Part 2 - The Great Fallout 4 Happiness Experiment - Settlement Happiness
HTML-код
- Опубликовано: 10 фев 2025
- My Twitch: / scotchandsmokerings - Mods Used: oxhorn.it/mods-... - Oxhorn's Free Fallout 4 Settlement Happiness Calculator: oxhorn.it/happi... - My Fantasy Novel: www.cloranhasti...
tldr: Beds must have a roof to gain full happiness. Unsheltered beds cut happiness derived from beds by half.
Synth settlers do not drag down happiness like robots do.
Cats, like dogs, improve settlement happiness by 10, but this number is divided by your total number of settlers. So 1 cat in a settlement with 10 settlers will only give you 1 bonus happiness. 1 cat in a settlement with 1 settler will give you 10 bonus happiness.
Bed type does not matter. Sleeping bags give settlers just as much happiness as beds do.
Even though food in a workshop, or provided to the settlement via supply lines, makes the food and water counter turn blue from red, it does NOT improve settlement happiness. To gain happiness from food and water, you must make the settlement self-sufficient, farming its own food and producing its own water. If you don't your settlers will complain about being hungry and thirsty, and your settlement will suffer a happiness penalty, even though the workshop has plenty of food supplied by the provisioners.
Defense above and beyond your food + water does NOT improve settlement happiness.
I think you forgot about the cat factor when you added that third settler to happiness went down so by removing that settler the cat happiness went up as well as the shop happiness
Hmm, so, in conclusion you get 100% happiness by: Having Food, water, beds and security, in addition to 1 shop per 2 resident or 2 pet per resident
Animal happiness = 10/per 1 settler
10 ÷ number of settlers = happiness from pets
Shop happiness = #/per 1 settler
# ÷ number of settlers = happiness from shop
(Some added data)
Does it have to be a tier 3 shop?
Shops is wrong since 6.67*3 actually equals 20.01, or 20.00 once the rounding errors are removed, and 20.00/2 = 10, meaning it would only be 90 otherwise. The extra 10 happiness is from having no unemployment (hypothesis), so having no unassigned settlers gives a flat 10 point boost to settlement happiness which is not divided by population.
Unscrappable beds: Press _and hold_ your "select" key--Enter on PC, A on Xbox One, X on PS4--on an "unscrappable" bed to pick it up. (The menu doesn't say you can, but the game lets you anyway.) Drop the bed on a floor section, store the floor section, and the bed's gone forever. I don't get console commands on my Xbone, so I have to figure out alternate methods haha ;)
Always do this with the beds that come with a settlement. Any settlers in a settlement that were there when you unlocked the workshop stop recognizing the existing beds as valid.
All happiness bonus calculations (everything over the basics of food, water, shelter, defense) are divided by the number of settlers you have. This includes cats, dogs, bars, and clinics. By the way, a level 3 bar only gives 30 points; the cat's still around and tossing in its 10 for the 40 you observed. (The level 3 clinic gives 20.) Fun fact: If you hover over an element that provides happiness in the build menu, there'll be a smiley face icon on it.
For experiments:
1. Do the raider tent structures count as shelter?
2. Does a freestanding floor section overhang (not a combined ceiling and floor like you used here, but a single floor section alone) count as shelter?
3. How much of the bed has to be under a valid overhang for it to count as sheltered?
Thanks. :)
No, the cat happiness was there already, and added to the calculation before the shop. Bars give the most happiness. Level 3 bars give 40 happiness. Level 3 clinics come in next, with 30 happiness.
Huh, okay. Looks like they changed the values; it was 30 and 20 at release. Thanks for the research... time to update my mental models for those things.
+Oxhorn (ClassyManIAm) I don't know if this is been mentioned but when you did your store experiment one of your beds was unsheltered, I don't know if this would've effected the happiness value.
thank you for this...I'm going to try this at The Slog...now I can build them a proper house..
Huge thanks for these experiments and your Happiness calculator spreadsheet. I used it and these videos to get Egret Tours Marina to 100 happiness and earn the associated trophy.
10 settlers
10 sheltered beds
12 food
40 water
153 defense
6 dogs
4 cats
3 weight benches
3 pommel horses
1 tier 4 surgery center
1 tier 4 trading stand
1 tier 4 clothing store
2 tier 4 bars
1 tier 3 bar
Good to know that you can use floor tiles as ceilings and it works. I have the HARDEST time with regular roof tiles sometimes! It's the most frustrating part of building for me.
(24:27) I think I see a flaw in you assessment of what is happening when you add a third settler to Longfellow's Cabin. You're still getting 80 happiness from food, water, beds, and defense, but the 10 points from your cat is now being split 3 ways, so you end up with 83.33 happiness. It didn't matter that the third settler was a synth, though. (And you figured it out 12 seconds later.)
Lord Runolfr Ulfsson dear God! Please don't split cats at all!!!
So... when you split cats, is that when their half-life begins? Do they have 18 of those?
Somewhere, Schrodinger is rolling in his grave... or not.
Won't know till we observe it. :P
@@terryfuldsgaming7995 In Dwarf Fortress, cats don't divide, they multiply until the resulting catsplosion breaks the very fabric of reality...
"What?! All my Settlements have sleeping bags!" -Oxhorn 2016
So the conclusion of this experiment is solitary crazy cat ladies are the happiest people in the world.
This video increased my happiness.
Thanks 😊
Nice to see a few minutes content among the adds
Synths dont decrease happiness, it was the happiness of the cat being divided by 3 that he forgot... right after he just got done explaining how it works lol.
He caught it. He still got shops wrong, though... and maybe unemployment.
Shops is wrong since 6.67*3 actually equals 20.01, or 20.00 once the rounding errors are removed, and 20.00/2 = 10, meaning it would only be 90 otherwise. The extra 10 happiness is from having no unemployment (hypothesis), so having no unassigned settlers gives a flat 10 point boost to settlement happiness which is not divided by population.
Best way to test this is 2 shops, 4 settlers, no pets, all needed food, water, security and sheltered beds. If 1 setter is set to farm 6 food, 2 settlers on shops and 1 unassigned = 90 happiness and then moving the unassigned to a scavenging station = 100 happiness, I am right.
YOU RE NOT DIFFERENT OF VAULT TEC! D: Experiment ing like this on your poor settlers!
You're incredibly right.
Got hundreds of hours in and 100% happiness is still a mystery... until now. Thank you!
Hope it helps!
I think you produce some of the best fallout 4 content, It's honestly not fair that you don't have at least double your current amount subscribers
Thanks mate, my subscribers are growing!
This was super helpful Oxhorn, thanks! Been watching your vids come up in my recommended for about a week or two- you earned a sub, man.
Thanks much!
Oxhorn
what is the mod or how did you get the Computer your using to see the Settlement Happiness ?
Is it a PC mod or on consoles as well ??
The mod is called Settlement Management Software. It's on the mod Nexus not sure about consoles.
It's also on consoles at Bethesda.net
You can get the console in the vanilla game - under electronic/misc I think. Though I think that particular model requires the Automatron DLC.
Yes. We needed this experiment, the all the settlement system needs more documentation to understand
Did you know that it isn't the settler happiness that is raised by cats. It is the cat's happiness that raises it. True story. But the cat in order to optimize happiness must ensure that their human slaves don't have any other humans to distract from their happiness.
housing - I'm a game developer myself and I think it just casts a ray from the bed directly up and if it meets any physical object it considers it "in house". So basically you can put beds anywhere with something above.
The happiness system is so clunky. Personally I don't worry about it, not even for roleplay purposes. If the settlement isn't so unhappy that they kick me out, they are fine.
ok what I need is a video about what decreases happiness. I have built amazing settlements, gotten 80+ happiness. then with no changes, I drop to the 50's! like no new settlers, no lose of crops, so no idea what is going on. I even had one settlement that unassigned everyone. I also keep getting these glitchs where the pitboy data says my 15 settler 150 defense bases suddenly have 27 people and 0 defense, and drops my happiness to 50. I go visit, and everything is as it should be, but happiness is still 50.
so in Fallout, cat ladies are the happiest
Maybe the cat jumped the happiness up so high at 16:50 because its considered that single settlers personal pet?
so my Visitor Center settlement has 2 people and 2 cats, 90% happyness...all I need is 2 more cats and we get 100%? right on..lol
I'm late to the party, but I believe your math is off regarding the store happiness- If it provided 6.67 with 3 settlers, then the total, undiluted happiness it provides should be 20, not 40. You saw a 13.33 increase because the cat's happiness was ALSO less diluted with the loss of the third settler.
20 for 2 settlers, meaning 40 overall.
@@hammadsheikh6032 Incorrect. Shops is wrong since 6.67*3 actually equals 20.01, or 20.00 once the rounding errors are removed, and 20.00/2 = 10, meaning it would only be 90 otherwise. The extra 10 happiness is from having no unemployment (hypothesis), so having no unassigned settlers gives a flat 10 point boost to settlement happiness which is not divided by population.
Best way to test this is 2 shops, 4 settlers, no pets, all needed food, water, security and sheltered beds. If 1 setter is set to farm 6 food, 2 settlers on shops and 1 unassigned = 90 happiness and then moving the unassigned to a scavenging station = 100 happiness, I am right.
I still can't get a 100% happiness. The closest I've come to is 95% I had bars n clinics, a few trade shops, three gym benches, 50 water/food, and 100 Defense. With 22 settlers.
I always put workout equipment in my settlements. But, always forget to add stores and bars.
This just goes to show the whole happiness system is broken.
well i have covenet filled with cats. 100 happiness. no water lol
@@imadethisaccounttocomment294 Impossible. Lacking either food or water caps max happiness at 30.
Didn't Surges say at having a roof over people's beds is preferred?
I really think the settlement building in this game was half-baked. Lots of loose ends. For example, the relationship between the food in the workshop and whether the food counter is red or blue, to me that hints at a deeper settlement building mode that we didn't end up getting.
they admitted it was never originally going to be part of the game but was so popular in preproduction that it was added late in the process so yes, it likely is half baked
Having food is not the same thing as producing food. If you have a weeks worth of food and no way to get more, you'd be freaking out because you'll starve... But if you have a garden, or even just a job and a store nearby, you'll be ok with it.
13.33 happiness increase? 3.33 of that was the reclaimed cat happiness, leaving 10. So, it may have 30 happiness, not 40. Remember, with two people and a cat you were at 85. So, that's 15 from the shop, assuming you aren't actually OVER 100. So, 15 for 2 people is 30.
You said that the settler had to farm the food, however you didn't account for the settler was idle (unassigned) before. To prove your theory you should assign the settle to a job before testing wether or not they need to farm for themselves. I don't believe it matters as long the settlers are not idle.
Cat in a box? I'm having science class flashbacks lol
Schrodinger's cat anyone?
TL:DR plus correction on shops (see *)
Per Settler
Beds - 10 unsheltered/20 sheltered
Food - 20, caps max at 30 if missing
Water - 20, caps max at 30 if missing
Defense - 20
Total = average of all settlers plus modifiers
Modifiers
Pets - 10 to total/population
Shops - 20 to total/population
No Unemployment - 10 to total*
*this is the only way we get from 86.67 for 3 settler to 100 happiness simply by removing the unassigned settler, since 6.67*3 actually equals 20.01, or 20.00 once the rounding errors are removed, and 20.00/2 = 10, meaning it would only be 90 otherwise.
I was wondering why my settlement happiness was getting low even when everything was right. So every settler divides the happiness which is provided by items other than beds, food, water and defense. Now I can finally get that 100% happiness target or at least try to achieve it.
Edit: Just saw him freaking out with dropped happiness when he moved synth settler here after making this comment. Please someone tell him Synth also love cats.
Edit2: I think I should watch the whole video before commenting next time. Love you Oxhorn!
Only thing he messed up was shops and possibly unemployment.
Shops is wrong since 6.67*3 actually equals 20.01, or 20.00 once the rounding errors are removed, and 20.00/2 = 10, meaning it would only be 90 otherwise. The extra 10 happiness is from having no unemployment (hypothesis), so having no unassigned settlers gives a flat 10 point boost to settlement happiness which is not divided by population.
Best way to test this is 2 shops, 4 settlers, no pets, all needed food, water, security and sheltered beds. If 1 setter is set to farm 6 food, 2 settlers on shops and 1 unassigned = 90 happiness and then moving the unassigned to a scavenging station = 100 happiness, I am right.
Thanks for these experiments, this will help me tremendously.
You're welcome!
Great vid! This should be used as the text book for getting 100% Happiness. Cheers!
Bat's nut bonkers? I've never heard that one before. XD
Well done - super useful finds. Answered a bunch of questions I had but was too lazy to experiment myself (I admit it). Thank you. XD
NO. THE CAT!!!
THE SYNTH ONLY DECREASED IT BECAUSE OF THE CAT
I loved this video. I am so bummed that robots decrease happiness. I built a couple for fun in sanctuary without realizing there would be a negative impact. This was a wonderful experiment!
thank you for using rigorous scientific method for games.
subscribed
Ever need to fake insanity? Explain some of this to some one who doesn't know what fallout 4 is or out of context ☺❤
Wait, so the ratio of pets to settlers needs to be 1:1 in order to get +10 happiness?
...no wonder my Red Rocket Cat Sanctuary always seemed to have the highest happiness out of all my settlements.
About that synth, didnt 2 settlers put your happiness to 85 due to that cat!? if so, isnt 83 right enough?
my thought 100%. the cat went because of settlers from giving 5 from 2 settlers to 3.33 with 3. sorry for being a bit late though.
conclusion. synths do not decrease happiness
I was literally coming down here to say that
Almost said it myself... But Ox caught himself. He messed up shops, though.
Shops is wrong since 6.67*3 actually equals 20.01, or 20.00 once the rounding errors are removed, and 20.00/2 = 10, meaning it would only be 90 otherwise. The extra 10 happiness is from having no unemployment (hypothesis), so having no unassigned settlers gives a flat 10 point boost to settlement happiness which is not divided by population.
Best way to test this is 2 shops, 4 settlers, no pets, all needed food, water, security and sheltered beds. If 1 setter is set to farm 6 food, 2 settlers on shops and 1 unassigned = 90 happiness and then moving the unassigned to a scavenging station = 100 happiness, I am right.
how about if you add weight benches, pommel horses, and flower pot decorations will that improve happiness
Very smart man! Just gonna put kitties in all my settlements!!!
sooo whats the minimum happiness i should aim for, and can i bombard my settlement with cats and bars to push it to 100% happiness?
or
have 1 settler and 2 cats in each settlemen ?
( (PN X 10 ) / SN ) = H Key PN = Pet number or how many pets, SN = Settler Numer or how many settlers you have, and H = Happiness
I know this Video is over a year old, but I thought I would pose an experiment. I tried making a settlement (w/out mods) reach 100 happiness for the Achievement. Going through the Oxhorn Happiness Calculator, I have a Sunshine Tidings with Population 2, 1 Farming (producing 6 food), 1 operating a Medium Bar. Water pump for 3 Water, 1 turret for 5 defense. all 7 of the original beds are moved into the dining hall for shelter. 20 Bench Presses. Happiness 60% flat. Calculator suggests 100% Fast Traveled, slept for 2 days, no movement on the happiness. Store 5 beds happiness jumps to 68% increasing. What's going on?
Since I am sure people aren't really looking to chat about this here, where can I discuss this better?
I am interested and have no idea where else to chat. I am having different issues. I have max beds, crazy defense good water and plenty of food. lots of shops, happiness at 80. then suddenly its dropping and I get back to it its at 56. I need to find what would cause it to drop after it is already reached 80 if nothing is changing.
THAT WAS INCREDIBLE!
It completely threw of my writhing!
Okay, that explains everything. I have tons of robots at couple of my settlements so that is why happiness is dropping at them. for now on I'll be sure to keep only 3-4 robots and rest settlers instead of like 9 robots and like 5 settlers lol
Robots hava a max. happiness of 50, no matter what...so having robot(s) in your settlement will drag down your happiness..
[SOLVED, SOLUTION BELOW] Don't rightly know what I'm doing wrong, but several of my beds always count as unsheltered, doesn't matter if I place them inside pre-existing buildings with proper roofs, or within my own shelters (with 100% okay roofs). I've tried to figure out what affects it in my gameplay, but the problem seems randomly consistent. So as for me, I just gave up on the idea of having sheltered beds for now..
What solved it for me;
1) Beds that aren't specifically designated to settlers are marked as unsheltered (for whatever reason).
2) It can take quite a while before beds are auto-assigned to settlers. I also had Cait with me who had that particular settlement marked as her home, so I had to "send her home", assign her to a specific bed, and re-recruit her. First then was that bed marked as sheltered.
3) Even after reaching sheltered-status on all my beds, I had to fast travel to the other end of the world and back again, before the happiness target number was updated. It was not enough for me to hang around at that particular settlement.
The reason why the happiness was neutral when the food bar was red, it is because the setler probably has food in his inventory. Most settlers do have. But when they consume their food and you didn't provided a steady food income, expect a major happiness drawbacks.
No, the settler did not have food in his inventory. The game does not check NPC inventory when calculating happiness.
Thank you for doing this. I tend not to do much with settlements until after the majority of quests are over; more of an end game thing I do. This gives me a few ideas on future settlements as I am doing a second playthrough currently. Previous playthrough I did most of the faction quests but sided with the Minutemen and Railroad. Still not certain what I'll do this time around but while watching this, I wanted to through out a question for either yourself or the community to answer:
Can you run/role multiple playthroughs? IOW, playing one type of character and another. When I try, it tends to mess up my saves so I've only gone with one type of playthrough after deleting old saves. I don't keep older saves because I add different mods after every playthrough and that tends to make older saves unplayable; similar to skyrim.
Thanks again for an excellent channel and putting a lot of time and research into the answers you formulate. I look forward to more.
22:25 - *shotgun reloading sound* KILL EVERYONE, WHO'S NOT HAPPY ENOUGH!!! :)))
the weights and gymnastics bar adds happiness also
Poor settler dieded in transit to new homestead. (sniff) She needed protection. Now she's mutiemush. They must burn!
Bars vs. other types of shops, I saw in a video that bars generate more happiness than other types of shops.
If you right mouse click on pipboy, it will zoom it.
Maybe you cant have a dog trap on far harbor because Erikson sells dogs readily. Theres no dedicated dog seller in the commonwealth.
the reason supply lines won't affect happiness is most likely because bethesda did not add a happiness modifier to it. Because sure they are getting food and water from settlements that have an abundance It's still a short term solution to whats a long term problem. Say a provisioner got attacked and killed during its caravan trail to it's destination. Thats a Settlement without food starving untill another provisioner can be sent. Not saying that its a game mechanic that happens. but thats my thought. I think having Supply line food and water is only meant for outposts that arent supposed to feed itself. Like for me who only have coastal cottage, outpost zimonja and other settlements like that as a Minuteman outpost to have the artillery tower and flare help. I don't think it's very appropriate for them to focus on anything but scouting their surroundings and defending the nearby settlements from raiders and other villians. So I usually just equip those with 2 guard stations to protect the two points of entry aswell as an artilerry tower. And then 5 settlers serving as minutemen. And they usually only have a fresh water pump for emergency water. I like to think they can hunt or forage for food if a provisoner gets attacked :)
The other reason your happiness dropped so much, splitting the cat happiness due to another settler should only drop the happiness by 2 not 7, but you didn't give the new settler time to assign to a bed.
Thank you.
That one dude is just a serious cat-lover :D
The food and water provided by supply lines do increase happiness. I have several settlements that only have one provisioner, but since the supply line is connected to other settlements that produces extra food and water, the settlements with one provisioner all have 80 happiness. (Yes, I built beds and defense turrets for them even they actually don't use them)
But I would like to see the experiments on how happiness affects your settlement producing food, water, scraps and caps.
22:32 Are you sure it is because of the synth??? :D
Kick longfellow out of the settlement and it should jump back to 85. (because the cat's happines bonus divide)
LULz... 24:32 Took you long enough :D
So basically... Overpopulation is an issue even in the wasteland. People are better off alone without sharing resources. :)
Hey Oxhorn what settlement management mod r u using???
Stellar! Thanks, Oxhorn.
Would a ratio of one pet to settler bring happiness up?
It makes sense that there would be a positive having sleeping bags under a roof being the requirement for higher happiness. Just look in Diamond City near the farm and abbot of the wall. Some of the residents sleep just under a roof in the open.
I mean Diamond City isn't a settlement so it doesn't really need to play by the same rules for happiness...
+TheRealPentigan maybe not but it gives an idea of how to set up settlements.
You missed a tricky point when adding food and water. Without both food and water, the max happiness is 30 (regardless if you have defense, cats, etc). So when you added water it appeared to add more happiness than it actually did. Food and water are both worth 20 each.
I learned a lot from:
www.reddit.com/r/fo4/comments/43rcts/the_math_behind_your_settlers_happiness/
If you do a part 3, you could find more things in the above article to test.
Thanks. The point of this experiment was not to find out exactly how much happiness food and water added (which is why I didn't test water), but rather to find out whether or not you got any happiness bonus at all from food and water in your workshop, or connected to it via supply lines. I proved that you do not.
It's a shame that the settler patting is so bad. These guys can't climb stairs, which sucks, as in My Nordhagen Beach build has a hotel, and they can't climb up the stairs to the beds.
do goul settlers need food or water for their happiness?
i think rain could be inside/outside indicator, there are clean and wet surfaces and raindrops under the roofs and without them
Yes also do mirelurks and creatures like that! i love mirelurks. my spectacle island is mirelurks!
ALL OF YOUR VIDEOS ARE BRILLIANT INFORMATIVE, SUBBED :D :D :D
ur happiness target was 85. so u lost 2.5 happiness with a synth
The happiest settler is the crazy cat lady lol.
I know I'm late to the party, but did you ever do this for vault and nukaworld dlcs?
what does happiness do
great experiment hope you keep them coming very injoyable so how many shops would I need with ten to 20 settlers or animals or both!
My Settlement Happiness Calculator can answer that question for you: docs.google.com/spreadsheets/d/1NB6Owz4NHjl_xnGhe8VlMK2kEDgy6wpZzRFFeUWIvhQ/
Thanks!
What do deathclaws do for your settlements happiness??
Esettler was unassigned when you assigned to food witch would boot happiness
No, unassigned settlers do not harm happiness, as I demonstrated with my first video, see here: ruclips.net/video/f1dLyMqLydA/видео.html&lc=z121gju4vwm1ittzc04cinjihwubsf14lp00k
:28 freaked me out thought I heard a real rodent lol
that is incorrect about the shops. It only went up by 6.66666 when you 3 settlers and one assigned to it. but it went up by 20 when you had 2 settlers and one assigned to the shop. If it truly was 40 increase then you should've been at 93.3333 with 3 settlers. So I think your variables got a little goofed up and something else was going on when you removed that settler. Possibly the cat? not sure but i would recommend redoing the experiment with no other possible variables.
Hi, do you use any of the settlement mods with this experiment? e.g. homemaker... and thanks for the great effort in your experiments and sharing it here!
Although defense doesn't contribute to happiness, does having defense above and beyond your food and water still decrease the likelihood of having settlements attacked?
try this. Level 4 merchant versus average settler as shop keeper
for happiness
Thank gord! I about had a heart attack at the synth thing. XD I like synths. Also, any way to remove the happiness cap from robots?
so basically no food share, i was actually thinking about making a farm settlement, lol not anymore
Yep, I know many players who do. These are disappointing results!
Great. Just great.
correct me if I'm wrong, but unassigned settlers impact happiness. So when the happiness went from 20 to 30, that could have been because the settler was previously unassigned.
This was based on what a RUclipsr said a while ago. It may have been Generikb because around that time I watched him, but based on this video, this doesn't seem to apply, unless it is because of an update, or that longfellow is a companion.
For the longest time, I thought that unassigned settlers impacted happiness. In fact, in some of my earlier settlement videos, I even say that unassigned settlers impact happiness. However, I discovered in my first experiment video that no, they do not impact happiness. This was confirmed when redditors decompiled the happiness code, and proved that unassigned settlers have no impact.
I have a question; if you have a settlement that had farmers in it by default (Greentop Nursery, for instance, has two people that farm Mutfruit when you find it), do those settlers have to retain their farming jobs to remain happy, and do they lose happiness if you re-assign them to a shop? I was trying to get 100% at Greentop, and I re-assigned one settler to a bar but happiness was stuck at 80%. I then added 4 more settlers and assigned them all to bars, but happiness stuck at 93%. Finally, I re-assigned the farmer back to farming and brought in 2 more settlers to work at a bar and I'm now at 96% and rising.
There something off with you bar math. If it were 40 and followed the same rules as pets then you target with 3 should have been 93.33 either the formula is different or something was polluting your results.
The math is right. The bar experiment took place without a cat in the settlement. (Remember I said I reverted to a save before the cat).
+Oxhorn (ClassyManIAm) yes I saw that and looking at the decompile of the math I agree with your conclusion but your 3 person test had a problem. 80+(40/3)=93.33 not the 86.66 result you got
i did notice that only 2 beds where sheltered for the 2-3 person bar experiment though. That would have skewed the data, right?
You seemed WAY too distraught about the sleeping bag thing
It would have changed my life for the worse! Irreparable harm!
+Oxhorn (ClassyManIAm) with the beds i would like to know if happines is 20 with them i trailer or busses
Interesting video , thanks for the info !.
do you think you could do more research on murder or settler deaths? thanks
what about the furniture that create happynes like the bench with the weights and the pomelhorse. didnt see anything about those
Wow at the start of the video that shot looks so dark and nuked up.
Does purified water offer better happiness then raw or "dirty" water. Inquiring minds want to know...
Yes beacause the idea that when you have no water is that your settlers are drinking but it's not clean water
I thought all water was clean water... Also, why if my face falling off?