Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
that is atleast how i do it :)
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.
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.
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.
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.
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.