The first colonist was at 100 withdrawal, and stayed at 100 for the entire duration. I've had another colonist join, with the same addiction (smokeleaf), start at 0 withdrawal, and climb all the way to 92. But most of the time I find myself regretfully passing on skilled addicts because I've been down that road and I know it ends in me slamming my face on my desk. I've had a colonist at 100 withdrawal for MONTHS now and he just WILL NOT BECOME CURED, period. Sometimes it can still be worth it, if you're already in a strong position. Ask yourself, if this pawn got accidentally beaten to death during a prison break or a berserk episode, would it cause a bad mood spiral for the rest of the colony? Ask yourself if you can deal with the annoyance of micromanaging your drug supply (walling it in or doing without) for as long as it takes. Ask yourself if you could potentially deal with this pawn going on a severe mental break in the middle of a raid. When you're tempted to recruit an addict pawn, ask yourself if you have the resources and pawnpower to deal with someone who could potentially be dead weight for the better part of a year. I know, I've been there: you find a pawn with great traits and stats and you think "it's worth it, I can tough it out because they'll be so valuable when they're finally clean." But sometimes it just isn't. I think all the major "solutions" to the problem have been covered above, but it bears mentioning that the simplest solution is not to recruit addicts. We need some security doors that only certain people have access to open. Only restricting access has occasionally helped and I believe chance was mostly the cause of that. Keeping their mood up with constant joy activities Restricting their access to a specific area I'm wondering if there is another solution I may have overlooked besides selling them or getting them killed which seems extreme. But dealing with them going berserk, causing prison escapes, and assaulting other prisoners sounds like trading one headache for another. Imprisoning them is the only other thing I can think of. I had one that was working off two addictions and moved so slow that by the time she ate breakfast and did one or maybe two local tasks it was time for bed and she was hungry by the time she made it back to bed. Smokeleaf is a decent part of my economy so simply not having any isn't very feasible, and having otherwise valuable pawns move around super slow is troublesome. Drug Plants RedditAngels Trumpet (Brugmansia arborea) Balm (Melissa officinalis) Passion Flower (Passiflora spp. Others will repeatedly violate these restrictions go use drugs. com/app/294100/RimWorld/Rimworld is a sci-fi colony sim driven by an intelligent AI. For some that's all it takes along with time. Rimworld WithdrawalAlcohol withdrawal is much worse than missing a leg. They can waltz right through forbidden doors and walk outside of their allowed area. I'm getting very frustrated trying to cure some colonists of their addictions.
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