RimWorld

RimWorld

Rooty Tooty Nov 24, 2020 @ 2:14am
Bed rest set to 1
I see a bunch of people recommend setting bed rest to 1. Is bed rest at 1 actually worth it though? I only set it to 1 if they are in threat of dying from sickness, otherwise as soon as they can walk about I set them to work and bed rest to 4. They will be slower to move and slower to work. They will heal faster in bed. But would that make up for not working at all in the time it takes to heal? :portiapoop:
Originally posted by Astasia:
Quality isn't based on any health related stats, it's purely skill.

Construction, animal gathering, butchering, mechanoid recycling, mining, and plant cutting all have resource loss/fail mechanics based on health, most of them cap at 100% and can buffer way over that with bionics meaning even heavily injured your colonists will eventually not waste any resources. Taming and Social skills can be reduced, resulting in botched taming/training attempts, or poor trades, but this is usually less of an issue. Doctors tend worse and have lower surgery success while injured. Everything else I can think of is simply slowed down by being injured.

Setting bed rest to 1 or 2 at the start of the game is generally good practice, as your colony evolves and your colonist's roles become more defined you can gradually adjust this as needed. Eventually once people are in full bionics, you have an amazing doctor with good meds, and a high quality hospital for always solid tend chances, then you can basically drop bed rest entirely in your colony, or set it to 4 so they only do it while idle.

I would echo that you should understand all the factors involved before messing with the setting though. In some cases you will have to micro-manage a bit based on immunity gain speed and certain diseases/injuries to prevent death that would happen if the colonist doesn't rest, you can also just manually "rest until healed" in those cases as well.
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Showing 1-8 of 8 comments
kaiyl_kariashi Nov 24, 2020 @ 2:38am 
it's generally best to set it to 1 unless you know what you're doing.

If you don't mind micromanaging it a bit, then depending on what they're suffering, bed rest isn't always required. Also Super-immunes, as long as they get decent treatment are usually safe to just let keep working as long as it won't be negatively affected what what conditions the illness imposes.

Especially if you have a really bad doctor, you might require bed rest to actually survive. As your doctor improves, though, it depends on the illness. Some have pretty aggressive growth and need that extra benefit, others are rather mundane and will be survivable with decent tending.

Also any disease that directly causes blood filtration efficiency to drop you really need to keep an eye on since they can get out of control very quickly as the disease progresses.
Last edited by kaiyl_kariashi; Nov 24, 2020 @ 2:43am
Henry of Skalitz Nov 24, 2020 @ 2:42am 
If pawn has a bad sickness that needs to get immunity they get bed rest set to 1 to get that immunity ASAP, you never know when they might get a mental breakdown. (yea, you can arrest them but you'll get additional mood debuffs and pawn relations get harmed).
If I have glitterworld meds though, or a really good doc then that's enough for immunity to surpass infection even if they aren't resting.
Rooty Tooty Nov 24, 2020 @ 2:45am 
Ahh Kaiyl thank you for the response, however I am asking more on the injery side of things. After I fix their broken legs or other such injerys and they are able to move again. I want to know if it is more effective to keep them in bed rest. I feel it is more effective to let the Pawn work right away. But if anyone has better knolege please let me know :monsterbold:
kaiyl_kariashi Nov 24, 2020 @ 2:51am 
you can, but they'll have impaired function. Anything with a chance of failure or loss of quality you probably don't want to them to work on while injuried. Stuff that is simply slower it's generally up to you. i.e. hauling and cleaning is pretty safe to have them work on, but most other stuff, depending on what is weakened, might not be worth it due to wasting materials.
Last edited by kaiyl_kariashi; Nov 24, 2020 @ 2:53am
gimmethegepgun Nov 24, 2020 @ 3:21am 
If it's not construction or crafting then the loss of functionality is probably fine. With construction you'll get a failure chance which may waste some costly materials if you're building expensive things and if they're crafting items with quality it'll be lower, which is a waste.
Plant harvesting also gets a failure chance but that's probably fine unless you're picking Devilstrand, and mining stuff that gives resources will give less.

If they're researching, making drugs, making non-quality based items like components, or cleaning, they're just slower, which is still faster than not having them do anything.
Strygald Nov 24, 2020 @ 4:03am 
Originally posted by Small Moist Wolfwood:
Ahh Kaiyl thank you for the response, however I am asking more on the injery side of things. After I fix their broken legs or other such injerys and they are able to move again. I want to know if it is more effective to keep them in bed rest. I feel it is more effective to let the Pawn work right away. But if anyone has better knolege please let me know :monsterbold:

If you're playing on a really cold/hot map, an injured pawn with reduced movement might do something stupid like wander to the other side of the map when you're not looking and not be able to walk back in time before getting hypothermia/heatstroke.

Also, if they wander far from base and a raid or predator comes along they wont be able to get to safety at hobbling speed.
The author of this thread has indicated that this post answers the original topic.
Astasia Nov 24, 2020 @ 7:59am 
Quality isn't based on any health related stats, it's purely skill.

Construction, animal gathering, butchering, mechanoid recycling, mining, and plant cutting all have resource loss/fail mechanics based on health, most of them cap at 100% and can buffer way over that with bionics meaning even heavily injured your colonists will eventually not waste any resources. Taming and Social skills can be reduced, resulting in botched taming/training attempts, or poor trades, but this is usually less of an issue. Doctors tend worse and have lower surgery success while injured. Everything else I can think of is simply slowed down by being injured.

Setting bed rest to 1 or 2 at the start of the game is generally good practice, as your colony evolves and your colonist's roles become more defined you can gradually adjust this as needed. Eventually once people are in full bionics, you have an amazing doctor with good meds, and a high quality hospital for always solid tend chances, then you can basically drop bed rest entirely in your colony, or set it to 4 so they only do it while idle.

I would echo that you should understand all the factors involved before messing with the setting though. In some cases you will have to micro-manage a bit based on immunity gain speed and certain diseases/injuries to prevent death that would happen if the colonist doesn't rest, you can also just manually "rest until healed" in those cases as well.
Last edited by Astasia; Nov 24, 2020 @ 8:00am
Rooty Tooty Nov 24, 2020 @ 1:08pm 
Astasia always comes to save the day :imcoolranger:
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Date Posted: Nov 24, 2020 @ 2:14am
Posts: 8