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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
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!
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. :/
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
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
ive been thinking of testing the withdrawl effects on the prisonors I MEAN volenteers...yeah volenteers
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.
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!! ;)