RimWorld

RimWorld

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Underskore Oct 31, 2018 @ 3:04pm
One of my colonists refuses to sleep
https://i.imgur.com/KqdfvuA.png
https://i.imgur.com/CzapysB.png
Yet they just keep on doing work, I can't make them sleep which just ends in a cycle of hell.
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Showing 1-15 of 18 comments
The_Best_Bacca_Z Oct 31, 2018 @ 3:21pm 
If they're on a hunger binge then they won't sleep until they collapse from exhaustion. Hunger binges are like other mental breaks: you can't control a colonist while they're in that state.

What I do is let them collapse, wait a few seconds, and then draft and undraft them (so they go back to their room, and don't get debuffs for sleeping on ground etc etc)
liosalpha Oct 31, 2018 @ 3:33pm 
you can also try to arrest the pawn with another drafted melee pawn. but it could end in a fight and all that comes with it. (defuff in relations, wounds, missing fingers...)

there is also a mod called "snap out of it"or so. it lets pawns with good bands try to taks someone down out of a tantrum. does not always work and you have no direct controle over it. but its better then guns blazing ad a mad man.
Daniel_USA Oct 31, 2018 @ 4:45pm 
you can sedate pawns by going to the operations tab and scheduling a sedate operation.
Underskore Oct 31, 2018 @ 4:53pm 
not a bunge, drafting and undrafting ends up with them going back to work instead of sleeping
liosalpha Oct 31, 2018 @ 10:47pm 
check the schedual.
if he is assigned to work he will work.
break up the work in 2 blocks for 5 houres with a "do any thing" block of 2 houres. If they realy crave something like sleep he will sleep on his break. and if they are happy they will continue to work.
Last edited by liosalpha; Oct 31, 2018 @ 10:48pm
Underskore Nov 1, 2018 @ 9:29am 
schedule was set to sleep all day.
Molay Jul 17, 2019 @ 3:28pm 
Have you found a solution to this? I have the same issue and it's driving me bonkers :(
Belkar03 Jul 17, 2019 @ 5:26pm 
Vanilla or modded?
Molay Jul 17, 2019 @ 5:27pm 
modded
Morkonan Jul 17, 2019 @ 8:21pm 
Without some easily verifiable condition available at-a-glance in the UI, I'd have say it's obviously a mod conflict/bug if it wasn't just them being on a long binge.

Mods that introduce new factions/etc, can end up having issues with some other mods that can cause noticeable bugs with colonist behavior.
Kittenpox Jul 17, 2019 @ 8:35pm 
Modlist?
Molay Jul 18, 2019 @ 2:06pm 
Here's the modlist (sorry for the formatting):

<activeMods>
<li>Core</li>
<li>__LocalCopy_Mod Manager_(17-7)</li>
<li>__LocalCopy_HugsLib_(17-7)</li>
<li>__LocalCopy_JecsTools_(17-7)</li>
<li>730936602</li>
<li>1616643195</li>
<li>1355637255</li>
<li>973091113</li>
<li>1210535987</li>
<li>1446523594</li>
<li>__LocalCopy_Crude Bionics_(17-7)</li>
<li>__LocalCopy_Conduit Deconstruct_(17-7)</li>
<li>__LocalCopy_More Harvest Designators!_(17-7)</li>
<li>__LocalCopy_High quality textures_(17-7)</li>
<li>__LocalCopy_More Faction Interaction_(17-7)</li>
<li>__LocalCopy_Moody_(17-7)</li>
<li>__LocalCopy_Medical Tab_(17-7)</li>
<li>__LocalCopy_Mad Skills_(17-7)</li>
<li>__LocalCopy_Life Support_(17-7)</li>
<li>__LocalCopy_Level Up!_(17-7)</li>
<li>__LocalCopy_Interaction Bubbles_(17-7)</li>
<li>__LocalCopy_Hospitality_(17-7)</li>
<li>__LocalCopy_Desynchronized_ Tales and News (v1.6.3.1)_(17-7)</li>
<li>__LocalCopy_EdB Prepare Carefully_(17-7)</li>
<li>__LocalCopy_A Dog Said... Animal Prosthetics_(17-7)</li>
<li>__LocalCopy_Allow Tool_(17-7)</li>
<li>__LocalCopy_Better Pawn Control_(17-7)</li>
<li>__LocalCopy_[SYR] Blueberries_(17-7)</li>
<li>__LocalCopy_Camera+_(17-7)</li>
<li>__LocalCopy_Children, school and learning_(17-7)</li>
<li>__LocalCopy_Prepare Landing_(17-7)</li>
<li>__LocalCopy_Pharmacist_(17-7)</li>
<li>__LocalCopy_Opened Doors Don't Block Light_(17-7)</li>
<li>__LocalCopy_QualityBuilder_(17-7)</li>
<li>__LocalCopy_Numbers_(17-7)</li>
<li>__LocalCopy_Color Coded Mood Bar_(17-7)</li>
<li>__LocalCopy_Questionable Ethics Enhanced_(17-7)</li>
<li>__LocalCopy_Quick Stockpile Creation_(17-7)</li>
<li>__LocalCopy_Rah's Bionics and Surgery Expansion_(17-7)</li>
<li>__LocalCopy_[KV] RimFridge - 1.0_(17-7)</li>
<li>__LocalCopy_RimHUD_(17-7)</li>
<li>__LocalCopy_RimQuest_(17-7)</li>
<li>__LocalCopy_RimSaves_(17-7)</li>
<li>__LocalCopy_RT Fuse_(17-7)</li>
<li>__LocalCopy_Sparkling Worlds - Full Mod_(17-7)</li>
<li>__LocalCopy_Stuffed Floors_(17-7)</li>
<li>__LocalCopy_Tech Advancing_(17-7)</li>
<li>__LocalCopy_Wall Light_(17-7)</li>
<li>__LocalCopy_What the hack_!_(17-7)</li>
<li>__LocalCopy_Bionic icons_(17-7)</li>
<li>__LocalCopy_Defensive Machine Gun Turret Pack_(17-7)</li>
<li>__LocalCopy_Genetic Rim_(17-7)</li>
<li>__LocalCopy_Genetic Rim CE Patch_(17-7)</li>
<li>__LocalCopy_Misc. Training_(17-7)</li>
<li>CNL_B19byMolay</li>
<li>__LocalCopy_More Mechanoids_(17-7)</li>
<li>927155256</li>
<li>__LocalCopy_Combat Extended_(17-7)</li>
<li>__LocalCopy_[1.0] Combat Extended Guns_(17-7)</li>
<li>__LocalCopy_Sparkling Worlds - CE Patch [1.0] - Combat Extendend Compatibility_(17-7)</li>
<li>946390822</li>
</activeMods>

I was also running psychologist, which I turned off for my new game.

As to expand a bit on the behavior I'm observing with the (now deceased) colonist that refused to use a bed: He was not in a psychic break of any sort, or stuck in some loop not doing anything or repeating the same task or some such.

He just went about his set jobs (crafting, building, mining, hauling... he did pretty much all of it at some point or another, just as a normal colonist would), but he would refuse to acknowledge the schedule for (sleep), and wouldn't go to sleep during (anything) periods either.

His zone was set to "everywhere". I've tried putting him to the home zone too, to no avail.

BUT, and this I found surprising. I created a new zone, that was only the bedroom, and assigned him to that. He went there, and slept in his bed. So I drafted him, and unassigned the bed, and undrafted. He would now go correctly claim a bed and sleep in it.

But as soon as I removed his zone restriction and put him back to (everywhere), he just would refuse to sleep.

A very curious bug.

Edit:CNL_B19byMolay is a mod I made. It only adds a couple researches and crafting recipes to make neutroamine and luciferium craftable. The version number is wrong, but it works otherwise and in no way affects any behaviors of pawns. Just adds researches and recipes. Very minimalistic.

Edit2: Further, there seem to be no loading errors upon starting the game. The only error is a keybind conflict (mods fighting over F9).
Last edited by Molay; Jul 18, 2019 @ 2:10pm
Slav4Life Dec 6, 2019 @ 9:21am 
Originally posted by Molay:
Here's the modlist (sorry for the formatting):

...

Edit2: Further, there seem to be no loading errors upon starting the game. The only error is a keybind conflict (mods fighting over F9).

You ever found out what/which mod caused that bug? I'm having similar issue right now, but colonist won't sleep even if her zone is restricted to bed.
Slav4Life Dec 6, 2019 @ 9:43am 
nvm looks like I managed to solve this issue for now.

If anyone reads this message in the future, try checking you savefile for <canSleepTick> for you colonist and try to set it to 0.
Molay Dec 7, 2019 @ 7:01pm 
I'm afraid I have never found out, though it seems to be a rather rare bug, and it never happened to a colonist unless he had it right from the very beginning, so it's not too bad - I'll just assume that guy's a maniac and that's how he ticks. I've had it just 2 more times since. Always on embark. I'd say it's all good, a tolerable issue^^
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Date Posted: Oct 31, 2018 @ 3:04pm
Posts: 18