Fibrous mechanites, how do I get rid of them

Started by Locklave, April 09, 2016, 12:21:11 AM

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Locklave

Topic, ya it buffs you but it's not getting cured. I got no % bar on it and she's had it for weeks, it's wasting tons of meds and making her boarder line break.

-10 Pain
-5 Sick

+50% Moving/Manipulation/Blood pumping... NOT WORTH IT.

Edit:

Well this is the first time I've considered modding something out of the game. This makes me not wanna play, stupid random diseases that last for months and use up insane numbers of meds.

Disease related:
Meds shouldn't be auto used if they don't improve treatment, in this case I have no reason to believe the meds speed us the recovery process. Can anyone confirm?

Update:
Just flat out disappear from her after 45 days of it, used nearly 30 meds.

Update 2:
Everyone just keeps getting diseases and parasites. Playing is not what I'd describe as enjoyable. edit: Extreme Desert biome for reference.
I suggest a new name for the game. Sim Hospital: Rimworld

Mr.Cross

Hate to break it to your pal, but I hear it takes months in game for it to cure and hundreds of meds. Not sure if it's true, but if it is you might have a long time before it's gone....
Claims to know most things.

Locklave

Quote from: Mr.Cross on April 09, 2016, 12:26:39 AM
Hate to break it to your pal, but I hear it takes months in game for it to cure and hundreds of meds. Not sure if it's true, but if it is you might have a long time before it's gone....

If that's true why on Earth was that added to the game, that's not remotely balanced.

ChJees

I suppose you could make the best out of it and install a Pain Inhibitor in her and make her melee :P. Use alcohol to improve her mood.

Locklave

Quote from: ChJees on April 09, 2016, 12:36:56 AM
I suppose you could make the best out of it and install a Pain Inhibitor in her and make her melee :P. Use alcohol to improve her mood.

She can't fight it's disabled... I wish I could even make alcohol, I still only have the 3 ppl I started with.

brucethemoose

Just don't give her meds, they aren't required to treat infections like that.

Locklave

Quote from: brucethemoose on April 09, 2016, 01:39:38 AM
Just don't give her meds, they aren't required to treat infections like that.

Why do they use them then?

A Friend

You can set the option to not give her meds in the health tab.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

makapse

using meds improves the treatment, and meds are only required during operations, no non painkiller ops here. I am not sure here, but the quality of treatment for regular diseases improved the rate of recovery so an infection in an young can be cured without the meds but for old people, not using them might kill them as their imune system is slower

Mathenaut

This reminds me of the issues that came up with too many prisoners with ridiculous recruitment thresholds.

They're a burden that simply is not worth keeping. They suck up alot of a rough-to-obtain resource and there is literally no agency in the onset or the cure. Kinda like brain damage or something, they may as well just be dead.

makapse

they are a source of a good amount of med xp from all those wound healing and the pain causes them to berserk on each other if kept in barracks so even more healing

Shurp

Xerigium people, Xerigium.

Sorry, "healroot"

Put a plot of healroot down.  You can treat any disease forever with a cheap, easily replaceable resource.  Set all your colonists to "herbal medicine only".  Works on gunshots too btw.  Only thing you need medkits for are operations.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Limdood

1) you can set the colonist to be treated and NOT use meds at all.  it will probably need treatments more often, but at that point its just free medicine xp.

2) +50 moving, manip is AMAZING...you do everything faster and better...including shooting. It beats the hell out of the "sensory mechanites" which just hit my colony: +50% talking, sight, and hearing...

3) people do get randomly debilitatingly ill...its a fair simulation.  Find something they have a passion for and put them exclusively on it.  with +50% manipulation, a crafter or artist will churn out some serious quantity of work.

ChJees

I guess someone will make a mod later that make mechanites play nicely with your colonists. At least nullify their negative effects.
Could be a bionic which acts like a "hive" for the mechanites which relays orders that are not random. Without orders i guess mechanites try to do their best but fail doing it perfectly thus causing pain and nausea.

Nickvr628

Quote from: Shurp on April 09, 2016, 07:27:11 AM
Xerigium people, Xerigium.

Sorry, "healroot"

Put a plot of healroot down.  You can treat any disease forever with a cheap, easily replaceable resource.  Set all your colonists to "herbal medicine only".  Works on gunshots too btw.  Only thing you need medkits for are operations.

Exactly. One of the first things I do is to start growing herbal medicine. The earlier you have it the better.