RimWorld

RimWorld

SaikoPic Feb 29, 2020 @ 2:55pm
What if I don't want them to join?
Is there a mod (1.1) that gives me the option to turn down rescued colonists that decide to join or any other ways I can sway their decision?

It's always been beyond me that you weren't given the option. A "Hey thanks for not letting me die, you're good people. Do you mind if I stay and not return to my faction that you might have been wanting to gain favour with?" instead of "Nice place, I'm not leaving and it'll upset all your colonist if you try and get rid of me now. By the way my skills suck and my traits are horrible and I'm going to set fire to you bed. Later"

I'm just trying to be good people not be a home for waifs and strays
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Showing 1-15 of 24 comments
RhyoliTe Feb 29, 2020 @ 3:01pm 
Don't know of a mod but I think you're looking at it from a skewed perspective, its a rimworld aka a very hostile place to live so if you're sending someone away you're likely sending them to suffer by struggling to survive on their own (or to die). So of course non-psychopaths get a small mood debuff.
SaikoPic Feb 29, 2020 @ 3:03pm 
Originally posted by RhyoliTe:
Don't know of a mod but I think you're looking at it from a skewed perspective, its a rimworld aka a very hostile place to live so if you're sending someone away you're likely sending them to suffer by struggling to survive on their own (or to die). So of course non-psychopaths get a small mood debuff.

But they have their own factions to go back to that are thankful to have their colonists back healthy.....and I don't want them!
haidunia Feb 29, 2020 @ 3:11pm 
I've been using this mod for more detailed info on incident pawns, and also the ability to turn down their request to join:

https://steamcommunity.com/sharedfiles/filedetails/?id=1414697588

Unfortunately not updated to 1.1 (yet), but I hope it will be...
SaikoPic Feb 29, 2020 @ 3:16pm 
Originally posted by haidunia:
I've been using this mod for more detailed info on incident pawns, and also the ability to turn down their request to join:

https://steamcommunity.com/sharedfiles/filedetails/?id=1414697588

Unfortunately not updated to 1.1 (yet), but I hope it will be...

Thanks, I subbed to the thread to keep up on if there's any updates
haidunia Feb 29, 2020 @ 3:17pm 
Originally posted by SaikoPic:
But they have their own factions to go back to that are thankful to have their colonists back healthy.....and I don't want them!

If they join you after being rescued it's because they're unaffiliated with any faction afaik. Friendlies/neutrals will heal up and then go back home. Unless that's changed in 1.1...?
happyscrub Feb 29, 2020 @ 3:36pm 
Originally posted by haidunia:
Originally posted by SaikoPic:
But they have their own factions to go back to that are thankful to have their colonists back healthy.....and I don't want them!

If they join you after being rescued it's because they're unaffiliated with any faction afaik. Friendlies/neutrals will heal up and then go back home. Unless that's changed in 1.1...?

Spacers is a faction and they will randomly join you
Dizzy Ioeuy Feb 29, 2020 @ 3:44pm 
I like the vanilla way- you can't decide when someone has decided for themselves they are in your group. So... banish button is easy. And being that way should have an impact on the peeps in your squad. It's not frosting to condemn someone to the wasteland...

But yes, there's a mod that does what you want that just needs an update.
haidunia Feb 29, 2020 @ 3:46pm 
True. It's an off-world faction though, so not affiliated with any known (Rimworld) faction, but yea, you're right happyscrub.

And the mod I linked doesn't cover this event in either case, but it will help with preventing random (useless) wanderer joins etc... I realize I've just gotten into the habit of checking the stats of the escape pod crash test dummies, and just ignore that it ever happened if I don't like them. Possibly strip them first, if they've got something good on them I need (mainly early game).
knojkah Feb 29, 2020 @ 3:58pm 
Originally posted by haidunia:
Originally posted by SaikoPic:
But they have their own factions to go back to that are thankful to have their colonists back healthy.....and I don't want them!

If they join you after being rescued it's because they're unaffiliated with any faction afaik. Friendlies/neutrals will heal up and then go back home. Unless that's changed in 1.1...?

Nope, the wounded colonists from the transport pod crash incident sometimes might join you after you rescue and heal them up. These can be members of a faction as well as not affiliated with any
SaikoPic Feb 29, 2020 @ 4:05pm 
Don't get me wrong, I've played plenty of games where I've taken in everyone. I've had colonies that ended up so full they had two rows of icons so small you couldn't read the names and the pathing ended up so much it struggled to run on x1 speed and made them unplayable.

I just want to try out being selective and build up slowly as all my games since 2017 I haven't given that a try and not having the option to do it without having to banish and constantly having my colonist getting upset because I'm healing pawns and then they won't leave instead of leaving them to just die is a bit unfair.
budisourdog Feb 29, 2020 @ 5:09pm 
You know, you could get a schooling mod and teach those pawns to do something with their lives. (or just assign them all to growing, hauling, cleaning, research and art because they'll eventually get it right and can't f*ck it up too bad unlike medical, cooking, or construction)
SaikoPic Feb 29, 2020 @ 5:49pm 
Originally posted by budisourdog:
You know, you could get a schooling mod and teach those pawns to do something with their lives. (or just assign them all to growing, hauling, cleaning, research and art because they'll eventually get it right and can't f*ck it up too bad unlike medical, cooking, or construction)

Doesn't help with the amount of colonists I amass or change their traits tho, some are manageable but get a chemical fascinated or any way sensitive/depressed pyro and 90% of the game is chasing fires and repairing. I made that mistake with my very first game and a starting colonist no less. The only thing that saved me was he was already over 60 and once he got to 80 he got in a fight, broke his pelvis and couldn't walk anymore!
sbmarauderman03 Feb 29, 2020 @ 8:17pm 
The debuff for sending someone away is pretty low and doesn't last long...shouldn't be that big of an issue.
happyscrub Mar 1, 2020 @ 7:52pm 
Originally posted by sbmarauderman03:
The debuff for sending someone away is pretty low and doesn't last long...shouldn't be that big of an issue.

This is rimworld. That small debuff can be all it takes to push someone over the edge and mess up things
Punyrock Mar 1, 2020 @ 9:21pm 
Originally posted by happyscrub:
Originally posted by sbmarauderman03:
The debuff for sending someone away is pretty low and doesn't last long...shouldn't be that big of an issue.

This is rimworld. That small debuff can be all it takes to push someone over the edge and mess up things
I guess it depends on the situation, and the overall difficulty.
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Date Posted: Feb 29, 2020 @ 2:55pm
Posts: 24