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How to cure an Amborsia adiction?
Hello people. How can i cure an Ambrosia adiction or any adiction?
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Showing 1-11 of 11 comments
Jamaican Castle Mar 2, 2018 @ 11:05am 
Any addiction (except for luciferum) can be "cured" with time; if the pawn goes long enough without access to the drug, they'll go into withdrawal and eventually lose their addiction. For social drugs (beer, smokeleaf, ambrosia), withdrawal causes some mood penalties but usually nothing serious; for hard drugs, it can cause dangerous mental breaks and other consequences.

Luciferum is the exception: if a pawn goes into luciferum withdrawal, they will eventually go berserk and die rather than recovery.
4djes observ4dor Mar 2, 2018 @ 11:10am 
Originally posted by Jamaican Castle:
Any addiction (except for luciferum) can be "cured" with time; if the pawn goes long enough without access to the drug, they'll go into withdrawal and eventually lose their addiction. For social drugs (beer, smokeleaf, ambrosia), withdrawal causes some mood penalties but usually nothing serious; for hard drugs, it can cause dangerous mental breaks and other consequences.

Luciferum is the exception: if a pawn goes into luciferum withdrawal, they will eventually go berserk and die rather than recovery.

Thanks! So i just have to wait and don´t let him take more Ambrosia?
BlackSmokeDMax Mar 2, 2018 @ 11:27am 
Originally posted by 4djes MisFiT:
Originally posted by Jamaican Castle:
Any addiction (except for luciferum) can be "cured" with time; if the pawn goes long enough without access to the drug, they'll go into withdrawal and eventually lose their addiction. For social drugs (beer, smokeleaf, ambrosia), withdrawal causes some mood penalties but usually nothing serious; for hard drugs, it can cause dangerous mental breaks and other consequences.

Luciferum is the exception: if a pawn goes into luciferum withdrawal, they will eventually go berserk and die rather than recovery.

Thanks! So i just have to wait and don´t let him take more Ambrosia?

Exactly. Do be prepared for the withdrawal moods. They can be pretty bad. Think like a -35 or something mood debuff. This may be different for different drugs and I think it does build up to that kind of number over time, it doesn't start out very bad. Just gets worse up until they are actually over it.
Glerk Mar 2, 2018 @ 11:37am 
ambrosia withdrawl is only a -10 debuff.
4djes observ4dor Mar 2, 2018 @ 12:08pm 
Originally posted by BlackSmokeDMax:
Originally posted by 4djes MisFiT:

Thanks! So i just have to wait and don´t let him take more Ambrosia?

Exactly. Do be prepared for the withdrawal moods. They can be pretty bad. Think like a -35 or something mood debuff. This may be different for different drugs and I think it does build up to that kind of number over time, it doesn't start out very bad. Just gets worse up until they are actually over it.

I´m still wondering from where did he get the Ambrosia. Is it a plant?
4djes observ4dor Mar 2, 2018 @ 12:08pm 
Originally posted by GlerkTheFlurp:
ambrosia withdrawl is only a -10 debuff.

I´m still wondering from where did he get the Ambrosia. Is it a plant?
ste Mar 2, 2018 @ 12:10pm 
Can you not just lock them up till they sweat it out
BlackSmokeDMax Mar 2, 2018 @ 12:23pm 
Originally posted by 4djes MisFiT:
Originally posted by GlerkTheFlurp:
ambrosia withdrawl is only a -10 debuff.

I´m still wondering from where did he get the Ambrosia. Is it a plant?

A lot of times raiders will be carrying it and when they are downed or killed they drop their inventory. If that was within your home area, it would not be forbidden on dropping. One of your pawns could have either just eaten it or hauled it to a stockpile and then anyone could have eaten it later when you weren't paying attention.

Or if they enetered the map as a chased pawn or random wanderer, they could have also been already been carrying it and they would have just eaten it at their leisure.

Btw, yes ambrosia is a plant. Normally when it spawns on the map you will get a notification and clicking on that will bring you to the area where it is growing. You can at that point wait for it to grow and then harvest it, or just leave it and not worry about it for your pawns. Not sure if your animals will eat it and get the affects without having it harvested. Someone else likely knows.
Ashardalon Mar 2, 2018 @ 12:24pm 
its a plant that randomly sprouts sometime
or its dropped by a raider you killed
if raiders are addicted they carry some of their preferred drug with them

warning, addicts dont care about restrictions or forbidding things
and the game likes dropping the drug on your map just when you reach 99% past the addiction
shouldnt be a big problem with ambrosia but for hard drugs you might need to imprison them until they get over the addiction
BlackSmokeDMax Mar 2, 2018 @ 12:34pm 
Originally posted by Ashardalon:
its a plant that randomly sprouts sometime
or its dropped by a raider you killed
if raiders are addicted they carry some of their preferred drug with them

warning, addicts dont care about restrictions or forbidding things
and the game likes dropping the drug on your map just when you reach 99% past the addiction
shouldnt be a big problem with ambrosia but for hard drugs you might need to imprison them until they get over the addiction

Good points.

To expand on that a little bit:

What I typically do is have a small drug storeroom and then keep a quick, cheap to build wood wall in front of the door. This will prevent anyone from taking it when not looking. When traders arrive, prioritize deconstructing the wall so that you can sell the drugs. Of course you'll also have to deconstruct/reconstruct the wall anytime you come across more drugs you want added to that safe stockpile.

Now if you are running a drug colony, that method won't work well because you need the drug stockpiles to be easily available for hauling. At that point you need to monitor pawns a bit closer and be prepared to arrest them in the event of a binge, or just generally watch them to make sure they aren't sneaking some of the goods randomly.
Astasia Mar 2, 2018 @ 1:48pm 
Originally posted by ste:
Can you not just lock them up till they sweat it out

"Locking" generally doesn't work. What I like to do is have a room with a nutrient dispenser built into one of the walls, with a bed and research bench, and I'll wall the colonist up in that room so they can't get out even if they break. Sometimes I need to open a wall and send a builder in quickly to repair things if they go on a "I'm going to destroy things" break, but it otherwise works pretty well and you don't have to pay much attention to them or worry about other drugs on the map.
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Date Posted: Mar 2, 2018 @ 11:00am
Posts: 11