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 16-30 of 96 comments
M.K. (Banned) Jan 5, 2019 @ 10:48pm 
Nudist is not a negative trait!
-3 if you oppose it is no big deal. But the +20 if you strip is awesome.
Nudist feeling depressed about the death of a loved one, about to go mental break? Just strip, and he's happy as a (nude) clam!

Anything that starts social fights are bad. Because they can take TWO of your pawn out at the most inopportune time, like while they are manning the fort to ward off a raid.
This eliminates Bloodlust, Ugly, Ugly+, abrasive, mysoginist, misandrist.

The mental weenies. In early game mental breaks are lethal, so no to Nervous, Volatile, Toosmart.
In late game, the Neurotic and very Neurotic are strong positives. But only once you have the environment and drugs to handle them. In early game they are taboo.

Gourmand? no problem. the +4 cooking is worth it.

ChemicalInterest, Pyromaniac, Lazy, BodyPurist are all instant death sentences.

Why that last one? 'cause towards the endgame your guys start running out of functioning parts, and the negative of installing bionic heart into a body purist (or not installing it) are HUGE.
KalkiKrosah Jan 5, 2019 @ 11:51pm 
I used to be picky when I first started out. Psychopathic, industrious cannibals are great but feel boring when you have a whole squad of them. I've learned to embrace many of the bad traits.

Pyromaniacs aren't too bad once you get past the early game. If they snap you draft the nearest colonist and shadow them around for a short while to put out any fires they set. The only annoyance with pyros is that they won't fire fight. Which is annoying when dry thunder storms roll in.

Bloodlust is actually one of my favorite traits. Sure, they get into social fights more often but they have some hidden traits. They get a mood bonus for watching someone die and a bigger bonus (which can stack) when they get the kill themselves. It is great on your main shooter as he will be the one getting the most kills. And one of the greatest things about this trait is that they don't care about tainted clothing! If you manage to procure a parka off of a dead raider give it to your bloodlusted guy. He won't get a mood debuff for wearing it.

Slowpoke isn't a deal breaker for me. If they're a crafter, researcher or artist their movement won't come into play much anyway. The only ones who I don't like this trait on are colonists who can't do any skilled labor. A slowpoke sailor would be annoying to have.

Ugly, creepy breathing and annoying voice are all fine on their own. They work on the night shift if their mannerisms rub everyone else the wrong way. Staggeringly ugly is actually not such a bad trait. Everyone will hate them, sure, but when they die everyone else gets a mood buff because they were bound to have been someone's rival. I can sacrifice them for a free mood booster for everyone else so its no big deal to me.

Nudists are a niche thing for me. If I am in an extreme environment I don't take them. But if I am established and the nudist cannot do violence but has some great "indoor skills" (cooking, art, research, crafting, etc.) I make an exception and let them in.

Gourmand is a similar situation to me as nudist. Extreme biomes and they get passed over. I prefer my gourmands being able to cook so they can make use of the +4 they get from the trait and to contribute to their own eating habits.

Misogynists and Misandrists are fine for me. Most of the time they get along fine and even end up in a relationship. What I don't like is when my misogynists and misandrists are pretty or beautiful and they hate the opposite sex. That makes my other colonists sad for all the times they keep getting rejected.

Abrasive is fine. A routine -6 mood debuff for someone else is manageable. If they get bad enough I can zone them and put them on the night shift.

Psychic colonists, whether they are deaf or hypersensitive, are a moot point for me. I don't notice this trait coming into play all that often.

I don't do Chemical interests or chemical fascinations. Raiders sometimes drop drugs when they die and then an addiction follows and the raiders only keep a small supply so now I have to deal with half a dozen mental breaks waiting on them to get sober. No thanks.

Teototaller is fine. I rarely use drugs, so I hardly notice it. It is annoying that their opinon of people lowers when they are currently drinking one single beer, but it replenishes once they alcohol wears off.

Body purist can be annoying. I make sure they have a clean bill of health before taking them and then keep them heavily armored and relatively safe in a raid.

I also don't do volatile or nervous. Or depressive. The penalties are too severe for them to be viable in the main game.
Neosuduno Jan 5, 2019 @ 11:55pm 
Psycically Deaf. My emitters are useless, but so are drones.
Wolfguarde Jan 6, 2019 @ 12:57am 
I pretty much tolerate anything that isn't discriminative, depressive, slothful/lazy, chemical/pyro-related, body purist, wimp or incapable of dumb labour. My endgame involves a lot of combat, which in turn requires a lot of augmented bodies. I set my bases up to encourage people to bond, so they're not constantly starting fights and to ensure as many relationship opportunities as possible. Anything that detracts from base stability is a no-no. Fights are about the only interruption I will tolerate, and then usually because no lasting harm's done.
GeneralVeers Jan 6, 2019 @ 1:47am 
Originally posted by happyscrub:
people who hate men or women
Agree here. The group needs to be able to get along in order to have a decent chance. So in my clan, mysoginy and misandry are out. Yes, BOTH of those are out. I realize the SJW crowd out there wants to eliminate the first one and KEEP the second one, and that's just tough.

:steammocking:

Originally posted by happyscrub:
gays
Lol, dude, hornets' nest there! But that's the thing with this type of game, it lets you play mean if you like. A couple days ago, my camp was raided by three goons (two melee and one with a rifle). The guy with the rifle turned out to be gay, so my crew shot him dead just to be punks. (see my comments in previous paragraph making fun of SJW's)

Originally posted by happyscrub:
depressive types, cannibals, naked, uglies, pyro
Agree on cannibals, nakeds, and pyros. Some kinds of depressives can make for a good game, though. My above-mentioned crew includes (well, included) a woman with a smokeleaf addiction, and MAN, was she ever a walking "Just Say No To Drugs" advertisement. None of my guys could grow smokeleaf (minimum of 4 planting skill for that) so there was no way to feed her addiction, and on a fairly regular basis, she went nuts.

Mysteriously (I just noticed this two hours ago) her addiction appears to have vanished. Had to rummage through some previous saves before I saw that she'd gone through withdrawal and lost her addiction without my noticing. I kinda wish the game had given me a more prominent notice about what happened, but hey, she just said no to drugs..........
Tarshaid Jan 6, 2019 @ 2:54am 
As long as the pawn can do something I am moderately in need of, and his traits do not obviously conflict with his abilities (like a slothful crafter, say), I'm willing to deal with what he's bringing. Mysoginist, ugly or abrasive? Half my colony's likely going to end up with broken noses, so everyone will soon enough have a reason or another to dislike everyone else. Neurotic, depressive? As long as they don't also have another immediate reason to get an awful drop in mood, it's likely nothing that good care and tea/beer can't solve, but I'll admit it's been quite a while mood has ever been a proeminent issue for me. That may not prove true for others.

What I will care about is what I start with, and eventually the very first people who join my colony. I can't deal with someone going through withdrawal when I have only three pawns, and I certainly can't get them their go-juice fix. I'll avoid scars as much as possible for the starters, and I think I must admit I'll just try to give myself the best start I can, then roll on from there. But traits are likely the least problematic aspects for me. They are permanent, so one cannot ignore them, but one can certainly deal with most of them.
Aturchomicz Jan 6, 2019 @ 5:50am 
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 put them into cryptosleep behind 10 layer thick walls, easy
ambi Jan 6, 2019 @ 9:47am 
I accept virtually all traits except for brawler (hate micromanaging combat and avoiding friendly fire), and pyro (again, hate micromanaging a firestarting episode). Chemical interest and fascination are tolerable. If someone wants to binge themselves to death, so be it. As long as they contribute to the colony beforehand.
KalkiKrosah Jan 6, 2019 @ 9:01pm 
Originally posted by Captain Kaivarian:
I accept virtually all traits except for brawler (hate micromanaging combat and avoiding friendly fire), and pyro (again, hate micromanaging a firestarting episode). Chemical interest and fascination are tolerable. If someone wants to binge themselves to death, so be it. As long as they contribute to the colony beforehand.

I love brawlers. Brawlers can never be wimps! They also make for great beast tamers as they can generally handle themselves with their fisticuffs if the animal they are attempting to train goes aggro.
Legion Jan 7, 2019 @ 1:59pm 
There's not a single negative trait I won't tolerate. Every negative has a balance if you learn to think ahead and account for them properly.
Originally posted by GeneralVeers:
...A couple days ago, my camp was raided by three goons (two melee and one with a rifle). The guy with the rifle turned out to be gay, so my crew shot him dead just to be punks...

Yea, they for sure shot him dead just for being gay and not because he had a gun and was trying to raid you.

Lololol


GeneralVeers Jan 7, 2019 @ 2:37pm 
Originally posted by Representing Joe:
Originally posted by GeneralVeers:
...A couple days ago, my camp was raided by three goons (two melee and one with a rifle). The guy with the rifle turned out to be gay, so my crew shot him dead just to be punks...

Yea, they for sure shot him dead just for being gay and not because he had a gun and was trying to raid you.

Lololol
Uhhh.......actually, I don't even remember any more, but I think he was running away after my snipers capped his two knife-armed goons.


Point is, most modern RPG's let you play it any way you like. Kill gays, mug hookers, drive over kids with school buses, violate womens' rights wholesale, shoot up airport terminals with machine guns, drop nuclear bombs on cities. For fun.

:steammocking:
Battleseed Jan 7, 2019 @ 3:24pm 
Chemical interest and fascination are no bueno.
martindirt Jan 7, 2019 @ 4:54pm 
Im new player, but im try to tolerate all the neg traits, cuz those are part of the story.
Ex my starter architect is chem fasci... so im set her drug use to none (other colonists set to one drink / day). Im also set drugs to forbidden in my stockpiles (when raiders drop).
I hve a pyro clean-maid (she is outzoned from chemfuel storage), a bloodlust melee fighter, and already put in sarcophagus an ugly lazy tamer (muffalo tramped her while tried to tame :steamfacepalm:).
The bloodlusty guy smashed a toe of my pyro, when they were in social fight, so im put them in the hospital, and let the pryro tend the guys wounds (after that im sent my doctor to tend the pyros wound). :steamhappy:
My second best shooter is a slowpoke sheriff, but idk if he is slow: sniper rifle dont need much move. :D
Last edited by martindirt; Jan 7, 2019 @ 4:55pm
JeSuisPret Jan 7, 2019 @ 4:57pm 
Pyromaniacs and pacifists are the only ones I don't accept as members of my colony. The other negative traits are usualy managable.
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Date Posted: Jan 5, 2019 @ 1:17pm
Posts: 96