RimWorld
Curing addictions?
So my hunter has developed a yayo problem. I've got enough to hold him over for a couple weeks, but it's getting annoying. He keeps getting negative moods from withdrawal because he won't take it on his own, especially on long draftings, then having breaks, not eating, etc to the point where I have to arrest him, force-feed and force-snort him to make him normal.

Should I just lock him in a cell and let him sweat it out, or is there a better way?
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Mostrando 1-15 de 31 comentarios
Loues.S.Cat 25 DIC 2016 a las 17:57 
surgically remove a leg and leave him bed bound until he gets over it >.>
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.
Última edición por Loues.S.Cat; 25 DIC 2016 a las 17:57
Bunker 25 DIC 2016 a las 17:58 
install peg leg > remove peg leg.

,,,He wont be hurting no one no more...
=яενєηąŋŧ= 25 DIC 2016 a las 18:00 
I can't just arrest him and let him freak out in a cell until he's over it?
Brassqund 25 DIC 2016 a las 18:00 
Except if using a mod, the only way to cure him is to wait when trying to get him the best
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.
Última edición por Brassqund; 25 DIC 2016 a las 18:01
Loues.S.Cat 25 DIC 2016 a las 18:02 
You can, but he can break and rage, breaking out and attacking people.
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.
Bunker 25 DIC 2016 a las 18:02 
FEED ALL YOUR COLONIST LUCIFERIUM
Stormsong 25 DIC 2016 a las 18:04 
Publicado originalmente por Loues.S.Cat:
Removing a leg is the safe way to do it.

Oh, Rimworld. How we love you.
=яενєηąŋŧ= 25 DIC 2016 a las 18:05 
True. Kinda seems silly that people can break granite walls and steel doors with their fists...
=яενєηąŋŧ= 25 DIC 2016 a las 18:07 
Publicado originalmente por Bunker:
FEED ALL YOUR COLONIST LUCIFERIUM

I have been feeding my pirate prisoners luciferium and releasing them. Next step: stockpile Scyther arms.
Loues.S.Cat 25 DIC 2016 a las 19:02 
Publicado originalmente por =яενєηąŋŧ=:
Publicado originalmente por Bunker:
FEED ALL YOUR COLONIST LUCIFERIUM

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.
Brassqund 25 DIC 2016 a las 19:39 
Publicado originalmente por Loues.S.Cat:
Publicado originalmente por =яενєηąŋŧ=:

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 do basic healing on them and if I don't like them I release them.
I am too kind.
Última edición por Brassqund; 25 DIC 2016 a las 19:40
=яενєηąŋŧ= 25 DIC 2016 a las 21:37 
I like to imagine my luciferium-addicted prisoners eventually going berserk in the middle of their home base and taking a couple of their buddies down.

"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?"
Loues.S.Cat 25 DIC 2016 a las 21:43 
Publicado originalmente por =яενєηąŋŧ=:
I like to imagine my luciferium-addicted prisoners eventually going berserk in the middle of their home base and taking a couple of their buddies down.

"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!
ministrog 25 DIC 2016 a las 23:24 
The thing is, will it (I don't think you can call it a he or a she at this point) be so strong that it'll kill both your colony and the raid?
Quicksilver 25 DIC 2016 a las 23:47 
Publicado originalmente por Loues.S.Cat:
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!
That would be a hilarious exploit if true. You have to post that on the Ludeon bugs/issues forum if your testing finds that it works :D
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Publicado el: 25 DIC 2016 a las 17:55
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