RimWorld

RimWorld

Is there a way to set all characters to be incapable of violence?
I want to make a new colony where everyone is incapable of violence and try to come up with new ways of murdering removing anyone who decides to raid me. I am completely okay if I would have to install a mod to try this, I just thought selfimposing a disadvantage like that would be fun.
Last edited by (Pepper)mint Pip; Feb 7, 2019 @ 8:38am
Originally posted by Jirki88:
As for that kind of mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1568700181
Two traits there will achieve what you want:
Oxana's Thoughts disables Violent, and Delicate disables both Violent and Hunting. They have bonuses too, though, and you can find all details of the traits added by the mod here: https://docs.google.com/spreadsheets/d/1V5Mpu0uPNNpcQPrTWixXkLSgWYy2m8xhZ-aAV92dIFA/edit#gid=1163954486
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Showing 1-13 of 13 comments
garth033 Feb 7, 2019 @ 8:51am 
All colonists or everyone (including raiders)?

Or just your starting bunch?
Jigain Feb 7, 2019 @ 8:59am 
EdB Prepare Carefully.
MP Feb 7, 2019 @ 9:00am 
Isn't there a scenario setting that forces a certain trait?
Jigain Feb 7, 2019 @ 9:02am 
There is, but being incapable of violence is not from a trait, it's from a background.

Although if you can find a mod that adds a trait that causes the pawn to be incapable of violence, the scenario editor should work.
(Pepper)mint Pip Feb 7, 2019 @ 9:43am 
Originally posted by garth033:
All colonists or everyone (including raiders)?

Or just your starting bunch?
I want all of my colonist to be incapable of violence (raiders incapable of violence would be pointless) , but I don't know I would only recruit those incapable with severely limiting my options
Tohtori Leka Feb 7, 2019 @ 10:14am 
Do they need to be incapable? You could just not use them to fight raiders.
Originally posted by Hot Hot Pockets:
Originally posted by garth033:
All colonists or everyone (including raiders)?

Or just your starting bunch?
I want all of my colonist to be incapable of violence (raiders incapable of violence would be pointless) , but I don't know I would only recruit those incapable with severely limiting my options
You can click the randomize button when you are selecting your starting colonists. It is going to take a good half hour or longer to find this, but it is possible. I have done this method a few times because there are certain traits that I wanted, no health issues, not related to anyone, and even the extra colonists were pretty decent to recruit. On top of all that, they had to be 19 or younger. This last time... they also had to all be female lol. I have seen the randomizing show some that are incapable of violence. I think the child career ( forgot what it is called... but what they were as children ) show up as a slave ( maybe called war slave ) and that seems to be the main one that has that ability. This is the vanilla way.

If you want the quicker method, then the mod Jigain posted, is what you need.
The author of this thread has indicated that this post answers the original topic.
Jirki88 Feb 7, 2019 @ 10:44am 
As for that kind of mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1568700181
Two traits there will achieve what you want:
Oxana's Thoughts disables Violent, and Delicate disables both Violent and Hunting. They have bonuses too, though, and you can find all details of the traits added by the mod here: https://docs.google.com/spreadsheets/d/1V5Mpu0uPNNpcQPrTWixXkLSgWYy2m8xhZ-aAV92dIFA/edit#gid=1163954486
Legion Feb 7, 2019 @ 10:58am 
EdB PrepareCarefully is your absolute best bet. You can give yourself as many starting colonists as you want, edit their skills, traits, and even backgrounds to give you the desired setup. With enough colonists, you won't really need to worry about recruiting raiders.
NeverMore Feb 7, 2019 @ 11:07am 
Originally posted by Hot Hot Pockets:
I want to make a new colony where everyone is incapable of violence and try to come up with new ways of murdering removing anyone who decides to raid me. I am completely okay if I would have to install a mod to try this, I just thought selfimposing a disadvantage like that would be fun.
Care to elaborate on your tactics? Because the first obligatory raid comes pretty early, and it gives you allmost no time to prepare traps or adequate buildings to hide in. And what about early game mad animals?
P.S. Prepare Carefully mod, as was mentioned before)
(Pepper)mint Pip Feb 7, 2019 @ 11:40am 
Originally posted by NeverMore:
Originally posted by Hot Hot Pockets:
I want to make a new colony where everyone is incapable of violence and try to come up with new ways of murdering removing anyone who decides to raid me. I am completely okay if I would have to install a mod to try this, I just thought selfimposing a disadvantage like that would be fun.
Care to elaborate on your tactics? Because the first obligatory raid comes pretty early, and it gives you allmost no time to prepare traps or adequate buildings to hide in. And what about early game mad animals?
P.S. Prepare Carefully mod, as was mentioned before)
my plan for early raid is basically lure the raider into a room filled with campfires and cook them death. I don't currently have a plan for mad animals; I'll have to think of something.
Jirki88 Feb 7, 2019 @ 12:28pm 
For early manhunters it should be enough to make an indoors-only zone to switfly assign all colonists to when one appears, and keep them in it until the manhunter falls asleep and loses the manhunting?
Astasia Feb 7, 2019 @ 3:09pm 
Originally posted by Hot Hot Pockets:
Originally posted by NeverMore:
Care to elaborate on your tactics? Because the first obligatory raid comes pretty early, and it gives you allmost no time to prepare traps or adequate buildings to hide in. And what about early game mad animals?
P.S. Prepare Carefully mod, as was mentioned before)
my plan for early raid is basically lure the raider into a room filled with campfires and cook them death. I don't currently have a plan for mad animals; I'll have to think of something.

That's not going to work. You should have more than enough time to layout a few wood traps on day one, and the first raid will always be a single melee enemy so you can just stand next to the traps with a bait colonist to lure them into it. Make setting up an outer wall and a trap corridor a top priority, followed by tree farms to replace the thousands of wood you will spend on traps every raid later, and you wont have too much trouble with most raids.

Your issues will be with sieges and infestations, but there's a few ways to deal with them, turret creep, psychic insanity lances, boomrats, faction reinforcements, etc.

Actually you can't target nests with turrets base game anymore can you, and I don't think they count as an enemy so probably wont be attacked by your animals (I've never tried) or allies, so that's going to be interesting. Might have to avoid mountains.
Last edited by Astasia; Feb 7, 2019 @ 3:11pm
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Date Posted: Feb 7, 2019 @ 8:38am
Posts: 13