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You Should Stay

Adds some options to make medical assistance to non-player pawns less infuriating and even rewarding. All interactions are done by selecting player pawn and right clicking relevant target pawn. Most interactions show up only if your selected pawn is right next to target pawn. You can try to convince a rescued friendly pawn to join your colony. Success depends on factors like social ability of your pawn, relations between your factions, relations between pawns and pain level of the rescued pawn. You can tell a friendly pawn that has medical issues to lay down, after that pawn can be rescued or provided first aid on site. You can try to detain an enemy or prisoner pawn that has medical issues, but still is standing and trying to selfheal (that usually caused pawn to just bleed out instead). Chance to success depends on condition of target pawn and melee and social skills of your pawn. Another option is more complicated. If a friendly pawn is unable to move but has no pain (usually the case when pawn is paralyzed or is missing legs) you can manage that pawn. It will make pawn a prisoner and give you a small goodwill reduction with it's faction. You will have several days to return pawn to it's faction (by using drop pods for example) and then you get a goodwill increase with that faction. If you don't return the pawn you will get a goodwill reduction, but unlike vanilla it won't be massive as faction has already accepted the pawn as lost because of its injuries. Same can be done with babies, both friendly and hostile, in vanilla you only can adopt them as colonists, but now you can manage them with same goodwill conditions as managing regular pawns. Some modded ant xenotype kept leaving babies around the colony during raids, was very annoying. I am literally a cat, my ideology does not allow intellectual work type, so this mod is 100% pure AI slop.