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Once a total of 24-40 research has been gained from the cube, an option to permanently deactivate it becomes available. Doing so requires 1 [[Archotech]] [[Shard]] and can only be done by a pawn not currently suffering from cube obsession, destroying the cube and breaking its hold over your colony. However, doing so will send any colonists under its influence who are not already in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Pawns in [[caravan]]s at the time of this deactivation instead leave your colony permanently, so be sure to avoid deactivation while addicts are travelling. If you intend to destroy the cube with conscious addicts present, expect to lose pawns and keep your doctors safe so they can treat the injured.
 
Once a total of 24-40 research has been gained from the cube, an option to permanently deactivate it becomes available. Doing so requires 1 [[Archotech]] [[Shard]] and can only be done by a pawn not currently suffering from cube obsession, destroying the cube and breaking its hold over your colony. However, doing so will send any colonists under its influence who are not already in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Pawns in [[caravan]]s at the time of this deactivation instead leave your colony permanently, so be sure to avoid deactivation while addicts are travelling. If you intend to destroy the cube with conscious addicts present, expect to lose pawns and keep your doctors safe so they can treat the injured.
  
There are simple measures you can take to avoid these violent mental breaks. Colonists in a cube coma will simply wake up, cured of their addiction. Any obsessed colonist that is anesthetized when deactivation occurs will ignore the event and be free of cubic influence when the anesthesia wears off. It is not yet confirmed if [[mind-numb serum]] can prevent these mental breaks{{Check Tag|Mindnumb?|Mindnumb serums appeared to mostly work, but one of my 9 obsessed colonists, who had been mindnumbed, still berserked. It could be that only currently awake pawns can berserk? Seems to be tied to onlyTargetControlledPawns, from my rudimentary examination of the defs}}.
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There are simple measures you can take to avoid these violent mental breaks. Colonists in a cube coma will simply wake up, cured of their addiction. Any obsessed colonist that is anesthetized when deactivation occurs will ignore the event and be free of cubic influence when the anesthesia wears off. It is not yet confirmed if [[mindnumb serum]] can prevent these mental breaks{{Check Tag|Mindnumb?|Mindnumb serums appeared to mostly work, but one of my 9 obsessed colonists, who had been mindnumbed, still berserked. It could be that only currently awake pawns can berserk? Seems to be tied to onlyTargetControlledPawns, from my rudimentary examination of the defs}}.
  
 
Be aware that colonists in [[cryptosleep casket]]s are ''not'' protected. They will immediately wake up, escape, and begin rampaging. One unorthodox but effective method to keep your colony safe without preventing the tantrum is to draft the afflicted pawns and trap them in a isolated 3x3 square of walls. When they go berserk, they will be unable to inflict any damage before the state wears off. Although time-consuming to set up, it only costs a small amount of wood.
 
Be aware that colonists in [[cryptosleep casket]]s are ''not'' protected. They will immediately wake up, escape, and begin rampaging. One unorthodox but effective method to keep your colony safe without preventing the tantrum is to draft the afflicted pawns and trap them in a isolated 3x3 square of walls. When they go berserk, they will be unable to inflict any damage before the state wears off. Although time-consuming to set up, it only costs a small amount of wood.

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