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MOOD CONTROL SYSTEM

Hey, guys!

We got the mood control system up and running.
Now you can see the recommendations for managing the colony.

The mood control system can be accessed near the navigator and through the top panel (clicking on mood indicators, loyalty and crime).
The system helps to reduce crime rates and increase loyalty.

Hopefully this will help to create balance in the colony.

Have a good day.

MOOD CONTROL SYSTEM MOOD CONTROL SYSTEM

Comments

distrubute the colonist not working please fix this

can't read the messenger please correct it

Hey, new patron, to be honest I'm curious about what I've seen so far but I haven't really seen much- and I want to confirm it's not because I'm missing something. So far I basically just get one sex scene in the breeding room. The only interactivity I get in the breeding is the ability to hit 'cum'. I've seen something about message prompts for a kind of breeding minigame except I don't see these prompts and so I'm not sure if the functionality has just been removed. At the rate I'm going it'll be 3 days before I unlock the farming/mining hostel buildings. 2 more days to unlock the market. I don't know how long it'll take me to unlock other buildings after that. The mood/loyalty/crime system is entirely opaque to me at this juncture. I have no clue if I'll need to spend my already time limited resources on that, hopefully not though considering I've just started. I just want to know whether I'm basically a week out from accessing any content beyond a short sex animation loop involving two humans in the breeding room?

Temp One

I agree with zach. scrap the mood, loyalty and crime.

get rid of the colony mood loyalty and crime. it turned a good game into and annoying, tedious all around unpleasant experience.

tried it; worked the same for me

Nevets87

Yeah. I've been thinking about that, too. We'll implement it soon.

PANDORIUM

Maybe the festival screen could show the remaining time of the party in progress.

Stojan Jakotić

The bank: If log on and go to the bank first, I don't freeze up. Just saying.

LordFoul

That's what I've been saying all along! Wait, I don't speak Spanish....

LordFoul

use las recomendaciones del sistema y todo estará bien. No interrumpa el equilibrio de la colonia.

PANDORIUM

me tocaron los colonos mas viciosos del la galaxia ?, o esto es culpa es culpa del covid_16

hola, tengo una colonia de entre 500 y 600 colonos, 5 policias, 3 de nivel 30 y 3 de nivel 40, organizo todo el tiempo fiestas de los 2 tipos , y no baja la delicuencia del 80%

OR it is a BUG. I was making changes to the People/items I am selling in the Market place and I deleted 2 items BUT when I went to add items in there place I get the message "Patrons Only" and am locked out at 38/40 items?? Is this a Bug or can I get an explanation of why non Patrons are being restricted in multiple New areas ??

Can I ask if this is deliberate?? Out of the Blue I have just signed in and NOW I am Barred from throwing Sex Parties as it says "Patrons Only"??? As if there isn't enough frustration dealing with these changes in the direction of the game. No updates as far as I know so this must be have been triggered by a timeline built into the program changes. Seriously????

Oh, that sounds really funny. ))) Thank you for your sense of humor. The programmers will solve this problem.

PANDORIUM

These are the ones who aren't assigned to work. Those who don't have a working group.

PANDORIUM

New flash --- Baby criminal gang takes over colony!!! I used one of the colonists that I run up to 24 Int to impregnate some of my higher stat colonists to see in I could get a colonist to be born with 10+ Intelligence. It worked, a colonist was born with 13 Intelligence. The bad news is that these 12 1 year old baby colonists immediately formed a criminal gang. Crime shot up 15% and colony loyalty went down 16%. All while the drinking and sex festivals were ongoing. No doubt the "Baby Gang" was angry that they couldn't participate in the festivities.

Castinsteel

My Mood recommendation says i should increase "number of ordinary people", what the f*ck are "ordinary people"?

And after selling off a 100 colonists: -20% 95% 0%.... Go figure. I really suspect that these numbers don't mean a thing. Production continues, wealth grows... who the hell knows.

LordFoul

Crashing. So I log on, update. My stats are 25% 100% 0%. I turn on a festival: 29% 100% 0%. I go to the bank. Game crashes. "Oh great all my stats will fall!" I log back in. 30% 100% 0%. So, if game crashing makes my stats go up, I'm all in! Lol. ehhh... bizarre.

LordFoul

I hope the programmers will solve the problem.

PANDORIUM

Fun fact: The "Colomy State" kinda help says, that "colonists stop reproducing" which is nothing but a blatant lie... whenever I tell them to, they reproduce like rabbits and produce tons of happy little criminals... Not so fun fact: as breeders seem to be automatic criminals if not a) pregnant or b) training one probably would have to log into the game every 15 minutes 24/7 to assign all male breeders to the next training session, to keep them from running amok in the streets, wiggling their dicks around for all to see... This whole Crime, Mood and Whatever desaster goes completely contrary to the way we are supposed to enhance the skills of our settlers... breeding leads to crime it seems... and as the game mechanic to breed a new and improved miner - as an example - takes about 300 clicks for taking a male and female out of the mine, then click on hostel, two clicks to reassign them, click on town, click on allocation, click a couple more times to assign them as breeders, breed, reassign male to allocation, then mine... which is about as interesting as watching an apple slice turning brown... especially, when the children from this copulation get born as criminals... Now, that's a prime example of Game Mechanics not really thought through to the end...

Maik Decker

by the way , thanks for the daily donation. Although I must say the Beard looks far more distinguished than the Tentacles ;)

Well New day same problem only this time no crash, no update. Sign out, Sign in, stats go from 8,18,70 to -10,11/77 and both parties are still running, plus as always stolen mining production increases from full production of over 7.7k with crime below 70% I get around 50% but when the stat for crime goes above 70% retained production drops back to 2.1k. So the problem obviously isn't with updates, it is far more random than that

You need to go to the sector and choose the product you want to produce. To speed up the process, you can assign a farmer to this sector.

PANDORIUM

I'm not sure how to get the beer and wine in production. I developed Sectors 1 and 2 on the farm, but I don't have any production. Do I have to assign people somewhere? People want beer but the Material and Product Inventories for beer stay at 0 (orange figure), and the new planting beds just look like dirt farms.

Focus on your colonists, food and mine production, banking and the market. Let the devs figure out this mess. Enjoy the game!

LordFoul

Who knows. If my food production is good, if the mines are producing.... its all good. this mood, loyalty, and crime are all just numbers to me. What counts is if your colony is getting better. Just saying.

LordFoul

It seems buggy to me. I get a immediate boost or a delay. and when the game crashes... who knows what you get.

LordFoul

I have 278 colonists. 32 Farmers, plus the two growing beer stuff and wine stuff. 32 Miners. 6 police (Int 24). 12 in allocation and the rest in breeding. I run both festivals twice a day. Things were starting to get better then somehow mood goes to minus 13, loyalty drops from 40 to 26 and crime starts to shoot back up. WHY?

Castinsteel

Both festivals running and mood is at -13. That's minus 13! Can someone tell me why? Is it a design flaw or a bug?

Castinsteel

Me as well my friend. Game crashes and stats go down. Time to weather out the storm.

LordFoul

Somehow it would be nice to KNOW what the devs really want. Like by giving something like a handbook... where the rules for the game are explained, so people don't have to resort to guessing... Just saying..

Maik Decker

Well that will teach me to think the game was starting to get stable/reliable again. I have been maintaining the game for the last 9 hours and it seemed to be going well. My stats had climbed to 8,27,61, I started to feel like I was making progress and could relax and enjoy the game again. NOPE game Loses connection and when I sign back in surprise surprise -8,10,78. Getting very sick of this.

Sir, you do realize this is not a company. They have real jobs and do this in their free time? Of course it will be fixed. It's been that way for years. Have a bit of patience. Unless your going to up your patronize to support them quitting their jobs.

LordFoul

ahhh, stay with it. 1 euro a month? lol. would you work for 1 euro a month? We are lucky they do anything with what they are paid! Maybe if we spent 10's of thousands of euros... we get what we pay for.

LordFoul

Yes I've stated that as well and was informed I must have citizens with nothing to do. Not the case, everyone has jobs. I've given this project a lot of time and support. I think the developers abilities don't meet the needs of the project at this point. I have no confidence that it will be fixed.

121 colonists. 31 Farmers (active). 23 Miners (active). 6 Police (15 to 20 int, still get trained). 6 children in allocation, no adults there. And 55 people in the Breeding area, with 7 or so being pregnant and the rest waiting to breed... which seems to make them criminal scum, because I've got 74% crime... So having people in the breeding hostel not yet pregnant - or male? - seems to produce crime.. which makes trainging people's attributes kinda impossible... which makes this "game" kinda... well.. dumb? I'm only paying € 1.- a month, but if this stay like this, it's gonna be ByeBye Pandorium for me...

Maik Decker

85 colonists, 92% crime/0% loyalty with 6 police, everyone has a role and I'm doing every festival. Something is broken with the system

I ASSUME the devs want a more deeper game than "Whoever has the highest population wins" That they want a colony with the highest quality of living. Myself, I prefer perfection over quantity. Just saying.

LordFoul

Guess they just wanted to piss us off good.

I have a serious question about the new mood and crime systems, what exactly positive do they add to the game? Every previous feature has added positive elements to the game, as far as I can tell there is no positive to this patch at all it just adds 3 variables we have to keep high to be where we were before the patch stability wise with no actual benefits and large costs in police training, time selling colonists, limits on colony size and costs to generate resources for festivals. Why would you add game systems that only punish players and not reward them in any way?

Can I make a suggestion?? - Surely one way of solving the massive ill will these latest changes is generating is to modify the parameters of an optimum civilisation so that it is still feasible to manage a 1,000 or more. I would suggest 4 changes with 2 of these being "simple" modifications to what is in place now. 1/ increase the number of "active" Police officers to say 32 like we have in farming and mining. 2/ allow us to accumulate "Trainee" officers so that we can Buffer some of the population and Train in the same way as we do elsewhere in every other group where active members cannot train. 3/ Soften the decay factors so we have more time to react before Anarchy takes over. 4/ Something that I appreciate would Not be as simple how about a mod that allows us to "Assign" Police officers to specific areas so they can bring them back under control.

Same here

General observation: I have 6 police Int 23. I run both festivals twice a day. Crime rate is 62 and Loyalty is 25. It's been hovering there the last couple of days. Hey Pandorium, how do I get my crime lower? I have 288 colonists of which only 15 are "free" in the Distribution zone.

Castinsteel

Possible bug: I have both festivals running. Colonist mood was 14. My connection dropped. When I logged back in mood was 0 and both festivals were still running.

Castinsteel

So you have a colonist with 7 intelligence: you train them to level 6: 12 INT 1% crime reduction. Train them to lvl 18: 24 INT 2 % crime reduction. lvl 30: 36 INT 3%, and so on.

LordFoul

Police mechanics. Who will experiment with this and give us all a clue? Not me. From what I see and read: I guess 1 cop handles 50 colonists, so 6 cops handle 300 colonists and keep crime to 0% in time. A cop with 12 intelligence decreases crime by 1%. So 6 cops with 12 INT adds 6%. So now you can manage 318 colonists. Mood increases will add to the number of colonists not committing crimes.

LordFoul

What i always liked was selectively breeding colonists to make better colonists. Training your stats just makes it so useless and a grind.

LordFoul

Too much training...too much! I limited myself to train to 30, now it's 25, now it's going to be level 20. It is too much time consuming to spend all this time constantly training colonists.

LordFoul

Well, while i would appreciate a focus on finishing what is already in the game over adding more systems to it as well, there is progress. And thats more than a lot of other adult game have managed :)

Menero

This "game" is taking a turn to the worse. Developement focus just seems to change randomly all over the place, looks like nothing is really getting finished.

ColdieHU

Updating doesn't affect that. At the moment, there has been no work related to the life of the colony. If you have a high crime rate, there will be occasional criminal events that you can see in the police station.

PANDORIUM

OK so here is a typical example of what is happening Every day. I sign in Midday Syd Aust time and my mood stats (after starting both parties) are 14, 11, 78. at 7.02pm my stats are 14, 14, 75. Then the system freezes and when I try to reopen I am forced to update to v 2.1.2.1 and my stats have dropped to -14, 0, 90 with the parties Still running??!! how the hell are we supposed to manage our colonies when this is a daily event?

couldn't Agree more

This is exactly correct. It was already acknowledged by the dev that we need an efficient way of getting rid of excess colonists, but before fixing that a mechanic is implemented that penalizes you for having excess colonists.

PC

Just to add why on earth did you expect us to have small colonies when literally every system in the game before this patch encourages large colonies: Weekly rating of colonys uses number of colonists as a major factor, Quests require sockpiling a lot of colonists to have the ones needed to complete them and are the best way to make cash, There are several achievements for having bred literally thousands of colonists, The massive randomness of stats for children from breeding means you need to breed a ton of colonists to get ones with worthwhile stats (I have 50 in the relevant stats for most of my breeders but still the child will have between 9 and 26 in that same stat). If you're going to change the root of how the game works you need to first change the systems that made large colonies that only way to play before the patch.

None of this should have been implemented without a much more friendly way to sell colonists. Seriously considering stopping my patreon support since clearly the dev cares more about pushing the game in this new direction filled with bugs and problems than actually solving the mess that colonist management is.

You are not alone. I have the same problem...

FEYADA

Since I always kept a small colony, perhaps it is players with larger colonies, trying to slim down, that there are problems. And be reminded: you were told this change was coming.

LordFoul

On my end...everything has been good (aside from the random freezing). I started with 15% crime, but now its 0% I have 6 cops with 22 INT. My loyalty is 86%. I do one festival a day (the cheapest one). I start each day with 400 colonists. I use the children for all the quests. and then I sell off all the grown ups. Leaving just a few colonists to train.

LordFoul

BIG PROBLEM: tons of material and product vanished in a few hours. I had been carefully building up stockpiles of resources for festivals, but hundreds of my stuff is just gone! I spent half a million in-game money to assemble the parts for beers on the market, which I then created myself, but now all that investment is wiped out. If this is because of crime this is way too severe. I have 3 unemployed people!

For me it feels like a not tested feature was implemented quick and dirty for whatever reason... Definitly a dissapointing update.

Lecoran

The bank page still does not come up and I cannot click back to town either. I have to close out and reopen. Freezes every time I go to the bank screen; none of the menus or data comes up just the background art and the return to town button. The menu button does still work though. Just nothing in the game works after going to the bank screen.

Nevets87

Hopefully is right. I personal feel, based on what has been happening since the start of this new functionality that it doesn't matter what I do , as soon as I turn the game off, or it freezes/crashes (which has been happening at least once a day since the updates) Mood goes negative and loyalty drops significantly. What is the point of trying to work with these new criteria if they are not stable/reliable and they are predetermined to penalise me at every opportunity. I started with a community around 3,000 and ranked constantly within the top 30 communities in the Pandorium table (even made it to number 1 for a short time). I have culled about 700 people so far installed 6 police with 5 of them on level 20 (Sergeants), I am throwing the 2 available parties Constantly (pretty much all day, every day). I have only Children in the Allocation bay (except when people are being allocated or reassigned of course) and yet as soon as the system crashes I loose about 15 on mood and 20 on loyalty (if not more). Now with the latest crash, and the installation of the latest upgrades, I have a warning that colonists are thinking of migrating since crime has climbed to 89%, Loyalty is near 0 and mood is at 15% (while I am running the parties. COME ON ?!?!? I am starting to wonder if you want Us to cull our communities or if You are trying to Cull the number of communities (especially as I am unemployed and cannot afford to be a patron). I for one will seriously consider chucking it in if I start loosing significant parts of my community for no value due to the aggressive introduction of what is still a faulty process. I haven't read anything that properly clarifies exactly how the system works. I bet not a single user can explain how the number of free colonists is determined. Of course it includes adults in the allocation area and presumably people in the mining and farming sectors who are not working but what about children? And How do you determine who is free within the breeding sector?? Before the programs starts causing mass evacuations Can you Please give us an EXACT explanation of who is counted as free AND give us time to discuss and recommend changes (if users feel this is impractical like for example the very valid comment of making sure children do not count as part of the free community) AND allow us to cull our communities at a Reasonable pace (ie not Fire sale ). Please consider instead of having all the mood functionality operating from day one, how about having it slowly phasing into full effect. Reset the Mood and Loyalty markers to 100% and slow down the demise so that we can get our communities in order over say the next month before the full implication of these changes takes effect. This is an amazing game with an incredible amount of activity, even for people like me who are not paying patrons. But please put yourself in the shoes of your customers/players and consider the changes you are implementing from their perspective, not just using a timetable. Give us the ability to understand how this new mechanism works and more importantly minimise its impact until you have ironed out all the bugs and issues (like the crashes causing chunks of Loyalty & Mood to disappear) and we have had the time to adjust to it. My Apologies if I sound annoyed as I appreciate the huge amount of work that has gone into creating this game and the stress I am sure you and your team are under at the moment trying to get this all running smoothly. But I am sure you can also appreciate any gamer gets upset when the game they are playing deletes things that have taken them hours and hours to accumulate. Cheers

Even when I have an equal number of colonists in every faction, and run both festivals every time I log in, and have 6 cops, crime still sits at 86%, loyalty at 2% and the advice is to throw more feastivals and to balance my colonists between factions. I've sold most my colonists and only have 130 of the ones with the best stats. I would sell most of them too, but I dont know if even that would work.

FooLord

My current recommendation is "A large number of free colonists provoke criminal... . Reduce the number of free colonists." My number of free colonists is 1. One underage colonist. (For the record, I suggest you remove underage colonists from Mood and Loyalty calculations, since there's no way for them to NOT be in Allocation.)

Note: In the Colony State Screen when you have "Minimal Crime Rate" it says "The PEACEFUL and PEACEFUL Environment in your..." ^^


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