RimWorld

RimWorld

Nick Nape'em Sep 21, 2018 @ 8:06am
quick question...
what the hell is an catatonic breakdown?
also how do i get a person to kick their smokeleaf addiction?
Last edited by Nick Nape'em; Sep 21, 2018 @ 8:10am
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Showing 1-15 of 18 comments
Ban smoke leaf, don’t let them smoke it

I stick all my hard drugs in a drug room that only my doctors and crafters have access too. That way no one can just go in there. It’s also close the rooms of my attack squad so they can easily stop someone if they decided to try to go do anything
Last edited by TotallyAverageGamer; Sep 21, 2018 @ 8:18am
Amrak Sep 21, 2018 @ 8:14am 
Catatonia is a state of psycho-motor immobility and behavioral abnormality manifested by stupor.

Rimwiki
under extreme break.

Catatonia

When colonists enters a catatonic break, they become incapacitated and need to be rescued.

This is one of the least harmful of the extreme breaks as it does not result in injury or damage to both the colonist and others. However, since the affected colonist will be down for quite a long time, you will need to find a way around that. This is especially if the colonist performs a vital task in the colony.

Since catatonia is technically a health condition, usage of the healer mech serum can instantly bring the affected colonist out of the mental break.

Minimum time until Recovery: 100,000 ticks (1,666.67 secs)
Maximum time until Recovery: 300,000 ticks (5,000 secs)
Commonality: 0.3

It would appear that you did not allow your pawn to recover their mood and they broke in a big way!
Last edited by Amrak; Sep 21, 2018 @ 8:19am
Nick Nape'em Sep 21, 2018 @ 8:35am 
Originally posted by Amrak:
Catatonia is a state of psycho-motor immobility and behavioral abnormality manifested by stupor.

Rimwiki
under extreme break.

Catatonia

When colonists enters a catatonic break, they become incapacitated and need to be rescued.

This is one of the least harmful of the extreme breaks as it does not result in injury or damage to both the colonist and others. However, since the affected colonist will be down for quite a long time, you will need to find a way around that. This is especially if the colonist performs a vital task in the colony.

Since catatonia is technically a health condition, usage of the healer mech serum can instantly bring the affected colonist out of the mental break.

Minimum time until Recovery: 100,000 ticks (1,666.67 secs)
Maximum time until Recovery: 300,000 ticks (5,000 secs)
Commonality: 0.3

It would appear that you did not allow your pawn to recover their mood and they broke in a big way!
i guess that drug (which name i cant remember its the one which the colonist going ♥♥♥♥♥♥♥ if they dont take it for 6 days ) would help? i found some in one of those ancient tombs
Amrak Sep 21, 2018 @ 9:00am 
[quote=dimullaney5;

It would appear that you did not allow your pawn to recover their mood and they broke in a big way! [/quote]
i guess that drug (which name i cant remember its the one which the colonist going ♥♥♥♥♥♥♥ if they dont take it for 6 days ) would help? i found some in one of those ancient tombs [/quote]

You could or just wait it out. Mine did not seem to last very long. Actually helps that they are immobile will help with withdrawls. If you could keep them that way for a spell would help speed up removal of addiction. No need to waist drugs. If addicted try and rough out the cleansing it pays off in the long run. Nothing more irritating than a drug binge and overdose. :/
Nick Nape'em Sep 21, 2018 @ 9:06am 
Originally posted by Amrak:
[quote=dimullaney5;

It would appear that you did not allow your pawn to recover their mood and they broke in a big way!
i guess that drug (which name i cant remember its the one which the colonist going ♥♥♥♥♥♥♥ if they dont take it for 6 days ) would help? i found some in one of those ancient tombs [/quote]

You could or just wait it out. Mine did not seem to last very long. Actually helps that they are immobile will help with withdrawls. If you could keep them that way for a spell would help speed up removal of addiction. No need to waist drugs. If addicted try and rough out the cleansing it pays off in the long run. Nothing more irritating than a drug binge and overdose. :/ [/quote]
yeah im new to this game XD i cant get my pin-cushon of a cheif to cook anything
Nick Nape'em Sep 21, 2018 @ 9:08am 
Originally posted by Amrak:
[quote=dimullaney5;

It would appear that you did not allow your pawn to recover their mood and they broke in a big way!
i guess that drug (which name i cant remember its the one which the colonist going ♥♥♥♥♥♥♥ if they dont take it for 6 days ) would help? i found some in one of those ancient tombs [/quote]


i read about the drug and i remember it saying that after 6 days without a dose they go skitzo. so its basically rimworlds methamphetamine. it starts with an L i think
Last edited by Nick Nape'em; Sep 21, 2018 @ 9:08am
Nick Nape'em Sep 21, 2018 @ 9:09am 
luciferium thats what its called!
ive been thinking of testing the withdrawl effects on the prisonors I MEAN volenteers...yeah volenteers
Last edited by Nick Nape'em; Sep 21, 2018 @ 9:11am
Amrak Sep 21, 2018 @ 9:13am 
Originally posted by dimullaney5:
Originally posted by Amrak:
i guess that drug (which name i cant remember its the one which the colonist going ♥♥♥♥♥♥♥ if they dont take it for 6 days ) would help? i found some in one of those ancient tombs

You could or just wait it out. Mine did not seem to last very long. Actually helps that they are immobile will help with withdrawls. If you could keep them that way for a spell would help speed up removal of addiction. No need to waist drugs. If addicted try and rough out the cleansing it pays off in the long run. Nothing more irritating than a drug binge and overdose. :/
i read about the drug and i remember it saying that after 6 days without a dose they go skitzo. so its basically rimworlds methamphetamine. it starts with an L i think [/quote]


Addictions in this game stink. It is better if you just try and get them off the drugs if possible. Maybe you should arrest him and just feed him through the withdrawls. Over the time to break the addiction the mood for being arrested will have worn off. and Ahould have made the friendship build back up with the arrester. Wonder if you make the room a prison if that will do the trick. I have never tried that.
Nick Nape'em Sep 21, 2018 @ 9:15am 
Originally posted by Amrak:
Originally posted by dimullaney5:

You could or just wait it out. Mine did not seem to last very long. Actually helps that they are immobile will help with withdrawls. If you could keep them that way for a spell would help speed up removal of addiction. No need to waist drugs. If addicted try and rough out the cleansing it pays off in the long run. Nothing more irritating than a drug binge and overdose. :/
i read about the drug and i remember it saying that after 6 days without a dose they go skitzo. so its basically rimworlds methamphetamine. it starts with an L i think


nononononono im talking about luciferium. my colonist is addicted to smokeleaf (thank god)
Last edited by Nick Nape'em; Sep 21, 2018 @ 9:16am
Amrak Sep 21, 2018 @ 9:29am 
Originally posted by dimullaney5:
Originally posted by Amrak:
i read about the drug and i remember it saying that after 6 days without a dose they go skitzo. so its basically rimworlds methamphetamine. it starts with an L i think


nononononono im talking about luciferium. my colonist is addicted to smokeleaf (thank god)

That is one of the best ones to break. If I produce smokeleaf I have a room just for it and all blunts/joints are off limits, only used for close mood breaks or patient that has been in hosp. to long. If I get a pawn with chem interest and goes on a binge I just build a wall in front of the door until binge is over. Keeping all nasty drugs in a safe room is advisable. Great money maker though!! ;)
Nick Nape'em Sep 21, 2018 @ 10:01am 
Originally posted by Amrak:
Originally posted by dimullaney5:


nononononono im talking about luciferium. my colonist is addicted to smokeleaf (thank god)

That is one of the best ones to break. If I produce smokeleaf I have a room just for it and all blunts/joints are off limits, only used for close mood breaks or patient that has been in hosp. to long. If I get a pawn with chem interest and goes on a binge I just build a wall in front of the door until binge is over. Keeping all nasty drugs in a safe room is advisable. Great money maker though!! ;)
i bet smokeleaf is a LOT safer than luciferium. i might test luciferium withdrawl of the prisonors I MEAN volenteers toatally not some scumbag who attemted a raid on my colony
TotallyAverageGamer Sep 21, 2018 @ 10:10am 
Luci kills people if they don’t get it
Nick Nape'em Sep 21, 2018 @ 10:13am 
Originally posted by Bill Kerman:
Luci kills people if they don’t get it
i know im just thinking if i force a prisonor to take luciferium and send them back home it will send a message...a really really REALLY serious message
Last edited by Nick Nape'em; Sep 21, 2018 @ 10:14am
Jaasrg Sep 21, 2018 @ 10:17am 
Originally posted by dimullaney5:
Originally posted by Bill Kerman:
Luci kills people if they don’t get it
i know im just thinking if i force a prisonor to take luciferium and send them back home it will send a message...a really really REALLY serious message
Think that is (was?) a way to get luci delivered to your doorsteps when they eventually came back in a raid.
Nick Nape'em Sep 21, 2018 @ 7:12pm 
Originally posted by Jaasrr:
Originally posted by dimullaney5:
i know im just thinking if i force a prisonor to take luciferium and send them back home it will send a message...a really really REALLY serious message
Think that is (was?) a way to get luci delivered to your doorsteps when they eventually came back in a raid.
hey my guys are decked out with marine armour and assult rifles and they all have a rifle skill of 4-12 so i easily turn raiding partys to mince-meat
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Date Posted: Sep 21, 2018 @ 8:06am
Posts: 18