I typed up a good explanation of this, then before hitting the comment button, scrolled down when I realized this wasn't a new video. First comment I saw was this thread.
I once played a game (Planetside original) for 72 hours straight. Afterwards I uninstalled the game and slept for a about a day. I never went back that stuff way digital crack to me.
@@FrancisJohnYT surprisingly relatable... not 72 hours for me, but 42, the better part of 2 days done in a game... Glad you got some sleep and decided to try and limit your binges, same tbh.
Juggling 300 pawns schedules!! no way we have two scheduled, Night owls and everyone else. Also a biphasic sleeping pattern is possible and totally works.
@@FrancisJohnYT I was just about to come down and ask about that, in regards to 9:05 when you say Quick Sleeper is too good. I'd give them a naptime every afternoon, timed so they start heading for bed right around when their meter drops below 75. That way it's a quick nap, a nice, long evening of work, and then back for another kip.
Useful information. One of the most annoying pawns I ever had was a Night Owl Quick Sleeper. She'd always be awake at some point during the debuff period, and if I tried to enforce the period on her, she'd get cranky for staying up so long. She'd also try to sleep during recreation hours, which made things really complicated. To make matters worse, she got in a relationship with my royal pawn, who had a legendary jade royal bed. In the end I had to degrade them to both sleeping in a lower quality stone royal bed, which sucked as I liked giving my royal pawn a free schedule to do plenty of meditation.
@@FrancisJohnYT Yeaaaaahhh I had a playthrough with that. THing was i set that up on perpose with prepare carefully for story reasons. only realized later on what a hassle that was
Francis I recommend trying out a biphasic sleep schedule for some of your pawns, which is basically dividing the day in half (two 12-hour blocks), and scheduling two four hour blocks of sleep (you could schedule less, but four sleep, four rec/med, four anything looks good). That gives pawns their room/comfort bonus twice a day and works well with a combined barracks/rec/dining room (they're going to get a -3 for disturbed sleep anyway). Useful in the mid/late game for pawns that don't need to walk far/go outside at night (researchers, cooks, crafters, etc.). You do lose some productivity, but I think the gains in mood are worth it. As a bonus the pawns are well-rested most of the time so they break less while you're waiting for centipedes.
Trying this out for myself. Thanks for the idea. Edit: Substantial increase in colonist moods more than makes up for slight decrease in production efficiency. Thumbs up.
@@mikeespain Maybe... I'm really looking forward to seeing the massive colony because it will be an organizational marvel. I suppose if he has sophisticated groups (like researchers/crafters, etc.) this system could work. But it might not work if pawns are crossing the map a lot.
if you put recreation before sleep you will have the pawns stay up until the assigned sleep time at least until they are very tired which avoids the desync, also gets them home in time so the pawns are synced better in general
Upshot of the circadian assistant emp interaction is you can stop those mental breaks that happen at inconvenient times without really risking the pawn being damaged
These videos are so insanely useful. I've used the tutorial nugetts of ONI and Rimworld a LOT. and it really, really helped me without being too much to ruin my creativity.
@@matthewtalbot-paine7977 - Tynan recently fixed many exploits of game mechanics, including this one. I suspect he was following Francis John's antics too!
Love the mini tutorials here. You manage to pack so much knowledge into such a small timeframe. I would also like to see how you would go about making schedules for colonists. Especially when you have the problem of good sleep but no circadian implants. Keep it up!
I might give the quick sleepers a bad bed so they end up sleeping a bit longer and not falling out of sync anymore :) Could also split their sleep into two parts.
I've found that by offsetting the quick sleeper's schedule by about 2-3 hours with a forced work 2 hours prior, they end up waking around the same time as the non quick sleepers. ie; normal sleepers go to bed at 20, quick sleepers go to bed at 22 with 20 and 21 being forced work (or recreation)
I somehow lucked out with 2 legendary beds early in a tribal naked brutality playthrough, and it took me a minute to connect the dots as to why two of my pawns just kept running around in the middle of the night when they're supposed to be asleep. It does screw up the schedule a bit, but it's not too bad and since I also have a night owl pawn, the nights are almost as productive as the days, so I no longer sit there for a minute or two staring at the screen while the night flies away at speed 4 :D
Try splitting their sleeping schedule so they take a nap during the day. Might not be efficient if they do a lot of work away from the base like being a hunter.
I'm hoping this include a bit of tutorial on "loving", how they affect your rest and how to trigger it as it related to how a pawn sleep. What i know is that a couple can do 2 loving a night max, once in the first hours of bed together (dunno how to trigger this) and second is when both rest meter are filled, not hungry nor need recreation and it's still on sleep schedule Maybe next time
Pawns definitely don't sleep during that time, I tried vanilla traits expanded and one of a couple has the insatiable trait and they were getting up to 4 times per bedtime (up to max stacked bonus of 10!) and they definitely had much less sleep than my other pawns. I don't know how this trait affects other parameters.
Another thing to keep in mind is that while a pair of pawns are getting their lovin on they are not actually resting, so eats into some sleep time. I doubt this would be a variable amount of time based on the bed but this could help quick sleeper/legendary bed owners to keep in sync if they have a partner in a double bed to, lets say distract them, from sleeping too quickly.
@@FrancisJohnYT it would also be nice to know how to make my pawns better at it if you know what i mean. Like why do sometimes they get the "had awful lovin" even tho they are healthy and both have love enhancers.
I don't think that being disturbed lowers rest effectiveness. I know it gives you a mood debuff. But I'd be *very* interested to know if it also makes the pawn sleep longer, because that would be yet another downside of barracks.
@@Doomquill ah i see. He did these again several times later in the video, and the times were the same, so i suppose it didn't change anything after all!
Great nugget, I think it may be better to measure the effectiveness of beds as "work hours" because as you said, there are diminishing returns to the high rest effectiveness without the help of a Circadian. Also having a schedule desync can cause other penalties like "in darkness" or "disturbed sleep" on your other pawns, additionally they may miss out on "got some lovin". Great work as usual.
@@FrancisJohnYT Ha, intentionally give the quick sleeper a low quality bed to slow it down. Might make it's spouse a little grumpy, though that is 100% true to life. :D
I stumbled across a solution for the quick sleepers when I had one in a relationship with a night owl. If you set them up for a short mid-day nap they will synch up better (An in my case get some lovin!)
Yeah, go for it, man! I did a small-colony challenge with a six pawn all-casters, all-bionics, all luci team and had to restart twice and had numerous close calls because of circadian-assisted pawns getting downed by friendly-fire EMPs. It's seriously tricky for front line pawns, even shooters and psycasters. They get lit on fire, run into the EMP blast. Try to rescue a downed pawn, get downed. EMPer retargets inside the chokepoint, the front line goes down. Have your EMPers hold fire, the mechs wail on you. Tricky stuff.
@@FrancisJohnYT I watched a vid of someone who send two pawns to destroy and EMI Dynamo on the world map. If you know anything about EMI Dynamos you'd know they have an EMP pulse when they are destroyed. The last swing of the melee weapon comes in and it bumps the dude to the world map saying on a popup they both of the colonists there are gone.
Yep I only realised this was bad last night when I was trying to see what materials were best for beds so that I could change them and turned out the 5 or so stone beds I had created were bad. I decided steel was the best choice because wood is flammable. Now I'm learning that steel is flammable as well so now I'm thinking plasteel, uranium or jade although steel is at least less flammable so it is a step in the right direction.
Excellent stone beds have slightly above 100% rest effectiveness. So they aren't all horrible. It's not something you'd normally do, but it can be a choice during sea ice and ice sheet runs in case you don't have enough steel
For Ideology users there is the sleep accelerator in transhumanist religions. Placed near a bed, it improves sleep rate by 35% but also increase hunger rate by 20%
Each game is a little universe that game developers made. We get to explore it and figure out it's rules and figure out the gaps and extremes of those rules, some intended by the developers, some totally unintentional. I call it fun I want to share to make the next persons journey a little easier than mine.
One thing you didn't touch upon in this tutorial is that sleep fall rate gets lower when a pawn becomes tired and even more when they are very tired. I think it's probably the same change as hunger, so 1/2 when tired and 1/4 when very tired. Obviously when they are exhausted their sleep need won't wall at all, but they may randomly collapse. In any case, this still offers some opportunities. Very tired pawns or worst have a penalty to immunity gain, but as long as your pawns are healthy, the only real cost to being tired or very tired is mood. Better yet, there are several mental breaks that will allow your pawns to go to sleep if their schedule is set to sleep and their sleep meter is bellow 15%. There are even more mental breaks that will get interrupted if the pawn collapses from exhaustion. So if you're colony has a lot of mood bonuses, it's not necessarily a bad strategy to set your pawns to work 24/7 schedule and to just let them collapse from exhaustion. You may keep an eye on the "exhausted" alert and tell your exhausted pawns to take immediate actions like ingesting go-juice (great for psycasters) or getting that age reversal (all biosculptor cycles fill hunger and rest to 100%). By default, it takes a little under 35 hours to go from 100 rest to 0% rest, or just under 43 hours with a circadian assistant.
I think the biggest lesson I learned from this video is that if I want to make sleep upgrades on all my pawns, I need to take it one upgrade item at a time. Don't give one pawn too many things unless I also give them a circadian assistant. That way I'm not throwing everyone onto different schedules for sleep.
What about double sleeping schedule? Let them rest 3-4 hours at night and 3-4 hour nap at daytime, give them a great mood boost throughout the day, more flexibility towards events hitting at unpleasant times, and with better mood comes more inspiration (which somewhat makes up for lost work time)
That is very useful for no pause runs and small bases. Once your pawns have to start traveling any distance to mine or build they end up doing the work commute multiple times a day. For that reason I am hesitant to do it. But it does have several advantages including happier pawns.
Thats kinda funny how you can get sleep too effective and they'll start getting cranky before they're next bedtime. I would have liked to see 'all the bionics, minus quick sleeper', because there's not exactly a way to add quick sleeper to pawns like the rest.
I don't really count Lucy as standard either, it was more of a test to see exactly how far you could push it. A better bed and Circadian is the big bonus. The heart and stomach are small change.
Points of heart and stomach - they are not only there for sleep. Heart also improve movement speed, stomach helps with diseases and (for my guys at least) gives nice 25% discount on food consumption. Sleep is just a nice bonus.
For sure sleep is not their primary purpose, same with lucifer. But if we are going to test sleep the plan was to take it as far as we could to see how short you could cut it.
@@FrancisJohnYT Well, that's the way I am going currently with every single of my guys) For now only four legendary luxury beds sadly, rest are in masterworks, but at least each have speel accelerator and every useful implant possible. THIS CITY NEVER SLEEPS.
What is the required time to get the bedroom bonus? 4h? Seems like if you are going to put that much effort in improving the bedroom, you'd want to get the benefit. Also, less sleep time = less likely to get some lovin' no? Or is that set? Curious if lovin' or getting your rest interrupted affects any of these numbers. Good video.
I think the bonus is around three hours. I have my indoor pawns on a biphasic schedule (the day is divided in half with two blocks of sleep/rec/anything) and they get the room/comfort bonus twice a day. AFAIK lovin is a factor of pawn attraction (the hidden attraction value and beauty (beautiful/pretty pawns do it more). They just need to be in bed together.
Thank you again for the videos! 1 "complaint" though, I wish you would make a test of a combination of those things. Heart, stomach, assistant, legendary royal bed. :P
Good video. Would be nice to workout how the new DLC effects this. I’m trying to use the sleep accelerator in a bed room of only 5 tiles big but have them sleep so quickly that they don’t get the awful room debuff. If you have a production specialist then it’s not too hard to have all your beds master work or above. Then it’s just a case of working out what implants they need.
AI chip is a mod. I should have mentioned the half cycler but I consider it not very useful. You lose the bedroom bonus and the lovin bonus. The -15% consciousness also drastically reduces their combat effectiveness, they also do everything 15% slower including walking and eating. I just can't think of a reasonably scenario where it is a good thing.
For pawns with quick sleeper or legendary bed, wouldn't it be better to setup around 1-2 hrs of sleep twice in their schedule just to even out their productivity and rest? Setting work right after sleep will force them to get up which means they'd always have their rest meter somewhere around the middle but never too low or full.
I've been using a biphasic schedule for any pawns for a while (two blocks of sleep) and it works really well for pawns that don't walk far/are mostly indoors at night. They can get the room/comfort bonus twice a day. It also means they're well-rested at most times of the day.
@@mytiliss682 Yeah I've got one pawn who has burning passions in shooting, melee, and animals and can't do any other kind of work. I happen to have four top-tier animal handlers, so I just have him sleeping and doing rec when he's not hunting.
Have only done the biphasic when my pawns get muscle parasites, it increases they rest loss so biphasic sleep reduces the possibility of mental breaks.
informative. good. unblinking is a sleeping beast xd hey do you have or will make a guide on the drugs? (I dont remember if you made one) like how to make your pawns use drugs to boost their mood without getting addicted and how to make good use of combat drugs? I was trying to set some drug policies 9normal ones like use a beer if mood is below x% and stuff) for my dups but it ended up with all of them getting overdosed of every drug in a single day. SO i just have to give them drugs manually which is a pain.
I think you set your tolerances too high. Most of mine are mood ~20%. Basically it is the last ditch effort before they have a mental break. Depending on if they are taking to inventory or not, you can maybe even go lower. I typically have it stair-stepped down as well. My most plentiful drug is set at the highest percent then it is 1-2% less per drug. Basically getting them to take it in the order I want. If someone has a REALLY bad time like a high psychic drone, getting dumped, family dead, etc, they will take one which won't change their mood so they will take the next and so on. If it is super bad, they will go through the full list because the mood doesn't gain fast enough to counter-act the tolerances. Although if someone is going through all of that, it isn't terrible for them to be high off their gourd anyway. Just be careful with people with injuries, enough drugs and they might get knocked unconscious.
You forgot to set up second condition that limits period when pawn can't take another dose. Light drugs have safe intervals in their description so you can limit their usage accordingly. But don't forget that some drugs share tolerance, so if all of your colony use psychoid tea you better abstain from automating psychite usage. For hard drugs it may be tricky, but safest you can go is interval in which tolerance back to zero after one-two dozes, it makes for lowest addiction chance.
This is an old Reddit post that covers it, do note that Wakeup has changed so it is no longer safe. But Beer, Smokeleaf, Ambrosia and Psychite tea are safe. www.reddit.com/r/RimWorld/comments/cjeyf7/how_to_do_drugs_theyre_awesome/
Yeah..... really should have caught that in editing. I stopped thinking of Jade as a stone a while back. Edit, a quick google says marble is a rock and jade is a mineral. A mineral is a naturally occurring inorganic element or compound having an orderly internal structure and characteristic chemical composition, crystal form, and physical properties. ... A rock is an aggregate of one or more minerals, or a body of undifferentiated mineral matter.
I would love to see a video on a comparison between great memory and fast learner and passions vs none. I sent you an email a few weeks ago with a spreadsheet of data, but it might have gotten put in your spam folder.
@@ichifish Well, I was really wanting a 2nd opinion before I declared which is best, but from what I gathered, a lot of it depends on how much time your pawn spends gaining XP on the skill per day. After 4k XP per day on a skill, their extra XP is reduced to 20%. So fast learner is wasted on someone who sits and crafts all day. It helps them get to level 20 quickly, and stay there, but they are mostly maxed out all the time. Great memory is better for those who spend their time on 1-2 skills only, and fast learner is better for those who travel long distances or spend their time on 2 or more skills. I have not tested it other than looking at my own colonies who are mostly made up of those 2 traits, and also my spreadsheets which are all purely calculations. Fast learner seems to win in all scenarios in my spreadsheet, but I think it is limited in that I am only considering one skill at a time. I think in the real world, you would get different results if you have your pawns with fast learner split their time among different tasks. For the early and mid game, fast learner is the clear winner. Here is my spreadsheet: drive.google.com/file/d/1tjW0CbUxDu549TbcduQJ6HTanir_cDnp/view?usp=sharing
@@azrobbins01 That's a very cool tool. I like how you can adjust for learning assistants, etc. Recently I've started moving learning assistants if a pawn who is doing non-quality related work is pretty high level. My anecdotal experience is the same as yours, I think: fast learners tend to win out, but by mid-game most pawns are just doing one job 90% of the time. I think where great memory really helps is with retaining combat skills, medical, and social. Especially after mid-game when I'm not recruiting as much social seems to suffer. Maxed out level 20 crafters is my goal! I have my crafters making top hats 24/7 when they aren't working on arms and armor.
I should really do a video on traits in general but I'm not sure exactly how to classify the learner vs great memory traits. Thanks for the mail, I'm about a million years behind on mails and messages in general. What I find is fast learner is the clear winner early to mid game but to get to level 20 great memory is a much easier win.
2:59 doesn't the Masterwork pawn get their sleep disturbed? Maybe it's just a mood penalty, but I would presume it interrupts rest regain in some way -no?
Would it work to have 2 bedtimes? I mean they go to bed at 10pm, wake up at 1am, go back to bed at 5am, and wake up again at 8.... or something like that....
It can and does work, I have used it on people with muscle parasites. The disease causes them to tire quickly and having two opposite sleep spots stops them from getting exhausted.
While the information was useful, I noticed something else in this video: FJ may be doing a playthrough where he turns all of his pawns into Mechs. Like, 100% total Mech. I mean, come on, he did do spellcasters, so why not go pure tech? This could be fun, in a year or two, once his computer recovers from the almost 400 pawns he'll be getting in his current playthrough.
To give 400 pawns one bionic are it would cost 6000 plasteel and 1600 advanced components. I'm not going to say that is not possible, it totally is. The problem is I would still be doing this series next year to get them all bionic.
I have used them in cooks in a large colony where there is a 100% need for cooking, or for someone who is dedicated to making advanced components. Also on a jogger/Nudist/Pacifist as a butler/maid. Unless you can dedicate someone 100% to a menial task, I would not use it. Also, you can use those with half-cyclers as mobile psychic emanators with a harmonizer/emanator combo.
I don't like the circadian half-cyclers, you lose bedroom bonus and got lovin bonus. Additionally sleeping pawns can't break mentally which can be useful. The -15% consciousness means everything is slower, walking, eating, cleaning, cooking etc. Realistically doing the math you gain about 3 to 3 and a half hours of productivity per day. Nothing to sneeze at but you also on top of the other negatives turn them into terrible combat pawn. Personally no.
@@FrancisJohnYT I think that it can be definitely worth the trade off for one or two pawns in a larger colony, if they're set to tasks that don't require high manipulation. On higher difficulties they don't really work all that well tho.
Is it a mod that has your Pawns information showing in the bottom left or a setting I haven't discovered? The thing in question is visible in the start of the video with Zoey "Awful" Rae and it shows her entire list of things.
That is a mod called Rim Hud, it displays that info box down their. You can change what it displays so I put in movement speed and a few other pieces of info I like on hand.
Never played around with it, I'm not sure how often they are available for recruitment chats but I know you can't talk to them while they are sleeping. But for non recruitment prisoners I can see the appeal.
It would have made more sense if bed quality affected pawn mood and to a small extent health/immunity more rather than shortened their sleeping time in ways that mess up their schedules.
Well it does that all to in a way. Beds have a comfort rating to. Additionally all beds aid with healing and immunity regen. Medical beds give a bigger bonus.
I like making things extra hard on my pawns so I build stone traps and then deconstruct them for their resources and use the leftover bricks to make the beds. In my mind it makes the beds pointy and sharp and kind of like they are sleeping on a trap itself and they never really know if its going to harm them or not.
Also, for the quick sleeper, since they are up so often you could have a small 1-2 slot window twice a day where they top off their rest instead of working the entire day. I did that when I was in college
why would you ever bother setting a fixed schedule for your pawns? I just always have all of them on "Anything" and they all go work and sleep when they are tired. I guess i could see a value to get your Lovin' bonus, but thats not that big a deal..
If they work at night they get a mood negative, but barring that their is nothing wrong with an anything schedule. Though if they hunt at night they get a speed penalty for darkness, animals don't so more likely to get mauled by animal revenge. I consider the got lovin bonus huge, usually maxes out a pawns mood, that increases inspiration frequency.
Because pawns are stupid and like "I am drowsy and I can't see what I'm doing because it's 2am but I need to finish this totally not urgent thing that uses precious resources if which I do not have a surplus". To name one example.
@@mirjanbouma But if all your pawns have different qualities of beds, and some have circadian assistants, and some are quick sleeper, how do you handle this? Do you have every pawn on a different schedule depending on the type of bed they have or the traits or implants, or if they are on Luciferium? Everytime one of these variables changes, you would need to alter their sleep schedule, and this also interferes with those in a relationship.
It depends how much you want to min-max, but by setting their schedule you can get more bonuses or at least make the bonuses more regular. Scheduling rec and sleep lessens the chance that a pawn with low rec/sleep will walk across the map, decide it's time to play pool or take a nap, and turn around and walk back before doing anything. Or conversely, working until they're almost exhausted, getting a debuff, then breaking because they walked home in the dark through the chunk pile. It's also good (and sometimes bad) for relationships to have them working, eating, and recreating at roughly the same time, as they'll chat with each other. Of course you want couples to be on the same schedule so they have more opportunities for loving and you want night owls to sleep from 11-6:00. Without a set schedule pawns who for whatever reason don't get much sleep or sleep more (like if they're sick in bed) will stay out of sync for longer, and bed quality will only exasperate that. Bed quality doesn't normally throw pawns out of sync if they have a schedule. Most of your beds should be about the same quality, and it's not going to make much difference for most pawns if one has a masterwork bed and one has an excellent, one will just be a little more tired at the end of the day. It's only with pawns with multiple effects (like luci and a legendary bed or a quick sleeper with a bionic heart) that you need to take it into consideration. I use a biphasic schedule for mid/late game colonies, which is 4 hr sleep, 4 hr rec/meditation, four hr anything, 4 hr sleep, 2 hr rec, 6 hour anything (pawns work once their rest/rec meter is filled up). Basically two 12-hour days. That way the pawns get their bed/bedroom bonus all day, get the "rec satisfied" and rec room bonus, and retain their "comfortable" bonus longer or all day if they do chair work. That and a combo of fine and 25% lavish meals keeps pretty much everyone at or above 100%, even on losing is fun. The downside is a productivity hit because they spend a lot of time walking back and forth, and you have to keep everything lit to avoid the darkness debuff. The upside is their rest meter never gets that low, so they're always ready to stand around in the killbox waiting for centipedes.
As far as I'm aware disturbed sleep does not affect rest effectiveness it only causes a mood debuff. In all my testing sleeping times remained fairly steady despite a few disturbed sleep occurrences.
Tip: some mods allow for bionics that improve consciousness, installing a circadian halfcycler and then topping up their consciousness makes a super human pawn that never sleeps.
you can't sleep? why not try this new implant to make you need less sleep? cut one hour of every night! just watch out for electric malfunction! cause you may be sleeping for a whole day! my only question is why the bed not using cloth/leather as material, where's the comfort?
It's difficult to get cloth early on, you need to grow cotton or buy it. So from a gameplay point of view wood and steel became the day 1 alternative to make beds.
Sometimes you want people to sleep longer so in that instance it's actually pretty handy to have them sleep longer. For example pawns can't mental break when asleep so get that drug addict in withdrawal to sleep on an awful stone bed and they will sleep over half the day cutting down on their chances to mental break.
@@FrancisJohnYT Thank you. I'm rewatching the last Tribal Wizards play through with my wife now. I'll stake whatever crypto I earn via odysee on your channel.
Does anyone know of you can swicth the positions of colonists in double beds? Seems like males always get the right side and there is no way to swap them, no matter who you assign first. Bugs me cause of Psychic soothe emanator, the one who gets it doesnt need it, the other one who needs it doesnt, would be easier to swap them rather than redesigning/rebuidling the interior of my base.
Using stone bed has an upside where you can keep prisoners sleeping for longer so you dont have to babysit them as much.
Imagine using awful stone beds for that. Maybe even marble ones for extra beauty. They have high mood and low rest.
Brilliant.
@@acidman806 what do you mean imagine? that's the strat... =P
@@acidman806 genius...
I typed up a good explanation of this, then before hitting the comment button, scrolled down when I realized this wasn't a new video. First comment I saw was this thread.
Circadian Assistant, Quick Sleeper, Bionic Heart and Lucifarium: 2 Hours
College Student: Rookie numbers!
I once played a game (Planetside original) for 72 hours straight. Afterwards I uninstalled the game and slept for a about a day. I never went back that stuff way digital crack to me.
@@FrancisJohnYT Francis... you know what happens when someone gets an addiction... Its 2 quartrums in prison eating paste for you
@@FrancisJohnYT surprisingly relatable... not 72 hours for me, but 42, the better part of 2 days done in a game... Glad you got some sleep and decided to try and limit your binges, same tbh.
@@FrancisJohnYT Planetside 1 was so addictive for me.
College failures
Imagine having to juggle 300 pawns their sleeping scheduels... I can already hear the spreadsheet calling for mercy
Is it viable to not schedule sleep at all? What about scheduling sleep twice a day?
Juggling 300 pawns schedules!! no way we have two scheduled, Night owls and everyone else.
Also a biphasic sleeping pattern is possible and totally works.
@@FrancisJohnYT I was just about to come down and ask about that, in regards to 9:05 when you say Quick Sleeper is too good. I'd give them a naptime every afternoon, timed so they start heading for bed right around when their meter drops below 75. That way it's a quick nap, a nice, long evening of work, and then back for another kip.
Useful information. One of the most annoying pawns I ever had was a Night Owl Quick Sleeper. She'd always be awake at some point during the debuff period, and if I tried to enforce the period on her, she'd get cranky for staying up so long. She'd also try to sleep during recreation hours, which made things really complicated. To make matters worse, she got in a relationship with my royal pawn, who had a legendary jade royal bed. In the end I had to degrade them to both sleeping in a lower quality stone royal bed, which sucked as I liked giving my royal pawn a free schedule to do plenty of meditation.
Lol, that's a real rimworld dilemma. I've had the same problem with night owl quick sleepers.
Rimworld is a bit twisted that way, like coupling off an ascetic and a jealous pawn. Doomed no matter what you do.
@@FrancisJohnYT Yeaaaaahhh I had a playthrough with that. THing was i set that up on perpose with prepare carefully for story reasons. only realized later on what a hassle that was
Francis I recommend trying out a biphasic sleep schedule for some of your pawns, which is basically dividing the day in half (two 12-hour blocks), and scheduling two four hour blocks of sleep (you could schedule less, but four sleep, four rec/med, four anything looks good). That gives pawns their room/comfort bonus twice a day and works well with a combined barracks/rec/dining room (they're going to get a -3 for disturbed sleep anyway). Useful in the mid/late game for pawns that don't need to walk far/go outside at night (researchers, cooks, crafters, etc.). You do lose some productivity, but I think the gains in mood are worth it. As a bonus the pawns are well-rested most of the time so they break less while you're waiting for centipedes.
I really hope he tries this out, as I reckon it'll really save his 395 pawn game!
Trying this out for myself. Thanks for the idea.
Edit: Substantial increase in colonist moods more than makes up for slight decrease in production efficiency. Thumbs up.
@@mikeespain Maybe... I'm really looking forward to seeing the massive colony because it will be an organizational marvel. I suppose if he has sophisticated groups (like researchers/crafters, etc.) this system could work. But it might not work if pawns are crossing the map a lot.
Is there an easy way to make two pawn share the same bedroom but not at the same time? Build two beds in one room?
@@volsoung7487 Not without very aggressive mods.
Very useful, I often wondered why my pawns were getting out of sync but never bothered looking more into it... Thanks Francis
Beginning to wish I had of tested a quick sleeper in a normal bed, maybe they would stay in sync then.
if you put recreation before sleep you will have the pawns stay up until the assigned sleep time at least until they are very tired which avoids the desync, also gets them home in time so the pawns are synced better in general
Upshot of the circadian assistant emp interaction is you can stop those mental breaks that happen at inconvenient times without really risking the pawn being damaged
I love how many "accidental" upsides this game allows for
Same for every brain implant.
You used to get Bestowers with brain implants in the early version of Royalty, an EMP and suddenly you can rescue them and their equipment.
One day the patreon list will be long enough for the entire song to play in the credits
Honestly that's one of the reasons I really want to become a Patreon
These videos are so insanely useful. I've used the tutorial nugetts of ONI and Rimworld a LOT. and it really, really helped me without being too much to ruin my creativity.
Don't forget the most important trait of sleeping spots - remotely waking up mechanoid hives!
Has saved my bacon more than once.
I know this is a year late but thank you.
@@matthewtalbot-paine7977 - Tynan recently fixed many exploits of game mechanics, including this one. I suspect he was following Francis John's antics too!
@@ahmataevo Damn it
Love the mini tutorials here. You manage to pack so much knowledge into such a small timeframe. I would also like to see how you would go about making schedules for colonists. Especially when you have the problem of good sleep but no circadian implants. Keep it up!
I might give the quick sleepers a bad bed so they end up sleeping a bit longer and not falling out of sync anymore :)
Could also split their sleep into two parts.
I've found that by offsetting the quick sleeper's schedule by about 2-3 hours with a forced work 2 hours prior, they end up waking around the same time as the non quick sleepers.
ie;
normal sleepers go to bed at 20, quick sleepers go to bed at 22 with 20 and 21 being forced work (or recreation)
I didn't know stone bed reduce rest effectiveness, I have been building stone beds for years!
I somehow lucked out with 2 legendary beds early in a tribal naked brutality playthrough, and it took me a minute to connect the dots as to why two of my pawns just kept running around in the middle of the night when they're supposed to be asleep. It does screw up the schedule a bit, but it's not too bad and since I also have a night owl pawn, the nights are almost as productive as the days, so I no longer sit there for a minute or two staring at the screen while the night flies away at speed 4 :D
Try splitting their sleeping schedule so they take a nap during the day. Might not be efficient if they do a lot of work away from the base like being a hunter.
I'm hoping this include a bit of tutorial on "loving", how they affect your rest and how to trigger it as it related to how a pawn sleep.
What i know is that a couple can do 2 loving a night max, once in the first hours of bed together (dunno how to trigger this) and second is when both rest meter are filled, not hungry nor need recreation and it's still on sleep schedule
Maybe next time
Pawns definitely don't sleep during that time, I tried vanilla traits expanded and one of a couple has the insatiable trait and they were getting up to 4 times per bedtime (up to max stacked bonus of 10!) and they definitely had much less sleep than my other pawns. I don't know how this trait affects other parameters.
@@ahmataevo yes, rest meter doesn't fill up when pawn do loving. I don't use the vanilla expanded trait so dunno about that
I never thought to test it, my pawns tend to get it on without my interference so I never bothered to figure out what triggers it.
Another thing to keep in mind is that while a pair of pawns are getting their lovin on they are not actually resting, so eats into some sleep time. I doubt this would be a variable amount of time based on the bed but this could help quick sleeper/legendary bed owners to keep in sync if they have a partner in a double bed to, lets say distract them, from sleeping too quickly.
@@FrancisJohnYT it would also be nice to know how to make my pawns better at it if you know what i mean. Like why do sometimes they get the "had awful lovin" even tho they are healthy and both have love enhancers.
By the way! When unblinking woke up he disturbed the guy sleeping in the Masterwork sleeping bed, that might have made him sleep more!
I don't think that being disturbed lowers rest effectiveness. I know it gives you a mood debuff. But I'd be *very* interested to know if it also makes the pawn sleep longer, because that would be yet another downside of barracks.
@@Doomquill ah i see. He did these again several times later in the video, and the times were the same, so i suppose it didn't change anything after all!
Great nugget, I think it may be better to measure the effectiveness of beds as "work hours" because as you said, there are diminishing returns to the high rest effectiveness without the help of a Circadian. Also having a schedule desync can cause other penalties like "in darkness" or "disturbed sleep" on your other pawns, additionally they may miss out on "got some lovin". Great work as usual.
I think I might try a quick sleeper on a normal bed, it might slow them down enough to get a normal schedule.
@@FrancisJohnYT Ha, intentionally give the quick sleeper a low quality bed to slow it down. Might make it's spouse a little grumpy, though that is 100% true to life. :D
Thanks for this. I never realised that the Circadian Assistant was actually that useful
Neither did I, I learn something new just about every time I go to test an aspect of this game.
In other words, sleeping is hard :D also weird clip at 08:06
"Never ever make a bed out of stone" ... I just made an impressive marble bed ... I thought that was great! DOH!
Yeah, I never gave rest much thought in the past and have always used marble beds for the beauty.
Stick that marble bed in the prison. Prisoners will be amazed with its beauty but will have to stay in bed longer, keeping them out of trouble.
I stumbled across a solution for the quick sleepers when I had one in a relationship with a night owl. If you set them up for a short mid-day nap they will synch up better (An in my case get some lovin!)
Split sleep schedule, I'll have to give that a go next time I get odd end sleeper pawns together.
"They have a circadian assistant and you wouldn't be able to do that to all your pawns"
I smell a challenge
Then the empire show up with zeus hammers and things go sideways.
Yeah, go for it, man! I did a small-colony challenge with a six pawn all-casters, all-bionics, all luci team and had to restart twice and had numerous close calls because of circadian-assisted pawns getting downed by friendly-fire EMPs. It's seriously tricky for front line pawns, even shooters and psycasters. They get lit on fire, run into the EMP blast. Try to rescue a downed pawn, get downed. EMPer retargets inside the chokepoint, the front line goes down. Have your EMPers hold fire, the mechs wail on you. Tricky stuff.
@@FrancisJohnYT I watched a vid of someone who send two pawns to destroy and EMI Dynamo on the world map. If you know anything about EMI Dynamos you'd know they have an EMP pulse when they are destroyed. The last swing of the melee weapon comes in and it bumps the dude to the world map saying on a popup they both of the colonists there are gone.
All of my pawns have been using stone beds this entire time.
Ouch.
Yep I only realised this was bad last night when I was trying to see what materials were best for beds so that I could change them and turned out the 5 or so stone beds I had created were bad. I decided steel was the best choice because wood is flammable. Now I'm learning that steel is flammable as well so now I'm thinking plasteel, uranium or jade although steel is at least less flammable so it is a step in the right direction.
Excellent stone beds have slightly above 100% rest effectiveness. So they aren't all horrible. It's not something you'd normally do, but it can be a choice during sea ice and ice sheet runs in case you don't have enough steel
Their are a few niche applications, some people use stone prisoner beds so they spend less time awake and therefore less chance to mental break.
Nice Video, thanks dir doing the Research! Having my pawns need less Rest is one of May favourite things to strive for. 🙂
Most informative. Explains how my luci cyborg super soldier was able to fight 22 hrs per day during my endgame.
Lucy is a hell of a drug. Oh and all the other enhancements as well of course.
For Ideology users there is the sleep accelerator in transhumanist religions.
Placed near a bed, it improves sleep rate by 35% but also increase hunger rate by 20%
I don't even play rimworld but i enjoy watching these!
I don't play rimworld but I'm watching this tutorial because I like how Francis does tutorials and videos in general. Weird reason ik
I watch his ONI videos for the same reason.
@@meatwad515 - Francis John is part of why I got ONI.
Each game is a little universe that game developers made. We get to explore it and figure out it's rules and figure out the gaps and extremes of those rules, some intended by the developers, some totally unintentional. I call it fun I want to share to make the next persons journey a little easier than mine.
One thing you didn't touch upon in this tutorial is that sleep fall rate gets lower when a pawn becomes tired and even more when they are very tired. I think it's probably the same change as hunger, so 1/2 when tired and 1/4 when very tired. Obviously when they are exhausted their sleep need won't wall at all, but they may randomly collapse.
In any case, this still offers some opportunities. Very tired pawns or worst have a penalty to immunity gain, but as long as your pawns are healthy, the only real cost to being tired or very tired is mood. Better yet, there are several mental breaks that will allow your pawns to go to sleep if their schedule is set to sleep and their sleep meter is bellow 15%. There are even more mental breaks that will get interrupted if the pawn collapses from exhaustion. So if you're colony has a lot of mood bonuses, it's not necessarily a bad strategy to set your pawns to work 24/7 schedule and to just let them collapse from exhaustion. You may keep an eye on the "exhausted" alert and tell your exhausted pawns to take immediate actions like ingesting go-juice (great for psycasters) or getting that age reversal (all biosculptor cycles fill hunger and rest to 100%). By default, it takes a little under 35 hours to go from 100 rest to 0% rest, or just under 43 hours with a circadian assistant.
I think the biggest lesson I learned from this video is that if I want to make sleep upgrades on all my pawns, I need to take it one upgrade item at a time. Don't give one pawn too many things unless I also give them a circadian assistant. That way I'm not throwing everyone onto different schedules for sleep.
I love your testing vids. Keep'em coming!
What about double sleeping schedule? Let them rest 3-4 hours at night and 3-4 hour nap at daytime, give them a great mood boost throughout the day, more flexibility towards events hitting at unpleasant times, and with better mood comes more inspiration (which somewhat makes up for lost work time)
That is very useful for no pause runs and small bases. Once your pawns have to start traveling any distance to mine or build they end up doing the work commute multiple times a day. For that reason I am hesitant to do it. But it does have several advantages including happier pawns.
i was hoping you would tackle the bi-phasic sleep schedule alongside this rest effectiveness nugget
I always build my pawns granite beds as i always went with granite terrain...
*What have I done?!*
Thats kinda funny how you can get sleep too effective and they'll start getting cranky before they're next bedtime. I would have liked to see 'all the bionics, minus quick sleeper', because there's not exactly a way to add quick sleeper to pawns like the rest.
I don't really count Lucy as standard either, it was more of a test to see exactly how far you could push it.
A better bed and Circadian is the big bonus. The heart and stomach are small change.
Points of heart and stomach - they are not only there for sleep. Heart also improve movement speed, stomach helps with diseases and (for my guys at least) gives nice 25% discount on food consumption. Sleep is just a nice bonus.
For sure sleep is not their primary purpose, same with lucifer. But if we are going to test sleep the plan was to take it as far as we could to see how short you could cut it.
@@FrancisJohnYT Well, that's the way I am going currently with every single of my guys) For now only four legendary luxury beds sadly, rest are in masterworks, but at least each have speel accelerator and every useful implant possible. THIS CITY NEVER SLEEPS.
Interesting. I never knew about those benefits. I'll for sure be installing those in all my colonists now.
What is the required time to get the bedroom bonus? 4h? Seems like if you are going to put that much effort in improving the bedroom, you'd want to get the benefit.
Also, less sleep time = less likely to get some lovin' no? Or is that set? Curious if lovin' or getting your rest interrupted affects any of these numbers.
Good video.
I think the bonus is around three hours. I have my indoor pawns on a biphasic schedule (the day is divided in half with two blocks of sleep/rec/anything) and they get the room/comfort bonus twice a day.
AFAIK lovin is a factor of pawn attraction (the hidden attraction value and beauty (beautiful/pretty pawns do it more). They just need to be in bed together.
It did. As loving can only happen in sleep time except if you install the forbidden rimjobworld mod (never use the mod tho)
Thank you again for the videos!
1 "complaint" though, I wish you would make a test of a combination of those things. Heart, stomach, assistant, legendary royal bed. :P
Grats on 50k FH!
Good video. Would be nice to workout how the new DLC effects this. I’m trying to use the sleep accelerator in a bed room of only 5 tiles big but have them sleep so quickly that they don’t get the awful room debuff. If you have a production specialist then it’s not too hard to have all your beds master work or above. Then it’s just a case of working out what implants they need.
Really interesting, thanks Francis
I always use my construction pawns inspirations on double beds
No mention of circadian half cycler + AI chip for a perfect zombie pawn...no bedrooms needed! Maybe those are parts of my mods?
AI chip is a mod.
I should have mentioned the half cycler but I consider it not very useful. You lose the bedroom bonus and the lovin bonus. The -15% consciousness also drastically reduces their combat effectiveness, they also do everything 15% slower including walking and eating. I just can't think of a reasonably scenario where it is a good thing.
For pawns with quick sleeper or legendary bed, wouldn't it be better to setup around 1-2 hrs of sleep twice in their schedule just to even out their productivity and rest? Setting work right after sleep will force them to get up which means they'd always have their rest meter somewhere around the middle but never too low or full.
I've been using a biphasic schedule for any pawns for a while (two blocks of sleep) and it works really well for pawns that don't walk far/are mostly indoors at night. They can get the room/comfort bonus twice a day. It also means they're well-rested at most times of the day.
@@ichifish I doing this for my dedicated soldiers as they don't have skill-intensive jobs to do. So they are always ready to kick raiders.
@@mytiliss682 Yeah I've got one pawn who has burning passions in shooting, melee, and animals and can't do any other kind of work. I happen to have four top-tier animal handlers, so I just have him sleeping and doing rec when he's not hunting.
Have only done the biphasic when my pawns get muscle parasites, it increases they rest loss so biphasic sleep reduces the possibility of mental breaks.
@@FrancisJohnYT would making biphasic unblinking make them in sync with the others?
informative. good. unblinking is a sleeping beast xd hey do you have or will make a guide on the drugs? (I dont remember if you made one) like how to make your pawns use drugs to boost their mood without getting addicted and how to make good use of combat drugs? I was trying to set some drug policies 9normal ones like use a beer if mood is below x% and stuff) for my dups but it ended up with all of them getting overdosed of every drug in a single day. SO i just have to give them drugs manually which is a pain.
I think you set your tolerances too high. Most of mine are mood ~20%. Basically it is the last ditch effort before they have a mental break. Depending on if they are taking to inventory or not, you can maybe even go lower.
I typically have it stair-stepped down as well. My most plentiful drug is set at the highest percent then it is 1-2% less per drug. Basically getting them to take it in the order I want. If someone has a REALLY bad time like a high psychic drone, getting dumped, family dead, etc, they will take one which won't change their mood so they will take the next and so on. If it is super bad, they will go through the full list because the mood doesn't gain fast enough to counter-act the tolerances. Although if someone is going through all of that, it isn't terrible for them to be high off their gourd anyway. Just be careful with people with injuries, enough drugs and they might get knocked unconscious.
You forgot to set up second condition that limits period when pawn can't take another dose. Light drugs have safe intervals in their description so you can limit their usage accordingly. But don't forget that some drugs share tolerance, so if all of your colony use psychoid tea you better abstain from automating psychite usage. For hard drugs it may be tricky, but safest you can go is interval in which tolerance back to zero after one-two dozes, it makes for lowest addiction chance.
This is an old Reddit post that covers it, do note that Wakeup has changed so it is no longer safe.
But Beer, Smokeleaf, Ambrosia and Psychite tea are safe.
www.reddit.com/r/RimWorld/comments/cjeyf7/how_to_do_drugs_theyre_awesome/
Says to never make bed out of stone, lists off jade as an alternative. Rimworld logic 101...
Yeah..... really should have caught that in editing. I stopped thinking of Jade as a stone a while back.
Edit, a quick google says marble is a rock and jade is a mineral.
A mineral is a naturally occurring inorganic element or compound having an orderly internal structure and characteristic chemical composition, crystal form, and physical properties. ... A rock is an aggregate of one or more minerals, or a body of undifferentiated mineral matter.
@@FrancisJohnYT Thats why i said Rimworld logic 101. I knew that you were right, but its funny.
I think the Masterwork bead pawn had disturbed sleep, did you retest after the trash was cleaned?
As far as I'm aware disturbed sleep does not affect their sleep quality/rest effectiveness it only gives them a mood debuff.
I would love to see a video on a comparison between great memory and fast learner and passions vs none. I sent you an email a few weeks ago with a spreadsheet of data, but it might have gotten put in your spam folder.
What did you find out?
@@ichifish Well, I was really wanting a 2nd opinion before I declared which is best, but from what I gathered, a lot of it depends on how much time your pawn spends gaining XP on the skill per day. After 4k XP per day on a skill, their extra XP is reduced to 20%. So fast learner is wasted on someone who sits and crafts all day. It helps them get to level 20 quickly, and stay there, but they are mostly maxed out all the time. Great memory is better for those who spend their time on 1-2 skills only, and fast learner is better for those who travel long distances or spend their time on 2 or more skills.
I have not tested it other than looking at my own colonies who are mostly made up of those 2 traits, and also my spreadsheets which are all purely calculations. Fast learner seems to win in all scenarios in my spreadsheet, but I think it is limited in that I am only considering one skill at a time. I think in the real world, you would get different results if you have your pawns with fast learner split their time among different tasks. For the early and mid game, fast learner is the clear winner.
Here is my spreadsheet:
drive.google.com/file/d/1tjW0CbUxDu549TbcduQJ6HTanir_cDnp/view?usp=sharing
@@azrobbins01 That's a very cool tool. I like how you can adjust for learning assistants, etc. Recently I've started moving learning assistants if a pawn who is doing non-quality related work is pretty high level.
My anecdotal experience is the same as yours, I think: fast learners tend to win out, but by mid-game most pawns are just doing one job 90% of the time. I think where great memory really helps is with retaining combat skills, medical, and social. Especially after mid-game when I'm not recruiting as much social seems to suffer.
Maxed out level 20 crafters is my goal! I have my crafters making top hats 24/7 when they aren't working on arms and armor.
I should really do a video on traits in general but I'm not sure exactly how to classify the learner vs great memory traits. Thanks for the mail, I'm about a million years behind on mails and messages in general.
What I find is fast learner is the clear winner early to mid game but to get to level 20 great memory is a much easier win.
Great tutorial as always, now I'm sleepy =)
Using my voice as a sleep aid!!! never heard that one before. Glad to be of service I suppose :)
@@FrancisJohnYT Well you are lucifirium to my ears. Been listening all day at work and now I'm excited to put the tips into action.
i actually really needed this
2:59 doesn't the Masterwork pawn get their sleep disturbed? Maybe it's just a mood penalty, but I would presume it interrupts rest regain in some way -no?
Could not see any effect of sleep disturbance. It just appears to give a mood debuf.
Would it work to have 2 bedtimes?
I mean they go to bed at 10pm, wake up at 1am, go back to bed at 5am, and wake up again at 8.... or something like that....
It can and does work, I have used it on people with muscle parasites. The disease causes them to tire quickly and having two opposite sleep spots stops them from getting exhausted.
I must have negative character traits, or a low quality bed, or both.
If a pawn had task just near beds? Would make a 12h/bed cycle sense?
It could and does work, I have build a pawns bed inside their workshop which is right beside the dining/rec room.
While the information was useful, I noticed something else in this video: FJ may be doing a playthrough where he turns all of his pawns into Mechs. Like, 100% total Mech. I mean, come on, he did do spellcasters, so why not go pure tech? This could be fun, in a year or two, once his computer recovers from the almost 400 pawns he'll be getting in his current playthrough.
He might actually do it in this run considering how many pawn he'll got and how many limbs gonna go missing in the recruitment process.
To give 400 pawns one bionic are it would cost 6000 plasteel and 1600 advanced components.
I'm not going to say that is not possible, it totally is. The problem is I would still be doing this series next year to get them all bionic.
Would you recommend 3x5 bedrooms or 3x6? I've seen both being used by different people and trying to min-max.
Francis has a separate tutorial just on bedroom min-maxing.
And now we have sleep accelerator in the new DLC
Not sure I'm sold on them yet, they cost so much power.
But what about mega-unblinking?
What's your opinion on circadian half-cyclers?
I have used them in cooks in a large colony where there is a 100% need for cooking, or for someone who is dedicated to making advanced components. Also on a jogger/Nudist/Pacifist as a butler/maid. Unless you can dedicate someone 100% to a menial task, I would not use it. Also, you can use those with half-cyclers as mobile psychic emanators with a harmonizer/emanator combo.
I don't like the circadian half-cyclers, you lose bedroom bonus and got lovin bonus. Additionally sleeping pawns can't break mentally which can be useful.
The -15% consciousness means everything is slower, walking, eating, cleaning, cooking etc. Realistically doing the math you gain about 3 to 3 and a half hours of productivity per day. Nothing to sneeze at but you also on top of the other negatives turn them into terrible combat pawn.
Personally no.
@@FrancisJohnYT I think that it can be definitely worth the trade off for one or two pawns in a larger colony, if they're set to tasks that don't require high manipulation. On higher difficulties they don't really work all that well tho.
The only time I can imagine using a half-cycler is with an industrious sanguine pawn who does nothing but clean and cut stone.
Is it a mod that has your Pawns information showing in the bottom left or a setting I haven't discovered? The thing in question is visible in the start of the video with Zoey "Awful" Rae and it shows her entire list of things.
That is a mod called Rim Hud, it displays that info box down their.
You can change what it displays so I put in movement speed and a few other pieces of info I like on hand.
@@FrancisJohnYT thanks for the info. I ended up googling it and finding it but I didn't know you can add more info.
So I am worse than awful.
I sleep for 8-9 hours.
very good guide!
What do you think about building awful stone beds for prisoners?
Sleeping spots and raw "friendly" food are enough for them.
Never played around with it, I'm not sure how often they are available for recruitment chats but I know you can't talk to them while they are sleeping. But for non recruitment prisoners I can see the appeal.
Hi thanks for the vid i just started on vanilla so these really help a ton. Now im looking for a growing food in pens for animals vid 😅
It would have made more sense if bed quality affected pawn mood and to a small extent health/immunity more rather than shortened their sleeping time in ways that mess up their schedules.
It did indirectly
With how it count toward room impresiveness
@@RaiNAgara - True, but it is possible to have a terrible bed and rest in an impressive room.
Well it does that all to in a way. Beds have a comfort rating to. Additionally all beds aid with healing and immunity regen. Medical beds give a bigger bonus.
I like making things extra hard on my pawns so I build stone traps and then deconstruct them for their resources and use the leftover bricks to make the beds. In my mind it makes the beds pointy and sharp and kind of like they are sleeping on a trap itself and they never really know if its going to harm them or not.
Also, for the quick sleeper, since they are up so often you could have a small 1-2 slot window twice a day where they top off their rest instead of working the entire day. I did that when I was in college
I had a split sleeping schedule once while working in a pub while backpacking. Was amazing how quickly you fall into it.
it would be sooo much easier if you could instruct your pawns to oversleep to balance out the desync
Unfortunately the best you can do is give them a bad bed so they take longer to sleep.
why would you ever bother setting a fixed schedule for your pawns? I just always have all of them on "Anything" and they all go work and sleep when they are tired. I guess i could see a value to get your Lovin' bonus, but thats not that big a deal..
If they work at night they get a mood negative, but barring that their is nothing wrong with an anything schedule.
Though if they hunt at night they get a speed penalty for darkness, animals don't so more likely to get mauled by animal revenge.
I consider the got lovin bonus huge, usually maxes out a pawns mood, that increases inspiration frequency.
Is there a reason not to set them to "Anything" 24hrs/day? Why try to have a set bedtime at all?
Because pawns are stupid and like "I am drowsy and I can't see what I'm doing because it's 2am but I need to finish this totally not urgent thing that uses precious resources if which I do not have a surplus".
To name one example.
@@mirjanbouma But if all your pawns have different qualities of beds, and some have circadian assistants, and some are quick sleeper, how do you handle this?
Do you have every pawn on a different schedule depending on the type of bed they have or the traits or implants, or if they are on Luciferium?
Everytime one of these variables changes, you would need to alter their sleep schedule, and this also interferes with those in a relationship.
@@azrobbins01 I keep most pawns on the same schedule. I only change it for night owls, quick sleepers etc, those get made to measure.
@@mirjanbouma pawns after marriage could use full day of work schedule as no entertainment debuff completely negated.
It depends how much you want to min-max, but by setting their schedule you can get more bonuses or at least make the bonuses more regular. Scheduling rec and sleep lessens the chance that a pawn with low rec/sleep will walk across the map, decide it's time to play pool or take a nap, and turn around and walk back before doing anything. Or conversely, working until they're almost exhausted, getting a debuff, then breaking because they walked home in the dark through the chunk pile. It's also good (and sometimes bad) for relationships to have them working, eating, and recreating at roughly the same time, as they'll chat with each other. Of course you want couples to be on the same schedule so they have more opportunities for loving and you want night owls to sleep from 11-6:00. Without a set schedule pawns who for whatever reason don't get much sleep or sleep more (like if they're sick in bed) will stay out of sync for longer, and bed quality will only exasperate that.
Bed quality doesn't normally throw pawns out of sync if they have a schedule. Most of your beds should be about the same quality, and it's not going to make much difference for most pawns if one has a masterwork bed and one has an excellent, one will just be a little more tired at the end of the day. It's only with pawns with multiple effects (like luci and a legendary bed or a quick sleeper with a bionic heart) that you need to take it into consideration.
I use a biphasic schedule for mid/late game colonies, which is 4 hr sleep, 4 hr rec/meditation, four hr anything, 4 hr sleep, 2 hr rec, 6 hour anything (pawns work once their rest/rec meter is filled up). Basically two 12-hour days. That way the pawns get their bed/bedroom bonus all day, get the "rec satisfied" and rec room bonus, and retain their "comfortable" bonus longer or all day if they do chair work. That and a combo of fine and 25% lavish meals keeps pretty much everyone at or above 100%, even on losing is fun. The downside is a productivity hit because they spend a lot of time walking back and forth, and you have to keep everything lit to avoid the darkness debuff. The upside is their rest meter never gets that low, so they're always ready to stand around in the killbox waiting for centipedes.
What is the return on circadian QS + legendary bed?
Ahhh this clears some confusion
Make prisoner bed stone so they will sleep longer and they can't escape if they sleeping
sleeping needs an overhaul
masterwork bed guy got interrupted sleep from the unblinking guy when he wemt to clean up the trash doesnt disturbed sleep screw that up?
As far as I'm aware disturbed sleep does not affect rest effectiveness it only causes a mood debuff.
In all my testing sleeping times remained fairly steady despite a few disturbed sleep occurrences.
do one of these on rimworld animals please. is breeding and slaughtering cows worth it?
Tip: some mods allow for bionics that improve consciousness, installing a circadian halfcycler and then topping up their consciousness makes a super human pawn that never sleeps.
EPOE? You need an other mod to grow stuff to be able to craft bionic organs, but it works
💙
I love spending half of every rimworld session staring at them sleeping just for them to whine about not sleeping enough
you can't sleep? why not try this new implant to make you need less sleep? cut one hour of every night!
just watch out for electric malfunction! cause you may be sleeping for a whole day!
my only question is why the bed not using cloth/leather as material, where's the comfort?
It's difficult to get cloth early on, you need to grow cotton or buy it. So from a gameplay point of view wood and steel became the day 1 alternative to make beds.
@@FrancisJohnYT I hope they add more advanced bed, not just with gold but with cloth or leather maybe..
Made a legendary bed out of marble then realized marble is pretty but makes a terrible bed
Sometimes you want people to sleep longer so in that instance it's actually pretty handy to have them sleep longer.
For example pawns can't mental break when asleep so get that drug addict in withdrawal to sleep on an awful stone bed and they will sleep over half the day cutting down on their chances to mental break.
I fell asleep watching this
It help with sleep alright, your sleep
Make an odysee back up please
Done. It's 500 videos to transfer, might take a week.
@@FrancisJohnYT Thank you. I'm rewatching the last Tribal Wizards play through with my wife now. I'll stake whatever crypto I earn via odysee on your channel.
@@JohnSmith-eu2dt Its about time I learned something about crypto. Now I just need to find a whiskey I can buy with crypto :)
Wish I had that unblinking trait.
Does anyone know of you can swicth the positions of colonists in double beds?
Seems like males always get the right side and there is no way to swap them, no matter who you assign first. Bugs me cause of Psychic soothe emanator, the one who gets it doesnt need it, the other one who needs it doesnt, would be easier to swap them rather than redesigning/rebuidling the interior of my base.