RimWorld

RimWorld

Singularity Nov 16, 2018 @ 2:39am
Frail Torso and Joywire Brain treatment...
Is there any way to cure Frail Torso and remove Joywire from brain just from affected colonists in Vanilla Game without using any Mods???
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Showing 1-15 of 15 comments
Stormsong Nov 16, 2018 @ 2:47am 
Well for frail, the vanilla game comes with plenty of guns and a handful of psychopaths who won't ask questions. Oh, and healer mech serum might work.

For Joywire removal, Dev Mode . There might be a "gameplay way" in vanilla now, but I can't say for sure. I abandoned vanilla medicine for RSBE a number of alphas ago.
Singularity Nov 16, 2018 @ 6:18am 
I found a solution Myself for Frail Torso... Since it affects only Moving and Manipulation, I tried installing artificial legs and arms, prosthetic to bionic to archotech... It worked though the efficiency was not in par with what You get from a normal colonist without a frail torso since even after installing it, its efficiency was lowered but still better than nothing...

Actually prosthetic legs and arms made his moving and manipulation worse than natural ones but bionic and archotech improved it...

I got enhanced (120%) moving and manipulation by installing archotech in all legs and arms... Since archotech are hard to come by its ok with bionic parts (I got 95% manipulation for one arms so may be 100% for both arms)...

https://steamcommunity.com/sharedfiles/filedetails/?id=1566181724
Last edited by Singularity; Nov 16, 2018 @ 6:18am
ExoticButts Nov 16, 2018 @ 8:21am 
Yeah, standard prosthetics are more for situations whereby someone's lost a limb to combat or infection. They're only about 60-70% as effective as biological limbs (not certain on exact percentage, I never really use basic prosthetics).
microspace38 Nov 16, 2018 @ 8:38am 
Unless you're too early into the game to get the advanced compnents/plasteel, I would recommend ALWAYS going with bionics, and save archotech for your best colonists. Archotech is obviously better than bionics but they're expensive, so completely outfitting your colonists with the former will increase your colony wealth a bit too much for the amount of improvement you see. For individual colonists it's ok, but not for absolutely everybody.
Rio Nov 16, 2018 @ 9:59am 
I thought bionic spine might fix the frail lower back/torso, but it was just a waste of a bionic spine.

Seen a caravan npc that had slowpoke trait, bad back or something, and fail torso. He took like almost half a day to walk to my colony. With a joywire he might not even be able to move.
Last edited by Rio; Nov 16, 2018 @ 9:59am
Singularity Nov 16, 2018 @ 10:00am 
Originally posted by microspace38:
Unless you're too early into the game to get the advanced compnents/plasteel, I would recommend ALWAYS going with bionics, and save archotech for your best colonists. Archotech is obviously better than bionics but they're expensive, so completely outfitting your colonists with the former will increase your colony wealth a bit too much for the amount of improvement you see. For individual colonists it's ok, but not for absolutely everybody.
Actually one of that colonist's leg was in a bad condition so I just installed archotech in that leg... Just to experiment with what will happen if I replaced all the limbs I tried this but went back to the old save with only one replaced limb... Indeed archotech are so rare and expensive so I have saved it for the future...
Rio Nov 16, 2018 @ 10:02am 
The only way I'd see myself getting most colonists bionic is late game you can get caravan requests that award like 22-28 advanced components for things like 20 flak vests or 20 smoke belts normal or better.
ExoticButts Nov 16, 2018 @ 10:02am 
I highly recommend EPOE or RBSE, just in general. Also makes archotech not so much of a grind, I suppose. Much more viable for an entire colony.
Astasia Nov 16, 2018 @ 10:16am 
Originally posted by microspace38:
Unless you're too early into the game to get the advanced compnents/plasteel, I would recommend ALWAYS going with bionics, and save archotech for your best colonists. Archotech is obviously better than bionics but they're expensive, so completely outfitting your colonists with the former will increase your colony wealth a bit too much for the amount of improvement you see. For individual colonists it's ok, but not for absolutely everybody.

Colonist value and stats don't factor into colony wealth or raid strength.
microspace38 Nov 16, 2018 @ 10:30am 
Originally posted by Astasia:
Originally posted by microspace38:
Unless you're too early into the game to get the advanced compnents/plasteel, I would recommend ALWAYS going with bionics, and save archotech for your best colonists. Archotech is obviously better than bionics but they're expensive, so completely outfitting your colonists with the former will increase your colony wealth a bit too much for the amount of improvement you see. For individual colonists it's ok, but not for absolutely everybody.

Colonist value and stats don't factor into colony wealth or raid strength.
Really? Every time I take out my colonists on a caravan, my "creatures" wealth goes down by at least half, and I have 11 colonists. Typically, I take my two colonists with heavy bionics, so I assumed that this was the case. In fact, my colonists go from high expectations to moderate whenever I make a caravan.
Astasia Nov 16, 2018 @ 10:35am 
I am 100% sure it was the case as of B18. It's possible it has changed, but I looked at the mod Combat Readiness Check and it doesn't make any mention of it, the entire reason that mod exists is because the game doesn't (or didn't) look at colonist stats at all when determining raid strength. I will have to look at creature value though, I didn't think colonists even added to it. Your caravans don't happen to include a larger herd of pack animals do they?

Edit: Ya I was wrong. I vaguely remembered animal value being added in B19/1.0 as another nerf to animals, but I didn't notice it was also colonist value. I don't know how much effect it has on raid strength though. However implant value is not added to colonist value at all so it still doesn't matter. I have a character with an archotech brain melder installed worth 10k silver, she has a value of 2720, while another character with no implants has a value of 3225 because she has better skills, and total colony creature value is 24k for 9 colonists and no animals.
Last edited by Astasia; Nov 16, 2018 @ 11:29am
MisterSpock Nov 16, 2018 @ 11:27am 
i got 4x mechhealer serum in a single quest last playthrough. they heal the top listed negative effect, so be aware. It can even heal overdose.

Otherwise, i cant help you.
MisterSpock Nov 16, 2018 @ 11:31am 
Originally posted by Astasia:
I am 100% sure it was the case as of B18. It's possible it has changed, but I looked at the mod Combat Readiness Check and it doesn't make any mention of it, the entire reason that mod exists is because the game doesn't (or didn't) look at colonist stats at all when determining raid strength. I will have to look at creature value though, I didn't think colonists even added to it. Your caravans don't happen to include a larger herd of pack animals do they?

My top Colonist is 20k silver worth. At least with carawans that guy gets carawanraided by a single naked guy with a knife.

https://steamcommunity.com/sharedfiles/filedetails/?id=1566420185

@Karma, you can still deinstall Archotech implants, or replace it with bionics or worse.

Last edited by MisterSpock; Nov 16, 2018 @ 11:32am
Astasia Nov 16, 2018 @ 11:59am 
Oh I see, so base game implants have a specific stat that adds to pawn value. So ignore everything I said in this thread. I've been using mod implants and they don't have that stat so they don't effect pawn value.
Singularity Nov 16, 2018 @ 9:40pm 
Originally posted by The Devil's in the details:
I thought bionic spine might fix the frail lower back/torso, but it was just a waste of a bionic spine.

Seen a caravan npc that had slowpoke trait, bad back or something, and fail torso. He took like almost half a day to walk to my colony. With a joywire he might not even be able to move.
I think Bad Back can be fixed by a Bionic Spine (haven't tried though) but not Frail Torso... I tried installing a Bionic Spine for a colonist with Frail Torso and forgot about Him only finding it out later to see it made no improvement... One Bionic Spine wasted...


Originally posted by MisterSpock:
@Karma, you can still deinstall Archotech implants, or replace it with bionics or worse.

I tried bionic on one leg and it was like 95% for Moving... Since She is one of My top Craftsman, I wanted her to move fast to make things and she was dead slow so I think Archotech is good for her now until one of My Best shooters needs it... As You have said it can be removed, I will have it removed when the need arises...
Last edited by Singularity; Nov 16, 2018 @ 9:43pm
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Date Posted: Nov 16, 2018 @ 2:39am
Posts: 15