RimWorld

RimWorld

Sickly trait
All of my pawns are horrible people, so they aren't allowed to get royal titles. The only one of my pawns that isn't abrasive, greedy, jealous, or anything else is some dude with the sickly trait. Any tips on combating diseases and making sure he doesn't die later on when flu season comes? He will be pretty important in the future, so he cant die of the cold or something.
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Showing 1-10 of 10 comments
glass zebra Sep 6, 2021 @ 4:17pm 
In general diseases get easier later on with stuff like medical beds and monitors, but to boost a single pawn you can also install an Immunoenhancer or use luciferium. Otherwise good medicine can always save people. And titles can be inherited.
Last edited by glass zebra; Sep 6, 2021 @ 4:29pm
VoiD Sep 6, 2021 @ 5:30pm 
The answer is, again, the besterest drug ever made
https://rimworldwiki.com/wiki/Luciferium

If you're going to invest in that pawn go all in, make him 2x as strong as a bionic pawn with luci, and his metabolism will get so boosted he will be nearly imune to diseases, growing immunity with little to no effort
johberion Sep 6, 2021 @ 5:50pm 
Disease is really only a problem early on. Once you have (herbal) medicine production going and a healer with medical skill of 10+, most maladies become very manageable.
I always try to have a small field of five to ten healroot plants going as quickly as possible, especially if I'm in a biome where they don't grow in the wild.
Set up a dedicated hospital with steel tile floor early on and upgrade to sterile tiles later. Maybe research that drug that prevents disease. I've never used that one myself, but it seems like a good plan for tropical biomes where the average disease rate is high.
Always treat illness indoors. Apparently indoor areas give a flat +15 % tend quality which is pretty huge.
johberion Sep 6, 2021 @ 5:59pm 
@VoiD
Is there a reliable way get hold of enough luci to keep a luci'd up pawn alive? So far I've stayed away from the stuff, but at some point I want to try a colony that goes all in on combat drugs and whatnot.
glass zebra Sep 6, 2021 @ 6:01pm 
Originally posted by johberion:
@VoiD
Is there a reliable way get hold of enough luci to keep a luci'd up pawn alive? So far I've stayed away from the stuff, but at some point I want to try a colony that goes all in on combat drugs and whatnot.
Outlander colonies have it in stock very often. If you need lots of it, you just gotta make bigger trading cycles. Otherwise it's often from quests (not that often), ship traders and the new compounds.
Last edited by glass zebra; Sep 6, 2021 @ 6:01pm
johberion Sep 6, 2021 @ 6:10pm 
Originally posted by glass zebra:
Originally posted by johberion:
@VoiD
Is there a reliable way get hold of enough luci to keep a luci'd up pawn alive? So far I've stayed away from the stuff, but at some point I want to try a colony that goes all in on combat drugs and whatnot.
Outlander colonies have it in stock very often. If you need lots of it, you just gotta make bigger trading cycles. Otherwise it's often from quests (not that often), ship traders and the new compounds.
Thanks! I didn't know about the outlander colonies. The compounds seem to contain around 10 or so which should last almost a year. I'm guessing worst case scenario is to get a cryptosleep casket set up so I can hibernate a luci user during dry spells like some WH 40K Eversor.

@Beanslinger
Sorry for hijacking the thread. ^^ I'll stop now.
VoiD Sep 6, 2021 @ 6:40pm 
Originally posted by glass zebra:
Originally posted by johberion:
@VoiD
Is there a reliable way get hold of enough luci to keep a luci'd up pawn alive? So far I've stayed away from the stuff, but at some point I want to try a colony that goes all in on combat drugs and whatnot.
Outlander colonies have it in stock very often. If you need lots of it, you just gotta make bigger trading cycles. Otherwise it's often from quests (not that often), ship traders and the new compounds.
This, it's not rare for them to have around 30 for sale every time you visit their town (after they refresh their stock)

I often settle near 2 or 3 colonies I can trade with, some farther than others, but if they are close to the roads and you're using horses you can often go and come back in a single day.

You need to take 1 luci every 6 days, a year in RW has 60 days (15 for each season) so you'd need 10/year

So if you buy a single full stack of luci, 30 of them, from a single caravan you've made you should have enough for 3 whole years for a single pawn.

Once I realized this I went all in and I often have 5+ pawns on luci all the time, the good ones I want to keep, the nobles wth psycasts, the ones with the Tough trait and no obvious flaws, etc.. The moment I find the first stack of like 10 I already give it to 1 or 2 pawns at the early game so they start moving and working much, much faster, I often use caravans to sell junk anyway as the NPC caravans often come with few goods and not that much money anyway.

Besides every town has a fairly high chance of having a bionic part, or a psychic shock lance so I often visit them to check so I can hunt for the best pawns, or steal imperial power armor with the lances, and get access to bionics before I even know how to make flak armor.

It is definitivelly a drug new players shouldn't be using but an older player who knows all the basics and knows how to make some caravans, is breeding some donkeys or horses to move faster on the map, etc... Shouldn't feel so intimidated by that condition, just make sure you always send out caravans with 2 or 3 luci, just in case they get stranded for some reason and your timmer runs out on the way, other than that it's just a matter of letting the AI take care of itself by adjusting your drug policy to 1 every 6 days (5 if you want to be super safe) and make sure nobody is about to run out when you're going to do something that can take a long time, like taking out a mech cluster.

That being said I do use UI mods, I think it was Rimhud? It allows me to edit my UI to show more stuff so I won't have to enter pawn's health tabs to check their addiction values, it's always shown when I click them.

PS: Do remember Luci's bonuses are a LOT higher than they seem, here's an example I posted somewhere else:
"https://rimworldwiki.com/wiki/Capacity

Do take the time to read each one of these at least once, pawn abilities are not so black and white, and everything affects everything else, the mobility from 1 leg is quite obvious, it makes you faster, but other aspects of a pawn's body also change how everything works to different degrees, IE: When you think of bionic eyes you'd obviously think of ranged and melee accuracy, what is not so obvious is that nearly every task in the game also uses sight so adding those increases the pawn's abilities in many, many unexpected ways.

Take Luciferium as an example: https://rimworldwiki.com/wiki/Luciferium
It says "moving +5", so when you look at it you'd think "hey, that's a neat little buff"
But it's not really just 5% to moving,
Counscience adds 1.0 moving, luci gives you +10% so that's an additional 10% moving
Blood pumping is another .2 moving, since it adds +15% that's another 3% moving
Breathing increases anoter .2, since it's +10% add 2% more

So in reality Luciferium says it adds 5% to your movement, but it's actually at least 20%, and I'm not going deeper into the bonus reading because there might be a bit more to it, take as an example the Blood Pumping, which also adds to counsciosness, which also adds to moving, a pair of bionic legs gives you 125% movement, just having Luci gives a brand new pawn the abilities of a bionic pawn, if you're not afraid of the side effects.

This is also relevant when you read into other bonuses, such as neurocharges, it's not "just +10% counsciousness", that's a 10% bonus to pretty much everything, they will be faster, they will eat faster, they will work faster, etc... And it all adds up, other drugs can also be deceiving at a quick glance as they add a lot more than you'd expect."

And a practical video: https://www.youtube.com/watch?v=XOzwcHzTPJA
RCMidas Sep 6, 2021 @ 6:50pm 
And you can install two immunoenhancers, one in each kidney, for a total of +16% Immunity Gain Speed.
gimmethegepgun Sep 6, 2021 @ 8:09pm 
Putting the Sickly pawn on a Penoxycyline regimen will prevent Malaria, Plague, and Sleeping Sickness, which is 3 of the 4 potentially-fatal diseases that Sickly can cause (it doesn't prevent Flu, and Sickly won't cause Infection or Blood Rot). To stay protected, they need to take one every 5 days, and each one costs 2 Neutroamine to craft, or a base cost of 18 to buy.
It won't do anything to prevent Sickly from giving them the Flu, Muscle Parasites, Gut Worms, or either type of Mechanite.
ichifish Sep 6, 2021 @ 11:29pm 
Luci’s great. Yeah start at least one pawn on it in the first year. In addition to better recovery, work, and combat pawns sleep faster. The overall efficiency is astounding. I get about half of mine from trading/quests and the other half from popping ancient dangers.

Use the assign tab to make sure they keep a large supply on them.
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Date Posted: Sep 6, 2021 @ 4:08pm
Posts: 10