RimWorld

RimWorld

How to get a injured person "converted" fast!
hey,

well, im just in the beginning of my new colony, but in winter a rescue pot appears, with a nice little lady in it!

My only "hospital" at the moment is still a poor room, with a bed in in it and -17 Degree/Grad.
So, my wood stock is almost empty, so i decided to let her die, unfortunately.

But after 30 secs into this fu**ing cold room with no light at all, she decided to join me, so she can go to my clothes stock and get some parka and stuff.

Didnt notice this "way" to get some new recruits, does this work with prisonors as well?
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Showing 1-8 of 8 comments
Lentobombe Sep 25, 2017 @ 3:19am 
Well, prisonners will never join you on their own, you have to talk to then. On the over hand, I think crash rescapees can join if you take care of them in an hospital. Happened to me sometimes, rather unfortunately as I was stacked.
Bourbon Kid Sep 25, 2017 @ 3:25am 
Prisoners can join you. After selecting them, the Tab on the bottom left "Prisoner" let you chose the interactions.

Success chance is based on the willingness of the prisoner, your colonist social skill and prisoners mood.

To raise mood ensure having a luxury prison: room huge enough, clean, light, deco stuff, a chair and a table to eat/sit
Bryan=0101 Sep 25, 2017 @ 3:41am 
You can recuse crash survivors and their will be a % chance that they'll join you once they are healed. This only works with crash survivors.
you are fine dude Sep 25, 2017 @ 6:25am 
first, ty for your answers!

I know this interactions and stuff like this, i just didnt notice the fact, that this crash survivors will join you, if they relaise that they dont survive if they dont do this^^

I mean, you dont have to convert them like 5 hours with a 7 % Chance, in case, that you dont want to train your dude in this skill. Im not sure if prisonors will "never join me on their own" in a - 17 Degree prison, lets see^^
kevinshow Sep 25, 2017 @ 7:50am 
They don't always join. I've noticed that it happens more often when you are low population and need more colonists, as well as if the person has a relationship to someone. However, for a better bet of gaining them as a colonist, you should capture them.

I have begun to make my early hospital and prison to be attached to my barracks, so that they can all share the same heating and cooling system (when resources are still hard to get and you can't just build heaters and A/C everywhere, not to mention power lines or extra power sources). That way, they don't get too hot or get hypothermia either.

Sithis Sep 25, 2017 @ 10:20am 
Originally posted by navorskatie:
They don't always join. I've noticed that it happens more often when you are low population and need more colonists, as well as if the person has a relationship to someone. However, for a better bet of gaining them as a colonist, you should capture them.

I have begun to make my early hospital and prison to be attached to my barracks, so that they can all share the same heating and cooling system (when resources are still hard to get and you can't just build heaters and A/C everywhere, not to mention power lines or extra power sources). That way, they don't get too hot or get hypothermia either.
It's exactly that. The game's storytellers have three 'colonist thresholds' of sorts. The third one is the point after which it becomes very problematic to get a new colonist, as recruitment difficulty skyrockets into 99.7% zone, 'Colonist Joined' events stop appearing completely, and the game actually doesn't mind making your weapons more deadly increasing the mortality rates even from relatively treatable wounds, and at times, even increasing the chance your pawns die when they would've simply gotten downed otherwise. The second threshold simply makes the 'colonist joined' or runaway pawns events more rare, without actively trying to kill you off; finally, being below the first threshold makes the game actively try giving you more people. Whether random wanderers, runaways, ordowned and captured pawns, the Storyteller will try upping your population to this first threshold.
Zalzany Sep 25, 2017 @ 3:52pm 
You can do the rescue route, the prison route, there is a call you may get asking for help you fight the people chasing them and you keep them good or bad no way to know. And lastly their is a tiny chance a wander just shows up and you hope its not a lemon, and worthless waste of food and clothes.

Oh and you don't need a hospital I always make one extra bed in my "barracks" if its unclaiemd and you rescue some one they flop them in that bed, and when they join it is there bed now.
Last edited by Zalzany; Sep 25, 2017 @ 3:55pm
Sithis Sep 26, 2017 @ 2:42am 
Originally posted by TOG Zalzany:
You can do the rescue route, the prison route, there is a call you may get asking for help you fight the people chasing them and you keep them good or bad no way to know. And lastly their is a tiny chance a wander just shows up and you hope its not a lemon, and worthless waste of food and clothes.

Oh and you don't need a hospital I always make one extra bed in my "barracks" if its unclaiemd and you rescue some one they flop them in that bed, and when they join it is there bed now.
Personally, I just throw in a small 2x3 Shelter/Scrap Wall room with one sleeping spot/bedroll and one LED light 'just in case' (I'm using a lot of mods, some of them include weak 'Shelter Walls' and 'Scrap Walls' made with tiny amount of wood/steel, as well as fairly cheap-but-bad bedding solutions). Sometimes, I even get an entire tiny 'camp' of these 2x2 and 2x3 shacks, many of which are occupied by newcomers until I can expand my 'main' buildings or build secondary barracks.
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Date Posted: Sep 25, 2017 @ 2:18am
Posts: 8