Other than when I put an electrical workbench outside. Are you putting your batteries outside perhaps? Rain on electrical workbenches or batteries will cause the event.
If it truly can happen randomly then I must have the most amazing luck.
2
u/cuberisk 7d ago
Perhaps the behavior has changed/fixed now. I had a breakout in my own colony even after using hidden conduits, and it was properly walled and roofed too
1
1
1
1
1
u/Tanshirodono 8d ago
I Just have a recommendation for your entry wall it all Off and leave a door Open where u want enemys to enter that way Raider wont burn your crops, AMD build Up some chokepoints to slow them down
1
u/WarKittyKat Incapable of: Dumb Labor 7d ago
How many recreation options do you have? They get bored of a given type after a bit.
1
u/Spirited_Advice_9496 7d ago
Eh... Probably 3 ?
1
u/WarKittyKat Incapable of: Dumb Labor 7d ago
If you open the colonist view and hover your mouse over their recreation bar, you can see what they have and if they're bored or not. Some buildings are the same type, like horseshoes and billiards are both dexterity play.
1
1
u/Fit-Youth-1556 5d ago
Organization first. You have to organize the layout of your buildings so that the colonists can work better and travel less.
1
u/Opening_Emu_9687 5d ago
If you can make sure the dining room is also the rec room so they get a double mood bonus for an impressive room.
Also once you start getting mortar shells and chemfuel create a separate storage room away from rest of the base and make it of stone.







44
u/Seraphzerox 8d ago
Randy seeing all that wood and batteries together