Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Look at them pathetic flesh bags, the machine and droids are supreme.
Beyond that, OP needs to get character editor and do a little QoL cleaning.
Alternately, if cheating isnt palletable...
https://steamcommunity.com/sharedfiles/filedetails/?id=2044003955&searchtext=reconditioning
Perhaps a little warcrime is.
Provided you can cater to their desires, never start with one of them.
Also, yeah, obviously don´t try and make money on Ambrandy with an alcoholic on the roster. ^^
Settings > Mods > Vanilla Traits Expanded
That'll do, Randy. That will do.
The good news is, the heart and liver are an either-or. I bet the former's still good.
Then you also get a bonus Lung and Kidney
Oh and a Ripscanner or a random gene
Aside from the occasional incident where someone drinks themself into a coma for some reason (and I've only seen that happen a handful of times) my alcoholics are always happy with their "drink at any time" allotment of booze. I'd take them over the teetotalers who can't self-medicate themselves to keep their moods up.
Either zone your alcoholics away from the brewery storage, or use the Locks mod like I do and deny them access. That way you can keep the trade booze safe, similar to when there are chemical fascination colonists involved.