RimWorld
Any mod to spice up pawns joining colony?
So recently booted this game back up.. Is there a mod that is more lenient with the type of pawns you get -during game? One that introduces a bit more variety. Maybe even add events such 4 pawns join at the same time? I feel like I get the same ones over & over. I'm not really looking for new traits to be clear. Just a better mix up of what's already in the game.

My current game has 4 greedy pawns, then I just banished a jealous. It's actually a step up as I'm normally littered with jealous instead of greedy. Can't wait til I have 3 to 4 more pawns that are incapable of violence again. There's some kind of restrictions going on in the background that I haven't liked for quite a while.

Example: If a pawn is very skilled then it's pretty much guaranteed they have a very bad ailment or old af. In all my time playing this game I never had colonists who was just friggin skilled and passionate as hell with 15+ without working on it on my end. Things like cannibals - bloodlust etc are rarely seen in my games. Don't think I've seen people come in with bionics but I'll get pawns with scars for days. I really don't mind the bad traits & stuff but it's ♥♥♥♥♥♥ old seeing the same things. I'd usually go for good or interesting pawns in raids but they die on me majority of the time even if I equip a log. If such mod exists then I'd imagine there's a chance for me to get pawns that very crappy as well. It's fine, I just want a better mix.
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28 yorumdan 16 ile 28 arası gösteriliyor
İlk olarak Jibbles tarafından gönderildi:
I’ve tried and used to play with most of those mods in b18 without issues. They're great. Haven’t tried character editor mod tho.

Are you saying you can't use them because your computer can't run well with any mods

Yes, ever since 1.0. can’t run most mods cause performance tanks big time, even vanilla. I’m no stranger to them and know what not to do with them lol Was trying to avoid the subject cause I rather not talk about that topic. It is what it is and I’d like to leave it there.

Or you could get LOTS of new colonists simply by bonking every damn raider you see over the head and dragging them off to prison. You'll want to do this with Randy, if you're playing an unmodded game, since he has no soft cap, just the hard cap of 50.

Hehe Yeah, it’s the way to go. I admit I’ve been slacking on this last few times I played when building up the colony. Always got projects going and keep thinking it’s not the time to recruit. Or I’ll think someone more ideal will get downed but it’s a while before that happens. I need to quit nitpicking the colonists & ideal situations I guess. Normally I do play randy or some custom storytellers. I went with cass recently tho.

It’d be decent if I could create a pool of pawns and have a chance to come across them in my games. Editing starting characters makes sense but... It doesn’t give off that same spark if you were to stumble across pawns such as one who’s a Prosthophile fully decked out in bionic parts. Sort of takes away their mysterious past or situations when you are the cause. Unique pawns can inspire one to create goals or change your plans in old colonies. It has a few times in games. Hope that makes sense.

Well theoretically even pacifists wouldn't be a problem for a start, just build a little wooden fort with a maze and fill it with traps

My main gripe really is I across them too much. The other issue I have is that I keep wanting to equip them with weapons and stuff once I have several pacifists. Lol seems small but I continue to do it all throughout the game even if I have some sort of visual cue.

Making a colony out of them tho? Haven’t done that yet and I think I might like to try that out soon. I might not have that urge to equip weapons if I know everyone can’t use one. In that case, I think I would focus on gear, security defense. Construction would be a crucial skill all throughout the game. The other important thing in my head is making fall back plans such as - leaving resources out for raiders to steal should things go bad. Etc. That scenario is one way to quickly improve your strategies with security defenses.

I know THAT feeling all too well...I just abbandonned a game in which I started with 3 of which 1 already was non-violent. My next 7 pawns were non-violent too....when the 8th rescue call came in, travelled to him and he was non-violent AND incapable of skilled labour I simply called it a day and started a new game.
Non-violent pawns are easy to deal with.
If/When you happen to have them join you (hopefully your smart enough NOT to actually try and recruit them) then you simply send them out, alone, on a one way caravan to die.
There are good mods that do stuff like give you runaways stats/interests before you say yes you will defend them, or ignore them....there is also the often mentioned 'Hospitality' Mod that lets you have visitors you can recruit (after researching/seeing their stats ahead of time).
IF you have a computer that cannot use mods, then simply put you might want to upgrade some parts on your computer or get a new computer.
I was playing this game, with mods on an old Gateway LX 6810, with a slightly better video card than the one that came with it, and while I had some slight lag, I was able to play with multiple mods. Chances are very high that most, if not all, people playing this nowadays have MUCH better computers than that one.
İlk olarak Jibbles tarafından gönderildi:
Example: If a pawn is very skilled then it's pretty much guaranteed they have a very bad ailment or old af. In all my time playing this game I never had colonists who was just friggin skilled and passionate as hell with 15+ without working on it on my end. Things like cannibals - bloodlust etc are rarely seen in my games.
Depending upon your personal stance, Cannibals & Psychos can be really useful if you have dead raiders.
They're unaffected by the stacking mood penalties from butchering humanlikes- and although other colonists may get a -6 mood thats easy to counteract.
(I can't recall if Bloodlust has the same effect.)

Suddenly you have a supply of human-leather Dusters to sell, and emergency backup food for animals / starving colonists.
Not to mention +35 mood for the Cannibal(s). (+15 for eating cooked raiders, AND +20 for eating raw human meat.)

Cannibalism is frowned upon, but this is the Rim - and you can make those delicious muffalo steaks last longer if fewer colonists are eating them because 'Om Nom' over there is enjoying sauteed raider fillets. ^_^
En son Kittenpox tarafından düzenlendi; 10 Kas 2019 @ 12:36
İlk olarak Grey Buddhist tarafından gönderildi:
Non-violent pawns are easy to deal with.
If/When you happen to have them join you (hopefully your smart enough NOT to actually try and recruit them) then you simply send them out, alone, on a one way caravan to die.
There are good mods that do stuff like give you runaways stats/interests before you say yes you will defend them, or ignore them....there is also the often mentioned 'Hospitality' Mod that lets you have visitors you can recruit (after researching/seeing their stats ahead of time).
IF you have a computer that cannot use mods, then simply put you might want to upgrade some parts on your computer or get a new computer.
I was playing this game, with mods on an old Gateway LX 6810, with a slightly better video card than the one that came with it, and while I had some slight lag, I was able to play with multiple mods. Chances are very high that most, if not all, people playing this nowadays have MUCH better computers than that one.

It's one thing to deal with non-violent pawns....it becomes another thing alltogether if you ONLY get non-violent pawns on offer. Even with hospitality you still need a pawn with a decent social skill to be able to build on the possibility of forced recruitment without the rest instantly going berserk in your base (or your hotel; if you're at least smart enough to seperate them from the general populous.) and I don't know about you but in my line-up of pawns I pick to start out with; social is at the very bottom of the list (well; maybe art would be lower).
With a bad entertainer you can forget about recruiting guests without making major enemies and if the game then also only tends to offer you one non-violent pawn after another it only takes something like the plague on your doctor before your violent-able pawns will eventually die too. Sure they may get immense stat-boosts in return for being non-violent....but non-violent pawns won't help you when raiders come a-knocking.
Before using the 'Hospitality' mod, social was not important to my games either...but with it I now aim for an acceptable minimum like 8 (an example).
I have personally never had every possible recruit be non-violent. Once in awhile, maybe, but I never fall into the "I need to recruit this colonist no matter what their stats are".
I have no problem recruiting a non-violent IF they have a skill I really need and have a burning desire to learn it...sometimes.
İlk olarak Grey Buddhist tarafından gönderildi:
Before using the 'Hospitality' mod, social was not important to my games either...but with it I now aim for an acceptable minimum like 8 (an example).
I have personally never had every possible recruit be non-violent. Once in awhile, maybe, but I never fall into the "I need to recruit this colonist no matter what their stats are".
I have no problem recruiting a non-violent IF they have a skill I really need and have a burning desire to learn it...sometimes.

I just think it was a fluke...happily over 13 colonists in my new game now...none of which are non-violent. Also; what you said is true for me too with 1 exception....I will recruit the first burning passion medic I come across (non-violent or not) simply to have a backup if, for whatever reason, my main doc becomes unavailable. Other than that I have no problem recruiting non-violent pawns either because they normally come with great stats (nor do I have any problems with Chemical interest or pyromania because I have Psychology too, which allows you to treat those)....

Thinking about that...I might actually have that demand for that second doc BECAUSE I want to be able to recruit pawns who might have pyromania or chem-interest.....hmmmz
I do use one, of two, mods that kind of are 'cheaty' in a way to boost skills like medicine:

One allows you to take dead bodies and perform autopsies on them which boosts your medical skill pretty significantly each time it is done.

The other is from Project Red Horse mods (which in my opinion are one of the top 10, if not THE top mods to always use). It is a VR Trainer that lets you choose a skill and when your people use the trainer, they slowly and steadily boost skills. VR Trainer lets you choose (and you can change at any time) the skill you want on the trainer, then you just have a colonist use it and they get 'trained'. The higher their skill desire is, the faster they gain skills in it.

I also make sure to use a mod that ensures skills do not degrade as fast as vanilla...nothing worse than having a fully trained colonist that keeps losing his skills over and over, fast.
Well removing the skill degradation really is kind of cheaty and makes the game way too easy and it is unrealistic.
If you could do something very good but then decide to don't do it for a while, you'll lose skill, e.g. when you learn to speak Russian and then don't use it for a while.
@Azrael - Well I tend to play some games cheaty, and some games more 'normal'. Depends on what my mood is when I want to play some rimworld. Regarding skills (russian as an example), If you learn Russian, and know it completely, then you don't use it for awhile, when you start using it again you should be able to relearn it very fast...faster than usual. I learned 2 languages awhile ago, and after a few years away from them I relearned them alot faster the new time around. :)
That is true but it is also true that if you don't use a skill for a time, you'll get "out of training" and thus, if you start to reuse it, you won't be as good as earlier in your life, when you mastered it.

And imho the skill regression is so slow, that I don't need a mod for that, but I could understand, if someone uses a mod which slows down the regression.
But to stop it completely... I wouldn't use that mod, but everyone should play the game they want, it's just not my style.
İlk olarak Azrael tarafından gönderildi:
That is true but it is also true that if you don't use a skill for a time, you'll get "out of training" and thus, if you start to reuse it, you won't be as good as earlier in your life, when you mastered it.

And imho the skill regression is so slow, that I don't need a mod for that, but I could understand, if someone uses a mod which slows down the regression.
But to stop it completely... I wouldn't use that mod, but everyone should play the game they want, it's just not my style.

I agreed with this opinion for the longest time for the exact same reasons.....however I don't anymore after playing some truly long games. I ran across the issue that even when I have a (example) researcher, do research all day long from the moment they woke up till the moment they went to bed you would eventually reach a cap at around lvl 18 or so (and I had my researcher literally LIVING in his lab with his own food supply wanting for naught) and then encounter a single situation in which him getting inconvenienced for a while (him getting the plague, for instance) would drop him 3 levels and taking almost a full year to catch back up again...I think this is unrealistic in its own way...there's no way you would lose a year's worth of knowledge of quantum mechanics for simply having to spend 1 week in bed....So I started using MadSkills and cut the degredation by 50% but then once I hit 20 ran into the same problem....so I turned skill degredation off entirely but also cut the daily cap by 50% (to make it "fair" again).

Now I'm not trying to say you're wrong...just trying to show you my own perspective.

Now my game probably looks very different from yours; I play with over a dozen mods to name but an example. it's a carefully compiled list with half of them actually making the game harder (like SeedsPlease because I noticed I always ended up building huge farms and wanted to gimp myself in that regard) and others that will make my life a little easier (like hospitality because I got sick of the endless rescue requests that turned out to involve abbrasive, depressive, pyromaniacs that were addicted to active mechanites) and some that swing either way (like the aforementioned Madskills).

I guess that's the strength of this game...you can truly make it your own.

Now pardon me...I just saw that my freezer flooded again because I forgot to lay down flooring in there and it froze over because of the temp...seeing as it's marsh it means my produce stored in there permanently deteriorates in there EVEN if it's frozen and I'd like to survive this winter with a full stock of food unless I need to eat my gigantelopes before they decide they can snack on my colonists :P
I know this discussion is getting a little dated, but I didn't see anyone mention that in vanilla you can edit the scenario at the start of the game to add a percentage chance to force traits onto categories of pawns. For example you could add 25% for psychopath, 0% chance for jealous, 100% chance for beautiful, whatever rule set you want. You could effectively remove traits from your play through as well as encourage certain traits to whatever frequency you wish.

This is done completely without mods.

I've played a tribal run where I gave all pawns that showed up in the world a 50% chance at being a cannibal. I only recruited wanderers, wild people, or downed raiders that had the cannibal trait. The rest were...well...you know. I would even go on the rescue prisoner quests because they would then either become a colonist or... um... we'd have dinner. Even the mood debuffs for a colonist dying aren't hard to overcome when you can get all the mood buffs for the... um... "preferred" leather clothes and meals that... uh... hit the spot.
@Stop Killing Me - Thank you. I have been playing for awhile, but I did not know that..will do it on my next playthru.
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28 yorumdan 16 ile 28 arası gösteriliyor
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Gönderilme Tarihi: 2 Kas 2019 @ 13:14
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