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Also it's not that risky if you have good melee pawns who can rush all the mechanoids or hostiles. Mechanoids tend to run in circle in their big room if you just open a corner and leave, you can later prepare just behind the wall for a rush and launch it just when they come close. Only one centipede got the time to fire in my case.
Stuff like Marine Armor and Helmet, and a Charge Assault Rifle.
Of course, they tend to be in the hands of a cyptosleep-crazed warrior, who is shooting up everything in sight.......
I mean, seriously, those things are hard to come by.
And all the people in cryo were passive but 2 that killed each other. One person was incapable of violence and had power armor at the time and made for a huge jump start to the colony.
I just played a Naked Brutality game using this strategy and it made the beginning much easier. The mad animals always went straight to the mechs but raiders didn't. One raider did go after them after being injured by my pawn so I'm not sure about the logic there.
The ancient dangers are always worth it for me because I enjoy opening them to see what's inside. I have a pawn that I need to supply with luciferium so I was quite happy to find those inside. Anything else that I might find is just a bonus. ^.^
But. With The Harvest mod, i can havest the cybernetics from raiders. Drugs are forbidden in my colonies (im grow them cuz they are good trade items).
Tbh idk what treasure would be good enugh for me. :D