RimWorld

RimWorld

[lmgginspace] Responsible sleepers
21 Comments
тетеря, блин 11 Jul @ 10:32am 
👍👍
lmgginspace  [author] 11 Jul @ 10:32am 
Done, I had not much time to test it, but I think it's OK.
lmgginspace  [author] 11 Jul @ 10:08am 
Working in it right now :steamthumbsup:
тетеря, блин 11 Jul @ 8:04am 
any chance having this updated for 1.6? 🙏
Mad Data Scientist !PC 2 Oct, 2024 @ 8:31am 
thanks! together with the Work Manager mod this is an absolute life/sanity saver!
lmgginspace  [author] 30 May, 2024 @ 3:41am 
It seems a bit convoluted to track pawns that are not in a map (caravaning) and keep performance. I'm very good at C#, but being totally unfamiliar to RimWorld classes limits me a lot.

For now, I would say that caravaning pawns, as they sleep bad in the wilds, they cannot be resposible about it XD
lmgginspace  [author] 4 May, 2024 @ 3:43am 
I'll see what I can do :)
Zollern 3 May, 2024 @ 10:52pm 
Could you please add a setting so that it only works with Caravan? It's a good mod!
lmgginspace  [author] 29 Apr, 2024 @ 2:23am 
Thanks! But regarding your issue, it's weird...
This mod is only a "pure code" tracker for the pawns, and does absolutely nothing UI-related (aside from the usual mod settings window, of course)
I'd say I'm 99% sure it's not an issue of my mod. You can try not loading it and check again if the UI issue persists, if you want.
Pong 29 Apr, 2024 @ 1:02am 
Excellent mod!

I'm getting a minor bug that sometimes breaks the tooltip into two lines, like so:

Rest rate modifier:
97%

when the pane is sized for one line only.
lmgginspace  [author] 2 Apr, 2024 @ 6:04am 
Just load your savegame with the mod loaded, configure it to your liking, and play as usual. No extra steps.
Vartarhoz 2 Apr, 2024 @ 5:19am 
So is this load and forget type mod or should I use a button for it?
lmgginspace  [author] 1 Apr, 2024 @ 6:21am 
Thanks a lot for the kind words! Albeit quite exaggerated in one of the cases :D
Naturtok 31 Mar, 2024 @ 7:54pm 
I can dig it! Makes sense to me :) great mod!
Kalmin 31 Mar, 2024 @ 2:18pm 
oh my god, i've been doing this manually for 3 years real time, you are the second coming of jesus christ and every other messiah from every other religion.
lmgginspace  [author] 31 Mar, 2024 @ 3:29am 
@Naturtok It's just as ZAX says. Think of each colonist having a flat 100% rest need gain multiplier. Well, with this mod, instead of flat, it is a range from 92% to 108% (configurable of course), and the value used is, the one within that range that better adjusts to make him or her wake up at time.

Of course, if you adjust the schedule on the fly, the deltas will be recalculated on the fly as well, and you could artificially "accelerate" sleep, but that would require a lot of micromanagement I'm sure most people won't want to do in the first place XD.
ZAX 30 Mar, 2024 @ 7:21pm 
@Naturtok I believe the answer lies within the mod description, the change wont be greater than 8%, and it can be further adjusted in settings.
Naturtok 30 Mar, 2024 @ 6:30pm 
it's 100% ok if the answer to this is "it's a mod in a single player game, you can cheat if you want", but does this hypothetically allow for someone to reduce a pawns scheduled sleep to artificially make it so they don't have to sleep as much as they normally would? Like could I set it to 4 hours long and the pawn's rest stat will just boost to full over that 4 hours? Or am I misunderstanding what the mod does?
blue 27 Mar, 2024 @ 4:24pm 
yo no way you also made the repair bed! :steamthis:
lmgginspace  [author] 27 Mar, 2024 @ 11:00am 
It will only check the next 12 hours for each colonist for a wake up time, and when no wake up time can be determined, it will be like no mod is being used.
avianca30 27 Mar, 2024 @ 6:59am 
An interesting idea.
My question is: what will happen when in the schedules tab the player will clear the colonists schedule or completely fill it out with sleeping order?
Will the pawns never wake up?