RimWorld

RimWorld

Packet802 Jun 6, 2021 @ 5:40pm
Colonists mood debuff for returning prisoners
Little bit of glitch here.....

I had two enemy prisoners that I gave as gifts back to their home faction village. Also gave 200 smokeleaf joints at the same time as a gift and went from -100 to +24 relations. But all my colonists had -5 mood debuff for selling prisoners into slavery which is obviously not what happened.
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Showing 1-5 of 5 comments
vortex_13 Jun 6, 2021 @ 8:06pm 
That is what happened though. You literally gifted them as slaves. You could have just released them instead.
ichifish Jun 7, 2021 @ 4:21am 
I haven’t done it, but my understanding is that if you transport pod them home it’s the same as freeing them.

There might be some complication because gifts were added to the pod.

Another weird gift-podding dynamic is that if you add dogs (and maybe some other animals) to a pod full of gifts you don’t get any rep gain whatsoever.
Astasia Jun 7, 2021 @ 6:09am 
If you send them alone in a drop pod you are releasing them and you get a pretty large rep bonus over just freeing them, you get like +40 rep on top of the value of the prisoner, which is usually something like a total rep boost of +60-70. You also get the +2 mood buff in your colony for releasing a prisoner.

I would agree with ichifish that the act of adding items to the gift probably changed the mechanic of it to one where you were gifting them into slavery rather than freeing them, or you picked the wrong faction by accident. You should not have needed 200 smokeleaf in addition to 2 freed prisoners to get +124 rep, unless those prisoners were naked and near dead.
Packet802 Jun 8, 2021 @ 5:21pm 
I got like +36 and +32 for each of them, something in the 30s I forget. They were both in good shape. Brought them in a caravan because have never gotten far enough along in a game to get transport pods, no idea how to use them. One of those game loading hints said that if I gifted prisoners back to their home faction it would result in a big positive relations boost.
stormarmy Jun 8, 2021 @ 7:46pm 
It's likely the adding items to it turned it into a transaction not a releasing of prisoners if that makes sense?

Off topic, but as far as getting far enough to use pods, the research is locked behind biofuel, microelectronics and a hi tech research bench

Personally I play with CE and a bunch of other mods but even in vanilla the general gist of my plan is to rush weapons ASAP, so you wanna get yourself up to at least blowback operation, if not precision rifling, then rush armour up to flak and build a set for everyone

Generally you want a 6x6 grow zone of rice per colonist to survive early on food wise, but while that's growing youre also going to want to set up anotjrr zone about 10x10 for corn, a 6x6 for cloth for clothing, sandbags and such and another 6x6 for healroot. You can always top this up with meat for fine meals instead of simple ones, and you want to build at least a simple sandbag emplacement

I believe its in vanilla to build sandbags out of leather, so build your hut, slap out some beds and other essentials, cooker/paste dispenser, research or whatever you wanna do there, then kill some larger animals with the starting rifle, like deer or muffalo, then build sandbags in a C where your guy will sit in the middle and be protected. If it's not, do above and get cloth down fast, and instead build some walls with 1 space between and put barricades in the holes, wood is fine for the first month or 2 until you get some stone, preferably limestone or granite to build from

That should get you through to at least as far as being able to use drop pods

It also helps to build near hills or mountains to funnel enemies into a natural killing corridor, or to at least limit the number of directions that they can come from

My current base for instance is nestled between 2 mountains and the coast so only one real way in as it stands, and that's what's kept me alive mostly



Besides all that, just try to enjoy it, make the goal be not to get far, but to bounce back from defeat

My most enjoyable colony was funnily enough the one where almost everyone was missing a body part of some sort, whether an eye or leg or arm, and one guy had a shattered spine so he couldn't even walk, work or feed himself, just permanently downed. I enjoyed it because I loved the idea of them all dragging their broken bodies to the defences to hold off another spine mangling raid barely able to see or shoot straight as it is
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Date Posted: Jun 6, 2021 @ 5:40pm
Posts: 5