RimWorld

RimWorld

flu007 Aug 16, 2019 @ 10:33pm
Forced unpure bodies
A few quick questions relating to body purists / bionic parts.

Have a few body purists with a missing arm now. Basically waiting to get my hands on healer mech serum for them...

But this most recent amputee was a very productive member of my colony - top builder, secondary cook and doctor, very useful for quests, now basically useless in those fields.

I could put her on cleaning duty for a while, which is probably what I'll do. But I'm wondering if there are any other solutions besides the healer mech serum? (I have the More Faction Interaction mod, so that adds a healer shaman type quest as well.)

I'm also considering giving her a fancy bionic arm for the time being and just dealing with the mood debuff with drugs (luckily she's not a teetotaller as well, heh.) -10 debuff I believe, which isn't nothing, but should be doable. And I happen to have a spare arm in storage, so that might be the way to go, actually.

Anyway, I answered some of my questions already since starting this post, so I guess my main remaining question is basically, anything obvious I'm missing to smoothly deal with body purists with missing limbs? Is forcing one bionic part on them as doable as I think it is, or am I missing something there as well?

(And yes, I do realize I'm missing the obvious "hat" solution here, but since her parents, her 4 sisters, her husband and her daughter (the other one-armed body purist) are all part of the colony, I'd rather find a less destabilizing solution.) :)



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Showing 1-9 of 9 comments
BirdOfPray Aug 16, 2019 @ 11:09pm 
I banish body purists when they lose a limb. S/He'll be alive so you won't have to make a hat of it. Debuff is quite much for me. -3 (colonist banished) better than -20 (My father/mom/daughter/son died)
M.K. (Banned) Aug 17, 2019 @ 12:59am 
-10 for one part, cumulative up to -35 for many parts, is a very heavy penalty.

But what I find much, much, much worse about body purists is that they ALSO apply a -8 relationship modifier with everyone else that has a synthetic part.

Seeing as my end-game colonists average 4-5 parts each, that is catastrophic!


So sorry, but in my world "body purist" "pyromaniac" and "chemical" anything are just alternate spellings of "hat"
flu007 Aug 17, 2019 @ 1:54am 
Yeah, the social penalties are harsh. My body purists do tend to be the one often involved in social fights.

But the hat solution isn't an option in this case. I've avoided Body Purists in the past as well, but I'm running a childbirth mod this time, and this one was born into the colony with Body Purist as random trait. And then she passed it on to her first child. She's on birth control now. :)

In any case, I'll have to deal with it some other way.

(Still waiting until she's healed and her mood is up again, and then I'll pop an erm on her and try to keep her happy until we find some healer serum. Though chances are she'll lose a leg before that, heh.)
Domena100 Aug 17, 2019 @ 2:54am 
You could use Seraphium from Mechanite Forge which allows your pawns to regrow limbs through a long and painful process.
flu007 Aug 17, 2019 @ 3:26am 
Originally posted by Domena100:
You could use Seraphium from Mechanite Forge which allows your pawns to regrow limbs through a long and painful process.

Hmm. Don't think I'm at the point yet where I'm ready to add a new mod to the list just to fix one pawn's problems, but I bookmarked it, perhaps I'll try it out in the future.
LIMP BISQUICK Aug 17, 2019 @ 4:09am 
It’s doable, just up to you if you want to manage it. You could just give her a break & let other colonists step up their skills or be on a search to take in new colonists. I imagine a pawn with one arm sporting a doomsday rocket can still be lethal in quest eh? I think you can remove the bionic arm if it’s causing too much trouble.
Last edited by LIMP BISQUICK; Aug 17, 2019 @ 4:14am
flu007 Aug 17, 2019 @ 4:39am 
Originally posted by Jibbles:
It’s doable, just up to you if you want to manage it. You could just give her a break & let other colonists step up their skills or be on a search to take in new colonists. I imagine a pawn with one arm sporting a doomsday rocket can still be lethal in quest eh? I think you can remove the bionic arm if it’s causing too much trouble.

Yeah, I should be able to remove the bionic arm whenever needed, which is why I'm leaning that way. Just waiting on some organ harvesting debuffs to time out first. Which are only there, incidently, because I needed to replace the heart of another body purist. But he's dead now, mere days after the surgery. Karma I guess.

And the doomsday rocket thing: actually, heh, doomsday rockets is what cost her the arm. Got raided with a bunch of enemy pawns carrying either one of those or one of those triple launchers. So I have a handful of them in storage now. An option to consider. :)
BirdOfPray Aug 17, 2019 @ 5:14am 
Originally posted by M.K.:
-10 for one part, cumulative up to -35 for many parts, is a very heavy penalty.

But what I find much, much, much worse about body purists is that they ALSO apply a -8 relationship modifier with everyone else that has a synthetic part.

Seeing as my end-game colonists average 4-5 parts each, that is catastrophic!


So sorry, but in my world "body purist" "pyromaniac" and "chemical" anything are just alternate spellings of "hat"


https://www.reddit.com/r/RimWorld/comments/cg4nu2/seven_sins_of_rimworld/

I think you are on spot. Body purist should be on the list
corisai Aug 17, 2019 @ 6:11am 
If savefiles aren't encrypted now - you can easily edit them ;)

This what I'd done ALWAYS in "family" runs. Some traits are... just, no.
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Date Posted: Aug 16, 2019 @ 10:33pm
Posts: 9