RimWorld

RimWorld

Protect against colonists going tantrum?
How can I protect my precious items and explosives from that?

Locking doors does not seem to work. Another problem occurs when you use stackmods that increase stacksizes of items to increase performance. If a colonist goes crazyy/tantrum and decides to destroy a random 500 component stack and no other colonist nearby to knock/shoot him down... You are screwed?

I was thinking about using turrets maybe but I can't make them shoot my own colonists I believe.
Last edited by Squirting Elephant; Apr 9, 2019 @ 6:21am
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Showing 1-15 of 21 comments
Gentlest Giant Apr 9, 2019 @ 6:23am 
Identify what item the colonist intends to destroy - make another stockpile for that item, have a colonist pick it up. Repeat for the new item ad nauseum.

But no, there is no way to stop them directly beyond arrest, violence or somehow isolating them with a solid wall.
garth033 Apr 9, 2019 @ 6:24am 
Given you are ok with mods, look into the mod Snap Out.
https://steamcommunity.com/sharedfiles/filedetails/?id=1319782555&searchtext=snap+out

I'll try that one but if a colonist that goes tantrum just happens to be 2 tiles away from explosives/expensive stuff because he/she just hauled something then I'm still simply screwed I guess.

I need something like armored shelves or something that protect their contents.
Last edited by Squirting Elephant; Apr 9, 2019 @ 6:34am
garth033 Apr 9, 2019 @ 6:47am 
Originally posted by Squirting Elephant:

I need something like armored shelves or something that protect their contents.

Closest I know of for that is storage extended. It offers slots for storage in the same spot so only so much can be destroyed at once... But explosive will still be a problem...
Kiwi Apr 9, 2019 @ 7:06am 
Originally posted by Squirting Elephant:
https://steamcommunity.com/sharedfiles/filedetails/?id=1319782555&searchtext=snap+out

I'll try that one but if a colonist that goes tantrum just happens to be 2 tiles away from explosives/expensive stuff because he/she just hauled something then I'm still simply screwed I guess.

I need something like armored shelves or something that protect their contents.
Shock lance. :D
Gas Apr 9, 2019 @ 7:40am 
During tantrums i ussualy let them be, the damages they cause can be repaired. However, if the colonist faces something worse such as attacking a colonist i would arrest them.
stecph Apr 9, 2019 @ 8:52am 
just use the mod that allows you to lock doors,works fine for me.
garth033 Apr 9, 2019 @ 9:05am 
Again, try storage extended. It places 10 (ish?) Storage slots into a 2 tile spot, at most 1 stack can be targeted at a time and from my expieance they usually target the container first.

It should play nicely with stack mods as well.

Edit: ninja deleted the post I was replying to.... And now I look like I'm talking to a wall...
Last edited by garth033; Apr 9, 2019 @ 9:06am
Well I lost a stack of 324 components (if I remember correctly) out of the blue and he was a few tiles away from it. Perhaps my fault because his workbench was inside my storage area due to space limitations at the time.

Life is great w/o components...

I guess that valuable stuff must be stored a bit further away. But I need components a lot and adding a long route to them is kinda meh.

I think that I'm best off using some sort of stack limiter mod like:
https://steamcommunity.com/sharedfiles/filedetails/?id=1651076103&searchtext=stack+limit
Sadly that one seems to have a priority bug.

@stecph:
Will this mod also prevent tantrums from opening doors?
https://steamcommunity.com/sharedfiles/filedetails/?id=1157085076&searchtext=lock+doors
I fear that I still need another nearby colonist to lock the door before the tantrum one arrives but still a nice mod I think.

@garth033
Yeah I deleted it because I also got ninja-ed :D. Here is the repost.
garth033 Apr 9, 2019 @ 9:10am 
Originally posted by Squirting Elephant:
Will https://steamcommunity.com/sharedfiles/filedetails/?id=731732064&searchtext=storage+extended not conflict with https://steamcommunity.com/sharedfiles/filedetails/?id=826366050&searchtext=xxl
?
Also I don't think I can add it to an existing savegame or can I?
Safe to add to existing, and from what I understood of the code it should not. If it does, it is also safe to remove mid play, just deconstruct anything from the mod first.
Astasia Apr 9, 2019 @ 9:17am 
The Locks mod can prevent anyone from passing through, but it requires another colonist to walk over and toggle the lock before it takes effect, so it's not something that works in a split second situation.

Originally posted by ⛧ Black Goat ⛧:
Best solution really is to prevent breaks in the first place with good recreation, bedrooms, high beauty work areas, fine meals, don't take in moody pawns, etc etc.

This. It's a lot easier to prevent breaks in the first place than spending time fiddling with mods to try and find something to protect against a certain type of break. The few instances where you know somebody is going to break and there's nothing you can do about it (addiction, extreme loss, stacked psychic effects, etc.) you can prepare ahead of time by blocking those colonists in a certain location or arresting them until their mood stabilizes.
Preechr Apr 9, 2019 @ 9:18am 
You gave a big hint as to the cause of the tantrum. You can store stuff in your workshop but only if you put it all on shelves, otherwise your crafters are being forced to work in a *really* ugly environment and that takes a toll on their mood. If someone forced me to write code in my garage, for example, which is a hideously unorganized and basically nasty place, I would likely break something, too.

Sending your pawn after a huge stack of extremely valuable components was the game's way of telling you to pay more attention to the moods of your pawns. You can lock up your components, but then maybe they will break with "Murderous Rage" instead, so you might want to build panic rooms as well.
Originally posted by ⛧ Black Goat ⛧:
edit: Best solution really is to prevent breaks in the first place with good recreation, bedrooms, high beauty work areas, fine meals, don't take in moody pawns, etc etc.
Yeah I messed up and didn't expect that pawn to suddenly go tantrum out of the blue.

However there are also these moments:
https://i.imgur.com/x2mCMyk.jpg
Everything is great and fine and another moment he gets divorced, sick, shot by a raid droppod, psy-drone, solar flare, heatwave, etc. and there we go. In those cases I should probably block expensive materials by locking doors? But I sometimes need my Glitter Medicine accessible to heal my colonists but blocking access to it at the same time because of mass-break-risks and such? Ugh... Especially a few bad events combined like mass illness + strong psy-drone + etc. = rip mood.

I tried the Extended Storage mod but no option to set stack limits. So it's pointless as it will just create a huge stack on a shelf instead of on the floor.

I made up for the ugly environment by putting in 2 statues. I managed to get a masterwork statue from an event and 1200 beauty makes up for a lot of uglyness.
Last edited by Squirting Elephant; Apr 9, 2019 @ 9:34am
garth033 Apr 9, 2019 @ 9:37am 
Originally posted by Squirting Elephant:
Originally posted by ⛧ Black Goat ⛧:
edit: Best solution really is to prevent breaks in the first place with good recreation, bedrooms, high beauty work areas, fine meals, don't take in moody pawns, etc etc.
Yeah I messed up and didn't expect that pawn to suddenly go tantrum out of the blue.

However there are also these moments:
https://i.imgur.com/x2mCMyk.jpg
Everything is great and fine and another moment he gets divorced, sick, shot by a raid droppod, psy-drone, solar flare, heatwave, etc. and there we go. In those cases I should probably block expensive materials by locking doors? But I sometimes need my Glitter Medicine accessible to heal my colonists but blocking access to it at the same time because of mass-break-risks and such? Ugh... Especially a few bad events combined like mass illness + strong psy-drone + etc. = rip mood.

I tried the Extended Storage mod but no option to set stack limits. So it's pointless as it will just create a huge stack on a shelf instead of on the floor.
Multiple stacks, if you mouse over it in Dev mode you can see there are more than one stack. It won't prevent destruction, but can midigate it.
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Date Posted: Apr 9, 2019 @ 6:20am
Posts: 21