RimWorld

RimWorld

What negative traits do you tolerate in your colony?
And how do you manage the colonists with these "undesireable" traits.

As new players come streaming in I think it would be good for those of us who have been playing for a while to share how we manage the characters who have great stats, burning passions across the board but occasionally like to set things on fire. Like the colony cat which now has a burn scar because of the ordeal.
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Showing 1-15 of 96 comments
grapplehoeker Jan 5, 2019 @ 1:30pm 
I have often found that even the most unlkely of pawns can later become a star member of the colony. That also adds spice to the story.
For this reason, I do not prepare carefully with regards to traits, either positive or negative. I do try to have a balanced skillset, but that is all.
I also have a 3 strike rule for my colonies. Any pawn that performs an act that is detrimental to the colony as a whole 3 times, will find that they never wake up when they next go to sleep.
It makes no difference to me what their traits are.

(BTW if a cat is by chance the alloted pet on starting, it is immediately slaughtered. I will slaughter any cats that randomly join the colony too.)
Last edited by grapplehoeker; Jan 5, 2019 @ 1:31pm
Creperator Jan 5, 2019 @ 1:48pm 
Originally posted by grapplehoeker:
(BTW if a cat is by chance the alloted pet on starting, it is immediately slaughtered. I will slaughter any cats that randomly join the colony too.)
Agree so much. Cats are useless. If you want felines, tame cougars, like a real (wo)man.
Stormsong Jan 5, 2019 @ 2:26pm 
I'm willing to accept every trait but: Jealous, Wimp, Lazy, Slothful.

They could have so many flames in their bio that they spontaneously combust when I open it to check the stats, if I see those any of those 4 it's a no. They don't get chosen during selection. If they wander in with one of those 4, they're shot on sight. If they come in as refugees, they get drafted and wait for the raiders to take them back. No expections. I will not deal with those 4 traits ever again for as long as I play Rimworld.

I can make everyone else work out. The specific example of pyros: if they light stuff on fire during peace time, someone just goes to put it out. I don't find it to be that annoying. if it happens during a raid, then they're a raider and they get shot. If they live, I'll patch em up and put em back to work. If not, *shrugs* it was a raider, there will always be more of those.
Last edited by Stormsong; Jan 5, 2019 @ 2:26pm
KalkiKrosah Jan 5, 2019 @ 2:34pm 
Originally posted by Creperator:
Originally posted by grapplehoeker:
(BTW if a cat is by chance the alloted pet on starting, it is immediately slaughtered. I will slaughter any cats that randomly join the colony too.)
Agree so much. Cats are useless. If you want felines, tame cougars, like a real (wo)man.

I agree. But my starting colonist who the cat is bonded to is a depressive, so I don't want to break them mentally before I get a base set up. So the cat has some burns on it. It is one step closer to the inevitable.
Creperator Jan 5, 2019 @ 2:37pm 
Originally posted by KalkiKrosah:
Originally posted by Creperator:
Agree so much. Cats are useless. If you want felines, tame cougars, like a real (wo)man.

I agree. But my starting colonist who the cat is bonded to is a depressive, so I don't want to break them mentally before I get a base set up. So the cat has some burns on it. It is one step closer to the inevitable.
When you'll have an big enough source of happiness (aka. drugs) slaughter the cat by the hand of the depressive. It'll be so sastifyng...!
Juggalo352 Jan 5, 2019 @ 3:51pm 
Pyro is the only hard no. Just about everything else can be worked around.
Security Cam #7 Jan 5, 2019 @ 4:40pm 
I accept chemical fascination as I rarely use drugs on my pawns

I accept the gourmand trait

I semi-accept the misogist (or whatever it's called) and the other one for the opposite gender


Pyromaniacs get an automatic death/banish sentence (unless their skills are great)

Pacifists aren't much of a trouble.
happyscrub Jan 5, 2019 @ 7:49pm 
people who hate men or women, gays, depressive types, cannibals, naked, uglies, pyro

All these gotta go. Damn, I don't alllow much lol.
Last edited by happyscrub; Jan 5, 2019 @ 7:49pm
I'll tolerate most traits, I usually only worry if they have 2 or more really bad traits. I won't mind a pyro unless he's also lazy or abrasive. I don't look at single traits, but rather the whole set to see how they might work, or in some cases how they don't. For example, Abrasive or Bloodlusting Brawlers are very bad since they'll start social fights all the time, smash noses, tear off fingers and generally cripple your other colonists when they do so. Neurotic is usually good, unless they're also hypersensitive or volatile, then I get really worried about what might happen during stressful times. Creepy Breathing or Annoying usually isn't a problem, unless they have both or their only passionate skill is Social, in which case it renders them pretty useless. Tough Wimps (yes it's possible, I have 1) are very interesting, because they take much less damage, and get downed from much less pain. This means they almost never sustain grievous or permanent injury, since they go down long before they're in danger of losing anything except maybe a toe. Body Purists used to piss me off, but a Joywire is enough to cancel out the mood debuff of having 1 or 2 other bionic parts. I never really worry about Depressive or Pessimist but Slowpoke Lazy and Slothful need some good incentives to take on. Most traits aren't a big issue on their own, it's really the combination of traits and skills that you gotta look at.
easytarget (Banned) Jan 5, 2019 @ 8:55pm 
I work with what I'm given, that's where the stories come from after all.
Astasia Jan 5, 2019 @ 9:34pm 
None of them. Mixed traits like Very Neurotic or Psychopath are fine, but pure negative traits with no upsides are no longer allowed in my colonies. The individual negative traits might not be that bad, but it means they don't have a positive trait in that slot, which is a much more significant penalty. I don't even accept a lot of the positive traits anymore, I hunt down the recruits with amazing trait combos and only they are allowed to join. There's no rush to accept every piece of random trash that falls out of the sky, you very quickly have 6-12+ "rerolls" every singe raid to browse through and wait for the good ones.
gegejake Jan 5, 2019 @ 9:57pm 
The damn cats get to the lavish meals before the colonists can; therfore kill all cats and get a muffalo.
Lakuna Jan 5, 2019 @ 10:06pm 
I'll work with any character. I also won't randomize any of the beginning colonists, and I play on the first tile I get when I click "select random site".

I don't know how the topic changed to cats, but I won't ever slaughter a bonded animal, no matter how useless it is. Just restrict it to outside only if you don't want it eating your food.
GhostLee03 Jan 5, 2019 @ 10:26pm 
i have a colonist whos a gourmond but i tolerate because hes easily the mvp of the group
peterfield Jan 5, 2019 @ 10:46pm 
Originally posted by KalkiKrosah:
And how do you manage the colonists with these "undesireable" traits.

As new players come streaming in I think it would be good for those of us who have been playing for a while to share how we manage the characters who have great stats, burning passions across the board but occasionally like to set things on fire. Like the colony cat which now has a burn scar because of the ordeal.
i tolerate all traits, unless its a wimp with high shooting
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Date Posted: Jan 5, 2019 @ 1:17pm
Posts: 96