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