RimWorld

RimWorld

[sbz] Endless Recreation
70 Comments
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.
Aizuki 7 Mar @ 7:55am 
incompatible with Vehicle map (i use technical vehicle one), pawn choose doing stargazing entire time instead building wall/floor on vehicle map.
seobongzu  [author] 17 Feb @ 4:06pm 
@Keltas
The occurrence is because recreational drugs are considered a type of recreation, and if you do not want this, you must manually turn it off.
Keltas 17 Feb @ 7:52am 
You do not want to have recreational drug use policy with this mod on. Whenever they have free time - my colonists grab a bottle after bottle of alcohol until they pass out drunk. Maybe my recreation activities are too few, or I have too many different types of alcohol in stockpile but all of my colonists became instant drunkards.
seobongzu  [author] 14 Feb @ 2:10am 
@Dad
I primarily create mods for myself and test them in various gameplay, including mid-saves and test plays. Therefore, I can clearly state that this is not true.
Dad 13 Feb @ 10:34am 
That's how it works vanilla yes. But when I have this mod installed they're not just doing recreation when idle, they go do recreation between every other job. It seems like they prioritize keeping their recreation above a certain point, with the mod enabled I've never seen them drop to below 80% recreation need.

I'll test it out later with just this mod installed but I can't think of anything in my list that would have some sort of weird conflict with this.
seobongzu  [author] 12 Feb @ 10:30pm 
@Dad
When the pawn is idle and their Recreation value is low, having them perform Recreation is part of the base RimWorld system, and this mod does not force the pawns to do artificial Recreation.

When I play it myself, even with no mods or with numerous mods, everything works fine, so it's difficult to pinpoint the cause. It could be a conflict with the system of a specific mod.
Dad 12 Feb @ 3:54pm 
I really want to use this. But after a few weeks and multiple colonies I have noticed that pawns want to do recreation in between jobs nearly every time.

It cuts productivity. The first colony I used it on was large. Even with 4 cooks I would find the meal stores empty. Pan over to see every cook just hanging out while they starve. Materials weren't getting hauled, crops were left in the field to spoil. Only job that was getting done with no interruption was the research, but I'm certain that's because it has a long cycle.

I just started a new colony with a limit of seven pawns. Again, they're starving to death while they enjoy a communal bath in the river. Fields are being left half-tended. Removed the mod and reloaded the colony and boom, everyone's back to work within seconds.

I want pawns to naturally hang out together and socialize when they have down time. Currently they're artificially being forced to hang out and not working.
Aizuki 1 Feb @ 2:35am 
@seobongzu yes, i own 23 pawn on my colony. the start i use this mod is completely fine until there are numerious conflict , war and raid. the pawn tend to prioritize GAMING ON MODERN COMPUTER rather than doing surgery or healing another pawn (yes , this is US). i tend leave the game on 1X speed and yes from 23 pawn now i only have 8 pawn because doctor tend to late doing his work :lunar2019piginablanket:
seobongzu  [author] 31 Jan @ 8:32pm 
@Aizuki
Once recreation starts, it continues until the game cycle is complete (which isn’t very long). So it may temporarily seem like they are ignoring work. This mod is suitable for colonies with a large number of people who are assigned to tasks.
Aizuki 31 Jan @ 8:30pm 
this mod seems messed up my colonist management, the pawn didnt even react fast and tend to lazying around prioritizing entertaiment need
seobongzu  [author] 31 Jan @ 4:47pm 
@Blueo
If it goes above 90%, the colonists will stop seeking entertainment.
Blueo 31 Jan @ 9:23am 
why does joy stop increasing at 87.5%, just curious
seobongzu  [author] 30 Jan @ 4:07pm 
@ED-9527
Once recreation starts, it continues until the game cycle is complete (which isn’t very long). So it may temporarily seem like they are ignoring work. If there is work to do but no one available, drafting and undrafting a pawn engaged in recreation should make them return to work.

If they keep doing recreation without eating or sleeping, that’s abnormal. But if they take breaks to eat and sleep, they will also work.
ED-9527 30 Jan @ 1:27pm 
hey boss, I found that my character would continue to entertain when he had a job, but because the entertainment value was fixed, he would get stuck in endless entertainment, even if I forced him to work, he would only work briefly and then immediately return to the poker table.
Wolmer 24 Jan @ 8:17am 
Cool!
seobongzu  [author] 24 Jan @ 8:02am 
@Wolmer
Since recreational drugs are one of the types of recreation, you may find beer or smokeleaf being used during leisure time.
Wolmer 24 Jan @ 7:25am 
Does this make pawns drink more?
this makes everything so much better! I'm surprised they didn't add this feature to the base game