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It was worse back when any injury to the eye was automatically a permanent injury *shudders*.
I'm doing a colony on the ice with the scenario "Rich Explorer" so I need money to buy ressources to build my base from merchants since I get nothing to farm and collect on the map : for this whenever a raider falls down I take his organs to sell them then eat him lol
On a regular gameplay cannibal is useless. You'll never butcher human corpses to make meal with them since it gives all your colonists a mood debuff and so you get to manually tell them to eat the raw corpse. Unless all your pawns are cannibals
Psychopath is just usefull to butcher human corpses when you get a good colony to offset the mood debuff from it (regular pawns don't like butchering corpses).
In extreme conditions those traits are the bests but once everything in your colony is fine they're not that good.
Bloodlust and Cannibal are far better. The only thing psychopath lets you easily do the other two don't is harvest organs, which is a great way to quickly spike your colony wealth and dramatically increase game difficulty.
Unless he is a psycho as well.
When butchering a human corpse everyone in your colony will get a mood debuff of -5 (-6 ?) but not cannibals and Psychopath. The pawn butchering get an other -5 if he's not cannibal/psychopath. This is one is easy to offset.
When eating a raw corpse a cannibal gets a +20 mood "raw cannibalism" but alse get the debuffs "I ate a corpse". On the other side this +20 is pretty great in early game and you can't butcher or make meals with the dead raiders, but a pawn will NEVER eat by himself a raw corpse unless you drag it and tell him to do it.
Always on, very high.
A psychopath in rimworld still suffer "loss of family member" debuff.
I use EDB to make sure my two starting pawns always have these three traits.
I appreciate psychopaths when I need to haul large amounts of dead bodies around or if I need to cremate for fertilizer.
Thats through, though is almost half damage reduction. Whichs is op.^^
Hm.. my psychopaths haven't scuffled internally yet.
If I could have a whole colony with that trait, ... hm... brb....
Industrious (you get 35% more work done, when working. For non-walking tasks that is worth about 3.2 hours per day of labor)
Jogger. Only needed for your hunter, as 95% of his task is running around either chasing a target, or running away from an angry target, or carrying a dead target back to be butchered.
Jogger, Sanguine, and Industrious are my fav 3. Jogger is very, very useful on everyone, not just your hunter.
Psycho/Cannibal/x is a good setup, especially alone or with a partner in crime, it's just not very useful outside the specific scenarios and harsh biomes that they excel in. Given those scenarios and biomes, yeah they do well.