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As for the bedding issue, I can't help you there. My biggest problem is that they kept getting up before they're even done healing.
It does. :)
There's no getting around that criticism. It's still a great, wonderfully atmospheric, game. But... there's a very noticeable lack of QoL "Behaviors" for individual characters.
There isn't a mod for that. At least, I don't think there is. If you want everyone at 100% whenever possible, you'll have to micro it.
That being said, however, if you can keep those who aren't supposed to be "in" combat, "out" of combat, things can get a bit easier. With lots of raids, though, that may not be easily possible.
One thing you can do is target the factions that are generating those raids and get rid of their leaders. That can significantly reduce your micromanagement and healing problems simply because you'll experience less Raids. (Not always a good/fun thing, depending upon what you're facing.)
Getting allies can help and a number of factions can end up sending you support during Raids. In some cases, it's pretty easy to get an Allied status with those. For major factions, it takes a bit more work.
It's an interesting issue. In order to solve for it, you have to do something else rather than rely on AI behaviors. I sincerly hope that LoFi does a lot more work on character behaviors and automating certain things with some user-selectable settings for some needed behaviors. What we have now aren't really sufficient for Base Building play, but work fine for simple "Combat" oriented play.
A pic of your base layout may help. The point being to separate your non-combat specialized characters from the ones that are beefy enough to defend the base. Separating out "Farmers/Crafters" for instance into Groups and then ordering them all to a roof somewhere might significantly reduce your post-battle micromanagement. But, you can't easily do that if they have a long way to travel to get to a "safe area." And, if you don't have good defenses that let you reduce the enemy to a manageable threat level, it won't matter much.
So, to try to address the issue without having a really good solution in terms of Character behavior sets to fine-tune:
1) Separate out non-coms into a special group so you can quickly order them to relative safety.
2) Make sure the base is set up well so it can be more easily defended. (Kill boxes, Skeleton Turret gunners on duty 100%)
3) Get Allies to reduce the strain on your defenders. (Easy for some minor factions.) Use Mercs when available.
4) Take out troublesome Factions to reduce Raids or the threat-level of Raids. (Some minor leaders can be quickly taken out by a competent Squad.)
5) (Optional) You may want to select a couple of robust non-coms as dedicated, Passive, medics/rescuers/healers for Base Raids above and beyond what you already have in your combat units. This is so they can skill-up their Medic skill and provide some additional Rescue since you'll be increasing the chances your true combat troops are going to get hit. (less targets, more attacks received per target) Rotate them out until all your non-coms have at least some decent Medic skill, just in case?
6) (Optional) Buy a buttload of "Goats" and "Bonedogs" if you can afford to feed them. Replenish as able/necessary. The more targets you have for Raiders to hit, the less chance they'll be focusing down any particular character. Just don't put your "favorite" animals in the Pet Suicide Squad. :) (This is where you also can consider a "Beak Thing" defense, if in a region that could easily provide you with them.)
Even if there was some value that could be changed to allow for immediate Bedrest-on-any-damage, without the player being able to easily change it on the fly it'd truly end up being "annoying." It'd be wonderful if we had some mechanic in-game we could adjust as necessary to influence bedrest behavior. We don't.
TLDR: IOW, in order to compensate for what we don't have, we have to use what we do have. :)
Turn jobs off and they will stay in bed.
https://steamcommunity.com/sharedfiles/filedetails/?id=2012493344
It's unbreachable and I have all my guys set up so they do their job then go to a harpoon turret and wait.
All characters with Jobs clicked on. Does not matter if any jobs are set, just needs to be on.
When a character is injured, they have Jobs on but have no jobs listed they will auto sleep.
Beds available within the "blue" circle radius of your base.
If a character is injured, has jobs turned on, actively has jobs to do. They will only sleep once all jobs are completed and they have nothing to do.
Not suggesting this is the way to go, only typing it is what works for me.
This still means a character actively working will never auto sleep. A terrible game mechanic to be sure. At the very least there should be a slider to set the % thresh hold for when a character should sleep regardless of assigned jobs. Example: Characters should sleep when more than 20% "hp" lost. With the % able to be set by the player.
I found designing and decorating bunkhouses and guard posts kind of exciting, so I tend to check in on them to see if they're being used. The one I put by the farm almost never gets used so I don't look at it, but I obsessively screen my farmers for injuries anyway. The others are either right next to or housing major production spaces like iron/steel or crafts, so if I'm checking on anything at all then the beds are right there.
The AI checks overall body health to determine auto-resting, and as people get tougher their resting threshold will get lower. So you've gotta tell your toughmens to take a break from time to time. Also people you recruited before you made your settlement will tend to have adapted to their freewheeling nomadic lifestyle and will lay in bed forever and only rest when they're told to.
Given the overall design flow of the game and the tendency to make individual units free-thinking and 'quirky,' I think what would make the most sense is to have a designated manager/leader job whose purpose is to run around enforcing various mandates one may set up. Possibly with various levels of discipline determining whether people stick to it on their own. This feels less obtrusive than an "ai management" screen that lets you move various sliders to make your mindless drones act more appropriately, and IIRC is kind of one of the possible ideas the dev team mentioned tossing around for the sequel.
If the problem is the frequency of raids, you can actually turn that down in the options menu. I think it's pretty reasonable to do so as the default number of raids is really high.
oh. and base must be really bad if it's an issue there. i only have this problem when out performing genocide on the world working snails pace on all those dudes skills.
Your guys won't get damaged if they just cut through and would be raider.