I'm getting very frustrated trying to cure some colonists of their addictions. They can waltz right through forbidden doors and walk outside of their allowed area. For some that's all it takes along with time. Others will repeatedly violate these restrictions go use drugs. 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. 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.
Imprisoning them is the only other thing I can think of. But dealing with them going berserk, causing prison escapes, and assaulting other prisoners sounds like trading one headache for another. I'm wondering if there is another solution I may have overlooked besides selling them or getting them killed which seems extreme.
I've tried:
Locking the door
Restricting their access to a specific area
Keeping their mood up with constant joy activities
Cryptosleep caskets
Only restricting access has occasionally helped and I believe chance was mostly the cause of that.
We need some security doors that only certain people have access to open.
I agree 100% that: We need some security doors that only certain people have access to open
Let them rampage, jail them, then release
OR O.D. them. lol
Zero tolerance for addicts at MY house.
I had good experiences with keeping them on a joy and light work schedule in a restricted zone.
Away from drugs, where there is plenty to eat and do.
One of the solutions that you've mentioned, imprisonment, is how I generally deal with my colony's addicts. I mean yeah, there is the mood hit of being imprisoned, but your imprisoned colonist won't be able to access any drugs unless you deliberately administer them.
As for the shenanigans with prison breaks, it's also better off just to put them in an isolated prison cell so if they do attempt to start a prison break, nobody else will jump on the bandwagon. Heck, you could even just repurpose that pawn's bedroom into a prison cell.
Download the straightjacket from the call of chutulu mod. xD
Chop their legs off and send them to the time out room until they get over their addiction.
Build a small house far away on the map and let them live there , too far away from anyone else.
Make sure they have food.
Wall in any drugs, I read that this will prevent them from taking them even on a binge.
I have done things like this with violent people who constantly mental break, and it would at least keep them away from hurting others.
Later on since I couldn't cure them, I ended up killing them since they didn't contribute. But with drugs the addiction will wear off so it should work better in this case.
Quote from: BoogieMan on August 12, 2017, 01:10:14 AM
assaulting other prisoners
Two words: solitary confinement
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. 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.
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. Ask yourself if you could potentially deal with this pawn going on a severe mental break in the middle of a raid. 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 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?
Sometimes it can still be worth it, if you're already in a strong position. 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.
Multiple addictions can actually be a benefit, as I recently learned. I thought I got a great pawn from a "refugee chased" event, until I heard the familiar click of a lighter, took a closer look at him and realized he was heavily addicted to both smokeleaf and wake-up. However, once he ran out of drugs, the multiple addictions kicking in dropped his manipulation and movement to 0, and he spent the next two seasons in bed (he even survived a flu outbreak), barely conscious. When he woke up, he'd kicked his smokeleaf addiction and was only a couple of days away from kicking the other one. Best junkie recruit ever.
I didn't think separate prison cells worked? I tried that, I believe in A17. When a prison break was triggered all prisoners joined in. Even ones that were in a different holding area. Since it didn't worked I went back to one big holding room. It seemed easier to deal with them while they were clumped up trying to go down a single tile wide hallway. A couple solid melee fighters down at the end can 3 v 1 them quite effectively.
Guess I'll make a solitary medical prison room to keep them in and see how that goes. At least they'll be alone.
So basically the options are to deal with it, imprison them, or get rid of them. I was hoping I missed another solution but maybe not. Oh well, thanks for the feedback.
Pretty sure there's a nifty new feature that allows you to induce a temporary medically-induced coma with a little bit of medicine; anesthetize.
Just suppress the pawn with that method until they've overcome their addiction(s).
mrofa's Clutter (https://ludeon.com/forums/index.php?topic=17610.0) adds truly lockable doors. I haven't tested myself, yet.
Easiest way is to strip them down and send them after a bear with a knife. If they manage to wound the bear in the process you can send a hunter after it for a good meat bonus.
Quote from: O Negative on August 12, 2017, 05:10:20 PM
Pretty sure there's a nifty new feature that allows you to induce a temporary medically-induced coma with a little bit of medicine; anesthetize.
Just suppress the pawn with that method until they've overcome their addiction(s).
It's part of a mod, & it won't work in the way you think: coma (like cryptosleep) doesn't affect addiction reduction chances; it simply delays them :( Anaesthetise /may/ work, but a pawn under constant anaesthesia may 'break' to a coma (unknown time)
I tried the anesthetize route, but it required constant upkeep and wouldn't work if I reduced the colonist to herbal meds. Seems only actual medicine works, even though you can anesthetize with herbal meds for surgeries..
Quote from: Snafu_RW on August 12, 2017, 07:03:33 PM
It's part of a mod, & it won't work in the way you think: coma (like cryptosleep) doesn't affect addiction reduction chances; it simply delays them :( Anaesthetise /may/ work, but a pawn under constant anaesthesia may 'break' to a coma (unknown time)
Oh, no. Anesthetize is definitely a vanilla surgery/recipe that reduces the consciousness of a pawn to almost none.
Quote from: BoogieMan on August 12, 2017, 09:44:16 PM
I tried the anesthetize route, but it required constant upkeep and wouldn't work if I reduced the colonist to herbal meds. Seems only actual medicine works, even though you can anesthetize with herbal meds for surgeries..
Ah, yes, it certainly isn't cheap. But, it is probably the least invasive and most effective way of subduing pawns in withdrawal.
It's certainly less harmful than
cutting off their legs lol
An alcoholic pawn was at 50% free from addiction and went on a wake up binge
I didn't have any beer and I thought it was cool. But some raider had dropped 5 beer outside the base as a gift and of course my alcoholic found it.
I noticed too late, tried to arrest but she swallowed the beer like 2 seconds before I as able to arrest
I'm going to send her out on her own somewhere to live out her addiction in her own colony , until she is free of it.
Whenever i get a pyromaniac or chemical interest/fascination pawns I pretty much immediaetly "let them go".
Seems like keeping them around is a long term headache, no matter how good their skills are.
I thought the drugs was meant to be used, not avoided xD
Personally I don't mind having addicts around, in early game, when I can't get their drugs, they can be annoying for a while but it draw off eventually. Later, I just provide them what they need, and replace their organs when they get damaged. I had a yayo addict with bionic legs and spine, and it was fun to watch him flying around among the much slower pawns. Wake-up addics are cool too, go-juice is a bit harder to deal with, I accidentally killed one addict who went berserk because he was almost impossible to stop.
I even had a luciferium addict who arrived as a wanderer in a really young tribal colony, and it was interresting to try and find the pills to keep him alive.
Nontheless I have never forced a pawn to use drugs, I sometime plan to do so, but I sell all the drug I don't need each time a trade ship/caravan appears, I like money better.
I thought drugs are meant to be sold to the tribes people and turn all of them into addicts xD
Stack of pemmican or survival meals in their bedroon, build a wall outside the bedroom door, even when beserk they wont beat on the door. Maybe not so good for the mood though.
Don't admit any addicts. Nor Pyros.
Anything they potentially can live through it, I hold them in captivity until they're completely clean, period. Sorry, the only "Lucy" I'm particularly fond of had red hair and was a '50-'70s comedienne ;D.
I guess I run a rehab. That, err, sells joints. Yeah.
Luci is okay. It has an upkeep cost, but it only matters in the early game. Other drugs... Nope. No chemical interest/fascination allowed. Wake-up can create an interesting combo with artificial hearts, though.
My method is to build a bed room with a nutrient paste dispenser in one wall. A good quality or better bed, standing lamp, Chess table and a couch. The better quality the furniture is the better just helps keep them happy
Draft the Addict and march them in the room. Forbid the door and then wall off outside the door.
Have the hopper for the dispenser accessible from outside the room and then for about 215 power (no cooler/heater) and about 15 units of foodstuff a day you have a rehab facility.
If I could workout how to take a screen shot on a MAC I would show you.
Quote from: Vlad0mi3r on August 17, 2017, 07:19:48 PM
If I could workout how to take a screen shot on a MAC I would show you.
Shift+command+3 for full screenshot.
Shift+command+4 and drag mouse for selected portion screenshots
Thankyou Jibbles will take a screen shot tonight :) :)
I'm running a large colony with two chemical interest pawns. One of them had a psychite addiction which we treated with vigorous micro. If I saw him pathing to the (forbidden) stockpile of yayo, I'd slap him with an anesthetize bill and let him sleep it off. Breaks were managed with application of kinetic force to encourage compliance with involuntary confinement.
After we had weaned him off the devil's sap, he became a productive member of the colony. I have a large supply of beer, joints, yayo. Everyone's set to no drug use. I keep everyone VERY happy and as a result my chemical interest pawns largely comply with the order. They have no current addictions. On occasion they will sneak some joints, get really stoned and pass out early.
This I tolerate, but it would be really nice if I didn't have to micro the addicts. Worse though is the dogs. Oh, the DOGS. Those guys really can't hold their liquor.
Cool idea: lockable door that only some pawns have the key to. Restricting access to a room by passive means without ridiculous colonist and animal zoning is needed. I always max out my animal zone count.
Quote from: O Negative on August 13, 2017, 02:29:54 AM
Ah, yes, it certainly isn't cheap. But, it is probably the least invasive and most effective way of subduing pawns in withdrawal.
It's certainly less harmful than cutting off their legs lol
Would be nice if we could manually add the "in chains" movement debuff to pawns with a work order. That and a more sophisticated prisoner system ("release after -blank- condition" with one condition being not addicted to drugs.
So Here is my Rehab centre.
As you can see Kertish has gotten in trouble with the good old flake and is now doing some time in the tank.
Meyers and Kaleun are doing the finishing touches on the wall to keep Kertish in should a Berserk mental break take place.
My next one will have a small outdoor area with garden beds to help with the cabin fever.
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