RimWorld

RimWorld

POMF POMF Jan 8, 2023 @ 1:25pm
Colonist Traits
What is the best traits for a colonist to have that will keep there mood more up / more happy and less likely to break.
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Showing 1-15 of 16 comments
marcusaddamsson Jan 8, 2023 @ 1:32pm 
Sanguine or Optimistic I think are the best 'direct' happiness traits. But usually the best way to make a given colonist happier is nicer room, nicer meals, better rec room/dining room, and more free/rec time. Parties can be quite nice, but they're random. If you have Ideo, the festivals can help... and you have some control over the results.

And sometimes all you really gotta do is devote more resources to cleaning up the joint... Hold down the Alt key to look at the qualities of the room you're mousing over, including the huge piles of animal filth.
Last edited by marcusaddamsson; Jan 8, 2023 @ 1:33pm
boytype Jan 8, 2023 @ 1:34pm 
Iron Willed and Steadfast are good (less likely to Mental Break), Ascetic is good (lower standards in general), Sanguine and Optimist are both good (Happiness buff).

And IMO, Psychically Dull and Deaf are both also really good. They reduce the impact of both positive and negative psychic drones, but it is worth it to me to miss out on the positives in exchange for being immune to the negatives.
Last edited by boytype; Jan 8, 2023 @ 1:42pm
POMF POMF Jan 8, 2023 @ 1:36pm 
Cool thanks
Dr.Acula Jan 8, 2023 @ 2:01pm 
Psychically Dull can also be useful as these pawns will be less affected by psychic events (negative as well as positive).

Ascetic is also very useful as these pawns will be considerably less demanding and will be happy even if certain demands arenot fulfilled.

There is also the "kind" trait which means the pawn is usually nice to others resulting in less drama and fights.

You can also add more traits through mods which will provide you with even more positive and negative traits related to mood and behaviors. "Dunce" for example is a trait from "Vanilla Traits Expanded" which provides a +20 mood boost in general to the pawn because he doesn't understand the issues others have. That trait comes with negatives though as that pawn is not very bright (negative to learning and bad at social)
marcusaddamsson Jan 8, 2023 @ 2:12pm 
I got a heck of a combo with my current playthru.. whole colony is based on one single guy, the mechanitor. The first pawn the storyteller sent me was a highmate, so I paired 'em up. Both of them literally couldn't be happier most of the time. I've got an ascetic as the third colonist, so I piled a whole bunch of dead mechs in her room... so she's pleased as punch.

Otherwise, I can't really recruit 'cuz my highmate is the social, and she's from a different Ideo. And I can't even appoint an interim priest, 'cuz I don't have three pawns from my religion. So I've been enslavin' some pawns, operating on the rest and just slowly (ever so slowly) inching my way towards viability.

It's very odd having 100% of the offensive power centered on one and only one pawn, but he's perpetually happy... so it's not a big deal so far.
di eshor ribly Jan 8, 2023 @ 2:16pm 
Psychopath is also a decent trait for consideration.

Mood wise, a regular colonist will be upset that another colonist (Bob) got mauled by that yak in a hunting accident.... the psychopath will just go "huh, that sucks. what's for lunch?". Psycho's don't care about events or incidents that don't directly impact them. They do not care that you forgot to feed your prisoner and they starved. They do not care if you harvest organs (Bob may have needed that lung but he wasn't happy that you 'stole' it). They do not care about bodies lying around (darn it Bob, we just replaced your lung!). They don't even care if other colonists die.

So depending on what kind of morals your colony operates under having a bunch of psychos may be just what you need.
marcusaddamsson Jan 8, 2023 @ 2:23pm 
Originally posted by di eshor ribly:
Psychopath is also a decent trait for consideration.

Psychopath isn't bad, I think I prefer Bloodlust instead. Same corpse stuff. The issue with Psychopath is that positive social stuff doesn't give a bonus, like happy kids.

BTW OP, I'm not a heavy mod user, but this one is very useful to keep on top of moods:
CM Color Coded Mood Bar [1.1+]
Last edited by marcusaddamsson; Jan 8, 2023 @ 2:26pm
Astasia Jan 8, 2023 @ 2:31pm 
Cannibal and Bloodlust are the best mood enhancing traits. Cannibal can be basically a permanent +43 mood, +8 from human leather clothes, +20 from raw cannibalism, +15 from cooked cannibalism. They stack, have your colonist eat a meal and then nom on some raw meat, repeat as needed. If you want a really easy time with mood make a cannibal colony.

Bloodlust is less easy to maintain high moods with and works best if you have just 1 in your colony, they get the +8 from human leather clothes and avoid many negative mood debuffs, and after combat you can make them finish off downed enemies for a huge mood buff that lasts a while (usually mood is the lowest after combat so it helps a lot at that point).

Nudist is the next best, with +20 mood for being naked, followed by iron-willed which is -18% mental break threshold (similar to having +18 mood, except without bonuses to inspirations).
BanDHMO Jan 8, 2023 @ 3:11pm 
There's a bunch of good youtube videos ranking RW traits. For what you are asking, Iron-Willed is very good. It's not the highest bonus, like Bloodlust can give, for example, but it's not situational.

EDIT: Also, if you have Royalty, Psychic Sensitivity/Dullness get flipped. In the base game they are only about psychic drones events and lower sensitivity is better, but in Royalty you can be the one doing psyonics, so more is better.
Last edited by BanDHMO; Jan 8, 2023 @ 3:14pm
Steelfleece Jan 8, 2023 @ 3:43pm 
Psychopath works best if you're being very very bad. For instance, you keep butchering prisoners for their supple, supple leather and also meat exports after strategically removing a kidney, a lung and then the heart. You betray people for fun. And you use 4-year-old children to lure wild predators. It disables so many mood penalties that normal, sympathetic people would break under.

I'm not saying you should do any of this, by the way. But if you do, psychopath is the way to go. And also ensure you have a decent sized freezer to store the bodies and meat.
POMF POMF Jan 8, 2023 @ 4:33pm 
Is there no way to bypass a Biocoded weapon?
boytype Jan 8, 2023 @ 4:39pm 
Originally posted by AggroRuby:
Is there no way to bypass a Biocoded weapon?
There are mods that allow you to remove the biocoding, but there is no way to bypass it in base game.
POMF POMF Jan 8, 2023 @ 4:40pm 
Originally posted by boytype:
Originally posted by AggroRuby:
Is there no way to bypass a Biocoded weapon?
There are mods that allow you to remove the biocoding, but there is no way to bypass it in base game.
not even with debug menu?
boytype Jan 8, 2023 @ 4:41pm 
You could just spawn in another version of the same weapon that is not biocoded, if you are gonna use the debug menu.
POMF POMF Jan 8, 2023 @ 7:33pm 
In Biotech you can extract ovum's does any of the gene's of the "mother" (owner of the ovum) pass over into the infant?

Like If I took the ovum of a purple skinned Highmate and then fertilised it with a red Impid then implanted it into a Baseliner.

Will the Baseliner then give birth to a Impid or Highmate with ether of the skin colors and so on?
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Date Posted: Jan 8, 2023 @ 1:25pm
Posts: 16