RimWorld

RimWorld

Pugs Mar 18, 2019 @ 10:49am
Dealing with addiction
Hey all, I’m fairly new to RimWorld and still trying to get my bearings how to to handle certain situations. Here’s one that I need some help with:

I have 6 colonists, two of which were found in cryptosleep chamber. The two found in the chambers have “Wake up” addictions and are hard to control. I got so frustrated with their crap, I decided to throw two of them back into the chambers while I search for a solution. I eventually discovered how to make Wake Up but the last three traders that came by didn’t have Neurtroamine that I need to make the drug...so now I’m annoyed and don’t know what to do. Any advice? Is there a way for them to kick the habit or are there any other solutions I’m not thinking of?
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Showing 1-15 of 16 comments
garth033 Mar 18, 2019 @ 10:51am 
They can lose the addiction over time of not having it. I usually toss them in jail for the duration.
TwoTonGamer Mar 18, 2019 @ 11:04am 
Drugs are bad, m'kay.
If you want these colonists in your colony it's best if they get that monkey off their back first. To kick the habit just takes time and you will have to deal with their withdrawals for quite a while.

Do not keep any of their drug of choice in your colony! They will break in withdrawals and get at that drug and thus start the whole addiction process over again.

Tynan has a very pleasing risk/reward setup going on regarding drugs in RimWorld. Short term they have considerable advantages but the risk of addiction and just having the more dangerous drugs around the colony is very serious.

I don't mess with the serious ones, but I find beer, smokeleaf and psychite tea to have good uses.
Last edited by TwoTonGamer; Mar 18, 2019 @ 11:05am
Astasia Mar 18, 2019 @ 11:53am 
Put them in a room with no doors, embed a nutrient paste dispensor in one of the walls, just leave them there until they are cured of the addiction. You can add some stuff for them to do in the room if you want, like a bed and some joy objects, maybe a research bench to keep them semi-productive, but they will break and have tantrums and might destroy anything you put in there. That's fine if you want to micro manage the situation, remove and replace walls to send people in to repair, but if they have nothing to destroy but the paste dispenser you can just repair that from the outside as they hit it.
Aturchomicz Mar 18, 2019 @ 12:36pm 
Originally posted by Astasia:
Put them in a room with no doors, embed a nutrient paste dispensor in one of the walls, just leave them there until they are cured of the addiction. You can add some stuff for them to do in the room if you want, like a bed and some joy objects, maybe a research bench to keep them semi-productive, but they will break and have tantrums and might destroy anything you put in there. That's fine if you want to micro manage the situation, remove and replace walls to send people in to repair, but if they have nothing to destroy but the paste dispenser you can just repair that from the outside as they hit it.
You cant forget the toilet!
Tummy Ruffles Mar 18, 2019 @ 4:18pm 
Originally posted by Aturchomicz:
Originally posted by Astasia:
Put them in a room with no doors, embed a nutrient paste dispensor in one of the walls, just leave them there until they are cured of the addiction. You can add some stuff for them to do in the room if you want, like a bed and some joy objects, maybe a research bench to keep them semi-productive, but they will break and have tantrums and might destroy anything you put in there. That's fine if you want to micro manage the situation, remove and replace walls to send people in to repair, but if they have nothing to destroy but the paste dispenser you can just repair that from the outside as they hit it.
You cant forget the toilet!
They can use the floor like the drugged up animals they are.
V-Fib Mar 18, 2019 @ 5:38pm 
You basically either have to give them the drug they want, starting the whole process over, or let them "sweat it out," as it were, and let them kick the habit. Usually takes about 15ish days.
EthanT Mar 18, 2019 @ 5:46pm 
Anesthetise them over and over.
Bozobub (Banned) Mar 18, 2019 @ 7:06pm 
Except for luciferium. Ain't no kickin' Lucy; Lucy kicks you; luciferium withdrawal is 100% fatal, unless modded.
Burn them, burn it all.
Thor Mar 19, 2019 @ 12:30am 
I recommend that you check out some drug policies.

For example only drink beer once every 2 or 3 days when joy is under 45% or 40%.or whatever
Psychite tea once every 4 days when under 35% joy.
Wakeup once every 10 days, at any joy or recreation (to be safe go for 11 or 12)
Ambrosia once every 3 days when joy is under 40% or whatever.

This is beyond the minimum addiction safe intervals and on top of that should keep your colonists from, but this is only to protect them from overdoses. If your colonists start to faint from overdosing, then consider adding a few more days on certain drugs, especially wakeup.

Flake, Go-Juice, and Yayo is never safe, and your colonists may randomly get addicted any time they take these three drugs. I don't recommend giving your colonists any of this unless you're in a last ditch effort trying to defend against enemies, then Yayo and Go-Juice could be practical, but they are almost sure to all get addicted immediately.

As for Penoxycyline, just set that to once every 5 days and you should be good. No overdose problems or addictions for this one.
Last edited by Thor; Mar 19, 2019 @ 12:30am
Astasia Mar 19, 2019 @ 9:33am 
WakeUp is the least safe drug in the game. Every single dose has like a 1% chance to cause a heart attack. Every other drug you are just talking about addiction or tolerances, and the side effects take a while to kick in. WakeUp can just kill your colonists without any warning.

Drugs in RimWorld are awful.
Aturchomicz Mar 19, 2019 @ 9:48am 
Originally posted by Astasia:
WakeUp is the least safe drug in the game. Every single dose has like a 1% chance to cause a heart attack. Every other drug you are just talking about addiction or tolerances, and the side effects take a while to kick in. WakeUp can just kill your colonists without any warning.

Drugs in RimWorld are awful.
Saying that like drugs dont exsist in the real world
Astasia Mar 19, 2019 @ 10:07am 
There are "safe" performance and mood enhancing drugs in the real world already. There certainly would be thousand of years in the future. The drug system would have been a good system to use to add bonuses to your colony or fill in weaknesses at the cost of requiring a large supply of those drugs and/or the ability to create them. Time investment vs reward. The drug system in RimWorld has no reward though, it's all bad, the only point of the system is to sell the drugs and cause annoyances like dealing with addicted recruits.
Pugs Mar 19, 2019 @ 5:01pm 
Originally posted by Aturchomicz:
Originally posted by Astasia:
WakeUp is the least safe drug in the game. Every single dose has like a 1% chance to cause a heart attack. Every other drug you are just talking about addiction or tolerances, and the side effects take a while to kick in. WakeUp can just kill your colonists without any warning.

Drugs in RimWorld are awful.
Saying that like drugs dont exsist in the real world

There just ALWAYS has to be someone online who wants to pull the conversation with argumentative bait. I hope no one else entertains this fool.
Index Mar 19, 2019 @ 9:00pm 
The only good drug is Go-Juice better than loser grass!
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Date Posted: Mar 18, 2019 @ 10:49am
Posts: 16