RimWorld

RimWorld

Psychology
Flazz Mar 10, 2019 @ 4:14pm
The anxiety system is horrible
First off, it's bugged. My colonist has been at minor anxiety for four years now, and it's never lowered despite constantly using medicine.

Secondly, it happens way too often, and for stupid reasons. Minor mental breaks shouldn't ever cause anxiety. It should only happen for worse mental breaks.

Is there any way to get rid of this? I love this mod but this "feature" ruins it.
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Showing 1-6 of 6 comments
Doctor! Apr 22, 2019 @ 10:19am 
You may be using the wrong type of medicine to treat anxiety. From what i remember, only the glitterworld medicine absolutely treats anxiety, but simple medical care (you don't even have to use medicine, lol) temporarily decreases the debuff of "anxiety" to a point where it's nearly unnoticable.
gay bee Sep 13, 2019 @ 1:37pm 
I agree and don't understand why this isn't something you can adjust or turn off in mod options.
The chances of developing anxiety are so high that throughout a long enough playthrough every one of my colonists comes down with anxiety.

Seems like just another way to gimp your colony because the floor is dirty or a colonist hasn't had a meal for 5 minutes.
YunoAloe Oct 6, 2019 @ 1:34pm 
Anxiety is completely cured using a surgery with 5 glitterworld medicines and level 15+ surgeon. This surgery only appears when you have a level 15 surgeon.
Pazik Oct 7, 2019 @ 3:09am 
I have a level 16 doctor and 10 glitterworld medicine, and the supposed surgery does not appear.

This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.
gay bee Oct 7, 2019 @ 7:10am 
Originally posted by Pazik:
I have a level 16 doctor and 10 glitterworld medicine, and the supposed surgery does not appear.

This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.

I agree 100%. With required required constant treatment by someone with a good social skill. No doctoring, no medicine.
Mechanos Oct 24, 2019 @ 12:42pm 
Originally posted by oof:
Originally posted by Pazik:
I have a level 16 doctor and 10 glitterworld medicine, and the supposed surgery does not appear.

This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.

I agree 100%. With required required constant treatment by someone with a good social skill. No doctoring, no medicine.

I personally would prefer to 2 prong approach. High enough social skill (lets say increased chances the higher the social skill is) will cure it, maybe after several "visits" depending on how bad the anxiety is. If it requires multiple visits, the success will at least alleviate symptoms for a while. While meds (and possibly some other substances) temporarily ease the symptoms. Not only would this be more or less realistic, but this would also give the player multiple options to work around it should they be missing someone with decent social skill or whatever.
Last edited by Mechanos; Oct 24, 2019 @ 12:44pm
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Showing 1-6 of 6 comments
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