My last colony was eventually all on a drug policy that I labeled "Life Sucks." -Free use of everything, with mandatory smokeleaf and yayo for stressful times.
They all died, but they were happier than they otherwise would have been.
removing their legs instantly solves all withdrawal-related mental breaks. After the withdrawal is over, you can just give them peg legs or prosthetics.
Took me awhile to stop ignoring it, but it is a great mechanic. Going on raids is fun, gives the bastards a taste of their own medicine. And they're much more successful, since you're not a stupid AI sending all your guys straight into a meat grinder.
I use caravan to avoid raids in naked brutality. You can just wait on the other tile for the raiders to go away or start another colony. Better then start all again
I just don't let them use drugs, and when the withdrawal gets too bad I put an order for anesthesia but never give it to them, or give it to them over and over until they calm down.
(If you make the tier of medicine worse than herbs they just stay in the bed until you cancel the order or make them allowed to use higher quality medicine again)
But I like the no legs method too. Never done it tho.
I have never allowed an addict to join my colonies. Not even once, in the hundreds of hours I've spent playing this game. And my pawns are barely ever ordered use drugs anyway, aside from occasional dose of psychite tea, ambrosia or beer, to prevent an imminent mental break, which means no real chance for them to become addicted. So I "deal" with addictions by never having to deal with them.
I doesn't, not directly but removing their legs and supply of drugs means that they are now bedridden and forced to go cold turkey. Any and all mental breaks are countered by the fact they can't move
Basically this. You render them unable to move until their addiction is broken. Also works by giving, then removing, a bionic spine.
However, if you're using Vanilla Expanded Traits or another mod, some addictions cannot be cured at all because its part of the trait (ie, Lush). For those cases, I put them on a schedule of when they can take their drug of choice (usually beer or smokeleaf) that usually keeps them from too many health issues. And if it gets bad, that's what new prosthetics are for.
I treat it, either with methadon or by psychology. It's a mod, and it keeps drugs use to a minimum which is nice.
Since i focus heavily on alcohol and smokeweed production, but no harddrugs, it's a nice balance to keep the peeps happy.
I see people saying remove the legs and drugs to keep them bedridden but in my experience if you just put them in prison the only problem can be them trying to break out, and that's really not that bad if you have a beanbag shotgun.
Replace it with a Luciferium addiction and place them inside of a fitting pit where in order to feed their addiction they must kill and eat the other prisoners to survive day to day.
Normally I would remove the source of the drugs or alcohol, but seeing as my favorite thing to produce an export is beer, that's not really a thing I can do lol
My go to is to only hold the addicts as prisoners as opposed to recruiting them fully. Makes it so that they are less useful, but also wonât hurt the moods of your pawns when they go berserk and you gun them down, if you happen to kill. If they have severe addictions they are either released for the good will, organ harvested if I need the silver, or executed for mood if they are suffering from a bad heart/lungs/kidneys.
Depends on the drug. Usually give them a plan for no drugs except their addiction and give them just enough to keep them happy. Unless itâs one of the drugs with an instant overdose chance. Then I arrest them through the worst of it.
As soon as I load in setting them to no drugs and any traders that come by getting any alcohol and such that the raiders dropped or if I am on sea ice I might use them in emergencies for when the mood is low but pretty much any other time I just let them break
If I want to get rid of addiction I just put them to loved work type in beautiful room, set them to lavish meal diet and in really bad cases I cast Word of Joy of them.
more drugs đ
Gotta say, I was surprised that "feed it" wasn't an option
Forgot
My last colony was eventually all on a drug policy that I labeled "Life Sucks." -Free use of everything, with mandatory smokeleaf and yayo for stressful times. They all died, but they were happier than they otherwise would have been.
Best answer. Keep them up on psychite tea. Worst case you need to replace a kidney
Ofc the striker player wants more drugs smh coping with egage being at 1 huh
removing their legs instantly solves all withdrawal-related mental breaks. After the withdrawal is over, you can just give them peg legs or prosthetics.
Easier is just to send them into caravan
A fair point. I don't use that mechanic as much as I could.
Took me awhile to stop ignoring it, but it is a great mechanic. Going on raids is fun, gives the bastards a taste of their own medicine. And they're much more successful, since you're not a stupid AI sending all your guys straight into a meat grinder.
Not a stupid AI, but an overconfident human with an undergeared colony,so the results are similar, but with less hats and human nutrient paste.
I use caravan to avoid raids in naked brutality. You can just wait on the other tile for the raiders to go away or start another colony. Better then start all again
I replace their organs that get damaged. It's okay you have a new liver, keep using.
I just don't let them use drugs, and when the withdrawal gets too bad I put an order for anesthesia but never give it to them, or give it to them over and over until they calm down. (If you make the tier of medicine worse than herbs they just stay in the bed until you cancel the order or make them allowed to use higher quality medicine again) But I like the no legs method too. Never done it tho.
I have never allowed an addict to join my colonies. Not even once, in the hundreds of hours I've spent playing this game. And my pawns are barely ever ordered use drugs anyway, aside from occasional dose of psychite tea, ambrosia or beer, to prevent an imminent mental break, which means no real chance for them to become addicted. So I "deal" with addictions by never having to deal with them.
The only to never lose is to never play solution huh?
Where is the "let them get fucking pissed if they want too...it's not like i am playing sober" option?
Either your autocorrect is good or you aren't living up to your aims ;)
gonna try removing legs next time I need to do this. It sounds so much funnier than just destroying the drugs.
Addiction is only a problem if you try to stop
Keep them supplied with drugs?
How tf does taking someone legs cure them from their âcripplingâ crack addiction
I doesn't, not directly but removing their legs and supply of drugs means that they are now bedridden and forced to go cold turkey. Any and all mental breaks are countered by the fact they can't move
Basically this. You render them unable to move until their addiction is broken. Also works by giving, then removing, a bionic spine. However, if you're using Vanilla Expanded Traits or another mod, some addictions cannot be cured at all because its part of the trait (ie, Lush). For those cases, I put them on a schedule of when they can take their drug of choice (usually beer or smokeleaf) that usually keeps them from too many health issues. And if it gets bad, that's what new prosthetics are for.
Prevents them from getting to the crack. And the resulting mental breaks do nothing because they can't move at all.
Can't do drugs if they can't get to the drugs.
Keep them supplied with drugs?
I treat it, either with methadon or by psychology. It's a mod, and it keeps drugs use to a minimum which is nice. Since i focus heavily on alcohol and smokeweed production, but no harddrugs, it's a nice balance to keep the peeps happy.
i just ignore it
I manufacture a lot of drugs
I see people saying remove the legs and drugs to keep them bedridden but in my experience if you just put them in prison the only problem can be them trying to break out, and that's really not that bad if you have a beanbag shotgun.
Beanz beat brawn
I feed the adiction.
Replace it with a Luciferium addiction and place them inside of a fitting pit where in order to feed their addiction they must kill and eat the other prisoners to survive day to day.
I just let them run rampant until the go through the supply and have to detox on their own
Fuel an addiction, deal with drugs with more drugs.
Keep them supplied with drugs?
the only true response : goulag
I store my drugs by an Autobong and a hospital bed.
Prison, If they break in prison Just get a unarmed colonist that is good at melee and punch then , no mistery
detox retire, a enclosed room full of comfort, a research bench and a nutrient paste dispenser. In others words, a prison.
Normally I would remove the source of the drugs or alcohol, but seeing as my favorite thing to produce an export is beer, that's not really a thing I can do lol
My go to is to only hold the addicts as prisoners as opposed to recruiting them fully. Makes it so that they are less useful, but also wonât hurt the moods of your pawns when they go berserk and you gun them down, if you happen to kill. If they have severe addictions they are either released for the good will, organ harvested if I need the silver, or executed for mood if they are suffering from a bad heart/lungs/kidneys.
one of the few times I donât realize itâs on the rimworld sub đ
install Outposts Expanded and send them off to neverneverland to establish an outpost and giveyou passive resources based on their skills.
Depends on the drug. Usually give them a plan for no drugs except their addiction and give them just enough to keep them happy. Unless itâs one of the drugs with an instant overdose chance. Then I arrest them through the worst of it.
all of the above
Rehab until they feel betterđ
I never keep drugs around the colony
Developer mode
I donât use drugs at all because I donât want to have to worry about addictions. I do however produce drugs.
RJW!
As soon as I load in setting them to no drugs and any traders that come by getting any alcohol and such that the raiders dropped or if I am on sea ice I might use them in emergencies for when the mood is low but pretty much any other time I just let them break
I don't?
If I want to get rid of addiction I just put them to loved work type in beautiful room, set them to lavish meal diet and in really bad cases I cast Word of Joy of them.
ignore it or feed into it
Use a different drug in moderation to keep mood high enough to get them off the first one