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Your doctor(s) will feed him automaticly as needed.
Removing a leg can involve installing and then remove a peg leg.
You'll need a bionic leg to set him right afterwards.
,,,He wont be hurting no one no more...
mood as possible (making some lavish meal only HE can eat,
make a really great bedroom, trying to keep is fun at the maximum,
keep it feed all the time by keep near the base etc)
Put him in prison can be a solution but you that reduce his mood
so be ready for even more mental break.
A pain the ass isn't? That's why I don't keep drugs in ma base.
Though you can keep prisoners stable by talking to them regularly.
So... up to you.
Removing a leg is the safe way to do it.
Sticking them in a cell is the risky way to do it.
Oh, Rimworld. How we love you.
I have been feeding my pirate prisoners luciferium and releasing them. Next step: stockpile Scyther arms.
I didn't think of that...
Hook them on luciferium...
Though I generaly prefer my ex-prisoners to survive repeated appearances as the double peg leged, organ harvested meat dolls which use up space that would otherwise go to more effective pawns. their broken state helps make sure their numbers constantly grow as other paws easily reach my kill boxes much more quickly. That way I limit my recature rate and former prisoners break and run well before they come into range ^.^
Yes... as evil as getting my prisoners hooked on an invariably lethal drug would be, I have to say no and stick with the current plan of making sure they live long, miserable lives of constant pain and regret as they show up on my doorstep again and again only to break and run away as those still healthy individuals of their faction are chewed to pieces before their eyes by hails of turret and charge rifle rounds.
I am too kind.
"Man, those crashlanders shot me full of super-stims, gave me this Sweet shield and power armor, and these awesome claws! What the hell were they thinking, right!? *twitch* Wait, did you hear that?"
You know that could actualy work since paws keep recurring.
I have no idea if the addiction will be tracked when the pawn isnt on a raid, but if it isnt, they may well show up at your base over and over again, witht hat timer ticking down, eventualy snapping and going crazy behind their friends :p
Actualy it may be worth me testing this myself... Adicts usualy do show up with the drug they are addicted to, so if I get hostile pawns hooked on the stuff it could result in a net gain for me in the long run....
Assuming they do reoccur with it...
Time to conduct more experiments on my captives!