RimWorld

RimWorld

bulbatrs May 28, 2020 @ 6:17pm
Meditate
Pls allow us to set meditate in the work tab, it would be so much easier that way.
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Showing 1-15 of 20 comments
Gary Flank May 28, 2020 @ 6:20pm 
why?
Sevrun May 28, 2020 @ 6:26pm 
Because he's trying to maintain 100% psyfocus I guess. I like being able to simple schedule and forget, personally.
Gary Flank May 28, 2020 @ 6:28pm 
Originally posted by Sevrun:
Because he's trying to maintain 100% psyfocus I guess. I like being able to simple schedule and forget, personally.

Oh, I'm sorry :P
I didn't even think of that.


bulbatrs May 28, 2020 @ 6:37pm 
making grass around anima tree is work as well.
gussmed May 28, 2020 @ 7:53pm 
Just set the colonist's schedule to 100% meditated. Done, same effect.
Choppa May 28, 2020 @ 8:30pm 
Originally posted by gussmed:
Just set the colonist's schedule to 100% meditated. Done, same effect.
How do you do that? I can't even get my people to meditate at all anymore after this update. =/
Hykal May 28, 2020 @ 8:48pm 
Use the assignment tab to meditate.

Does anybody know the max anima grass for the anima tree is?
Jigain May 28, 2020 @ 8:58pm 
Yeah, the schedule system makes much more sense for this, as you'd probably want it to be done daily, but not ALL day. If it was in the Work tab, it'd be suffering from the same problem as Research is - either it never happens because there's always something with higher priority to do, or it never stops because Research is the thing with higher priority. Either way you slice it, it ends up boiling down to having at least one full-time researcher who only does other things once the entire research tree has been completed.

If Meditate was on the work schedule, you'd have the same thing. Either your pawn would never meditate because there's hauling and plant cutting and cooking to do... or they'd never stop, sitting out there in nature doing bugger all until they take a food break and contributing literally nothing to the community until it's time to use their magic powers.
Last edited by Jigain; May 28, 2020 @ 8:58pm
bulbatrs May 29, 2020 @ 12:20am 
Originally posted by Jigain:
Yeah, the schedule system makes much more sense for this, as you'd probably want it to be done daily, but not ALL day. If it was in the Work tab, it'd be suffering from the same problem as Research is - either it never happens because there's always something with higher priority to do, or it never stops because Research is the thing with higher priority. Either way you slice it, it ends up boiling down to having at least one full-time researcher who only does other things once the entire research tree has been completed.

If Meditate was on the work schedule, you'd have the same thing. Either your pawn would never meditate because there's hauling and plant cutting and cooking to do... or they'd never stop, sitting out there in nature doing bugger all until they take a food break and contributing literally nothing to the community until it's time to use their magic powers.
once all the cleaning hauling for the day is done (construction, planting etc)the pawn could go to meditate, but now I have to set it manually back and forth, very annoying.
I never had trouble that you mention about research, not sure how to respond to that.
Jigain May 29, 2020 @ 12:28am 
Originally posted by bulbatrs:
Originally posted by Jigain:
Yeah, the schedule system makes much more sense for this, as you'd probably want it to be done daily, but not ALL day. If it was in the Work tab, it'd be suffering from the same problem as Research is - either it never happens because there's always something with higher priority to do, or it never stops because Research is the thing with higher priority. Either way you slice it, it ends up boiling down to having at least one full-time researcher who only does other things once the entire research tree has been completed.

If Meditate was on the work schedule, you'd have the same thing. Either your pawn would never meditate because there's hauling and plant cutting and cooking to do... or they'd never stop, sitting out there in nature doing bugger all until they take a food break and contributing literally nothing to the community until it's time to use their magic powers.
once all the cleaning hauling for the day is done (construction, planting etc)the pawn could go to meditate, but now I have to set it manually back and forth, very annoying.
I never had trouble that you mention about research, not sure how to respond to that.
No job (especially cleaning and hauling) happen so infrequently that pawns only do it once per day. The exception maybe being Flick, which is a player-triggered job. Every other job happens regularly across the day, leading to one of two results in terms of a work-based meditation: one, if meditation is prioritized lower, the pawn will only meditate for a short while before leaving to do regular tasks like cleaning, hauling, harvesting, cooking, feeding prisoners, emptying the beer casks, craft some smokeleaf joints, refuel the generators, you name it. Or two, if meditation is prioritized higher, then the pawn will constantly meditate without doing any other chores with a lower priority.

Comparatively, as it is now, with the schedule, you can just set up one or two hours of meditation. When they don't have meditation on their schedule, they work as expected.

Long story short, it's if it was a work type, not a scheduled action, that you'd have to micromanage it in order to get your pawn to behave in a sensible way.
bulbatrs May 29, 2020 @ 1:42am 
it' funny how I feel the opposite way. for me hauling is done in one batch. same as cleaning, cooking, planting etc. Most of the cleaning for me has to be done in the kitchen after butchering, that is done in one big batch and cleaning after raids. as I keep all the floors as ground they don't need to be cleaned. also it lets me to plant flowers. even on icesheets I keep ground as ice because floors add so much wealth and just create extra work + speed up my enemies around my base.
If I need constant hauling I get animals to do it, all planting construction hunting etc is done in batch work, nothing regular. as a result I have to remake shedue all the time so that pawns work the tree and make grass when they have free time for it. so much micromanagement that would be solved by letting me set meditation in worktab.
Last edited by bulbatrs; May 29, 2020 @ 1:44am
gussmed May 29, 2020 @ 6:20am 
Um, what? Hauling jobs are constant because new hauling tasks get created by other jobs. All day long. For example, harvesting crops creates a constant stream of things that need to be hauled. So does mining. Skilled jobs like cooking work much better if you separate out the hauling needed before and afterward, too.

I try and get animals to do as much of the hauling as possible, but there’s always stuff they either can’t do (like haul material for construction) or just don’t get around to doing in a timely manner.

If your enemies are inside your base, where they’re benefiting from floor speed improvements, you’re doing it wrong.

Cleaning floors is a PITA, it’s true. But most of the dirt comes from transitioning from dirt to floor. Once your base reaches the point where most of your colonists can spend their entire day on flooring without stepping on dirt, that cuts back on dirt transferred to floors.

Cleaning occasional dirt is far, far less effort than keeping flowers planted.
bulbatrs May 29, 2020 @ 6:56am 
It all depends on your base defence design, with my design I can handle them inside, also you don't always get a choice.

I don't make/do things I don't consider as important and I don't have constant hauling jobs. if I'm making meals I do my best to make sure that cook can do all the hauling and with batch production it's not a problem at all. even with 12 colonists cook only cooks every 3 days. I don't have flowers everywhere, only in key areas like rooms and flowers literally solve room happines as just roses + bed is good enough for a decent bedroom - saves lots of wealth and that's key. putting flooring would at least double my base value or even triple so that I exchange planters for cleaners?
edit
it sounds like you are looking colonies from production efficiency point of view, but I don't care about that at all, all I care about is wealth efficiency and from that point of view floors is a big no.
Last edited by bulbatrs; May 29, 2020 @ 7:23am
Jigain May 29, 2020 @ 7:42am 
Originally posted by bulbatrs:
putting flooring would at least double my base value or even triple so that I exchange planters for cleaners?
You must have a big (and extremely poor) base then. One tile of wooden flooring gives you ~0.008 raid points (actual number varies based on other variables, but since the number is so small it's negligable). So a thousand tiles (that's a huge base) gives you about 8 more raid point. To put that into perspective, the worst tier tribal - the naked ones that charge you with a knife or log or something similar - require 35 raid points to buy. Or if we turn it around, to get one more naked knife-flailing tribal you'd need to put down 4375 tiles of wooden flooring.

Of course, in exchange you'd get a 15% movement speed increase on 4375 tiles and a +1 beauty modifier compared to dirt floors on 4375 tiles.

I'm not saying not building floors is a terrible idea, I'm just saying floors aren't as big of a deal as you make them out to be.
bulbatrs May 29, 2020 @ 9:36am 
nah, movement speed is bad, because I use it to kite enemies, and if they run faster I shoot less. but yeah wooden floors is something I could build otherwise if I wanted to create a cleaners job.
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Date Posted: May 28, 2020 @ 6:17pm
Posts: 20