RimWorld

RimWorld

Any way to stop loosing a quest duo to Guest unhappy while breakdown?
Hey,

I just got a awesome quest for resurrector seroum where I watch a few tribals.
Problem being, one of them exited the pod and 5 seconds later already went on a breakdown.
Now he is wandering around, not eating, sleeping, drinking going to the toilet or doing anything, and I will fail the quest.

You cannot arrest them, shoot them, down them or take them to a operation. Without psycast power you cant end theire daze or make them happy.

He literally went on a breakdown before even entering my colony trough the door.
Is that intended? "Bad luck" probaly?
What to do in this situation if you dont want to fail the quest?
Simply reload a backup in a no loading run?
Thats horseshiat. Any tips on how to get him back without psypowers?
Last edited by Wish Granter; Aug 8, 2021 @ 1:45am
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Showing 1-5 of 5 comments
tjiev Aug 8, 2021 @ 3:23am 
Maybe try to build traps so he accidentally steps on one, gets incapacitated and you can haul him to your hospital? Yeah....I think you are screwed unless you install the Character Editor mod and remove the mental break.
Wish Granter Aug 8, 2021 @ 3:54am 
Originally posted by tjiev:
Maybe try to build traps so he accidentally steps on one, gets incapacitated and you can haul him to your hospital? Yeah....I think you are screwed unless you install the Character Editor mod and remove the mental break.

even if he triggers is, then he gets incapped, and incapped pawns cant get mood raising as they are uncounciouness, but of course, with this /great/ game design, the bad mood ticker still goes while they are downed. Because guest for some reaon can remeber : "oh im unhappy" while they uncounciouness.
Wish Granter Aug 8, 2021 @ 3:56am 
In this case he calmed down, but it is still interesting to see if anyone has a trick on the slegde on how to cheese that.
Guest from quest instant breaking when leaving the shuttle isnt my bad, its bad game design. They could be immun to breaking for at least a minute so they can enter the colony, eat, and get a nice beedroom. Its impossible to stop a new on the map joining pawn from breaking in less then 2,5 seconds.
Garatgh Deloi Aug 8, 2021 @ 4:11am 
Depends. If he just broke for no reason, then i'd say that its bad game design in this particular instance (or a oversight if you want to be nice).

It also feels like they haven't really considered the way quests like these interact with ideology.

But there are also a lot of stuff that could make him break right away that would be something a player could effect. As a basic example, if the outside of your colony is littered by corpses that could be enough to break a new arrival, etc.
Last edited by Garatgh Deloi; Aug 8, 2021 @ 4:13am
Wish Granter Aug 8, 2021 @ 4:26am 
Originally posted by Garatgh Deloi:
Depends. If he just broke for no reason, then i'd say that its bad game design in this particular instance (or a oversight if you want to be nice).

It also feels like they haven't really considered the way quests like these interact with ideology.

But there are also a lot of stuff that could make him break right away that would be something a player could effect. As a basic example, if the outside of your colony is littered by corpses that could be enough to break a new arrival, etc.

Nah, see I could understand that, but I really talking about them breaking the second they leave the shuttle. It was about 2-5 seconds and he broke. I didnt even had time to choose him, draft and send him to the common room. Imagine you open the door for you friend, he enters the house and fall over before reaching making a second step.
Ridicilous
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Date Posted: Aug 8, 2021 @ 1:44am
Posts: 5