RimWorld

RimWorld

Quicksleeper Schedule
Sooo i see that most of my pawns are quicksleeper (I'm really lucky) but I can't find out the perfect schedule... any ideas? right now I have for all of them: 22h-3h sleep (6h), recreation: 4h-5h, work: 6h-20h (15) and finally recreation: 21h. Is it good? Thx.
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Showing 1-8 of 8 comments
Daffy Feb 1, 2019 @ 10:23am 
A option is to set a time for them to go to sleep lets say 22 and then sleep for 2-3 hours then set the rest of the night as 'anything * and start work at lets say 8 .. this way they get up when they are rested and start to do whatever they feel like ... often work but also recreation.

that is atleast how i do it :)
elipod Feb 1, 2019 @ 10:32am 
IMO long stretch of work hours might hurt pawn's morale if their shedule was broken by anything (emegency works, combat, health issues).
They might enter work time nearly starved/bored/exhausted and won't be allowed to fix that need for a long time. There's positives too: they eat a bit less if forced to go hungry for a while and they spend a less time running towards recreation point which is noticeable when they are long distance mining.

Still, I prefer to go 24 hours of free time if their work areas are lit or indoors. Or 24 hours of joy time and no outside work, if they are at breaking point.
Otherwise, I set them to sleep in dark hours to avoid darkness slowing their work. Synchronizing married couples sleep time also makes sense.
Astasia Feb 1, 2019 @ 12:20pm 
The scheduling system doesn't really work for trying to control colonists on a daily basis, especially as you get into higher quality beds and add a few quick sleepers, that's when it really falls apart. The default 8 hours of sleep and 16 hours of anything is fine for the most part, but once colonists need less than 8 hours of sleep they are going to start to drift because the amount of time they can stay awake without getting tired doesn't change. So a normal colonist on a normal bed gets 8 hours of sleep then is awake for 16 hours and is now tired and needs sleep. Reduce sleep time and now the colonist gets 6 hours of sleeps and then is awake for 16 hours and is now tired and needs to sleep, but that's a 22 hour cycle, it doesn't work. Doing what elipod suggests and just giving them 24 hours of anything every day is going to be optimal for their mood and work efficiency, they will sleep when they need to, joy when they need to, but otherwise work just fine. The downside to that is with couples they are spending less time in bed together missing out on the benefits of lovin', however there's no good solution for it, that's just something that becomes very difficult to manage when colonist need less sleep.
Last edited by Astasia; Feb 1, 2019 @ 12:20pm
M.K. (Banned) Feb 1, 2019 @ 12:47pm 
My approach to handing my quick sleepers: (and pawns with bionic stomach, or on metabolism-boosting drugs like luciferium)
I set their day to 22 hours of "do anything", followed by a 4am one-hour sleep, and a 5am 1-hour recreation.
This allows them to get full benefit from their flexible but shortened sleep needs, yet forces a daily rhythm that matches their companions.
My regulars have the same wakeup and rec time, but of course for them I dictate longer sleeping hours. If you don't schedule a solid 8 hours sleep for a normal pawn, they tend to get not-quite-enough sleep in total.
Theutus Feb 2, 2019 @ 3:06pm 
I always grey out the entire field, regardless of their traits, allowing them to sleep/work/party whenever they feel the urge. It works for me.
Jigain Feb 2, 2019 @ 10:26pm 
Originally posted by Astasia:
Doing what elipod suggests and just giving them 24 hours of anything every day is going to be optimal for their mood and work efficiency, they will sleep when they need to, joy when they need to, but otherwise work just fine.
There are two more downsides to this though. One downside is that pawns won't fill up their joy. They'll manage it, sure, but they'll never fill it up fully (and thus missing out on that sweet +5 to +10 mood boost) and will need to abort their work more often during the day to keep their joy above minimum. Also, nyctophobes (if you run Consolidated Traits) can be managed with more lighting, but night owls (vanilla) will still have mood penalties for being awake during the day unless you manage their sleep schedule somewhat.

Neither of these are game-breaking, of course, but worth keeping in mind before deciding to go for a 24-hour anything goes schedule.
M.K. (Banned) Feb 3, 2019 @ 12:01am 
Originally posted by Jigain:
Neither of these are game-breaking, of course, but worth keeping in mind before deciding to go for a 24-hour anything goes schedule.

Also, if you don't coordinate pawns' recreation and eating time, they will have very little reason or opportunity to gather socially, and bond.
In the long term, this can be quite bad for the mental and social health of the colony.
Astasia Feb 3, 2019 @ 9:56am 
Originally posted by Jigain:
There are two more downsides to this though. One downside is that pawns won't fill up their joy. They'll manage it, sure, but they'll never fill it up fully (and thus missing out on that sweet +5 to +10 mood boost) and will need to abort their work more often during the day to keep their joy above minimum. Also, nyctophobes (if you run Consolidated Traits) can be managed with more lighting, but night owls (vanilla) will still have mood penalties for being awake during the day unless you manage their sleep schedule somewhat.

Neither of these are game-breaking, of course, but worth keeping in mind before deciding to go for a 24-hour anything goes schedule.

The joy buffs don't last long enough to carry with them for much of the day. That's something that's really only super useful if you have them set to joy for the entire day to try and combat a mood issue. As far as interrupting them to go do joy activities, it works both ways. If you have a block set to joy and the colonist doesn't really need joy yet, that might cause them to take an extra trip back to base for minimal benefit. On anything you at least know they are going back when they really need it, and they will fill up most of the way if not to 100% while set to anything, it depends a bit on their diminishing returns and joy variety. They pick a task and do it for X amount of time, if that fills them above a threshold they go about their business until it falls down below a separate threshold, if that's a strong joy task with low diminish returns it will often fill them to 100%.

That said on occasion for colonists that do work far away from the base a lot I do occasionally give them a block of joy first thing in the morning to try and combat them returning in the middle of the day. I'm not sure it's very effective, but it is one of those situations where it makes sense. You have situations though where they wake up mostly full of joy from say lovin' or some late night telescope fun, they walk out to work during their joy block, and on the tail end right as it's about over they drop below that threshold and walk back to base to max it out. It's just what pawns do, and the best way to deal with it is to give them archotech legs (and maybe some other mod related speed boosts) and that travel time eventually becomes less of an issue.

Originally posted by M.K.:
Originally posted by Jigain:
Neither of these are game-breaking, of course, but worth keeping in mind before deciding to go for a 24-hour anything goes schedule.

Also, if you don't coordinate pawns' recreation and eating time, they will have very little reason or opportunity to gather socially, and bond.
In the long term, this can be quite bad for the mental and social health of the colony.

True, but so far in 1.0 I haven't found it to be much of an issue with the change to the party system. They also get a bit of social time after raids, assuming everyone participates, when you dismiss them they walk off together and chat on the way, and usually need to fill some of their needs at the same time extending that communication.
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Date Posted: Feb 1, 2019 @ 9:52am
Posts: 8