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TBH, the easiest way to deal with mental breaks like this is to just draft someone with a good combat skill and arrest the pawn who's mental breaking, then release them when they calm down. If you're quick enough you can even get to them before they start a drug binge etc, and prevent them from ruining their withdrawl/addiction levels etc.
I figured dazed colonists wouldn't care for my rules, however it's quite annoying that they go for it over the simple meals and I can't just- lock the door and throw away the key. I was just hording it for the caravans but I suppose I'll have to start trying to produce survival meals.
Thank you for your response though, my doubts of it being fixable are more than confirmed now.
-
as for poster 2, You cannot anesthetize dazed colonists as they are "not ready for an operation" which- they won't ever be ready until they have stopped wandering about.
so the only viable option here is just to beat the crap out of colonists if it really calls for it.
Insect Jelly doesn't actually provide any mood boost, it does provide recreation. It's considered the lowest tier of "fine" meals, so it's preferred over simple meals, packaged survival meals, pemmican, and anything else that provides 0 mood. Actual fine meals do give a mood boost, so colonists will eat those instead of insect jelly when available. If a colonist is looking for food based recreation then chocolate is also better for that. So with chocolate and fine meals on hand colonists should ignore your insect jelly most of the time, even during a mental break.
Note you can keep a small stockpile of fine meals and chocolate and not allow your colonists to eat them in their meal plan, that way only colonists having a mental break will go for them. If cooking fine meals is too resource demanding normally.
Locks is no heavy mod, it simply lets you forbid that visitors or certain colonist simple walk anywhere they want.
No matter how many salesman would stand at my door, they would just walk in cause they feel like it if its closed.
I also with passion hate that you get soldiers in quests or other people (even traders) and even fugding SLAVES with drug fascionation simply walk in and take drugs while the cook that knows he is isnt allowed to do that cannot just tell the salve "fugde off or you get beaten", watching him cheer down on about 100-300 silver worth of drugs per day" exeeding his sell or work prize by triple and 10 times a week.
Locks just let you lock those people out. Period. "You dont get a key to my room, ♥♥♥♥♥".
Escaping prisoners tho will still be able to magicly shove themself a master key out of theire arse and open doors even your own colonists cant acess.
It is a bit annoying but it's also sort of realistic.
If you've ever had to deal with someone with addictions no amount of locks will stop them getting the food or drugs they crave.
I usually make the room with a vent beside the freezer so the meals don't spoil.
I wonder if teetotaler type colonists have this mental break less often?
Fast solution is to wall off the freezer momentarily. I usually have my dining area with a single square for simple meals outside it anyways and mental breaks rarely go beyond 24 hours.
Another option is to make a caravan and take all the most valuable goods and go on a little wander until the mental break is over.
These are all stop gaps that don't really address the key problem (mood) they just address the symptoms (mental breaks).
So if someone is constantly binging on your good food (via mental break) chances are you can address this by improving their mood in other ways instead of having to wall off sections of your base or install mods.
Things like improving cleanliness of the base, making a nice rec room and a separate room with an art station with a good quality seat can help.
I use the art station with nice seat for pawns close to mental breaks (usually if they have a loved one die or something). I also zone pet dogs and cats to these areas as well to help boost the chances of the "nuzzle" effect hitting the saddest pawns.
There's a lot of other things as well, Rimworld in general tends to be a big balancing act with colonist mood and how much work you can get out of them by doing the least to improve it.
I've often noticed a cascade effect or doom spiral can occur with bases not optimally designed or a few events I hadn't prepared for dooming my colony.
Common mental breaks might be a sign that things are about to go bad very quickly.
The worst is a combo of;
1 pawn on a mental break
a raid occurs
then another raid or manhunter event.
You can prepare for most of these things but on higher difficulties you'll need to bring your A-game to handle cascades wrecking your colony mood.