RimWorld

RimWorld

Artaniz Feb 20, 2020 @ 5:39pm
Forced Love on the Rim
So im tired of all my single colonists taking up their own rooms , i want to force some love to happen . In the early days of my colony i would make the people work together making drugs until they got happy . My colony is getting a bit to big to micro manage that way .

I read in a thread that making a dedicated rec room and basically forcing them to live in it until they form romance can be a good way to passively work on this . Im not worried about losing productivity for a few days i have an absurd amount of food stockpiled and wealth and defenses its basically just an exercise in how to do it at this point.

So my question is have any of you done this ? Does anyone have recommended mods i know there is some stuff going on in the background that affects relationships but im not familiar with how any of it works .

Should i just make a huge luxurious room and throw down multiple mastercrafted beds and force them to live in there ? Do i need to set them to recreation all day ? Anyone tried to force their people to couple up before and got tips ?
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Showing 1-15 of 25 comments
Bouncer Feb 20, 2020 @ 6:41pm 
I've never forced people into becoming couples so I might not be able to help too much, but a love shack idea, where 2 colonists can only be with their beds, recreation, food and each other, should result in a couple fairly soonish. I know this because my couples happen most often between cooks or constructors, who are together very often. I sometimes let my pawns smooth entire mountains as a bonding experience.


Do note that pawns prefer to date those close to their age, and there's some random chance involved as well. Some pawns just don't get along no matter what, or they keep things platonic, or they start dating within days. Affinity is a thing in this game.


I also heard of a funner trick a long time back. You force a pawn in a hazardous but non-deadly condition. I think fistfights and hypothermia work for that. You put them in the freezer/have them beaten up, wait for them to fall down (easier if they've got reduced movement, like being stoned or having food poisoning) and then have them rescued. The rescuee will like their rescuer gaining a +15 relationship boost which apperently stacks.
This can result in 2 pawns repeatedly saving each other and lieing in the hospital together really boosting up that relationsip.
The next patch apperently increases these 'im rescued' friendship points so it might be much more viable then. It's been ages since I read about it though so it might not actually work, but it might be fun to give a shot.
Sugar Show Feb 20, 2020 @ 6:48pm 
:cheepy: Now KISS
(:tlove:...:tshock:)
GeneralVeers Feb 20, 2020 @ 6:56pm 
I just use the dev console. :)

There's a command in the list called "force interaction" with which you can make one colonist chat to (or insult!) another. The "kind words" interaction applies a +40 relationship modifier to the recipient, which basically makes the recipient swoon. It only goes one way, though; to make BOTH colonists do the swoonage, you need to have each pawn "kind words" the other. Once they both reach +100 towards each other, they're likely to fall in love and get married.

BUT--after that point, if they are apart too much, their relationship will start to deteriorate. They need to be around each other at least part of the time, so they chat about stuff.

Oh, but wait, it gets better. Every pawn in existence has predetermined base numbers for how they feel about every other pawn in existence. I think the dev console needs to be open for these numbers to be visible, and I don't even know if I'm reading the numbers correctly--but some pawns AUTOMATICALLY hate each other. Whenever they get within shouting range, they'll insult each other relentlessly until they decide to have a boxing match. Better still? These core relationship numbers don't seem to be stored in the save files. The game uses some kind of Magic Formula to figure out which pawns like or hate each other; it plugs their entity ID numbers into "the formula" which spits out a "love" or "neutral" or "hate" result based on those two ID's, so that the same two pawns will always get the same base relationship level no matter how many times they are run through the formula. So, as soon as they're created, the pawns have predispositions towards each other, and there doesn't seem to be any way to change them.
Artaniz Feb 20, 2020 @ 7:16pm 
Originally posted by GeneralVeers:
I just use the dev console. :)

There's a command in the list called "force interaction" with which you can make one colonist chat to (or insult!) another. The "kind words" interaction applies a +40 relationship modifier to the recipient, which basically makes the recipient swoon. It only goes one way, though; to make BOTH colonists do the swoonage, you need to have each pawn "kind words" the other. Once they both reach +100 towards each other, they're likely to fall in love and get married.

BUT--after that point, if they are apart too much, their relationship will start to deteriorate. They need to be around each other at least part of the time, so they chat about stuff.

Oh, but wait, it gets better. Every pawn in existence has predetermined base numbers for how they feel about every other pawn in existence. I think the dev console needs to be open for these numbers to be visible, and I don't even know if I'm reading the numbers correctly--but some pawns AUTOMATICALLY hate each other. Whenever they get within shouting range, they'll insult each other relentlessly until they decide to have a boxing match. Better still? These core relationship numbers don't seem to be stored in the save files. The game uses some kind of Magic Formula to figure out which pawns like or hate each other; it plugs their entity ID numbers into "the formula" which spits out a "love" or "neutral" or "hate" result based on those two ID's, so that the same two pawns will always get the same base relationship level no matter how many times they are run through the formula. So, as soon as they're created, the pawns have predispositions towards each other, and there doesn't seem to be any way to change them.


These are the deeper interactions i was wondering about . I do currently have a bit of a glut of available bachelors and bachelorettes so my initial plan is to put about 6-8 of them in this room and let the ones that have high affinities work that out quickly . Dev console would be the easiest way of course lol .
GeneralVeers Feb 20, 2020 @ 7:36pm 
Originally posted by Artaniz:
I do currently have a bit of a glut of available bachelors and bachelorettes so my initial plan is to put about 6-8 of them in this room and let the ones that have high affinities work that out quickly.
You don't need to lock them in a room. Well, unless you're doing a reality TV show......errr......reality TV in a video game that is NOT real......sorry, that made NO sense.

Anyway, it's sufficient for them to be working at two adjacent work benches, or sowing crops in the same field. Just have them within earshot of each other to create opportunities to interact.
BlackSmokeDMax Feb 20, 2020 @ 7:59pm 
Originally posted by GeneralVeers:
You don't need to lock them in a room. Well, unless you're doing a reality TV show......errr......reality TV in a video game that is NOT real......sorry, that made NO sense.

And yet here it is:

https://youtu.be/pUda_zghnU4

See, you were talking plenty of sense!
Last edited by BlackSmokeDMax; Feb 20, 2020 @ 8:00pm
Artaniz Feb 20, 2020 @ 8:10pm 
Originally posted by GeneralVeers:
Originally posted by Artaniz:
I do currently have a bit of a glut of available bachelors and bachelorettes so my initial plan is to put about 6-8 of them in this room and let the ones that have high affinities work that out quickly.
You don't need to lock them in a room. Well, unless you're doing a reality TV show......errr......reality TV in a video game that is NOT real......sorry, that made NO sense.

Anyway, it's sufficient for them to be working at two adjacent work benches, or sowing crops in the same field. Just have them within earshot of each other to create opportunities to interact.
ya like i said in the Op i used to do it that way in my drug lab but the last couple times it took a couple months to get the people together and im not sure i want to micro manage it that hard this time lol i just want to lock them in a room and when they find love they can come back to eat real food and work again , the smart ones will just never find love .
GeneralVeers Feb 20, 2020 @ 8:12pm 
Originally posted by BlackSmokeDMax:
Originally posted by GeneralVeers:
You don't need to lock them in a room. Well, unless you're doing a reality TV show......errr......reality TV in a video game that is NOT real......sorry, that made NO sense.

And yet here it is:

https://youtu.be/pUda_zghnU4

See, you were talking plenty of sense!
Whaaaaat???

Never fails. Every time I think "now I've seen everything" I turn out to be wrong.

Whelp. Looks like now I got another YouTube series to waste more of my time! :)
Last edited by GeneralVeers; Feb 20, 2020 @ 8:13pm
Astasia Feb 20, 2020 @ 9:35pm 
Originally posted by Artaniz:
Anyone tried to force their people to couple up before and got tips ?

Ya I've done it a fair number of times, it's the type of thing I like to have control of in regards to my MC colonists. The fastest way to deal with it, really is to just lock them in a small room together for a while, small enough that no matter where in the room they are they are in range to chat. I usually do that for like most of a day, then give them a break, then repeat as needed.

The "humane" way I have tried, is assigning them an area that only includes their bedroom and the dining/rec room, but they wander too much and spend a lot of time walking back and forth between locations and wasting time. It will still work eventually, but it's not nearly as quick.

The "productive" way is to create two long term jobs next to each other and assign them to those jobs so they are working within chat range of one another all day. Research is the easiest choice, but things like stone cutting or sculpting can also work. This requires reshuffling priorities around, but it generally faster than what I called the "humane" way. Still not as fast as locking them in a small room.

Also keep in mind, colonists do not have to be in any sort of relationship to share a bed. If your main goal is to just cut down on bedrooms, simply assign two colonists to the same bed. If their relation is 100 there is no penalty for this, regardless of the details of that relationship. If it's below 100 there's a scaling mood debuff, but unless they really dislike each other it's not very impactful. Having them share a bed will also usually slowly increase or maintain their relations as they occasional chat in the morning or on the way to bed.
Last edited by Astasia; Feb 20, 2020 @ 9:36pm
Artaniz Feb 20, 2020 @ 11:02pm 
Originally posted by Astasia:
Originally posted by Artaniz:
Anyone tried to force their people to couple up before and got tips ?

Ya I've done it a fair number of times, it's the type of thing I like to have control of in regards to my MC colonists. The fastest way to deal with it, really is to just lock them in a small room together for a while, small enough that no matter where in the room they are they are in range to chat. I usually do that for like most of a day, then give them a break, then repeat as needed.

The "humane" way I have tried, is assigning them an area that only includes their bedroom and the dining/rec room, but they wander too much and spend a lot of time walking back and forth between locations and wasting time. It will still work eventually, but it's not nearly as quick.

The "productive" way is to create two long term jobs next to each other and assign them to those jobs so they are working within chat range of one another all day. Research is the easiest choice, but things like stone cutting or sculpting can also work. This requires reshuffling priorities around, but it generally faster than what I called the "humane" way. Still not as fast as locking them in a small room.

Also keep in mind, colonists do not have to be in any sort of relationship to share a bed. If your main goal is to just cut down on bedrooms, simply assign two colonists to the same bed. If their relation is 100 there is no penalty for this, regardless of the details of that relationship. If it's below 100 there's a scaling mood debuff, but unless they really dislike each other it's not very impactful. Having them share a bed will also usually slowly increase or maintain their relations as they occasional chat in the morning or on the way to bed.


Thanks for the detalied write up , maybe ill make a smaller orgy ermm love chamber then . Sadly im done with all research but i might try pairing them off into beds together and see how bad the mood debuff is . I am at sky high expectations and over a million colony wealth so i cant really get it down nor do i really want to . One of the main reasons for pairing them off and forcing romance is the nice mood modifier they get from the sexy times .
TwistedRuse Feb 21, 2020 @ 1:56am 
Originally posted by GeneralVeers:

Oh, but wait, it gets better. Every pawn in existence has predetermined base numbers for how they feel about every other pawn in existence. I think the dev console needs to be open for these numbers to be visible, and I don't even know if I'm reading the numbers correctly--but some pawns AUTOMATICALLY hate each other. Whenever they get within shouting range, they'll insult each other relentlessly until they decide to have a boxing match. Better still? These core relationship numbers don't seem to be stored in the save files. The game uses some kind of Magic Formula to figure out which pawns like or hate each other; it plugs their entity ID numbers into "the formula" which spits out a "love" or "neutral" or "hate" result based on those two ID's, so that the same two pawns will always get the same base relationship level no matter how many times they are run through the formula. So, as soon as they're created, the pawns have predispositions towards each other, and there doesn't seem to be any way to change them.


I've changed the pawn compatibility between two pawns successfully,

The predetermined base numbers are in the games save file, it'll look like Thing_Human123456

If you go to dev mode, open save files, open your save with Notepad++ or something like that, and replace the Human123456 (leave out the Thing_, match case) with say, Human112233 It'll shuffle their compatibility. You should search for any number before changing it to prevent duplicates.

Finding the specific pawn's number is pretty easy just by seaching their name, their stats and everything are located near the bottom of the save file (you can edit their traits this way but shh I didnt say that)

you only need to replace one pawn's number, to randomize their compatibility with the pawn you want to hook them up with.

I got two couples right now, they're both extremely compatible, they make lovin' every 4ish hours. They're so happy they could kill their own mother and still be happy.

Last edited by TwistedRuse; Feb 21, 2020 @ 2:24am
Here are my tips

* Couples should be within 5 years of age, but on this latest update I've seen a 19 year old hit on a 60 year old granny. Which was the first time I saw something like that.
* Make sure nobody has the Psychopath trait. Or else it will be nearly impossible for a relationship to form. Since psychopaths don't gain any relationship points at all, and don't seem to attempt to flirt with a person they only consider an "acquaintance".
* Assign 2 hours of Recreation in a row for every colonist first thing in the morning. This seems somewhat optimal without really sacrificing work speed.
TwistedRuse Feb 21, 2020 @ 2:52am 
Originally posted by Artaniz:
Does anyone have recommended mods i know there is some stuff going on in the background that affects relationships but im not familiar with how any of it works .

for 1.0 I can suggest the mod Romance Tweaks, it allows you to change the rate at which romantic events occur between single pawns, general pawns, and reduce the chance of breaking up. using this can make it easy to lock two pawns in a room, and have them hook up instantly.

As far as the stuff in the background, there's three things, Opinion, Attraction, and Compatibility. Opinion and attraction I believe are kinda tied together, opinion is directly affected by things such as deep chat, rescuing. I'm not certain on attraction, but it seems affected by opinion, and things like age, if they are beautiful, or traits that affect this (transhumanist will be attracted to someone with bionic parts, ect)

Compatibility is the hardcoded, randomized at pawn creation factor you can't change without editing save file data. Compatibility affects how likely they are to have good interactions instead of bad ones, how often they make lovin, how likely they are to insult vs deep chat.

(use dev mode on a pawns social tab to see these factors)

if you have two pawns you can make them have really high opinion of eachother/attracted to eachother, and they will end up in a relationship, but if they have bad compatibility, they won't have a very good relationship and are more likely to break up, as well as not get as many good buffs from being with someone they are inherently compatible with.
ric Feb 21, 2020 @ 7:00am 
I just have them work side by side at workbenches. For funsies I set the workbenches up facing each other with one chair for the both of them so they can snuggle while they work. Usually goes quickly!
Morkonan Feb 21, 2020 @ 7:21am 
Like others, I assign them to the same area for their work.

But, I will also sometimes put them on a shift that is different than most others. That way, if they're going to have an interaction, it's going to be more likely to happen between them.

Since I generally have a long-game kind of playstyle, "Marriage" is a temporary condition... In a current playthrough, soon to be orphaned when I sign up fo 1.1, some colonists are currently on their third marriage, IIRC. :)
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Date Posted: Feb 20, 2020 @ 5:39pm
Posts: 25