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RimWorld

Zilla Nov 25, 2022 @ 12:28pm
Weird Overdose problem with genetic dependencies
So I made a colony with a very overpowered custon gene where they are dependent on Psychite, Beer, Wake-up and Go-juice, after winning the race against the death clock and getting drug production going everything was easy, made kids and now that they are adults they constantly overdose for some reason.
This makes no sense their parents with the exact same genes never overdosed even once in 5 years and now the kids are constantly getting that and I don't understand why.
I tried to force them to take the drugs with time between them by changing the rules for drugs so they would take one of their needed drugs per day instead of all at once but that did not help for some reason.

Is this a bug? The parents still did not overdose once despite me never managing when they take their drugs it always just was a checkmark in "Take for addiction" and nothing else.
Originally posted by Astasia:
A 13 year old "adult" also has a significantly smaller bodysize than an 18 year old.

Flake, Yayo, Go-Juice and Wake-up always have overdose chance even when used for the first time by an adult. It's about a 0.5-1.5% chance for a major overdose which can be fatal or cause permanent brain damage. You may have been lucky with the adults, but that gene setup is not safe.
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Showing 1-8 of 8 comments
Dreay Nov 25, 2022 @ 1:02pm 
The size of the pawn counts and smaller children are more prone to overdose than a larger adult
PolecatEZ Nov 25, 2022 @ 1:06pm 
Stick them in a VAT until they're 18 years old.
The author of this thread has indicated that this post answers the original topic.
Astasia Nov 25, 2022 @ 1:09pm 
A 13 year old "adult" also has a significantly smaller bodysize than an 18 year old.

Flake, Yayo, Go-Juice and Wake-up always have overdose chance even when used for the first time by an adult. It's about a 0.5-1.5% chance for a major overdose which can be fatal or cause permanent brain damage. You may have been lucky with the adults, but that gene setup is not safe.
Zilla Nov 25, 2022 @ 1:33pm 
Alright thanks, I did not think about the body size for drug use.
Though I will assume that the overdose chance is reduced by an amount that probably goes to 0% for adults if the drug is required for survival, since It would statistically be really ridiculous for that chance to not proc a single time in 6 years. They need the drug every 72 hours to not get any debuffs I believe? With 5 pawns that would be 600 chances in that time.

In case this changes and I actually DO get an overdose on one of them I'll mention that in this thread.
Astasia Nov 25, 2022 @ 2:02pm 
Psychite tea and beer have no overdose chance. Flake is 1.5% and yayo is 1%, I'm assuming you went with tea. Wake-up and go-juice are 0.5%. They need to take the drugs once every 5 days to avoid a penalty. Assuming they were on a 5 day schedule from day 1 that's 72 doses in 6 years of wake-up and go-juice, statistically unlikely for one colonist to have a major overdose in that time. For 5 pawns you would expect ~2-3 major overdoses, but it's not that unlikely to have seen 0. I don't see any exclusions in the drug files for genes to prevent major overdoses, the major overdose mechanic is not related to bodysize, it's a flat percent chance to happen when the drug is taken. Normal overdose mechanics where taking too many drugs in a short period of time are dependent on body size though AFAIK.
Garatgh Deloi Nov 25, 2022 @ 3:17pm 
Originally posted by Zilla:
Alright thanks, I did not think about the body size for drug use.
Though I will assume that the overdose chance is reduced by an amount that probably goes to 0% for adults if the drug is required for survival, since It would statistically be really ridiculous for that chance to not proc a single time in 6 years. They need the drug every 72 hours to not get any debuffs I believe? With 5 pawns that would be 600 chances in that time.

In case this changes and I actually DO get an overdose on one of them I'll mention that in this thread.

If they have the drug dependency genes it grants immunity to the "instant major overdose upon consuming the drug" chance, however it does not prevent a cumulative overdose from consuming too much of the drug and do keep in mind that "too much" is relative, the limit is way lower for teens because of their smaller body size.

I would advice setting it so they consume the needed drugs only once every 5 days (Still safe for the dependency).
Last edited by Garatgh Deloi; Nov 25, 2022 @ 3:20pm
Zilla Nov 25, 2022 @ 10:49pm 
They take the drugs at around every 3 days because they get a debuff then already, it just isn't as bad as the next one they get. When Biotech came out I started with just psychite and beer dependancy and scheduled those every 5 days because that's what the tooltip kinda implied was optimal and noticed that they where working really slow every few days and when I checked the health tab they had deficiencies already, so I changed it to take for addiction to see if that worked and it did.

But yeah I understand math and that statistically unlikely doesn't mean impossible. I'll just continue playing untill I find out it actually sucks and I will post if that is the case. As for stuff in the code, I don't know about that and how hard it is or isn't to find specific code and pinpoint what it is meant for, so I'll jsut do my own thing even if it is stupid, just in case.

I appreciate all the help :steamthumbsup:
Zilla Nov 26, 2022 @ 4:15am 
Update:
I finally got a small overdose (no major one yet) on one of my starter pawns when he took wake-up and go-juice only about 10 hours apart at some point. Also as a side note one got a heart attack from the wake-up unrelated to this earlier, though I never thought that that couldn't happen in the first place so I only mention it for people who found this via search function.

Still seems fine to go with 4 dependencies so far though if you manage it correctly, especially since I tried again to seperate the drug usage by about 24 hours and now everybody is fine untill randomness causes it to get closer again like it did just now.
This includes the 13 (now 14 to 15) year olds ofcourse.
And no, I have no idea why that didn't work the first time, I probably messed up the timing or whatever.

Despite it working out now I probably won't do this again, because I would not have survived the start without godly luck getting wake-up dropped really early.
Last edited by Zilla; Nov 26, 2022 @ 4:16am
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Date Posted: Nov 25, 2022 @ 12:28pm
Posts: 8