RimWorld
Psychology
Flazz 10 MAR 2019 a las 16:14
The anxiety system is horrible
First off, it's bugged. My colonist has been at minor anxiety for four years now, and it's never lowered despite constantly using medicine.

Secondly, it happens way too often, and for stupid reasons. Minor mental breaks shouldn't ever cause anxiety. It should only happen for worse mental breaks.

Is there any way to get rid of this? I love this mod but this "feature" ruins it.
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Mostrando 1-6 de 6 comentarios
Doctor! 22 ABR 2019 a las 10:19 
You may be using the wrong type of medicine to treat anxiety. From what i remember, only the glitterworld medicine absolutely treats anxiety, but simple medical care (you don't even have to use medicine, lol) temporarily decreases the debuff of "anxiety" to a point where it's nearly unnoticable.
gay bee 13 SEP 2019 a las 13:37 
I agree and don't understand why this isn't something you can adjust or turn off in mod options.
The chances of developing anxiety are so high that throughout a long enough playthrough every one of my colonists comes down with anxiety.

Seems like just another way to gimp your colony because the floor is dirty or a colonist hasn't had a meal for 5 minutes.
YunoAloe 6 OCT 2019 a las 13:34 
Anxiety is completely cured using a surgery with 5 glitterworld medicines and level 15+ surgeon. This surgery only appears when you have a level 15 surgeon.
Pazik 7 OCT 2019 a las 3:09 
I have a level 16 doctor and 10 glitterworld medicine, and the supposed surgery does not appear.

This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.
gay bee 7 OCT 2019 a las 7:10 
Publicado originalmente por Pazik:
I have a level 16 doctor and 10 glitterworld medicine, and the supposed surgery does not appear.

This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.

I agree 100%. With required required constant treatment by someone with a good social skill. No doctoring, no medicine.
Mechanos 24 OCT 2019 a las 12:42 
Publicado originalmente por oof:
Publicado originalmente por Pazik:
I have a level 16 doctor and 10 glitterworld medicine, and the supposed surgery does not appear.

This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.

I agree 100%. With required required constant treatment by someone with a good social skill. No doctoring, no medicine.

I personally would prefer to 2 prong approach. High enough social skill (lets say increased chances the higher the social skill is) will cure it, maybe after several "visits" depending on how bad the anxiety is. If it requires multiple visits, the success will at least alleviate symptoms for a while. While meds (and possibly some other substances) temporarily ease the symptoms. Not only would this be more or less realistic, but this would also give the player multiple options to work around it should they be missing someone with decent social skill or whatever.
Última edición por Mechanos; 24 OCT 2019 a las 12:44
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Mostrando 1-6 de 6 comentarios
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