RimWorld

RimWorld

[sbz] Endless Recreation
88 Comments
obin0684 28 Sep @ 8:32am 
@Micah By default, slaves do not engage in recreational activities. Naturally, this mod does not apply to slaves.
Micah 15 Sep @ 5:56am 
I also ran into a problem where my colonist would no longer gain recreation from recreation activities, even when she had lots of work to do.
Micah 15 Sep @ 5:16am 
Does this not work for slaves? I just installed it hoping to make my slaves stop wandering in/out of my refrigerator when they are out of work but it didn't appear to do anything. Slave is still wandering rather than reading a book or playing poker/pool.

I then realised that slaves normally don't do *any* recreation nor do they have a recreation bar, which made me think maybe this mod won't actually solve my problem.
Schadenfreude 3 Sep @ 4:34am 
@Consho
Unfortunately couldn't get them to engage in "endless" recreation, no matter the schedule.
Battling some other issues as well atm, though, that I'm troubleshooting.
Consho 31 Aug @ 11:41am 
@Schadenfreude Good luck on your tests buddy.
Schadenfreude 31 Aug @ 6:00am 
@Consho
Gonna test this, I was wondering why pawns would still wander around aimlessly. Drove me crazy, trying out mod orders.
Consho 30 Aug @ 8:49pm 
Hey mod author, I hope you're doing well. I don't know if this is intentional, but your mod only works when the schedule is set to anything. Is this intentional, or is there a way to fix it?
seobongzu  [author] 24 Aug @ 9:32pm 
@Stykytte
It still works fine without starving or dropping from exhaustion. If they do start starving or dropping from exhaustion, that means something is conflicting with it.
Stykytte 24 Aug @ 8:56pm 
Gonna need an option to allow rec to reach 100% or above so they don't keep starving or dropping from exhaustion. Otherwise this is a good mod.
Breadboy 23 Aug @ 6:27pm 
@LiquidBrain The Intimacy mod is what adds the bugged chatting on comms, and it's only broken when this mod is also enabled. It was hell to figure this out lol. I commented on Intimacy asking for a patch or option to disable chatting. If it can be patched here then, yes, please lol. I disabled this one for now since getting rid of Intimacy would be game breaking
V ! P 15 Aug @ 1:14am 
how is this working with Need Bar Overflow
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566316158

i bump at 137% overflow but then the recreation is stuck at 88%

:chug: gr8 mod
Big Brain Luigi 5 Aug @ 11:36pm 
@LiquidBrain im guessing you have chatty comms on in tweaks galore or a mod with a similar function
LiquidBrain 5 Aug @ 6:03am 
You're right. And judging from your response, it seems this mod doesn't interact with the comms console. That’s certainly unexpected—but before jumping to conclusions, there are a few points I'd like to clarify.

None of the mods I have installed are intended to enable recreation through the comms console. However, once this mod is activated, pawns start interacting with the comms console, and the aforementioned bug occurs. This affects both children and adults alike. I've confirmed this behavior by repeatedly toggling the mod on and off. But if what you're saying is correct, then perhaps the issue doesn't lie with this mod after all.

In any case, thank you for your quick reply.
seobongzu  [author] 5 Aug @ 5:13am 
@LiquidBrain
I'm not sure what you're referring to with the comms console. As far as I know, children aren't affected by this mod, and in vanilla RimWorld, there’s no recreation activity that uses the comms console, right?
LiquidBrain 5 Aug @ 4:45am 
Thank you for your great work. Everything works as expected, except for the comms console. There's a situation where pawns won't stop chatting, even if they're starving, unless I manually draft them to to intervene.
=>PR<= HavenOnline 3 Aug @ 5:49am 
This has killed endless pawns of mine... :steamthumbsup:
azll 3 Aug @ 12:54am 
thanks for this!
1875 27 Jul @ 9:04pm 
[sbz] Endless Recreation CommsConsole Path
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536375709
seobongzu  [author] 13 Jul @ 4:21pm 
@Bobibobibu
This isn't a problem, it means the mod is working fine. However, reducing the recreation duration seems worth considering.
Bobibobibu 13 Jul @ 3:16pm 
Same problem. It's not infinite, but pawns take quite a while (2 in-game hours in my current save) before stopping on recreation for schedules or jobs. I won't mind the performace loss for the mod to constantly check for schedules and jobs to interrupt recreation
_baseplate 1 Jul @ 1:16am 
I was having the same exact issue and removed it from my modlist.
seobongzu  [author] 29 Jun @ 3:41pm 
@Porcyon
This mod makes pawns continue recreation during the Idle phase, which is the final stage of their work cycle. While there might be some productivity loss because pawns finish their current recreation activity before starting new tasks rather than immediately departing when work becomes available, your comment makes it sound like pawns do nothing but recreation, which is clearly incorrect.

If something isn't working, it would be better to at least attach your mod list and videos or similar evidence. If you just say it doesn't work, how can I fix a mod that works perfectly fine for me? I don't care whether you use this mod or not, but comments like this are very inappropriate because they prevent people who need this mod from using it.
Porcyon 29 Jun @ 6:59am 
After sitting on this for a few days, I would not recommend this mod to anyone. It will cause your pawns to do recreation endlessly when scheduled, because it prevents them from reaching 100%, ever. This effectively ruins scheduling and tanks colony productivity, because no work will ever get done when recreation is scheduled. It's an infinite time sink rather than a way to top up mood.

It does not do what it says in the description, or rather, it achieves that function in a way that is extremely inefficient for your pawns
Porcyon 24 Jun @ 2:28pm 
@terrorbob238 yes, it's in the description, although I had the same issue and only diagnosed it with the 1.6 update lol
terrorbob238 20 Jun @ 10:44am 
does this cause 88% recreation lock
raz334 10 Jun @ 2:30am 
@Psyckosama, That sounds great in a singular mod aspect. But other mods that impact jobs as well or auto assign work schedules and the like. Those would like run into compatibility issues if the recreation job was suddenly added.
IE: your pawns might only ever do recreation and nothing else. ><

I think thats probably why they haven't created it in that way, so that compatibility isn't an issue..
Psyckosama 26 May @ 7:54am 
@seobongzu One way to get around the idle issue might be to add a task to the work bar called something like "relax" and turn this from a pure idle activity to a work form?
Psyckosama 26 May @ 7:53am 
@3 Lootbugs in a Trench Coat

Sounds legit...
3 Lootbugs in a Trench Coat 10 May @ 10:16am 
Colonists will forgo sleep, treatment and food for some sweet ol' recreation. Seems like when they start doing recreation they can't stop trying to fill up the bar until they eventually decide their wounds or starvation is bad enough to actually eat something :steamsad:
Diedrich 5 May @ 7:32am 
Thats correct, when they are in idle they check for jobs a lot.
Xilo The Odd 23 Apr @ 8:22pm 
yeah my crazy modder friends that run like well over 40 pawns see this as well. i'd imagine its them trying to figure out what thing to fill or the pathing going nuts. i'm sure if there is some kind of log about the AI logic it'd have the answers as they cycle through all the things.
seobongzu  [author] 23 Apr @ 5:10pm 
@Tae
I’ve heard that pawns in an idle state tend to consume a lot of performance.
Tae 23 Apr @ 3:28pm 
Not sure what the issue is, but if I have a large amount of pawns idle during work hours it lags out my game to an unmanageable point. It doesn't do this during rec hours, so I'm really not sure why it's doing that.
Xilo The Odd 22 Apr @ 8:23pm 
@Seobongzu so far in my file i havn't noticed any issue as mentioned either, my pawns only starved because i forgot to set the temp on their food room and everything spoiled. i also did my idea of just using Work instead of Anything for schedule and that seems to work fine and prevent your mod from working (as it should) so i concur it seems like a possible mod conflict.
seobongzu  [author] 22 Apr @ 5:04pm 
1. It seems to be working fine on my end.
2. I haven’t been able to reproduce the reported issues.
3. It’s possible that it’s currently conflicting with a mod I’m not aware of.
Hyndis 22 Apr @ 2:32pm 
Mod works, but also idle pawns will starve to death doing recreation. They won't eat.
y25552 22 Apr @ 5:27am 
I hope this can be disabled at any time if I want my pawns to work at night. Sometimes I just enjoy watching them having their own time but sometimes not.
Xilo The Odd 11 Apr @ 4:42pm 
so seeing some issues listed here, but i wonder, if you use the Work scheduling instead of anything for waking hours if it'd resolve some of these things.
Aidom Nou 10 Apr @ 2:12pm 
There's a small issue I've run into while using this mod: when I set a pawn's schedule to "Meditate", they'll stop meditating once they reach the stated joy threshold of 87,5%.
Agent Orange 25 Mar @ 5:36pm 
My colonist keeps starving themselves to death while doing recreation, the mod works great though.
CrusadingIdiot 21 Mar @ 9:28am 
Ohh I see. Thank you.
seobongzu  [author] 21 Mar @ 1:01am 
@CrusadingIdiot

If the recreation gauge goes above 90%, they stop engaging in recreation, which puts them in an idle state and slows down the game.

To avoid this, if you increase the decay rate while the gauge is above 90%, they might seek recreation at 89% but stop again at 90%. This could lead to them repeatedly sitting down and standing up, which would look very unnatural.
CrusadingIdiot 21 Mar @ 12:25am 
I see. Makes a fair bit of sense, but why not just wait for there recreation to drop to the threshold?
seobongzu  [author] 20 Mar @ 6:26am 
@CrusadingIdiot

1. Here's what I discovered: There are two types of recreation scenarios. Colonists will engage in recreation during work if their Joy drops too low. They'll also do recreation when idle if their Joy is below 90%. So, if we prevent Joy from reaching 90%, colonists will keep doing recreation while idle.

2. Since the maximum mood buff occurs at 85% Joy, I reduced the Joy gain to 1/1000 when Joy is above 87.5%.
(which is the midpoint between 85% and 90%)
CrusadingIdiot 20 Mar @ 5:51am 
why is it that the maximum is 87 percent? Just curious
seobongzu  [author] 16 Mar @ 5:04pm 
@rolfey1328
not sure
rolfey1328 16 Mar @ 3:52pm 
does this work with do lovin when idle?
Triel 11 Mar @ 4:56pm 
Probably that way so they can always do recreation. Cause if they hit 100%, they wouldn't be able to do it anymore.
seobongzu  [author] 8 Mar @ 3:38am 
@Nishe
yes
Nishe 8 Mar @ 2:11am 
Is this mod meant to limit all recreation to 88% max, even when doing recreation during the recreation schedule? I figured it would be just for when they're "doing recreation while idle", but in my game their recreation cannot go above 88% even in dedicated recreation hours, which leads to them constantly trying to get to 100% (because they've been told to by the schedule) but never getting there.