RimWorld

RimWorld

Recall Pawns and Animals and other questions.
I was watching either Adam or Noobert and they mentioned something about being able to recall pawns like if a raid happens or something. They didn't use the word "draft" I specifically heard the word recall. Google gives me nothing so any help on how I can do this would be appreciated.

Also was wondering is there a way I could set policy for all prisoners current and new? I have to click recruit for every one and also manually change food and medicines for each individual.
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Showing 1-6 of 6 comments
Astasia Feb 3 @ 8:58am 
There isn't any mechanic or button in the game named "recall," at least without mods. I would assume, if it's in reference to raids happening, they may have meant changing area assignments so everyone would run to a predetermined safe area, which works for colonists and animals. This would "recall" somebody on their way to haul something at the edge of the map or whatever. Or you could "recall" a caravan by selecting it and sending it back home to maybe help defend against a raid if it was still close enough.

Prisoners use the top food policy, you can edit that policy to be for prisoners and move your colonists to different policies. That's really all you can do there. Just depends on if you want to change the food policy for every new colonist or every new prisoner. Alternatively you could set a stockpile in the prison with the food you want them to eat in it, or a nutrient paste dispenser, then the prisoners assigned diet wouldn't really matter much, wardens don't deliver meals if prisoners can get their own food.

For medical, you can set defaults for colonists/prisoners/guests. Select a colonist and either below their medicine quality selection or at the bottom of the drop down (I don't remember which offhand, it's a muscle memory interact at this point) there should be a "set defaults" or something button. Click that and it will open a window to adjust the default medicine quality for various pawn types.
Veylox Feb 3 @ 9:10am 
Usually when a raid happens, people switch from one allowed area to another.

Let's say your basic allowed area for all your colonists encompasses the entire map, when a raid hits you just go in the allowed zones and in one click switch everyone to a zone that you created that only allows them to stay within the walls/buildings. Saves you the trouble of having to manually verify whether each individual guy is in danger or not. You just switch the entire colony and everyone runs to safety. That's probably what you've seen. Doing that for every event if you also have animals and mechs to manage can get annoying (because now you have to do it in three different tabs) so there's even a nice mod to automate the process, automatically switching everyone between the two zones you want depending if a threat is on the map ;


https://steamcommunity.com/sharedfiles/filedetails/?id=3264193512&searchtext=aaaa
Last edited by Veylox; Feb 3 @ 9:12am
In addition to what's stated above, note that there actually are some mods that outright teleport pawns. For example, there's a "teleport pawn" button in Character Editor. There's even some mods with names like "Beam Me Up Scotty" that outright have teleporters as game mechanics. Without context, however, I'd suspect that the others are right, and "recall" is referring to some manner of ordering pawns to return by walking back home.
Originally posted by Astasia:
There isn't any mechanic or button in the game named "recall," at least without mods. I would assume, if it's in reference to raids happening, they may have meant changing area assignments so everyone would run to a predetermined safe area, which works for colonists and animals. This would "recall" somebody on their way to haul something at the edge of the map or whatever. Or you could "recall" a caravan by selecting it and sending it back home to maybe help defend against a raid if it was still close enough.

Prisoners use the top food policy, you can edit that policy to be for prisoners and move your colonists to different policies. That's really all you can do there. Just depends on if you want to change the food policy for every new colonist or every new prisoner. Alternatively you could set a stockpile in the prison with the food you want them to eat in it, or a nutrient paste dispenser, then the prisoners assigned diet wouldn't really matter much, wardens don't deliver meals if prisoners can get their own food.

For medical, you can set defaults for colonists/prisoners/guests. Select a colonist and either below their medicine quality selection or at the bottom of the drop down (I don't remember which offhand, it's a muscle memory interact at this point) there should be a "set defaults" or something button. Click that and it will open a window to adjust the default medicine quality for various pawn types.

Thank you for responding. I hate to be slow as I am still getting the hang of storages and how they work- how would I stockpile the prison with food other than nutrient paste? Wouldn't the meals spoil? Because if I could that would be ideal. Lmao I have a fridge in my animal pen just for kibble so the kibble doesn't spoil. They just come in and eat 😂

I am basically using the lavish food for sick pawns/prisoners and for people on the verge of mental break. I'm trying to stockpile it and as soon as I release restrictions it seems they eat it all up right away like 1-200 in a couple days. I will release the restrictions once I get at least 1000 saved up then my cooks can supplement the stack.

I will try the mod the person below you mentioned to see if that will help. I just found out today my kids need to go outside I have them restricted to base no outside access so when i heard recall pawns and animals I got excited. I also have a s* ton of cougars that I can't figure out how to get them to fight so I let them wander non restricted that doesnt help though.... there's so much to learn I can't wait to get all this figured out so I can play efficiently.
You can click drag policies from one pawn to another if you don't want to install mods as for recalling pawns just designate an area for a panic room.
Astasia Feb 3 @ 3:57pm 
Originally posted by Danger Girl Forever:
how would I stockpile the prison with food other than nutrient paste? Wouldn't the meals spoil?

Depends on the rate they are being eaten and how many you put in there, like if you had 5 prisoners in one room a stack of 10 simple meals would be fully refreshed every day so shouldn't spoil. If you only had 1 prisoner you could have a "do until 4" bill that unpauses at 0 for simple meals and have your cook just make a fresh batch of meals for them every couple days, assuming your colonists aren't also eating simple meals. You can feed prisoners raw food, kibble or survival meals and not really worry about them spoiling. Or if you have like a refrigerator mod which is pretty common you could store meals in that. Or you could freeze the entire prison room. Quite a number of ways to handle it.
Last edited by Astasia; Feb 3 @ 3:57pm
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Date Posted: Feb 3 @ 8:32am
Posts: 6