Surviving Mars

Surviving Mars

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CRITHP Nov 17, 2018 @ 1:34pm
Dust sickness
Every time there's a dust storm, a significant amount of colinists gain the flaw "dust sickness". There was an event where I could choose to either let those people not work or make them work at the cost of their sanity, so I chose to let them not work thinking they would be able to work again once the dust storm was over, this was not the case (maybe a glitch?).

So after quite a few sols (+- 25) all of these colinists still aren't able to work (even when there isn't a dust storm) and that makes up about 1/3 of my 50 colinists which is severly annoying as they of course still consume resources.

Is anyone else having this issue? Is there any way for me to cure them or revert my decision to allow them not to work?
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JFJohnny5 Nov 18, 2018 @ 1:40pm 
Same thing here. Colonists with the "Dust Sickness" trait do not return to work after a Dust Storm. I have a fully staffed Sickbay with all beds available. The colonists with the trait don't visit. They just go about their daily business, but never again work. That has to be a bug, right?
DrKrieger Nov 19, 2018 @ 1:49am 
Same here...
Kusac Nov 19, 2018 @ 3:43am 
You also can't remove it in the Sanatorium. Even though it's a trait/flaw.
SkiRich Nov 19, 2018 @ 9:26am 
Originally posted by CRITHP:
Every time there's a dust storm, a significant amount of colinists gain the flaw "dust sickness". There was an event where I could choose to either let those people not work or make them work at the cost of their sanity, so I chose to let them not work thinking they would be able to work again once the dust storm was over, this was not the case (maybe a glitch?).

So after quite a few sols (+- 25) all of these colinists still aren't able to work (even when there isn't a dust storm) and that makes up about 1/3 of my 50 colinists which is severly annoying as they of course still consume resources.

Is anyone else having this issue? Is there any way for me to cure them or revert my decision to allow them not to work?

Sounds like a bug
First report it. Ctr F1
Second send me a copy of the save. Two to be exact if you have them.
One from when they got sick and one 25 Sols later still not working.
I can build a mod fix for that. Maybe.
MiB Nov 19, 2018 @ 9:34am 
Same here. Any input from devs maybe?
SkiRich Nov 19, 2018 @ 10:39am 
Send me a save game.
MiB Nov 20, 2018 @ 3:02am 
@SkiRich unfortunatelly I have only save game with already sick guys. Is it ok for you?
CRITHP Nov 20, 2018 @ 8:24am 
I found that after about 30-40 sols colinsts seemed to get it less and less, then after the initial wave of them died out it became much easier. By about 70 sold I had like 250 colinsts of which only 3 or 4 had dust sickness. So it doesn't appear to be a game breaking bug, but picking that option when the event occurs makes early game super annoying and slow, because of it I was also unable to complete the beyond earth mystery because I was just too slow and had too many supply issues caused mainly by a lack of workforce (machine parts, polymers, food, etc.) :/

I think there's a lesson to be learnt from this: never be nice to your colinists ever

From looking around the discussions here it also seems that whenever you have to make a decision in a random event, the main question you should ask yourself is "how could this bug out my game?"
ancienthighway Nov 20, 2018 @ 9:59am 
During dust storms, do you continue to let the mines, polymer factory, fungal farms, and drone assembler work? This could be a reason for the dust sickness.

Outside workers do take a sanity hit due to working during the storm, but higher techs eliminate that for martianborne.
MiB Nov 21, 2018 @ 7:22am 
Originally posted by CRITHP:
I found that after about 30-40 sols colinsts seemed to get it less and less, then after the initial wave of them died out it became much easier. By about 70 sold I had like 250 colinsts of which only 3 or 4 had dust sickness. So it doesn't appear to be a game breaking bug, but picking that option when the event occurs makes early game super annoying and slow, because of it I was also unable to complete the beyond earth mystery because I was just too slow and had too many supply issues caused mainly by a lack of workforce (machine parts, polymers, food, etc.) :/

I think there's a lesson to be learnt from this: never be nice to your colinists ever

From looking around the discussions here it also seems that whenever you have to make a decision in a random event, the main question you should ask yourself is "how could this bug out my game?"

Currently I have half of my young colonists born on Mars with sickness. So they will not work at all for the entire life. That is defintely not OK.
allfold Nov 21, 2018 @ 2:21pm 
Haven't seen "dust sickness" yet in any play. Seeing it is for life I could understand a production debuff but not working ever again? That's harsh.
DrKrieger Nov 21, 2018 @ 10:04pm 
Looks like Its an Event thats only starts if random Events are on. And if the Map has Dust Storms.
Bored Peon May 2, 2019 @ 2:59pm 
Ugh, still not fixed. Wish I knew about this before hand.

Luckily I was able to roll back to a previous save.
Scientist Dog May 3, 2019 @ 8:41am 
I'm glad I selected the "keep working and take sanity damage" option xD.
There was an option to give them antialergenics and keep working without sanity damage but it was blocked, I think it was because my two medics had left Mars in a previous rocket and my Infirmary was empty.
Bored Peon May 3, 2019 @ 9:59am 
Originally posted by Scientist Dog:
There was an option to give them antialergenics and keep working without sanity damage but it was blocked, I think it was because my two medics had left Mars in a previous rocket and my Infirmary was empty.

You needed the doctor background trait.
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Date Posted: Nov 17, 2018 @ 1:34pm
Posts: 41