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Found 14 results

  1. So one thing I always liked doing is making characters that look like me and my friends, or making them look as close to us as we can based on the avatars shown. Well I won't give a speech on making the avatars customize-able in some way, regardless of how neat that would be, but instead, I will simply ask this; Why would you make certain characters have one set stress response?!?! I used to try to make each of my people only destructive people and at times that made it hard cause I'd end up with one character only and REALLY need a new Dupe, but only get the chance to get destructive people.....forcing me to either choose someone destructive, or restart in most scenarios. Well now, the character I chose a MY sprite (Nikola) and the one I set as my Fiance's sprite (Bubbles) are forced to be destructive and a binge eater. I really dislike this because I get that it will make the game harder, but now in my opinion the game is becoming more stress inducing than it's really worth...I literally end up with 3 of my least favorite avatars and I have to re-select those 3 or so avatars when I need/want a new person in my station and that's IF they are worth getting!!! None of them look like anyone I know (and I get this seems really petty, I do) but that was a big part of the fun in this for me, the total randomness of each character, Nikola #1 could be a angry ****** while Nikola #2 was a puke machine that is stressed by and disgusted by everything, and I was hoping for Nikola #3 to be a Whiny cry-baby.....but now I get Nikola being nothing but a angry hulk nonstop This has taken SO MUCH of the fun I had, and I hope Klei will undo this and make it randomly generated again. I've barely been able to even test the new stuff in game because I can't gather the people to make enough progress to get anything done!! Because people are always either eating EVERYTHING or breaking EVERYTHING, thus making people spend all their time fixing things, then breaking what they fix, just so someone else can come fix it again -_- It is so annoying that I've rage quit more times than I care to admit. At this point I'm just waiting for the next update so I can see if it's fixed, cause I don't know if I can even play it at this point, which is terribly disappointing, because previously I Loved this game. ~ V
  2. Right now, the creativity trait can only be used for art, but you could try and add instruments and songs which would also be affected by it. If you creativity is low, your stress and others stress would either decrease from the bad songs, or increase slowly from the not good songs. Whichever choice sounds better. If it is high, the other dupes will start to enjoy it and it will lower stress. Instruments would lower stress, but increase stress of people who can hear it, unless they have high creativity. If multiple dupes are playing instruments, they stress would lower quicker than if it was 1 person, and people around them wouldn't have lowered stress since they sound better than instead of being solo, but they still wouldn't gain anything unless there creativity was high. Another idea for this would be have dupe's have their instrument preference, or have 1 instrument which can sound like them all, which looks like a combination of a bunch of them instead of making designs for multiple of them, and scrap the preference idea. You could make a microphone building, which broadcasts music to speakers, connected via a new type of wire, and have everyone hear them to use that as a way to lower stress for everyone, same could work with the rest of instruments, but they have to have a separate mic. I am fairly new to the game, and haven't gotten all that far surviving until cycle ~50 before I realized I couldn't live any longer with how things were going, so I am not sure about if this would be good or not.
  3. I had thought about this a while ago but never got around to posting it. Sometimes, when I get stressed, I end up yelling and complaining to others who have nothing to do with what's stressing me, and end up stressing them too. What if that was a stress reponse for a dupe? He's start yelling out loud and complaining, making nearby dupes start to get stressed out too and trigger their stress downsides. I'd just love to see the animations of an angry dupe stomping around complaining and the others deperately trying to cover their ears, annoyed.
  4. There should be more ways to counter stress. Not that I don't like the massage tables they just get boring after awhile. Giving my dupes a break room where they could play an arcade cabinet or a bar where they could drink fermented slime/bristle berries would be awesome. I would love to see any other ideas you guys have.
  5. I just made it to 250 Cycles. I have really loved this game so far as it has truly scratched the itch for running an efficient ant colony. I thought I would share some of the choices I made that I think might serve you well if you too want to go for a super efficient play style (with the game mechanics atm). I realize that play style may not be up your alley - but there might be a gem of two below that could help you understand resources or a set up that might make your life easier. On with the screenshots Base at Cycle 250: Base at 125: Base at 72: Things I learned: Base layout - keep in mind where gases are going to go if you produce them or let them go in your base. Highest to lowest is are as follows: Hydrogen, contaminated O2, 'clean' O2, chlorine, Co2. (At least so far...) This can help you as you can harness a little power off of Hydrogen later in your base, as you see with my hydrogen pump and generator, at the top of my base. The hydrogen is being produced from the electrolizers at the bottom of the base. If you also leave a pit or hole at the bottom of your base Co2 tends to just float to it with no real to deal with it. 'Best Resources' - I almost named this post Sand > Contaminated water as I didn't comprehend how essential sand would become... So for me these are the resources: Water > Sand > Contaminated water > Algae > Slime. Water is really O2 for me from electrolizers. Sand filters Contaminated water mid and late game to keep O2 production going. Contaminated water will become your largest source of water if you start hunting for it early. Algae and Slime (which you turn into Algae via tech) are good early and mid game BEFORE you can make an electrolizer. As you soon as you can make that get rid of your algae terrarium immediately if you can. (More on why in a bit) Food - Rush mealwoods via planter tech. As soon as you have these going in good supply stop cooking asap. Seriously. They will eat the meal lice with out cooking and cooking is just another sap on your water supply. Get the tech for the planter, fridge, and meal table and your food job is done. O2 - There has been a ton of posts so far and I agree that electrolyzers are THE way to go. I played with algae terrariums for a while and hunted algae and slime like a mad man but the pitiful O2 output for the price of water is way too high atm. I have had two electrolyzers running oxygen in by base I think for over a hundred cycles. Stress - I think at cycle 40 things start to get out of control with stress. Keep in mind your dupes have been digging like mad men and women for a while so they are 'dirty' and 'grimy'. Even with a shower, lavoratory, and personalized massage tables for my dupes the ones at 100% stress are too much to deal with. Do keep in mind I take only 'destructive' dupes as the 'vomit' ones are a stress juggernaut waiting to happen. For a while I just let them break machines and simply rebuilt another allowing the first broken machine to remain broken as they often attacked the same machine over and over again and would often leave many other machines alone. SO I finally started euthanizing the worst of the worst in a Co2 room I made at the bottom of my base. In the picture below, you can see I would use 'move' to place a stressed out Dup in the room while another would come eventually when I put a 'close' order on the door. All the tombstones in the picture above are the result of 'maintaining a healthy colony stress level' ;P Water filtration - the set up that is almost necessary for long term survival is a water filtration system to handle contaminated water. As I said above water is O2 so once you run out of water you are finished with the current game mechanics. So as soon as you can start hunting for contaminated water - probably something to keep in mind when hunting algae and slime as all three tend to be together. The image below is a set up I used in two bases. The idea is to pump contaminated water from the outside of the base (assuming you have a liquid pump to bring it in) to a pre-built room to handle exterior water(s) and the contaminated water you will produce from a shower and lavatory. This contaminated water is brought to another room to a water filter and then the clean water is available in a separate reservoir via a pump for your electrolyzers, shower, lavatory and other clean water purposes. Water filtration is the key reason sand is so very important as it is the only filtration material used at the moment. Power - Sadly the mouse wheels are really the only 'good' way to go super late into the game. Yes Coal is amazing but finite. Do keep an eye for it and grab it when you can but by cycle 150 I think most of mine was virtually gone. Hydrogen is technically 'good' but you can produce enough on purpose from electrolyzers to sustain a base long term without destroying your water supply. In my top most image you can see a Hydrogen pump and generator used at the top of my base as hydrogen naturally rises to the top to harness a bit of power off the hydrogen. Those are really there to filter the hydrogen out of the breathing space of the base though - not as a long term means of power. Research - Don't charge down the tech tree(s) without regards to what your base needs. Personally I found no need for any of the techs in the third tier. This might have been because of my base layout that kept in mind the gases properties so I didn't need any of the odd things at the end of the tree. Liquid and Gase pumps, Air locks, water filtration, and the basic techs were about all I needed. You can keep doing techs you don't need BUT they will destroy the amount of water in your base. The third tier of techs require boat loads of water - just don't do it you are trying to be efficient. Suggestions for the game and fun bugs - 1) For gods sake, add an 'auto harvest' function to the planter. I just spent 250 cycles mindlessly clicking on these to be harvested. 2) Bottled contaminated water can't be removed in your base when you 'sweep' it. I have bottles from disassembled machines here and there in my base and my ocd for a clean base is killing me with these bottles just sitting there 3) If you reload a game - the gas pumps particularly connected to a hydrogen generator perform the animation of pumping but the pipe(s) to the hydrogen generator are 'empty'. If you break down and rebuild the gas pump after a re-load it works properly. -------------------------------------------------------------------------- Hope this gives you ideas if you are shooting to be 'efficient' - for myself my water is enough that I might make it to cycle 300 but I think I'll dig for the edge and hope to send my dupes out to space. Next colony I will shot to add a Dup every time they are available and see if I can manage a giant circus of colony without euthanizing poor Dupes like Neil above. Thanks Klei, this has been a great game so far with alot of potential for fun times in the future.
  6. Another method of stress reduction: use the apothecary station to whip up medications that reduce stress. Each chill pill reduces stress by a few percent. Requires ice as an ingredient
  7. So new to the ONI forums, but been a long time Klei fan. But anyway, here's my idea: Beds (yup, just beds). Next step up from cots, it lowers stress while they sleep, or possibly just gives a positive stress modifier "slept well." Cost: more resources, including more difficult to get resources, like fabric/cotton, higher technology. Benefit: better sleeping conditions, and thus stress relief. This is a pretty basic idea, so sorry if it's already been suggested, but yeah, lemme know what you think.
  8. As you well know, or dont..there are only 2 stress responses currently. I had an idea for more so here they are : 1) Stress eater, when dupe gets stressed it starts eating massive amounts of food."Stress eating". 2) Stress striking, dupe refuses to do certain tasks, preferably tasks they are good at. "Duplicate is on strike".The higher the stress level the more tasks they refuse to do starting at 70%. When it reaches 100% dupe starts running around like a crazy person holding up a red sign "on strike". 3) Stress exhaustion, dupe randomly stops doing what its doing and bows down to breathe heavily (somewhat like when they are out of oxygen). Furthermore dupe is unable to carry resources and its movement speed is slightly reduced. if you have any more ideas post them down below.
  9. If dupes are idle, they should just naturally move to and congregate in high-decor areas rather than standing around becoming miserable in low decor areas. Or is this an intentional effect to encourage keeping the dupes working?
  10. Add a punching bag in the game, so the dupes that are stressed may turn there anger on the punching bag for a while, instead of the machines. I am not saying it should replace the "Lashing out", just reduce it a bit. And while I am on the subject, would be great if the dupes tried to reach the toilet before they "Stress vomit".
  11. So, as everyone knows, you can't prioritize personal hygiene and basic needs. Well, we kinda need this to happen. There's so many situations where this applies. We can't prioritize stress, so dupes will break stuff and vomit even if they could just go to a massage table to calm down instead. We should be able to make them prioritize stress relief with a slider for a danger level - for instance, if at 80% stress go relax at massage table until at 20% stress. Setting priority levels would also make it possible to control if they would neglect completing a task for their own stress management or always finish up first. Also, prioritizing taking craps before sleeping and eating before taking craps would make it so that they stop getting up in the middle of the night to go take a dump or having a snack. And eating before taking a dump would mean less dumps. Could be handy for hoarding fertilizer in composts. And taking a shower when you feel dirty before work is infinetly preferble as far as stress goes but also consumes more water. Sometimes you want one, sometimes you want the other. It'd also be nice if you could tell them to clean up vomit automatically, which would also have a priority (I.E stop leaving work to clean up vomit!) Overall, we need more priorities.
  12. This was a pretty popular topic during the last Rhymes With Play stream, and I think it has some great potential. Now, the fart jacuzzi doesn't necessarily need to be bubbled by farts (I suppose it would just make it a regular jacuzzi), but I think the idea would add quite a bit to the game. Perhaps it's an idea that could be supported with the use of jets. Jets could be used to force chlorine through contaminated water as a sanitation method, or CO2 through clean water to make soda water (perhaps the bristle blossoms could be used to flavor the drink, and it has either an energizing or stress relief affect when consumed). If a player builds a jacuzzi, where jets are pushing oxygen through hot water, it could provide stress relief and give a cure for the sore back debuff (common for narcoleptics). These are the only ideas I have off the top of my head, but there are a lot of possibilities that jets could bring to the table.
  13. After another batch of thorough testing, i'm pleased to bring you; The Ultimate Guide to - STRESS! First, let's start with the buffs and debuffs, and their real effects: Buff / Debuff | Tooltip | Actual Change Low Decor : +0.02%/s +0.0167%/s High Decor : -0.02%/s -0.0167%/s Full Bladder : +0.05%/s +0.050%/s (Max Duration 1/5th cycle) Sleeping : -0.03%/s -0.033%/s (Duration while sleeping or using massage table) Mourning Death : +0.03%/s +0.033%/s (Duration 1 full cycle) Relaxing : -0,07%/s -0.067%/s (Duration while on massage table) Stepped in Cont. : +0.03%/s +0.025%/s (Duration 280 game seconds / Just under half a cycle) New Friend : -0.03%/s -0.033%/s (Duration 1 full cycle) Making a Mess : +0.08%/s +0.075%/s (Duration 7 to 8 game seconds) Narcoleptic Sleep : -0.03%/s -0.033%/s (Duration Permanent) New Hope : -0.03%/s -0.033%/s (Duration first 3 cycles) Interrupted Sleep : +0.05%/s COMING SOON! Smelled Putrid Odor : +0.02%/s COMING SOON! Red Alert! : +0.08%/s +0.075%/s (Duration while in Red Alert state. Ends on toggle off) What doesn't effect stress? Heat. Although the wiki, and other sources suggest otherwise, it doesn't. Hunger. Although the wiki, and other sources suggest otherwise, it doesn't. Lack of Oxygen. Although the wiki, and other sources suggest otherwise, it doesn't. Hygiene. Illness. Something to note, is that although decor does effect stress, it takes a fair amount of negative decor to actually give you the debuff. Often times you can only reach this value with dead bodies, and clutter. Your "Decor" Stat (which is different to the decor value of the area) can sit at 0 without getting the debuff. A dupe with 30 decor expectation, will happily sit in an area with a decor rating of -135, and a decor stat of 0, without getting a debuff, as an example. What happens if my dupes are stressed? Once your dupes fall into the stressed state (stress above 60%), they have a chance of enacting their stress response. This will either be "Destructive" or "Vomiter". You can see which response your dupe has in "Stats - Traits". Although the tooltip says your dupe will need to reach 100% stress to have a "Nervous Breakdown", this is not true. Once your dupe enters the "stressed" state (above 60% stress), they have a random chance of enacting their stress response, which works out to an average of once per cycle. This is the same no matter if your dupe is at 61% or 100% stress. A destructive dupe will break a machine, but wont break anything that has been flooded. A vomiter dupe will vomit 20kg of contaminated water. Notes : The sleeping buff is not applied when narcoleptic dupes fall asleep. The sleeping buff IS applied to dupes using a massage table. The Making a Mess debuff is not applied when vomiting. The New Friend buff is not applied for debug spawned dupes, only those that come from the Printing Pod.
  14. *Klaxons blare Dups start running double time boys n girls, I think ill pull this one out of the fire this time!* How wrong I was >< I feel like the images below will speak mostly for them selves, take a look! also feel free to pick apart my failed base or enjoy my pain on the colony of; The Once Hopeful Spacerock. Its actually name not a post edit, this game after all especially now, in earrrrrly Alpha is a Sisyphean task at its finest! Still love the game but my god I cant wait to see someone else rage over this game on youtube. You would think Dups would wake up when the alarm goes of during siesta The funny thing is I cleared them out before hand, even reset the priority in case of weirdness o~o Even stranger, Dups doing there best to avoid ANY tasked work. I had cleared the board of any blueprint or job I didn't need done. Lowering other prioritized actions as well. I DIDNT EVEN NEED Slimes for anything at this moment O~o The mine tags ignored at 9 while random sweeping started These dups maybe were half baked again. Maybe later ill fully bake one or fry it... I should defrag the bio-printer-portal device. Or maybe just shoot them. More off to join nap time! but but why 'O~O, The Button even says they will ignore their own well being to carry out tasks, and could use a mention of adding stress over time rapidly as well...I was worried to hit it having no clear idea how much back lash it would bring. Its very vague, could have been a 20% add on then several minutes of hard work over time or idk, its nondescript. It will get them to staff and make food but not actually eat it.. Spend so long futility digging they drown, or suffocate, starve, even as i hear pop stuck Dupes free from tiles! But these Dups felt like chilling out. Something the stress multiplyer will surely negate if not still add to the stress. AND MORE JOIN THEM HALF WAY INTO THE ALERT Maybe 1 of them was max stress so don't go blaming that. Ill assume its some wired error in the priority controls or something programy sounding. Im surrounded by bugs today, I cant even get ride of this underline im seeing on the txt. Other things -I hate algae and anything involved with it. We need threshold controls on terrariums[and more] to avoid having half a colony rush to all fill it with 36.4 G water each all at once. really cutting into my reserves. -Slime distillation is laughable at its output the pollution alone makes it seem worthless to invest in, ill find an algea free base design before i build a series of them to try and keep up with just a few converter or terrariums. using slime to farm off toxic gas>O2 seems more worth the effort to me. -Subdue or even execution order for Dups, one gets violent knock em out, Super sick some ginger or like to stave off the vomit train a bit -Vomit farming exploit might be possible, lock a few in the right place with just enough to survive in pain and pump off the 'profits' -Dungeon keeper like hand to slap them around some, might stress them but not me >:D -Soylent-Dup... >.> could use that hand to bat one into a hot fry oil the others wont realize it im sure. They think dirt goo is food, meat of any kind would be a pleasant change. Dup! Tastes like chicken they say! -Critical failures. a Dup at 0 or 1 should maybe fail really bad sometimes. Dup at a fryer falls in and get some fresh meat a good 150lb of 'chicken legs' Working a marble block, it snaps off crushing one alive or maiming them forcing you to nurse them for ages. Athletics, trips maybe falls into a pit or somehow gets centrifuged by the hamster wheel! idk could be lots more terrible things to happen DS/T is well and GrimDark it wouldn't be out of place here either.