RimWorld

RimWorld

Similar Feb 10, 2024 @ 4:43pm
Joining?
Bit confused about what causes pawns to join. In my current game, which is going insanely slowly, I've rescued maybe 30 pawns (and maybe 30 dying raiders) and had numerous guests and not a single one tried to join, and then, on day 740, a 14 year old girl crashes in a pod and is bleeding out, so I send my colonist out to rescue her, thinking it'll be the usual, but the moment my colonist picks her up, she joins.
(And then as soon as she could walk, she started training the self-tamed squirrel my colonist can't do anything with, and things got all cute, so now I have a problem).

I had a 79 year old man with dementia, two cataracts, frail torso and bad back, who I rescued five times in a row (because he barely made it outside my walls before he collapsed. His movement was 20% when it was at its best, and 10% at worst, so he started starving practically before he made it out of the door), and he didn't try to join.

And they all think everything is extremely impressive and lavish meals and they're happy and whatnot, but it doesn't make them want to join. Which, just to be clear, I've been happy with, but it is kind of confusing. Most of them quite like my colonist too, not like if she was a Highmate, but still, they're pretty positive. I don't think the 14 year old even had an opinion at the time she joined.
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Showing 1-11 of 11 comments
Steelfleece Feb 10, 2024 @ 4:45pm 
It may be different for the 14-year-old since that makes her a child according to Biotech. Usually, rescued folks don't just join of their own accord without a little pressure.
Similar Feb 10, 2024 @ 5:04pm 
hmm. True (and the 14 year old does only have the 'childhood' background), but in another game things had been much the same, with nobody trying to join for years, and then I rescued a 40-ish year old wild woman (psychopath, Hussar, with an Intimate Assassin background) who joined the second she was carried into my base.
She'd lost numerous fingers and toes to frost bite, so that probably does make you feel rather positive towards someone who gets you out of the cold, but still, a lot of those I rescue are moments from death and don't try to join.

I hope it's not just completely random. That would be disappointing.
MadArtillery Feb 10, 2024 @ 5:05pm 
Generally rare for a rescue to join. How happy a pod rescue is is irrelevant pretty sure. Just effects refugees join rate though still rng to it. Think rescue joins is purely tied to drop pods as well, no other rescues and I don't believe repeatedly rescue someone will reroll that. Atleast never in all my hours had a non drop pod rescue join. Pretty sure it is pure rng.
Last edited by MadArtillery; Feb 10, 2024 @ 5:07pm
Steelfleece Feb 10, 2024 @ 5:05pm 
Wild men/women are treated as animals in some ways. Never seen it happen myself, but I know animals sometimes spontaneously join when they wake up after being rescued, so maybe wild men can too?
Similar Feb 10, 2024 @ 5:16pm 
Originally posted by MadArtillery:
Generally rare for a rescue to join. How happy a pod rescue is is irrelevant pretty sure. Just effects refugees though still rng to it. Think it's purely tied to drop pods as well, no other rescues and I don't believe repeatedly rescue someone will reroll that. Atleast never in all my hours had a non drop pod rescue join. Pretty sure it is pure rng.
I did have a game a long time ago where I rescued a wild girl three times, and the third time she joined, so it felt like she got more and more positive (on the other hand, it also got colder and colder outside and she likely wouldn't have survived a fourth time).

But yeh, I've also had people join when it was early game and I was living in a dark cave with dirt everywhere and it absolutely didn't seem like a forever home.
Similar Feb 10, 2024 @ 5:18pm 
Originally posted by Steelfleece:
Wild men/women are treated as animals in some ways. Never seen it happen myself, but I know animals sometimes spontaneously join when they wake up after being rescued, so maybe wild men can too?
It seems like they probably have a chance to join, at least.

I've never tried the taming thing. That just seems wrong, but rescuing them can sometimes make them join.
MadArtillery Feb 10, 2024 @ 5:22pm 
Originally posted by Similar:
Originally posted by MadArtillery:
Generally rare for a rescue to join. How happy a pod rescue is is irrelevant pretty sure. Just effects refugees though still rng to it. Think it's purely tied to drop pods as well, no other rescues and I don't believe repeatedly rescue someone will reroll that. Atleast never in all my hours had a non drop pod rescue join. Pretty sure it is pure rng.
I did have a game a long time ago where I rescued a wild girl three times, and the third time she joined, so it felt like she got more and more positive (on the other hand, it also got colder and colder outside and she likely wouldn't have survived a fourth time).

But yeh, I've also had people join when it was early game and I was living in a dark cave with dirt everywhere and it absolutely didn't seem like a forever home.
Likely that is because wild people are treated as tameable animals as steel suggested. Guess you can add that to the list.
Astasia Feb 10, 2024 @ 11:40pm 
Whether a rescued pawn joins your colony or not is influenced by a number of factors:
Faction - Pawns in a major faction are much less likely to join than say "spacers." Spacers have a fairly high chance of joining.
Weather - If the weather is extreme and walking off the map into the wilderness seems like it would be a dangerous thing to do, pawns have a higher chance of deciding to stick around.
Injuries - The more injured they are when they regain consciousness the more likely they are to join I believe. I don't know if it's looking at specific stats like moving more than others.
Age? - I don't remember for certain if age was listed anywhere as being a factor, but I think younger pawns are more likely to join.

These only apply to "rescued" pawns. Capturing a pawn will never cause them to join voluntarily, so enemy pawns don't use this system at all. "Visitors" might offer to join but only if downed and rescued and their allies have left the map before they recover. "Guests" do not offer to join. Refugee quests are an exception and some or all members of the quest can offer to join over the duration.
Halcyforn Feb 11, 2024 @ 12:12am 
hmm taking raiders and save them hmm its hard to make them join best capture and reeducate or make them slaves, idk how look vanila i always play with hsk hardcore. if you want join strangers what was heavy injured you need heal them with max possible medicine in the best hospital room what you have it give you more chances. im more varry of colonists what from nothing join to my colony i restrict their movment for one year to special rooms with turrets i hate spy.
Similar Feb 11, 2024 @ 2:49pm 
Originally posted by Astasia:
Whether a rescued pawn joins your colony or not is influenced by a number of factors:
Faction - Pawns in a major faction are much less likely to join than say "spacers." Spacers have a fairly high chance of joining.
yeah, especially people from the empire seem safe to rescue; they're out the door practically the moment they can move.

Originally posted by Astasia:
Weather - If the weather is extreme and walking off the map into the wilderness seems like it would be a dangerous thing to do, pawns have a higher chance of deciding to stick around.
Injuries - The more injured they are when they regain consciousness the more likely they are to join I believe. I don't know if it's looking at specific stats like moving more than others.
Pretty sure it doesn't look at whether they can actually survive, at least. I have plenty of people who run naked out in a snowstorm and such (if I haven't had time to get some clothes on them).
And they're excessively good at leaving right when their food has run out too, and/or when they're getting really tired.

Originally posted by Astasia:
Age? - I don't remember for certain if age was listed anywhere as being a factor, but I think younger pawns are more likely to join.
I don't think I've noticed a pattern there, but it might not be easy to spot either, what with factions and other factors influencing things too.

Originally posted by Astasia:
These only apply to "rescued" pawns. Capturing a pawn will never cause them to join voluntarily, so enemy pawns don't use this system at all. "Visitors" might offer to join but only if downed and rescued and their allies have left the map before they recover. "Guests" do not offer to join. Refugee quests are an exception and some or all members of the quest can offer to join over the duration.
Right. Refugees can also be quite difficult to predict. They do mostly ask if they can join if they're somewhat happy, but sometimes it doesn't take much at all. I've had people who really didn't seem to like anything about my place ask to join (Yttakin refugees, in particular, often seem like they're constantly unhappy).

The whole thing is still something of a mystery, which is good, and not completely random, which is also good.
Astasia Feb 11, 2024 @ 2:59pm 
Originally posted by Similar:
Pretty sure it doesn't look at whether they can actually survive, at least. I have plenty of people who run naked out in a snowstorm and such (if I haven't had time to get some clothes on them).
And they're excessively good at leaving right when their food has run out too, and/or when they're getting really tired.

No it doesn't consider any of those factors. It just looks at the weather on your map to determine if it's "dangerous" or not, high heat, very low cold, toxic fallout, those things add a multiplier to the chance they will join. This was mentioned in patch notes during one of the alphas IIRC. It definitely doesn't make it a certain thing, as I guess I would say if the pawn had like a 20% chance to join it might increase it to 30-40%. I'm certain it's a factor, but I don't know the exact amount.
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Date Posted: Feb 10, 2024 @ 4:43pm
Posts: 11