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Raportează o problemă de traducere
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.
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
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.
(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.)
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.