Smokeleaf binge prevention

Started by Shurp, October 22, 2016, 10:03:21 PM

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Shurp

So one of my colonists keeps going on smokeleaf binges every 12 hours.  I keep beating him in the face with wooden logs but he Just Doesn't Listen.  Or perhaps a better way to say it is, "What we have got here is failure to communicate!"

So I came up with a solution:

<--- hmmm, how do I get this picture insert thing to work?  Well, see below for attachment.

He won't dig through walls to get to the smokeweed, will he?


[attachment deleted by admin due to age]
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.

carbon

No. Walling off your drug supply is a perfectly valid way to counter binges currently.

Lizardo

Wouldn't it be easier to assign him to a 'weed free' area?
http://apatheticagnostic.com/ourchurch/intro.html
http://www.amazon.com/The-Ominous-Parallels-Freedom-America/dp/0452011175

Caedite eos. Novit enim Dominus qui sunt eius. - abbot Arnaud Amalric prior to the Massacre at Béziers

O Negative

I'm just confused as to why you value smokeleaf so much as to waste materials walling it off :P lol

Let the poor thing indulge until there's none left. Then he'll have to find another coping mechanism.

You could always mod smokeleaf to be a "hard" drug, in order to prevent this. Save compatible stuff, right there.

Alenerel

Quote from: Lizardo on October 23, 2016, 06:33:36 AM
Wouldn't it be easier to assign him to a 'weed free' area?

Does this actually work for mental breakdowns? Will they stay in the designated area?

carbon

I don't believe so. Otherwise, you could move a broken colonist around at will by simply restricting them to a one-tile zone and relocating that tile as needed.

Shurp

Quote from: O Negative on October 23, 2016, 06:44:44 AM
I'm just confused as to why you value smokeleaf so much as to waste materials walling it off :P lol

Each joint has a market value of 14.  That's way more than 5 bricks.  And those are the last 10 my colony has at the moment.  I need those to keep my colonists from going crazy when the next Psychic Drone slams my colony.

And no, binging colonists don't obey zones or drug polices or item restrictions.  They will beeline to their drugs and consume them until they pass out.  A wooden log in the face will stop them but not much else.  Well, a wall will as well.  Yay walls!
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.

Alpha393

Next time he binges, chuck a Molotov in and lock the door. Negative reinforcement always works, one way or another.

JustUseMegaPlz

Quote from: Alphanoob393 on October 23, 2016, 11:30:25 AM
Next time he binges, chuck a Molotov in and lock the door. Negative reinforcement always works, one way or another.

That's positive punishment.

mumblemumble

Quote from: JustUseMegaPlz on October 29, 2016, 08:32:25 PM
Quote from: Alphanoob393 on October 23, 2016, 11:30:25 AM
Next time he binges, chuck a Molotov in and lock the door. Negative reinforcement always works, one way or another.

That's positive punishment.
Reinforcement is neither explicitly positive or negative... but this is negative

how would you call it positive?
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Shurp

#10
But the last thing I want to do is burn my precious weed stockpile.

Hmmm, given the profitability of drug dealing in Rimworld... I'm surprised there's no interstellar cartel raiding planets to shut down rogue producers.  Maybe that's a new raid type Tynan needs to put in. :)
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.

Alenerel

To be honest all of this seems like too much work and workarounds for this little thing... The best, "realest" and less destructive thing I can think is to arrest him, but then it proves a mood debuff for being arrested.

This makes these pawns very annoying cause you have to micro them too much.

I understand that you have to take care of an addiction, but it eventually goes away, but this doesnt and just creates even more addictions.

Listy

Before I got drug production under way I had a simple system, a large pool of water with a drugs only stock pile, and a near by Molotov.
Small amounts of drugs aren't going to make or break the colony financially. One addicted/chemical interest colonist got killed simply because he broke and went for a cargo pod of drugs as a pirate raid came in.

To be fair, I had figured that was going to be his end so I was just utilising him until such time as he got the chop, so it was no great loss. And he died doing something he loved, snorting talcum powder off a telescope mirror by the looks of the graphic...

Alpha393

Quote from: Shurp on October 30, 2016, 06:31:45 AM
But the last thing I want to do is burn my precious weed stockpile.

Hmmm, given the profitability of drug dealing in Rimworld... I'm surprised there's no interstellar cartel raiding planets to shut down rogue producers.  Maybe that's a new raid type Tynan needs to put in. :)
Then throw a grenade in.

Lizardo

They shouldn't be able to break down doors while in prison.
http://apatheticagnostic.com/ourchurch/intro.html
http://www.amazon.com/The-Ominous-Parallels-Freedom-America/dp/0452011175

Caedite eos. Novit enim Dominus qui sunt eius. - abbot Arnaud Amalric prior to the Massacre at Béziers