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Do you think that instead of having a sleeping time period a "do anything" period of time would work?
This is in my opinion a terrible idea, because what will happen is that they will work till they are tired and then rest before the sleep time arrives. This interrupts their work, which might be okay if they are inside the colony anyway, but if they are like at the corner of the map growing stuff or hunting, you basically waste all day moving back and forth - especially as they are forced to go sleeping even though their resting bar might be 3/4 full.
Not sure how this is translating to the game. But I had things set to 8 hours.
I also have people on Day and Night shifts, so someone is always up.
I have my guys set to 2 hours of sleep just so that their clocks stay in sync, they will automatically stay in bed untill fully rested if you have everything else as undefined. the system for defining times for work/ play/ sleep is useless unless you have a huge colony and you want the crafting benches on shifts.
Colonists who collapse from fatigue after a mere 14-16 hours, however, should receive judicious applications of negative feedback — "the stick," in the vernacular parlance. Consider punishing slackers by withholding meals; hunger is an excellent motivator and a healthy adult human can survive several days without food before serious malnutrition sets in. Those who are resistant to such measures may need more serious motivational therapy; consider amputation of unused limbs and removal of supernumerary internal organs as disciplinary tools. A colonist who loses his left leg for inadequate hauling performance will certainly haul all the faster to save his remaining leg!
Such visible reminders of the value of hard work can also impress the correct mindset upon visitors and new recruits; when inprocessing enslaved raiders re-educated criminals given a second chance via work-release and captured visitors semi-voluntary cultural exchange program participants, it can be invaluable to be able to point at the mewling, filth-spattered horror shuffling around on four wooden pegs, one lung, and one kidney, hauling chunks of rock with his teeth, and say "Oh, him? He was not a good worker. But you'll be a good worker, won't you?"
That's why I love RimWorld lol
Also I make NO effort to keep them all in sync. Invariably somebody (most often the doc) needs to get up in the middle of a sleep cycle, or somebody has the quick sleeper trait or night owl, so keeping them in sync becomes complicated. And it just doesn't matter, since no one is ever very sleepy. I just readjust when each individual is assigned to sleep every day or two. This works well for me, but I usually run small colonies, so I don't mind a bit of micromanaging. Your needs might be different.
There will be some drawbacks to this, like pawns having the "drowsy" mood until they can make it to bed. That may cause mental breaks if they're near the edge.
Night Owls really should have a sleep block from 10 AM to 6 PM. Because from 11 AM to 6 PM they get a -10 for being awake, and +16 for being awake from 11 PM to 6 AM. That's a very strong incentive to put them on a definite sleep schedule.
If they get less, they will start to get insane mood debuffs.
You can decrease the amount of sleep a pawn needs to get by having luxurious Dresser, nightstand and bed.
Luxury keeps em happy and gives a bonus to mood and the dresser ACTUALLY reduces time needed for sleep.
A comfy bed also reduces need for sleep. (royal)
In your situation, youll want to set a sleep sced. for 5 hours with 2 hours of "anything" followed by your 'rec time' if you are alloting any. (note, pawns default to work on "anything" if food/rec are not needed but sometimes they will just go stand outside or do w/e for a bit.)
This will have your pawns force sleep for 5 hours and then they will get up between 6-7 depending on sleep needs of the pawn.