RimWorld

RimWorld

Witch ~ Nov 28, 2023 @ 11:22pm
My colonists hate each other to.the guts for some reason
Which causes them to never bond with each other and fall in love. Almost everyones on negative. Any way to fix that?
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HunterSilver Nov 28, 2023 @ 11:49pm 
You can check their social tabs to see what's going on. Generally this occurs because of disfigurement, anti-social traits such as psychopath, traits that conflict such as Hardworker and Lazy, low beauty, compounding negative social interactions, or just lack of interaction.

If you have the dlc, things such as conflicting ideologies, attempts to convert, and having something that an ideology looks down on such as a disliked race, can also reduce social levels.

Make sure colonists have opportunities to interact. Just being beautiful and kind will also do wonders for getting everyone to get along.
Witch ~ Nov 29, 2023 @ 5:13am 
Originally posted by HunterSilver:
You can check their social tabs to see what's going on. Generally this occurs because of disfigurement, anti-social traits such as psychopath, traits that conflict such as Hardworker and Lazy, low beauty, compounding negative social interactions, or just lack of interaction.

If you have the dlc, things such as conflicting ideologies, attempts to convert, and having something that an ideology looks down on such as a disliked race, can also reduce social levels.

Make sure colonists have opportunities to interact. Just being beautiful and kind will also do wonders for getting everyone to get along.
Seems 90% of the problems are.that they got insulted. I have a lot of breakdowns due to minor issues and most of them were insult sprees
Last edited by Witch ~; Nov 29, 2023 @ 5:13am
HunterSilver Nov 29, 2023 @ 7:03am 
Yup, insults will do that. Make sure improve your colonist's mood to cut down on the mental breaks first, then schedule colonists to spend rec time together. Social penalties from insults fade over time, and being able to talk helps a lot with improving social levels.
Quill Nov 29, 2023 @ 7:12am 
Originally posted by HunterSilver:
Yup, insults will do that. Make sure improve your colonist's mood to cut down on the mental breaks first, then schedule colonists to spend rec time together. Social penalties from insults fade over time, and being able to talk helps a lot with improving social levels.
If all else fails schedule the problematic colonists to be separated if they keep insulting one another so that the insults fully fade from the social tab before you let them be around one another again

And depending upon some colonists it may have to be a permanent setup. Had a colonist that came with 20 Crafting but dude was staggering ugly with creepy breathing. He had to work by himself until my Colony died or he would just always be insulted by everyone
Pizzarugi Nov 29, 2023 @ 7:58am 
If you're not trying to stay perma tribal and you have Royalty, consider dedicating some resources towards obtaining Techprints for Aesthetic research so you can make a nose and shaper bionics which can both turn a pawn beautiful. Should help a lot with social interaction, or at the very least mitigate ugly traits.
JD_Mortal Nov 29, 2023 @ 11:46am 
Give everyone a forced recreation time, which places them all in the same spot at the same time. You can do this with overlapping schedules if you have one group do forced recreation before working, after waking and the other group do it after working and before sleep. Right at the "shift change".

That will help them be more social with each-other, even the anti-social ones. Having a few "cuddly" pets follow them, is another way to reduce that issue. They will destress and focus on the cuddly pet, instead of focusing on name-calling, gossiping and picking fights when slightly stressed.

For those ODD trouble-makers, you really just need a time-out "third shift" schedule for them. Separate those few rare individuals from the herd... Have them sleep while others are working and work while others are sleeping and NOT joining them in the same recreation period.

Sometimes, in extreme cases... You just have to cut your losses and cull the herd...

Have them mine in a place where a cave roof is going to collapse. No body, no crime! Have them try to train a cougar, if they have no training skill! Have them try to melee-attack a boomalope! Have them build a "support" in a room, while another guy closes the only way out with a wall segment! (They are not smart like visiting pawns... They will just sit and die instead of destroying a single wall segment to "get out". Visitors, I accidentally trapped in a built structure, without a door, and they actually made their own exit themselves!)

Fun things you CAN'T do, but should be able to do... To get rid of unwanted pawns...

Train cougars to eat raw meat from your head.
Swim in full armor.
Shoot while wearing a shield-belt. (All trajectories are inward!)
Poke a bear.
OD on anything. (You'll never see a lavish meal the same way, once you get diabetes from ODing on them!)
Major blood-loss from an inability to butcher or use the stone-cutter, due to lack of skill, leading to an "accident".
Malfunctioning, or user-assisted, malicious use of an automated door, made from heavy material.
Tinfoil hat accidents, in a rain-storm, due to lighting.
Accidental triggering of your own traps, due to having low intelligence or some clumsy attribute.
Installing 20 AC units backwards, in a long hall, leading out of the offending pawns newly assigned bed-room. Oh wait, you can do that! But you can't turn things off yourself, only adjust the thermostat, with your own free-will. The ONE thing THEY can't control, and they should be controlling!

P.S. If you MUST keep them around, and the "scheduling thing" and cuddly pets don't help... You can isolate them by restricting them to their own zones. You can have them live as a hermit, sharing food only. In battle, you want those people around, if only to have them go kamikaze for the colony, when it is needed!
Last edited by JD_Mortal; Nov 29, 2023 @ 11:49am
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Date Posted: Nov 28, 2023 @ 11:22pm
Posts: 6