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This is exactly the kind of stuff that drew me into this game when I first started :P
Also, just some advice about your chem fascination colonist. That trait makes them ignore their drug policy so unfortunately they won't adhere to your "no drugs" rule. I believe forbidding the drugs will stop them, as long as they don't have a mental break to binge on it. When they go on a binge, they will simply look for the drug and use it, ignoring all forbidden orders. The worst part is that sometimes they will have a mental break to binge on a drug even though they're feeling great and entertained. Still, this adds some flavour to the game and I don't mind one or 2 junkies running around my colony on a non-violent bender. More than that might get a little problematic though if there's not enough to go around.
Those are managable, though. Pacifists give you pawns who can continue to work when there are raids so production doesn't come to a halt and pyromaniacs just need to be jailed for a day and then released.
When a chemical fascination pawn binges, put all drugs in a small, walled-in room with no doors. They can't use what they cannot get to and when the break is over, just add a door back.
Holy crap. That is going to go badly.
Edit:
Do addicts on a "binge" disobey area restrictions? The documentation (i.e. the Wiki) says they disobey drug policies, but it (as far as I know) says nothing about restricting them to an area that has no drugs in it........
That's a neat trick. I know some people use transport pods as item lock-ups too. They'll load the items they don't want to get used into a transport pod, then cancel the load when they want them out. Never thought to do this during a drug binge until right now to be honest lol. I've been using this trick more for holding my textiles since they're light but take up alot of room.
As far as I know, mental breaks in general will cause colonists to ignore area restrictions.
Correct. Mental breaks ignore anything restricted/not allowed. Technically, they're your pawn but they're not your pawn which means you don't have control over them. And, if they're chemically fascinated then it's a sure-fire bet that they'll ignore all restrictions.
And yeah, I don't personally see a use in launching goods away since I use only one colony. I use a second for small things such as material gathering but that's about all. The resource waste is smaller with just deconstructing a wall/door to replace one another as opposed to using chemfuel to launch goods that you'll wind up needing back. But, that's just me.
Addict on a binge is unstoppable, unless you knock him out and jail him.
They ignore policies, they ignore zones, they ignore forbidding items, they ignore forbidding doors.
Completely walling off the stuff can fool them, it seems.
In case of combat, 2 are mele + ranged capable, others are ranged only, mele capables are carefull shooters, 2 are trigger happy (for snipers - they have 100% accuracy anyways), mele use some machine gun or now with minigun2 mod, minigun.
Game start is 8 shortbows and 2 steel spears, a few annoying/unrealistic event disabled and with some extra pemmican and the base starting wood and steel.
Rule I'm using to deal with annoying traits is: NEVER accept any new members. Prisoners are donors for emergency transplant, but regeneration bay(mod) is mostly enough.
In terms of waiting for 'random rerolls', wel, my colonists are essentially immortal (luci heals more mod), and my colony can handle any incoming threat extremely easily even in hardest diff. so it would only be more time just to wait for the 'perfect' colonists to arrive, which I think is pointless, so I've reated them so at least they will look how I like them to look :)
Once I've tried to create a side colony, but they've just added meaningless extra wealth to my colony, so I've disbanded the team.
I actually like them most of the time since they rarely mental break. The only time when it's concerning is if I severely lack fighting capability.
- best for range weapon; can use melee weapons if also a wimp to prevent serious injuries but of course is not an optimal fighter
- in cold weather, wear a tuque and they can defrost indoor or when sleeping
- in hot weather, they can cool down indoor
Bloodlust
I didn't even think this is negative since they are so useful. Maybe it's just me but I don't recall having a too troublesome social fighting bloodlust in my colony. Since my fighters travel often to complete missions or to escort negotiators, I guess there isn't much room to social fight.
Abrasive
This can be annoying but not a deal breaker unless it's an ugly creepy breathing depressive abrasive sack of meat that cannot do dumb labor.
Brawler
I love them. It's harder to find a suitable melee fighter than a range one. And if they are also masochistic, that's hitting the jackpot. :)
Greedy/Jealous/Misandrist/Misogynist/Annoying Voice/Creepy Breathing/Lazy/Nervous/Ugly/Psychically Sensitive
I usually glaze my eyes over these unless they create a very unpleasant combination and therefore unappealing. However, if I need a hauler and maid, and they can haul/clean, then they still get the job.
Gourmand
I find this quite annoying if food is scarce. This stacking with gut worm is ultra annoying. Unappealing but not a deal breaker.
Wimp
I find this trait quite hilarious. It's useful if you want them to survive, like highly skilled non-combantants and tamers.
Chemical Fascination/Interest/Teetotaler
If they binge, I just wall off the hospital since that's where all drugs are kept. Never had a problem with teetotaler since I rarely use drugs anyways.
Slothful
Very unappealing and won't usually buy a slave with that trait. However, if they wandered in or joined for whatever reason, then I don't recall ever noticing a problem with it. I let my colonists have 2 hours of leisure time prior to going to bed so seeing a colonist gaining joy doesn't bother me. If something needs to be done then I just force them to do it or queue the tasks.
Slowpoke
Give them shoes. :)
Pessimist/Depressive
Pessimist is okay. Depressive can be annoying and be a deal breaker since this is a constant debuff. But if it is highly skilled, then maybe babysitting is worth it.
Volatile/Very Neurotic
Caravan 24/7 lol (if colony morale is low or when they need to process bodies)
The constant tantrums with +40 catharsis is workable for colonists worth babysitting.
Staggeringly Ugly
I am very partial to this trait. I often find them very skilled and would feel sympathic to their likelihood of being bullied. Some of my most critical colonists were staggeringly ugly and I totally doted on them.
Psychically Hypersensitive
Foil helmet :)
Wouldn't pick as a starting colonist or in early game.
Sickly
Not a deal breaker but definitely need to be careful with this one. Bring herbal medicine even on quick trips. Almost lost a fighter due to a flu and had no medicine on hand while being only a day away from home.
Pyromaniac
Caravan. :)
Worst case, arrest them.
I had a wimp once. They got the flu and fell down on the ground with nothing else affecting them. Never again.
This chick has been in bed the entire time with sensory mechanites. Of *course* she's 100/100 friends with my top doctor. *sigh*
edit: Oh. And apparently my head researcher's sister. Ah well.