RimWorld
Snobby Hobo 2016 年 7 月 27 日 上午 3:05
Psychotic wandering is broken
This debuff lasts up to almost 2 days, renders the character uncontrollable and useless whilst also dropping his stuff(requires microing to get them back later as they'll be locked). If it happens in combination with any storm it can easily be lethal. It happens REALLY easily and arbitrarily, especially in the beginning of the game.

I had one ♥♥♥♥♥♥♥ dumbass miner who tried to get some action with my female researcher but failed 5 times in a row - applied a MASSIVE -25 mood penalty and he went "psychotic" dying to a heatstroke outside. What am I suppose to do against that?

Please give me AT LEAST something I can do against this nonsense, like put him in a hospital bed, or lock him up.
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正在显示第 16 - 30 条,共 40 条留言
Enik 2016 年 7 月 27 日 上午 10:49 
I had a great colonist (top notch doctor and shooter) that lost his wife and bonded dog in the same attack. I had no choice but to euthenize him, because he kept going berserk. I think it's just how the game doles out challenges.
[Q]uik 2016 年 7 月 27 日 上午 11:03 
引用自 Individual #49358
引用自 Quik
A thing you must realize about the game; You're not SUPPOSED to be able to "do something about" everything that happens. Sometimes RNG will screw you over - and that's part of the development philosophy
Rofl no it's not. The game is suppose to be really difficult at times, as survival on a unknown planet would be. But "not being able to do anything" is not good, it's poor design.
This game runs on virtually the same design philosophy as Dwarf Fortress; You WILL die. Eventually, no matter how well you play.

In Dwarf Fortress - if some goblins decide to raid me within the first few days I'm dead; Or if I spawn next to some hungry beasts..
Or if I dig up a giant monster; Or my elite soldier may become insane and throw a tantrum, maiming half my population.

This game is no different in this regard; ♥♥♥♥ will happen.
Khall 2016 年 7 月 27 日 上午 11:11 
引用自 Individual #49358
引用自 eNobleBiceps
No. If you release them they are still a member of your colony. Litteraly arrest them, keep them in prison for a day so they can cool down, and release them. Works even better if its a pretty nice cell (spacious, clean, furniture). I have a single nice jail cell for colonists and the rest are for POWs.
Well that's the answer to my question then. Danke schon(that's french for "thank you")


It's the only way to directly deal with a colonist but it does have its own risks. There is a chance they could start fighting back against the arresting person, which could lead to death or disfigurement, plus mood debufs from the pain and lowered social relations. They will also recieve a mood debuff from being imprisoned as well, which lasts for quite a while.

Generally, its better to let them just wander around, unless they're a danger to themselves or others.

Of course, the best solution is to manage moods effectively, though thats not always possible. If i have someone who has a long-term debuff (e.g. relative died) I tend to make their schedules joy all day, so they only work when they have filled the joy need, which usually offsets some of it.

And "danke schon" is german, not french.
最后由 Khall 编辑于; 2016 年 7 月 27 日 上午 11:16
Slimane 2016 年 7 月 27 日 上午 11:15 
引用自 eNobleBiceps
引用自 BlackSmokeDMax

Don't you have to recruit them again if you arrest them?
No. If you release them they are still a member of your colony. Litteraly arrest them, keep them in prison for a day so they can cool down, and release them. Works even better if its a pretty nice cell (spacious, clean, furniture). I have a single nice jail cell for colonists and the rest are for POWs.

Except doing this will often result in the colonist going berserk and then you having to put him down (risking death or injuries). So that is not always the best, unless you got non-lethal weapons to knock him out with.
最后由 Slimane 编辑于; 2016 年 7 月 27 日 上午 11:16
Leadhead 2016 年 7 月 27 日 上午 11:34 
The dazed state is essentially the same as being in a fugue state in RL. Either let the person get it out of their system (which can take a long time in RL as well) or use forceful measures to get them someplace safe.

If you take care of your colonists needs properly, you can avoid mental breaks for the most part. Saying its broken because you don't like it (or don't know how to deal with it properly) doesn't make you right.

As someone else said:
"Welcome to rimworld".

The game is designed be be difficult. There's ways to deal with everything. Just because you may not know the steps to dealing with things, doesn't make it "bad design". It just means you need to learn what to do in a multitude of different and difficult situations.
Sonja 2016 年 7 月 27 日 下午 1:05 
引用自 SquareDildo
引用自 BlackSmokeDMax
You can melee attack them and then put them in a hospital bed after downing them.
Or you can arrest them and don't risk death or permanent injury.

If you arrest them, they wont be part of your crew any longer and you have to treat them like any other prisoner. I tried this once cause I thought my psycho was starving to death and learned the bitter way that as soon as he woke up from the beating, he had forgotten all the time he had spent with his former crewmates and convincing him to come back fail....

My approach, I let them wander around, so far they came back after a while...
ServiusIra 2016 年 7 月 27 日 下午 1:28 
引用自 Pete
引用自 SquareDildo
Or you can arrest them and don't risk death or permanent injury.

If you arrest them, they wont be part of your crew any longer and you have to treat them like any other prisoner. I tried this once cause I thought my psycho was starving to death and learned the bitter way that as soon as he woke up from the beating, he had forgotten all the time he had spent with his former crewmates and convincing him to come back fail....

My approach, I let them wander around, so far they came back after a while...

Instead of trying to reinvite them to the group, release them. They will be released directly to your colony, since they were in your colony at the time they were taken prisoner.
Sonja 2016 年 7 月 27 日 下午 2:05 
引用自 trumpetboy26
引用自 Pete

If you arrest them, they wont be part of your crew any longer and you have to treat them like any other prisoner. I tried this once cause I thought my psycho was starving to death and learned the bitter way that as soon as he woke up from the beating, he had forgotten all the time he had spent with his former crewmates and convincing him to come back fail....

My approach, I let them wander around, so far they came back after a while...

Instead of trying to reinvite them to the group, release them. They will be released directly to your colony, since they were in your colony at the time they were taken prisoner.

Realy? :D Ok, I will remember that for sure!
ServiusIra 2016 年 7 月 27 日 下午 7:19 
Also, to the OP, you can change the dev settings on the dev menu. Go to the options in game and hit development mode. About the top-slightly to the right, there's a new toolbar. Go over 3 from the left on toolbar with the square and circle. Click on that and find "enable random mental states" and uncheck it. It's technically not "legit", but if you want to play without them, that's all in game and avaliable.
Skay24 2017 年 8 月 26 日 上午 11:23 
引用自 trumpetboy26
Also, to the OP, you can change the dev settings on the dev menu. Go to the options in game and hit development mode. About the top-slightly to the right, there's a new toolbar. Go over 3 from the left on toolbar with the square and circle. Click on that and find "enable random mental states" and uncheck it. It's technically not "legit", but if you want to play without them, that's all in game and avaliable.
It's not working at all, from my 25 colonist half of them are in the "daze" state every day with "unchecked" enable random mental states option.
eNoble-US 2017 年 8 月 26 日 下午 5:39 
引用自 skay24
引用自 trumpetboy26
Also, to the OP, you can change the dev settings on the dev menu. Go to the options in game and hit development mode. About the top-slightly to the right, there's a new toolbar. Go over 3 from the left on toolbar with the square and circle. Click on that and find "enable random mental states" and uncheck it. It's technically not "legit", but if you want to play without them, that's all in game and avaliable.
It's not working at all, from my 25 colonist half of them are in the "daze" state every day with "unchecked" enable random mental states option.
This was a year old topic man.
Skay24 2017 年 8 月 27 日 上午 9:09 
引用自 eNobleBiceps
引用自 skay24
It's not working at all, from my 25 colonist half of them are in the "daze" state every day with "unchecked" enable random mental states option.
This was a year old topic man.

DIdn't check, but got problem with some mods in my game, and every day I got mental break with half my colony, so was hoping that the dev command will work... but i didn't now must start new game.
Treveri 2017 年 8 月 27 日 上午 11:36 
引用自 Quik
A thing you must realize about the game; You're not SUPPOSED to be able to "do something about" everything that happens. Sometimes RNG will screw you over - and that's part of the development philosophy

Yeah, I've heard this justification before. "Its fun to lose!"

BS!

It is the job of the AI to make the game a challenge and to keep you involved ... it IS NOT the job of the AI to assure your defeat.

Many of these afflicions in this game come out of nowhere, and if it hits the right colonist at the right time, its game over. Your only options are; 1) reload the game, or 2) let your colony die.

Both are BS.
[Q]uik 2017 年 8 月 27 日 上午 11:41 
But the appeal, as in WHY people enjoy these games are because they will not go on forever, you WILL die at one time or another.
It is why people look for DF like games.
ONE SWANKY ASS CAT 2017 年 8 月 27 日 下午 12:45 
As long as we're talking about ♥♥♥♥♥♥♥♥ in the game that makes us angry, ♥♥♥♥ jungles. What's that? Your colonist got scratched by a rat and it was left untreated for 2 hours? ♥♥♥♥ you, he's bedridden for the next 3 days. Good luck if it was your only cook.
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发帖日期: 2016 年 7 月 27 日 上午 3:05
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