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Ilmoita käännösongelmasta
I have/had some base DLC wasters and some custom genome drug dependent prisoners and colonists at my outposts going into comas, and had prisoners straight up dying, from their genetic drug dependencies. Had I not checked up on the outposts on a whim, my colonists might have died from it. My assumption was that since it was updated to 1.4, and the FAQ says you don't have to worry about them when they're in the outposts, I thought that extended to drug dependencies. Guess that's what I get for assuming.
I had to swap out the colonists for ones who didn't require drugs to live. As for the prisoners, well, let's just say my prisoner roster is smaller now, though not from swapping prisoners out; and after reading this, even if nothing changes, I probably wont change that.
I really like this mod, and probably will still keep using it, but it would be nice if some way to tend to genetic drug dependencies was added to outposts, especially now since a large number of my colonists have gene packs slapped on them that have drug dependencies(and I'd be willing to bet I'm far from the only one doing this, because those genes give you a *lot* of points to play with), because I'm currently in mid-late game and can afford to support them having those. Even if I just needed to ship some drugs over occasionally so that they would use them like they do in caravans, that'd be fine, but if I need to pack up my outposts and have the prisoners take drugs on the road then remake it, I'd rather just have less micromanagement and 'cycle' through prisoners and put more disposable pawns on guard duty.
That being said, I'd rather not do that, because a live prisoner as a laborer is more valuable than a dead one to my colonies, and as stated in the mod, you cant build defenses in these outposts, so it all comes down to the capabilities of the pawns whom you assign to guard them there. While not impossible to work around, this issue does hamper that in a significant way.