RimWorld Schedule Guide - The BEST RimWorld Schedule (s) [1.4, 2023+]

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hey everyone Adam here with a rimworld schedule guide I often tell people that the best and most powerful thing I've ever developed in room world is the biphasic schedule I've been using it for three or four years and it's a game changer for me however biphasic isn't always the best schedule so in this rimworld guide I will be talking about all things scheduling so if you've been asking yourself what is the best schedule or how do I set up scheduling you've come to the right place well then what is the best schedule like many questions in rimworld the answer is it depends if you want a terrific all-around schedule that you can use for everyone all the time I do recommend my biphasic schedule it has an incredibly powerful effect on mood and the schedule is extremely robust to the insane scenarios that happen in rimworld the biphasic schedule isn't really the best schedule though the best schedule is when you customize based on a ton of factors such as the balance of productivity and mood you're calling this overall average mood how much sleep your colonist needs you're calling those jobs your base layout and even how much your colonists hate each other in this example I customized the biphasic schedule this biophysic schedule is a great choice for essentially everyone set everything to anything start at hour 11. set four blocks of sleep so that sleep at 11 12 13 and 14. then jump to right before midnight for 23 said sleep then 0 1 2 asleep as well then put two Recreation before each block of sleep Recreation 9 and 10 and 21 22. that's the simple fits everyone just fine you don't have to think about it by phasic schedule it is so powerful that you can even slap it on your night owls and they will still be happier on average than a typical Night Owl schedule the main reason for using the live basic schedule is its huge increase to mood click a colonist click the needs tab the bifasic schedule has significant effects on these three bars rest Recreation and comfort each notch on these bars corresponds to a different mood amount for example here's the recreation meter and here's the different thoughts between notches the biphasic schedule fills the recreation meter twice a day what most players call a standard Rim World schedule fills all these only once a day double fill up helps increase mood because one the colonist is at these high mood notches of comfort and Recreation twice and two the three bars of recreation rest and comfort won't fall as far each of those three bars Falls at a steady rate after 16 hours a week a standard schedule has these three meters here the biphasing schedule will never let these bars get so low because Recreation rest and comfort are refilled every 12 hours mood is higher because both these meters are at the top more and these meters never drop as low as they would in a normal schedule here's two copies of the same colonists in the same base of the same jobs on the right biphasic schedule on the left standard scheduling watch the mood bars as the day progresses watch as the biphasic mood bar and gets a boost from the midday nap generally the bipasic schedule will have about this much effect on mood relative to a standard schedule however the biphasic schedule does come at a cost of productivity in this example the biphasic schedule mined 19 squares of Steel the standard schedule mined 23 squares of Steel this example is different in productivity was about 20 percent these schedules virtually always have the same amount of sleep per day total nanosleep was not a factor in this productivity the first Big Choice in scheduling mood versus productivity generally the standard schedule will give more productivity generally the biphasic schedule will give more mood depending on so many different factors you may care more about mood or more about productivity the original reason I developed a black basic schedule was that I found myself losing during raids not because of the actual combat but because they would happen later in the day when everyone was at their lowest moods and energy I'd often have breakdowns during rains and end up losing colonists or the entire run depending on your play style difficulty setting Etc this may not be as much of an issue for you as such I'm going to teach you about more potential schedules that have different costs and benefits that may align more with your gameplay my general rule of thumb however would be you want enough mood to avoid all mental breaks even minor mental breaks there's no simple number for how much mood that would be as the circumstances and pawn types vary so much in rimworld what is good to keep in mind is that mood does not change instantly mood can only fall a maximum eight per hour in this example the biphasic schedule is 12 mood over the minor break threshold that's an hour and a half before minor breaks are even possible minus 99 psychic droner still an hour and a half before minor break territory at this moment in time the colonists on standard schedule is at 24 mood the biphasic is at 47 mood that's 23 mood difference the difference in mood isn't always going to be that big and it changes depending on tons of factors it's virtually impossible to calculate the exact mood difference because as I always say with Emerald it depends in my totally unscientific not based on math guesstimation from experience only I'm going to say the difference in mood on biphasic schedule versus a standard schedule is about 16. that's two hours of mood falling a long fight like this one is going to generate many mood debuffs that's what the biphasic schedule gives you two additional hours of drafting your colonists and making them suffer when things in rimworld get really terrible one reason for the difference in productivity is light the bi-phasic schedule is sometimes going to cause colonists to work in the dark more often in this example the bipasic schedule columnists did work more in the dark the super short summary of light is that you should consider working in the dark to mean lazy four copies of Slowpoke and pessimists night owl and undergrounder essentially removes the pessimist trait from working in the dark they do not remove work speed and move speed penalties the majority of the difference in productivity in this example comes from the biphasic schedules additional walking trip walking trips are time wasted time spent walking is time not spent working if this example was very close then walking trips wouldn't be a significant factor if this example was further away then walking trips would be an even more significant factor again how much you care about walking trips as part of that it depends I mentioned earlier maybe your base is very Compact and walking is minimal for instance Recreation and sleep are paired up to minimize the walking trips when your colonist walks back home from work you want them to fully fill up all three rest Recreation and comfort bars if Recreation was separate from rest on the scheduling bar then there would be another walking trip for clarity I'm calling the walk home and the walk back to work together as one singular walking trip I'm also assuming beds and Recreation are close to one another on a schedule like this one with recreation in the middle of the day now there are two walking trips one walking trip to fill up Recreation then another walking trip home to sleep simply by putting their Recreation and rest together we have eliminated the walking trip and thus increased productivity whether you have Recreation before sleep or after or both is mostly personal preference personally I prefer scheduling Recreation before sleep I would consider all of these schedules the standard schedule and they all are potentially just fine whether you have one two or three bars of recreation does matter and the answer will depend on several factors the key overall concept is on one walking trip and fully filling up all Recreation rest and comfort on that walking trip in this example I'm using one bar of recreation the colonist notices Recreation the colonists walks home Thomas fills up Recreation then the colonist goes right to sleep in this example one bar was just right if I set Recreation to two bars in this example the colonists will often make an extra walking trip the colonist ends up filling up their Recreation meter before the schedule sets them to sleep the colonist then walks back to work lines a rock then walks all the way back to bed that's time wasted in this specific example two bars was too long in this example I set the colonists to hunting in this specific example two bars is too small the colonist ends up hunting through the entire double bar of recreation and misses Recreation entirely they go to sleep with Recreation unfulfilled sometimes one Recreation will be just right sometimes two Recreation will be just right and sometimes you may even need three the answer will be different for each colonist and job combination unfortunately the answer Also may be different on different days for the same colonists you may not get the answer just right every time and that's all right watch your colonists take your best guess of what works most the time for them you also may have more luck doing Recreation before sleep or after sleep or a little of both as long as you're following the key concept one walking trip fill up all the bars you're doing it right if you are unsure or you want a simple answer I'd suggest just going with two before sleep Smurf from my Discord who helps with many of the guides for my channel has made this handy chart that shows the mechanics of each scheduling option feel free to pause the video and use this as a reference or you can always access it by heading over to my website Atom versus everything.com guides meditation is only available with the royalty DLC exact job selection is a little more complicated than shown here some things like firefighting May override the scheduling choices entirely the most important thing to learn from this infographic is that work and meditation wake up a colonist that is asleep a colonist waking up before filling up their rest bar goes against the most important rule one walking trip fill the bars meditation and work after sleep does matter and may cause issues with unfilled rest bars next notable thing is the difference between anything and work anything essentially means fix your problems if there are no problems in work work means ignore your problems work anyway generally I recommend having colonists automatically fix their Recreation and rest problems that's why I generally recommend not scheduling any actual work bars however there may be times when you want your colonists to specifically ignore their problems in those situations use work another thing I'd like to point out is the thresholds for sleep when sleep is scheduled a colonist will only sleep if the rest bar is below 75 percent a rest bar takes almost four hours to go from 100 to 75 percent also a colonist will sleep through recreation in anything if the rest bar is not yet full you don't have to get sleep exactly right your colonists will automatically sleep until full rest bar as long as you set anything or Recreation after sleep remember meditation or work will make them wake up early here are six colonists who all fell asleep at the same time and each has a different number of sleep bars scheduled they all wake up when their rest hits 100 even the ones who are scheduled to continue to sleep don't immediately sleep again because the rest meter is still above that 75 percent getting sleep exactly right doesn't matter because the thresholds are very forgiving getting Recreation exactly right matters because Recreation can cause additional walking trips I recommend your scheduling process be a three-step one first choose how much do you care about mood versus productivity how much do you care about light or other major factors here are some examples of General base schedules that need to be tweaked higher on the list means more productivity but less mood lower on the list means more mood but less productivity there are many other great schedules that aren't even shown here step two tweak adjust the precise amounts of recreation following the one walking trip fills the bar general rule this is where we decide Recreation before or after bed it's also where we decide one two or three bars of recreation remember there's no simple answer this will heavily depend on your colonists their jobs and your base layout if you want a general good guess I recommend just using two bars of recreation before each block of sleep step 3 shift the schedule accordingly most well-known shift is the night owl that simply takes the standard schedule and shifts it about 12 hours the two main other reasons to shift schedules are light and how much your pawns actually hate each other this short of light is that midnight is the center point of Darkness generally and on each side of midnight there's around five hours of Darkness it can change based on time of year and the distance from the equator though generally if you have colonists working Outdoors try to schedule as much of their Recreation and rest inside the darkness period as you can in order to avoid mood movement and work speed penalties if your colonist doesn't work in the dark then you don't have to consider light at all social interactions in room World get quite complicated there are three things we can somewhat minimize via schedule shifting insults social fights and rebuffs the super short summary of these social interactions is that the more your colonists dislike each other the more likely bad things like these are to happen when colonists are within six tiles of each other shift the schedules of colonists likely to have issues to minimize their chance of seeing each other and having these things happen let's take our three-step process choose tweak and shift and apply it to some example scenarios you may face in your own game example one start of a new game choose between initial optimism low expectations and a simple setup like this with flowers on the ground mood can be under control for a long time so choose productivity and light I recommend a standard one sleep schedule just like the default tweak I'm gonna start with two Recreation before sleep let's see how it goes Hunter's Recreation is perfect on this specific day in this specific example base Hunter walked home he did some Recreation and immediately went to sleep for Hunter two bars of recreation is just right [Music] in this example two Recreation before sleep is not perfect for Chef however Chef stops planting and walks home to do Recreation Chef fills their Recreation meter and is still on Recreation so they go back to work they plant one heel root and then go to bed that's an extra walking trip however it's a very short walking trip but may or may not be worth fixing it's up to you there's no simple always right answer to how much Recreation you may have more luck doing Recreation after sleep or both before and after sleep you also may not care much about The Walking trips in this example Chef's walking trip is so short that it isn't a big deal for me if you don't care about the walking trip and do care about mood feel free to guesstimate on the higher end if you don't care about mood and do care about walking trips make it a little shorter try your best to follow the one walking trip fills up Recreation rest and comfort general rule you aren't sure or don't want to deal with it just do to Recreation before sleep shift since light matters will shift all three standard schedules one hour early to fit their eight hours of sleep and two hours of recreation entirely in the 10 hours of Darkness Hunter is staggerly ugly creepy breathing bloodlust let's shift Hunter's schedule a bit over to minimize social issues like social fights insults and rebuffs the shift will cause the colonists to interact with each other less because they do Recreation at different times the shift causes some of the recreation and sleep to be out of the 10 hours of Darkness however but the social issues are more important here on to example two what if Constructor is very neurotic tortured artist that's basically a minus 22 total mood penalty step one choose light matters a lot but having higher mood matters more here let's add a second block of recreation in the middle of the day that adds a second walking trip but preserves working outdoors in the light and helps increase mood sometimes rules like one walking trip fill up all three of rest Recreation Comfort have their exceptions an extreme scenario like this one would be an exception step two tweak same concept of watching The Walking trips step 3 shift same concept of light and social issues as before example three what if this Chef researcher is a very neurotic tortured artist Step One is choose the furthest Chef walks on the base is to help planting sometimes they spend most of their time cooking and researching in the light mood matters more than light in more than walking trips time for the biphasic schedule The Tweak and shift steps are still the same as before the biphasic schedule is very easy to fit into the standard 10 hours of Darkness shift it to wherever you like if you settle far from the equator try to fit one part of the biphasic rest and Recreation around midnight example four unfortunately our poor Hunter has gotten muscle parasites that's likely mood hits of -5 from being sick and minus 10 from intense pain also the rest fall rate increase means this Pawn can't handle a standard 24-hour day one long sleep kind of schedule a standard colonist can stay awake for about 16 to 18 hours before they start getting negative drowsy thoughts a standard colonist in most beds sleep for six to eight hours that's a 24-hour schedule now 16 a week and about eight of sleep a parasite ridden or mechanite infested colonists can only stay awake about 10 hours before they start getting penalties then they need 8 to 10 hours of sleep that's 20 hours that doesn't quite fit into the Standard 24 hour one sleep schedule choose biphasic mood's an issue here standard wind sleep schedule doesn't work the biphasic schedule is essentially tailor-made for muscle parasites and mechanites we can shift same as before unfortunately for Hunter he's still staggerily ugly bloodlust and he breathes creepily make sure they are offset from the other colonists we started with a standard schedule with two Recreation for each columnist then we added some traits and some health conditions now our three colonist schedules look like this example number five quick sleeper excellent quality beds or anyone with reduced sleep needs a quick sleeper colonist in an excellent bed needs a little less than five hours of sleep like a regular healthy colonist a quick sleeper can stay awake for 18 hours before getting the drowsy mood penalty that's 23 hours in total quick sleeper trait extreme quality beds and other bonuses can cause a 24-hour schedule to not be a perfect fit option number one if light matters and mood's good stick with a standard schedule light can be more important than the occasional drowsy thought or quick nap option two if Moon matters more go to the biphasic schedule the quick sleeper will take two very short naps Total Sleep time will be the same sleep will simply be split into two parts and be more consistent no more drowsy thoughts or occasional naps option number three if mood is great and light doesn't matter you can go to the all anything schedule let them work as much as they can and solve any problems that arise on their own all anything means your colonists will automatically fix rest or Recreation when it gets low example number six the force work minor this example base needs plastial and the only place to get it is this deep drill far from the base someone needs to work here it is a long walk and their mood might suffer but if they have a breakdown we'll send someone else we need that place deal time to schedule some work you could consider by basic work which allows a midday meter fill up but costs an additional walking trip keep in mind that this person will ignore their problems on the work schedule if anything terrible happens and they miss either sleep or Recreation they're not going to fix it in this example we don't care the Placio won't mine itself and we need it now schedule the work the recreation paired with sleep fills up all the meters in one walking trip the anything after sleep allows a colonist to possibly get more sleep if needed or hit Recreation if it was missed or start working if everything is good and our final example example seven the tri-phasic schedule sometimes there are serious mood problems that are so significant that productivity does not matter at all all that matters is keeping these colonists from mentally breaking there's a high psychic drone and our male colonists are not having a good day the colonist spouse also recently died and they're going to be extremely unhappy for 30 days we've accepted a quest with visitors who expect good accommodations and won't do any work the only thing that matters is keeping them happy scheduling can significantly help with mood for all of these colonists we're going Beyond by phasic here and bringing out the elusive emergency try physics schedule with this we're going to try to keep the Comfort bar in the plus 10 mood range and the recreation meter in the plus 10 mood range as well the tri-phasic schedule is three sleep five Recreation and just repeat that three times on the tri-phasic schedule the colonists will repeatedly fill up their comfort meter by hopping into bed every 8 hours while awake colonists will refill the recreation meter anytime it drops below 95 percent essentially the colonists will perform one or two work tasks and then do Recreation productivity will be significantly reduced due to all the walking trips for recreation the tri-phasic schedule is for when mood is the only thing that matters as I said earlier there's no singular best way to schedule your colonists different colonists base layouts and play stylists will have very different needs first choose what things are most important to you productivity mood light then pick a schedule that fits your needs options include the standard schedule the forced work schedule the all anything schedule the biphasic or in dire times even the triphasic schedule other schedules not shown here can be fantastic options as well there's no one way to play rimworld if you want a schedule that works well for everyone virtually all the time and that you really just never have to think about and put everyone on the standard by physics schedule to Recreation followed by four sleep six anything and then repeat that schedule is extremely good but if you want to take the extra time and effort you can do better by choosing the schedule that is right for you in the specific colonist then tweaking and shifting it according to the specific scenario and that doesn't so hopefully this Rim World scheduling guide has helped you to understand scheduling in remote and choose the best schedule for you if you enjoyed this remote guide or it helped you out at all please consider subscribing to the channel liking the video leaving a comment down below and sharing it with others you'd like to reference a written version of this guide or access the infographic I used during the guide itself be sure to head over to my website Adam vseverything.com guides and as always thank you for watching
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Channel: Adam Vs Everything
Views: 255,285
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Keywords: rimworld schedule guide, rimworld scheduling guide, rimworld schedule, rimworld schedules, rimworld schedule tips, rimworld schedule guide 2022, rimworld best schedule, rimworld schedule mod, rimworld schedule not working, Rimworld night owl schedule, rimworld work schedule, rimworld meditation schedule, rimworld recreation schedule, rimworld schedule priorities, rimworld how to set schedule, rimworld advanced tips, rimworld manage schedule, rimworld, rimworld guide
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Length: 23min 37sec (1417 seconds)
Published: Thu Jul 28 2022
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