RimWorld

RimWorld

Gourmand is such an awful trait
A mental break that can last 10 minutes in real-world time. It can happen when the pawn isn't even at risk of a break, and they don't even get catharsis afterwards! Then they have 150% hunger, and when they go on their food binges they tend to eat fine meals -- absolute garbage
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Showing 1-15 of 17 comments
Mimic Oct 30, 2022 @ 10:25am 
I mean it's annoying but being a nonviolent mental break makes it tolerable. I have had multiple Gourmand's in my colonies without issue. Once your crops start coming in it doesn't matter.
Last edited by Mimic; Oct 30, 2022 @ 10:26am
Daunmi Oct 30, 2022 @ 10:27am 
Originally posted by a three-colored carp:
A mental break that can last 10 minutes in real-world time.
Mental breaks last as long as you let them. Draft and 'persuade' the tantrum thrower to calm down.

Originally posted by a three-colored carp:
Then they have 150% hunger, and when they go on their food binges they tend to eat fine meals
As a general rule of thumb for me, I don't bother making fine meals at all until I can provide a steady supply of them with ease. Until then it's paste. If you're having trouble keeping enough fine meals around for everyone, including a stockpile for when things go wrong, that's a bigger problem then a food binge.
Seal Enthusiast Oct 30, 2022 @ 11:07am 
Originally posted by Daunmi:
As a general rule of thumb for me, I don't bother making fine meals at all until I can provide a steady supply of them with ease. Until then it's paste. If you're having trouble keeping enough fine meals around for everyone, including a stockpile for when things go wrong, that's a bigger problem then a food binge.
I second this. Paste is always the way to go for my colony, even into the late game. It not only frees up colonists for other tasks but also requires less food, and you can make up the mood difference with drugs (preferably the not so addictive kind), which are a better trade good anyway.
POWER WITHIN USER Oct 30, 2022 @ 11:19am 
absolute garbage
Agreed, instant execution along with pyromaniacs.
The Blind One Oct 30, 2022 @ 12:24pm 
Gourmand is annoying in that your gourmand is always starving at some point of the day often times pushing his mood over the break threshold. It's always on a knife edge due to his inability to follow in sync with a normal pawns eating routine. And my gourmand then just goes off to eat like 10 to 20 meals in a single food binge ... I mean come on bro ... that's 10 days worth of food. Ain't no one can eat that much food in a single day lmao.

It honestly wouldn't be so bad if all he did was eat 50% more but that's not what happens in practice. He's just closer to starvation 500% more often causing him to mentally break for dumb reasons. Wish that instead his hunger bar was 50% larger as well, this way he could eat two meals and not go hungry so fast the damn chonky bastard.
Last edited by The Blind One; Oct 30, 2022 @ 12:25pm
Astasia Oct 30, 2022 @ 2:06pm 
Originally posted by a three-colored carp:
A mental break that can last 10 minutes in real-world time. It can happen when the pawn isn't even at risk of a break, and they don't even get catharsis afterwards! Then they have 150% hunger, and when they go on their food binges they tend to eat fine meals -- absolute garbage

I mean, yes, it's a negative trait, it's supposed to be. It's right up there with Pyromaniac, Chemical Fascination, and Brawler.
Juicy Beefcake Oct 30, 2022 @ 2:12pm 
Brawler is pretty good though? You wouldn't want an entire colony full of them but 1/10 aint bad. They're great at holding choke points for bugs or scyther raids. Huge bonus points if they also have nimble.
boytype Oct 30, 2022 @ 2:14pm 
Originally posted by a three-colored carp:
Gourmand is such an awful trait
Agreed.
POWER WITHIN USER Oct 30, 2022 @ 2:16pm 
Oh no someone is going to be a dedicated melee fighter or alcoholic, almost as bad as the traits giving pawns brain problems that cause them to emulate Nick Avocado or to set an occupied crib on fire (kind of based but still).
Astasia Oct 30, 2022 @ 2:18pm 
Originally posted by Juicy Beefcake:
Brawler is pretty good though? You wouldn't want an entire colony full of them but 1/10 aint bad. They're great at holding choke points for bugs or scyther raids. Huge bonus points if they also have nimble.

That was mostly a joke, but brawler is still slightly negative. The melee bonuses are trivial and the lack of flexibility for that character is a pretty big downside. A skill 20 brawler has 91.2% melee accuracy, a skill 20 non-brawler has 90% melee accuracy. It's nowhere near as good a trait as say tough or jogger.
POWER WITHIN USER Oct 30, 2022 @ 2:21pm 
Originally posted by Astasia:
A skill 20 brawler has 91.2% melee accuracy, a skill 20 non-brawler has 90% melee accuracy.
Cool factoid but you're talking about the non-brawler that could've instead maxed the shooting skill.
Poop King Oct 30, 2022 @ 2:29pm 
If you're going to make a melee pawn then brawler does it better.

Both shooting traits are far worse because they offset the bonus with a penalty, brawler only adds a bonus.

Now take brawler and add tough, nimble and jogger, add clotter and faster healing genes, and extra melee damage. Hunt a thrumbo and wield its horn. Go hulk smash through enemies.
Astasia Oct 30, 2022 @ 2:42pm 
Originally posted by Poop King:
Now take brawler and add tough, nimble and jogger

That is 4 traits. A tough nimble jogger is better than a brawler with any other 2 of those traits. The point being other traits make a better melee pawn than brawler which mostly just exists to force a pawn to be melee. Nimble is also not very good though, it's much better than brawler but it's still a fairly minor bonus.

As far as pure combat goes, the best melee pawn is probably Tough, Jogger, Trigger-Happy. You may be like, "Wait what?" but it's true. Trigger-Happy reduces the activation time on things like jump packs and locust armor which can allow a melee pawn to move staggeringly quickly around the battlefield.
ACS36 Nov 3, 2022 @ 6:06am 
Originally posted by POWER WITHIN USER:
Originally posted by Astasia:
A skill 20 brawler has 91.2% melee accuracy, a skill 20 non-brawler has 90% melee accuracy.
Cool factoid but you're talking about the non-brawler that could've instead maxed the shooting skill.

You wouldn't do that if the pawn had a passion for melee and tough/nimble traits.

Many players consistently over rate brawler trait because they don't actually look at what it does. Simple math proves that the brawler trait is really not that good on a dedicated melee pawn. It's actually better on pawns who don't have a passion for melee and have a low melee skill. But why would you want to do that?
Originally posted by ACS36:
Many players consistently over rate brawler trait because they don't actually look at what it does. Simple math proves that the brawler trait is really not that good on a dedicated melee pawn.?
We're talking about the "simple math" that assumes every pawn starts at level 20 melee; or the one where you're going to get pawns younger than 60 with jogger+nimble+tough?
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Date Posted: Oct 30, 2022 @ 10:21am
Posts: 17