OSB morale

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OSB morale

Postby Loke » Sun Oct 02, 2022 2:00 pm

I noticed my OSB morale was slightly higher than 60%, which I thought was max (not using neurostims). Never noticed before, but the comm array has a tertdraw and therefor "0.044% of ambitious colonists are satisfied with their employment", which usually should be 0. Im building another 400 comm arrays on OSB now to see how big the effect is. Has anyone else tried building lots of comm arrays?
They also need 300 workers, so its a nice additon to the sewage output as a bonus :D
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Re: OSB morale

Postby RAM » Sun Oct 02, 2022 3:26 pm

This is interesting. I will be interested to hear what you find.

I run 42% morale on my OSB. Never really worked to get it up since I do little production in them. How did you spin it up over 42%?
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Re: OSB morale

Postby Loke » Sun Oct 02, 2022 3:37 pm

RAM wrote:This is interesting. I will be interested to hear what you find.

I run 42% morale on my OSB. Never really worked to get it up since I do little production in them. How did you spin it up over 42%?

100% food security
100% housing security
100% employment security
62.5% health care
(60% hospitals (of 60% max); +10% basic medical supplies; +0% from advanced medical supply shortage; +0% from doctor shortage)
100% social integration; trending towards 100% from socialisation buildings

Also beer, cigars and wine.

To get OSB hospital to work you have to give the NPC order with the OSB first in the command and a colony with plenty of hospitals second: trade between OSBname and colonywithHospitals
viewtopic.php?f=4&t=3402&start=10#p32072

You can use PQ class 18 on NPC Levs, or 2x 17 is easier since they can be moved with a player ship.
It will take a while before OSB hospital start to work, since it only updates during the daily batch update on the server. So you might have to wait 24 hours after the NPC has done its first run. If you dont reach 60%, the PQ capacity on the NPC might be to low, add another NPC with more PQ capacityt and wait another 24 hours to see the improvement.

If anyone lacks a colony with lots of hospitals, you can use "Fat but smart" in Menzel 3, which has plenty of hospitals as it was buidlt to jsut produce lots of sewage. Give a NPC with PQ quarters the command "Trade between yourOSB and but_smart" and it should work


RAM: I sent a NPC to Tigs Treehouse, you should see a nice increase on moral there tomorrow
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Re: OSB morale

Postby RAM » Sun Oct 02, 2022 5:07 pm

I use cl 10 PQ on most all my NPC ships. It doesn't take up too much cargo and seems to give plenty of hospital.

I will try to reverse my NPC commands one a few and see if that does increase the hospital.
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Re: OSB morale

Postby Loke » Mon Oct 03, 2022 12:08 pm

RAM wrote:Here is the morale of my MP OSB. I have no medical imports. ALl my NPC were colony to OSB orders. I will switch them all now and see if I get some hospital imports since I have 0 right now.

Image

I have a lot of rad emitters that require tert workers.

Image

Will check it all tomorrow to see how it all changes.

If this clearly corrects the hospital issue, I will add it to the NPC Commands thread and wiki.

Loke, thanks for your work and memory to remember this.

55% without hospital is very interesting. I wonder how much morale can increase with tertiary ambitions covered, might be worth it to build lots of comm arrays.

Ive run som numbers on whats needed to reach 100% of ambitious colonists are satisfied with their employment, using numbers from a colony that has 84% I found that 20% of the population needs a tertiary job to reach 100% of ambitious colonists are satisfied with their employment. That is for colony, guessing its the same for OSB.
For colonies we only looked at what was needed to educate 20%, as thats what held back colonies, so I only have the one calculation above for what is needed for the tertiary ambition need. It might not be accurate, but its a good theory for now.

Assuming the 20% needs a tertiary job is correct, a OSB will need 25% of its buildings to be a comm array to reach 100% as a rule of thumb. Its not gonna be completly accurate since there are some buildings that have different numbers of jobs, but its gonna be really close as most buildings on a OSB will have a 100 jobs.
That means morale at a OSB will need to go above 75% for it to be worth building comm arrays and increase morale, compared to buliding more production buildings.
Ive now planned enough comm arrays at a OSB for it to be 15% of all buildings to test this theory. That should give some interesting numbers, just need to wait for 25 hours of constructon time.

Does anyone know if morale keeps being improved all the way up to 100% of ambitious colonists at colonies, or if the morale boost cap is reached at a lower number like 75%?
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Re: OSB morale

Postby Loke » Mon Oct 03, 2022 12:45 pm

First actual numbers:
8.222% of ambitious colonists are satisfied with their employment
63.289% morale

That should mean 8.222% increased morale by 3.289% points, which should mean 100% of ambitious colonists are satisfied will give a 40% points increased morale for a total of 100% morale :o Does that mean this is the last criteria to fill for OSBs?

100% morale at OSB would work wonders for production, and definetly worth building a lot of comm arrays to achieve. Time to build more and see what happens
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Re: OSB morale

Postby Loke » Mon Oct 03, 2022 3:56 pm

RAM wrote:I am more concerned that I have lost ALL medical imports. I have switched route order, but a few were OSB to colony and I was still not importing anything. Should see something today if that will work. I feel there is some bug still to be found.

Dont forget it takes a day for the hospital effect to update at OSB. And maybe the NPC has to do a full run before the next batch update for it to count. If thats the case, then assigning npc late in the day, or if its many gates, might be to late for the batch update and you need to wait 2 days to see the effect.

Edit: Batch update meaning the update of colonies/OSBs that is done on the server only once per 24 hours. Since this envolves both a colony and a OSB to calculate, it wont update as other things that are calculated when you visit your OSB. Thats why you need to wait a day (or maybe in some cases 2 days) to see improvement.


I have had 0 problems after I figured it out inn 2018. Worked perfectly on all I set up back then and those I have sent out now after the NPC reset last year.
The NPC I set up to Tigs Treehouse seems to be working as well, I see the export on my colony. If you go to Tigs Treehouse today you should see it working.
I am also getting import from RAMhome to Food distribution, so I guess you haver some free hospital capacity there at least.
Have you checked that you have enough free capacity on the colonies you send them to?
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Re: OSB morale

Postby RAM » Mon Oct 03, 2022 6:02 pm

Loke wrote:Have you checked that you have enough free capacity on the colonies you send them to?


I should. I got lots of hospitals. I power on and off to balance jobs as I adjust what I want to produce.

I am getting imports now, but some are from strange places, like it used to be. Not always from the colony I am traveling to.
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Re: OSB morale

Postby Loke » Tue Oct 04, 2022 3:15 pm

morale; trending towards 79.288%.
48.22% of ambitious colonists are satisfied with their employment

Looking very promising. Numbers are still adding up, having enough tert jobs will give 100% morale :D
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Re: OSB morale

Postby Loke » Thu Oct 06, 2022 1:24 pm

Never mind, tert workers doesnt increase anymore. So no more fun. Can still work somewhat with the tertiary qualified you already have and give them a job to make them happy. Problem is pop is increasing a lot with comm arrays, so very limited effect.

Also, dont build a lot of comm arrays on a OSB you want to open warehouse often, as spamming comm arrays drastically increases load time. SM opens just as fast as before, so can use that. But I recommend only doing this on OSB that NPCs does most of the hauling. Actually I dont recommend building more than the 1 intended comm array per OSB, but it was a lot more fun trying to balance stuff out to improve morale instead of just spamming more of the same factory.

Unfortunetaly this stopped working 1 day to early for me to get the last test numbers to see what would be needed to get a OSB to 100% morale.

The actual imrpovement would most likely be rather small anyway, as it would be something like 10 to 20% fewer needed OSB buildings for the same production, but with a lot higher pop. So not a major increase. Was hoping to get my total graphene production from 3 OSBs up from 5% to 10% of 1 carbon colony output, but I guess not this time
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