RimWorld

RimWorld

Hawk Eye Mar 8, 2020 @ 2:42pm
How to improve relations between colonists?
Is there a way to improve the relations between two colonists? Or is this something that cannot be influenced by the player.

I just lost a good colonist to a social fight. The other participant was tough and had good melee skills thus beat him to death. I know I could have seperated them but that wasn't an option at the point I'm at mid year two and brutal. I'm used to the occasional social fight but this was my first colonist murder. I'm wondering if there was anything I could have done or can do in future
Last edited by Hawk Eye; Mar 8, 2020 @ 2:45pm
Originally posted by Swirler:
If the two colonists with really bad relations keep working together chances are they will have a fight. A few simple things you can do.

1. Split up their work schedules and zone them to different areas of the base so they don't interact for a while.

2. Send 1 of them on a caravan.
Relations tend to default back to zero after a long enough period of time. Give them a chance to cool off and keep them separated.

3. Another option is to intentionally let them fight. It's possible one or both will gain a "cathartic fight" after doing the fight, sometimes they just get a penalty like "harmed me". Which is a little risky but sometimes it can work out.

4. Let an animal or raider down one of the colonists and then have the other negative relation one "rescue" them. Again a bit of risk here but if you make sure they only fight something that isn't likely to kill them it can work out.
Usually it's safer to not do this, due to how badly injured a colonist can become but, it's a thing.

5. Imprison one of them, have the other one with negative relations try and recruit them and this will help boost relations for a little while. But again, time consuming and you're basically down a colonist while they're imprisoned. (side note you can safely "release" the pawn you just arrested and they will return to your colony. They'll probably be a bit annoyed but it saves you having to recruit them if you don't have the time).
Might be necessary if they social fight a lot though.

Other than that there's not much you can do, other than just straight up banishing one of your colonists. Just make sure to get rid of any good gear or equipment they have on them before doing so. But still with enough items so that they're clothed and have food.
It will leave a mood penalty on your colonists but if enough of them hate that one causing issues they might get a mood buff as well for banishing a "Rival".

Originally posted by 71:
One thing to keep in mind is that bionics can make social fights more deadly.

A lowly flesh fist is much weaker than a archotech one or a power claw. You're going to have to be really careful about giving those to someone with abrasive or bloodlust.
Worth bearing in mind.
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Showing 1-15 of 18 comments
ambi Mar 8, 2020 @ 2:48pm 
There's an implant called an "aesthetic nose", which gives an automatic +20 buff to all relationships.

If someone is facially scarred (like missing an eye), they get a -15 debuff to all relationships for being disfigured. Replacing the destroyed part will remove the debuff.

People with anti-social traits like "abrasive voice" or "mysoggyknees" (sp?) can be kept in an isolated area of the colony, or put on night shift. That way they don't interact with other people and cause fights.

That's all I can think of.
Hawk Eye Mar 8, 2020 @ 3:01pm 
I've only vanilla rimworld not Royalty. I'll look and see but I'm not sure I can get the nose.

I remember the description of the bowler hat said something about giving a social boost maybe thats worth looking into.
Hawk Eye Mar 8, 2020 @ 3:05pm 
Originally posted by Captain Kaivarian:
People with anti-social traits like "abrasive voice" or "mysoggyknees" (sp?) can be kept in an isolated area of the colony, or put on night shift. That way they don't interact with other people and cause fights.

That's all I can think of.

Pretty sure this is my answer unless someone else has a better idea.
If I would have put the rivals on different shifts I could have mitigated the problem and not lost a colonist for a least a good while.
Usually social fights are not a huge concern for me but in this case one rival was very deadly.

Put rivals on seperate day and night shifts

Edit: It would be interesting if there were a way to mediate a conflict between two colonists or at least a chance for things to smooth over. Right now it seems that things can only deteriorate between two colonists at least this is what I've noticed maybe I'm wrong
Last edited by Hawk Eye; Mar 8, 2020 @ 3:10pm
ambi Mar 8, 2020 @ 3:31pm 
When there's a fight, you can also try arresting one of the colonists to break up the fight. Send the colonist with the highest social skill as this maximises the chance of a peaceful arrest.
Babaorum Mar 8, 2020 @ 3:35pm 
If you don't own the Royalty dlc and you really want the aesthetic nose, you can dig in the XML files, copy a prosthetic hediff and change it's effects to increase beauty by one.
Then you copy an existing bill and change it to create you new prosthetic with the same cost as the aesthetic nose.

It's not that hard to do. I can look it up tomorrow if you need to
71 Mar 8, 2020 @ 3:37pm 
One thing to keep in mind is that bionics can make social fights more deadly.

A lowly flesh fist is much weaker than a archotech one or a power claw. You're going to have to be really careful about giving those to someone with abrasive or bloodlust.
Hawk Eye Mar 8, 2020 @ 4:39pm 
Originally posted by cjibcn:
If you don't own the Royalty dlc and you really want the aesthetic nose, you can dig in the XML files, copy a prosthetic hediff and change it's effects to increase beauty by one.
Then you copy an existing bill and change it to create you new prosthetic with the same cost as the aesthetic nose.

It's not that hard to do. I can look it up tomorrow if you need to

Thanks for the offer but I only play vanilla at least for now.

Originally posted by Captain Kaivarian:
When there's a fight, you can also try arresting one of the colonists to break up the fight. Send the colonist with the highest social skill as this maximises the chance of a peaceful arrest.
Yeah thats a good idea. I've arrested colonists before when they were on a murder spree mental break. I didn't think to do it for this social fight. I usually just watch them fight it out. After witnessing several social fights and the outcomes I was not expecting a death though I should have realized it's possible. The person who just died I payed around 2000 silver for so now my attitude is a bit different
Last edited by Hawk Eye; Mar 8, 2020 @ 4:40pm
Tili The Fool Mar 23, 2020 @ 5:16pm 
I actually found a fun trick with breaking up social fights as well, if you arrest somebody that is fighting, or on a nervous break, you can sometimes undraft/redraft the person arresting the angry individual, before they reach the prison bed, and they will let go of the angry person, and the angry person just goes back to normal. So you don't have to sit there and recruit them all over again. I haven't tested it very much for breaks yet, but I think it pretty much always works for social fights.
flu007 Mar 23, 2020 @ 5:23pm 
Originally posted by Tilaic:
I actually found a fun trick with breaking up social fights as well, if you arrest somebody that is fighting, or on a nervous break, you can sometimes undraft/redraft the person arresting the angry individual, before they reach the prison bed, and they will let go of the angry person, and the angry person just goes back to normal. So you don't have to sit there and recruit them all over again. I haven't tested it very much for breaks yet, but I think it pretty much always works for social fights.

Doesn't always work with mental breaks. (Based on me doing this accidentally once, and then trying it again a second time and that time it didn't work.)

However: there's no need to re-recruit a colonist you jailed. If you just release them, they'll rejoin the colony.
Hawk Eye Mar 23, 2020 @ 5:46pm 

However: there's no need to re-recruit a colonist you jailed. If you just release them, they'll rejoin the colony.

Ah crap. I did that two or three times in my last colony. Good to know

Originally posted by Tilaic:
I actually found a fun trick with breaking up social fights as well, if you arrest somebody that is fighting, or on a nervous break, you can sometimes undraft/redraft the person arresting the angry individual, before they reach the prison bed, and they will let go of the angry person, and the angry person just goes back to normal. So you don't have to sit there and recruit them all over again. I haven't tested it very much for breaks yet, but I think it pretty much always works for social fights.

That trick doesn't work on colonists going through a Beserker break, I know that for sure I tried several times.
Last edited by Hawk Eye; Mar 23, 2020 @ 5:47pm
Mintpenguin Mar 24, 2020 @ 9:59pm 
[quote=flu007;1869497536713546292

However: there's no need to re-recruit a colonist you jailed. If you just release them, they'll rejoin the colony. [/quote]


I am a moron. All the dead pets, all the chain reaction mental breaks for staying up late to put out the pyro's fires. Could have avoided them all
Burki from Turki Mar 25, 2020 @ 7:35am 
Rescuing downed colonists increases social for one side not both. The rescued will have better relationship with who rescued him/her. Rescuer won't get any boosts/debuffs.

Doctors can perform "Cheer-up patient", to do this your doctor needs social skills. Doctors without social can't do this, non-doctor's can't do this.
Breakingzap Mar 25, 2020 @ 7:39am 
Originally posted by Tilaic:
I actually found a fun trick with breaking up social fights as well, if you arrest somebody that is fighting, or on a nervous break, you can sometimes undraft/redraft the person arresting the angry individual, before they reach the prison bed, and they will let go of the angry person, and the angry person just goes back to normal. So you don't have to sit there and recruit them all over again. I haven't tested it very much for breaks yet, but I think it pretty much always works for social fights.
ive got an even better trick if someone has a mental break you can't fix this way you just keep arrestng them with a low social pawn and letting them go untill they go berzerk which overrides whatever other break they were having
The author of this thread has indicated that this post answers the original topic.
Swirler Mar 25, 2020 @ 7:44am 
If the two colonists with really bad relations keep working together chances are they will have a fight. A few simple things you can do.

1. Split up their work schedules and zone them to different areas of the base so they don't interact for a while.

2. Send 1 of them on a caravan.
Relations tend to default back to zero after a long enough period of time. Give them a chance to cool off and keep them separated.

3. Another option is to intentionally let them fight. It's possible one or both will gain a "cathartic fight" after doing the fight, sometimes they just get a penalty like "harmed me". Which is a little risky but sometimes it can work out.

4. Let an animal or raider down one of the colonists and then have the other negative relation one "rescue" them. Again a bit of risk here but if you make sure they only fight something that isn't likely to kill them it can work out.
Usually it's safer to not do this, due to how badly injured a colonist can become but, it's a thing.

5. Imprison one of them, have the other one with negative relations try and recruit them and this will help boost relations for a little while. But again, time consuming and you're basically down a colonist while they're imprisoned. (side note you can safely "release" the pawn you just arrested and they will return to your colony. They'll probably be a bit annoyed but it saves you having to recruit them if you don't have the time).
Might be necessary if they social fight a lot though.

Other than that there's not much you can do, other than just straight up banishing one of your colonists. Just make sure to get rid of any good gear or equipment they have on them before doing so. But still with enough items so that they're clothed and have food.
It will leave a mood penalty on your colonists but if enough of them hate that one causing issues they might get a mood buff as well for banishing a "Rival".

Originally posted by 71:
One thing to keep in mind is that bionics can make social fights more deadly.

A lowly flesh fist is much weaker than a archotech one or a power claw. You're going to have to be really careful about giving those to someone with abrasive or bloodlust.
Worth bearing in mind.
Last edited by Swirler; Mar 25, 2020 @ 7:46am
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Date Posted: Mar 8, 2020 @ 2:42pm
Posts: 18