RimWorld

RimWorld

Brain chemical damage is stupid
As said in the title.

It just one shot one of my colonist.

Poor girl just crashed, i rescued her, healed her then started to monitor her for when she would start to break from her wake up addiction.

But nope, game decided that this poor girls brain was not strong enough to handle a mere 18% withdrawal and just one shot her with chemical damage (brain is still 10/10 somehow)...

Nothing to do, no chance to save her.


Now, I know it can be a rough game, but this is just arbitrary and dumb as there doesn't seem to be a way to avoid this.


On those word, thank to the ressucitate function of the dev mode ^^


ps: if you look at the social tab of a freshly dead colonist, instead of the opinion toward the other colonist it just say "i'm dead" xd
Originally posted by Astasia:
Drug related damage isn't usually related to direct drug use, instead it's based on drug tolerance. Once a colonist goes above a certain tolerance then they have a chance to generate a drug related injury every day, even if they stop taking the drug. The risk doesn't go away until the tolerance drops below a certain level. Chemical brain damage only happens while a colonists is above 50% tolerance for Go-Juice or Wake-Up. If you see a NPC with a really high tolerance for any drug they should be an instant rejection. It's kind of like recruiting a NPC with a shattered spine, it's just something to avoid.
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Showing 1-9 of 9 comments
Astasia Apr 2, 2018 @ 12:11pm 
Originally posted by Dr.Desty Nova:
there doesn't seem to be a way to avoid this.

It's pretty easy to avoid. Drugs in this game are awful and you should never subject your pawns to them. Situation avoided.

Drugs exist as an alternative way to make money, and as an extra handicap to consider when recruiting new colonists.
Dr.Desty Nova Apr 2, 2018 @ 1:02pm 
Originally posted by Astasia:
Originally posted by Dr.Desty Nova:
there doesn't seem to be a way to avoid this.

It's pretty easy to avoid. Drugs in this game are awful and you should never subject your pawns to them. Situation avoided.

Drugs exist as an alternative way to make money, and as an extra handicap to consider when recruiting new colonists.

I don't expose my own pawn to it.

I do consider it an extra handicap when recruiting new colonist.

Just never expected to be the only occurence I found to be impossible to mitigate after the fact.

My point is that, under the right circumstance, you can mitigate every issue in this game.

Exept this one (or I haven't found it yet ^^) who basically seem to be just a "oups, rng say you die now".
Xilo The Odd Apr 2, 2018 @ 1:32pm 
pending on a pawns job drugs can be fairly useful. but they are double edge swords. stuff like luciferium is a death sentence, but, on a pawn with brawler and jogger, fully modded with bionic body parts and equipped with a badass melee weapon and some power armor, you turn a pawn into a bullet dodging hack n slash hero!

but again, downside is their time is limited, so often they will spend time in a cryotube if not otherwise required.
JoeDaTomato Apr 2, 2018 @ 1:48pm 
Originally posted by Xilo The Odd:
pending on a pawns job drugs can be fairly useful. but they are double edge swords. stuff like luciferium is a death sentence, but, on a pawn with brawler and jogger, fully modded with bionic body parts and equipped with a badass melee weapon and some power armor, you turn a pawn into a bullet dodging hack n slash hero!

but again, downside is their time is limited, so often they will spend time in a cryotube if not otherwise required.
I find that, for combat, Go Juice is much more reasonable & sustainable. I know that you can put warriors on Luciferium in cryptosleep, but I don’t like the 50% consciousness debuff when they get out. It makes them much worse in combat.
Last edited by JoeDaTomato; Apr 2, 2018 @ 1:48pm
Astasia Apr 2, 2018 @ 1:57pm 
Originally posted by Dr.Desty Nova:
Just never expected to be the only occurence I found to be impossible to mitigate after the fact.

My point is that, under the right circumstance, you can mitigate every issue in this game.

Exept this one (or I haven't found it yet ^^) who basically seem to be just a "oups, rng say you die now".

It's not RNG, or impossible to mitigate. Colonists die when their consciousness hits 0. Having chemical brain damage reduces the effectiveness of their brain (-50%) meaning they have drastically lowered consciousness, stack consciousness losses from other sources like withdrawel and pain and a colonist can hit 0 and die. Wake-Up withdrawal on a colonist with chemical brain damage will be fatal because the withdrawal eventually hits -50% consciousness as well. There's nothing random about it. There are ways to counter this, but it's not easy because chemical brain damage is a very late stage affliction caused by severe drug abuse. You aren't supposed to let it get that far, if it does there is luciferium and healer mech serums.
Dr.Desty Nova Apr 2, 2018 @ 2:37pm 
It seems there has been a misunderstanding in the timeline, chemical damage came while the colonist was in withdrawal (so no drugs were used since I got her like a week ago).

And that is why I say it was random.

As you said, it is a very late stage affliction. My understanding was that it occur durring or right after heavy drug use.
Apparently, it doesn't matter and can occur even later on even if you stop using (like in RL i guess but gamewise I found this dunmb ^^).

I would have understood if I had used other drugs to relieve the mood debuf or if the colonist got sick on top of the withdrawal or any other incident who would have lower her consciousness to 0 in a way that either make more sense or is theorically mitigable in some way.

But whatever ^^
The author of this thread has indicated that this post answers the original topic.
Astasia Apr 2, 2018 @ 4:12pm 
Drug related damage isn't usually related to direct drug use, instead it's based on drug tolerance. Once a colonist goes above a certain tolerance then they have a chance to generate a drug related injury every day, even if they stop taking the drug. The risk doesn't go away until the tolerance drops below a certain level. Chemical brain damage only happens while a colonists is above 50% tolerance for Go-Juice or Wake-Up. If you see a NPC with a really high tolerance for any drug they should be an instant rejection. It's kind of like recruiting a NPC with a shattered spine, it's just something to avoid.
Bryan=0101 Apr 2, 2018 @ 5:12pm 
Drugs do have benefits however its a short term thing and it will bite you in the long run if you aren't careful. Its a risk you can undertake for a reward.
Last edited by Bryan=0101; Apr 2, 2018 @ 5:12pm
Dr.Desty Nova Apr 2, 2018 @ 5:17pm 
ho well, I guess i learned a new thing ^^
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Date Posted: Apr 2, 2018 @ 11:55am
Posts: 9