RimWorld
pawns behavior over time
do pawns get stupider over time? I feel like at the start of the game, and for a quandrum or two your pawns can somewhat safely micro themselves and the orders. But after this grace period.. you end up with pawns who despite having malaria and other sickness WONT REST or patch theyre bleeding wounds unless forcefully told to do so. Despite having all the priorities set accordingly
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I feel this with progress. Seems at the start your small handful of pawns can arrest a building in a day or two. 3 years later you have 12 pawns and 4 of them set to construction and it takes a month or more for them to get around to it.
Same with crafting gear and other things.
When I look at them they are either working or filling a need bar. which I think is the issue.
My base is getting bigger so the travel time between bed, food, rec ect is so long they loose 30% of all bars just traveling.

but as far as sickness and wounds, they are always stupid about that.
everything is pretty local to everything else in my world. But seriously, once you lose that inital enthusiasm its straight baby sitting duty.
If anything it's the opposite. The bigger the workforce, the smoother stuff gets done, provided you don't overload them.

Colonies definitely run batter mid-late game than early on when 3 pawns isn't enough to cover all bases

Pawns do seem to be especially dumb when it comes to wound and resting these days, both early and lategame, not sure if it has to do with mods or not
There isn't really any concept of pawn "intelligence" in the game, every action they take is a boolean check made in sequence based on priorities. They always behave exactly the same in any given situation unless a mod is interfering. There are multiple layers to priorities, you have job priorities like bed rest which you can manually assign, but there are also hidden priorities for needs like hunger and recreation, and scheduling changes some of the thresholds for these priorities. "Bed rest" is a job, "doctoring" is a job, these are typically lower priority than eating or recreating once those needs fall below certain thresholds. To complicate what you are seeing, there are also things like opportunistic hauling, where a colonist on their way from point A to B will look for something they can haul along the way to be "efficient." So you have a colonist dying from malaria set to bed rest, and you see them hauling a discarded unit of medicine to a stockpile near your kitchen because they are hungry and your doctors weren't fast enough on feeding them, and you think the pawn is being stupid, but there was really no "decision" made by that pawn there, it's just checks and priorities. Hunger dropped below the threshold, it got up to eat a meal, it saw a unit of medicine to opportunistically haul.

Pawns can't be stupid, because they have no intelligence, just like your toaster can't be stupid. If you start your toaster without putting bread into it, or set the toaster to a higher setting than you wanted, the result might be unfavorable. It's the same with pawns, there's just more settings and steps involved.

The exception to what I said above is throttling, if you have a very large number of colonists/animals AI checks can become less frequent to keep the game running smooth, so while the pawn will make the same checks and same decisions, the frequency might be further apart. I don't believe this is really going to be relevant unless you have a colony of like 50+ pawns, or are using a mod like Rocketman or whatever. Some mods increase performance by increasing throttling basically, and make the duration between various colonist ticks longer. That could make a pawn seem "dumber" though. You shouldn't confuse this with minimum duration jobs though, a researcher will research for a minimum of X ticks before checking their needs and priorities again, so that pawn might seem "dumb" because they are hungry or tried but are still researching, but that's just how the job works.
Editat ultima dată de Astasia; 23 febr. la 20:12
Sounds like you lack the tv's in the hospital and/or sufficient staffing to keep people fed as it's usually needs that get them up and moving if you actually have priorities set properly. Generally speaking just manually order anyone who's sick to rest and you won't run into them getting up to handle needs after that. Doctors can be pretty bad for getting up too as it is important doctoring is above bed rest and flows naturally that way in priority left to right so they'll often hop out of bed to do things. Which is both good and bad, if they absolutely need to bed rest order them.
Editat ultima dată de MadArtillery; 23 febr. la 21:47
since 1.5 doctor priority is trash as hell
Postat inițial de Peter_Paradox:
do pawns get stupider over time? I feel like at the start of the game, and for a quandrum or two your pawns can somewhat safely micro themselves and the orders. But after this grace period.. you end up with pawns who despite having malaria and other sickness WONT REST or patch theyre bleeding wounds unless forcefully told to do so. Despite having all the priorities set accordingly
Some of this could be attributed to increased number of pawns mixing each other up. Back when i had my old REALLY sucky PC after I got 10 or so pawns and a big base set up, my game would lag. And it seemed like they would stop working properly on certain things due to this lag.

(My frames went from 60 to 45-50.)

What you are referring to could be an extension of that. Unless you keep your pawn counts low. Or have a good PC setup.

(Then again this could just be in my head, but it happened enough times to seem like it was the case.)
Editat ultima dată de Endgunner; 2 mart. la 1:09
it could be mod related activities, but it seems like they kill a ton of time on recreational wandering after the third day. Like i can physically schedule them to work 13 hours and it seems like they will still opt of doing tasks want. i ask them to mine at priority 1 and theyll take one rock out and decide its time to perform free tasks or do anything else but build the house i qued up ages ago.
Postat inițial de Peter_Paradox:
it could be mod related activities, but it seems like they kill a ton of time on recreational wandering after the third day. Like i can physically schedule them to work 13 hours and it seems like they will still opt of doing tasks want. i ask them to mine at priority 1 and theyll take one rock out and decide its time to perform free tasks or do anything else but build the house i qued up ages ago.
You could try scheduling less designated work hours. I would not suggest more then 4-5 hours in a row, as pawns tend to get a bit cranky with longer forced work periods.

Try going into the schedule tab, keep sleep the same (Though reducing it by 1-2 hours does not hurt if you have proper beds.) Set 1 hour of recreation, then 2 free hours after they wake up so they are not cranky from lack of recreation starting the day, then set 5 for work, then set another 1 hour recreation, 2 free, then another 5 more for work before they go back to sleep. You could also set 6 for work, then 2 as recreation if you want to be more precise. But I prefer to have it 4 hours set to free time so they are more likely to get back to work faster.

And they are more likely to fill the whole recreation bar as depending on what they choose to do (And the size of your base causing possible travel time.) 1-2 hours could be too much or too little time, setting 1 hour to recreation forces them to take a break from jobs like researching and lets them choose to go back or not for the next 2 hours, and 5 hours tends to be at around the time the bar dips enough for them to want to take a break.

This tends to be my go to when pawns dilly dally.

Also make sure you have tons of recreation variety so they are less likely to go on walks or lay down and look at the sky, which can take forever to get recreation up.
Editat ultima dată de Endgunner; 2 mart. la 3:55
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