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Or just sell them, banishment is not that profitable. Or keep them for organs.
I joke, but, really, I can't bring myself to play dark like a lot of people do. Worst I'll do is cannibalism, and that's just recycling the raiders I had to kill. Hell, I've been known to do a lot of catch and release. Patch them up, convert them, send them on their way. XD Spreading my ideology at least?
So, I often end up with less-than-optimal colonists, but banishing anyone often gives the other colonists debuffs, so I don't do that. My solution has mostly been to use the Vanilla Expanded Outposts mod to send the less-than-optimals off to form an outpost. Then they're out of my hair, no one gets debuffs, and I occasionally get useful stuff from the outpost. But, sometimes I keep the less-than-optimals, too. One time, it was a guy who was a refugee who decided to join. He had a couple good traits, not very good skills/passions, and also a massive alcohol addiction. I'd never had a pawn with an addiction, so I thought I'd see what it was like. Getting him dry once the alcohol supply he came with was exhausted was hard, and a lot of "interventions" were needed, but when he finally made it out the other side, he actually turned out to be pretty decent, a good hunter/sniper, and he even married a colonist with the "staggeringly ugly" trait, and they had a kid (Again via a mod). Anyway, I felt good about "saving" him, at least, so there's that. LOL
Imprison the unwanted pawn, and leave the cell door opened. Pawn will escape, and leave the map. None of your pawns will be sad.
Seems like iam too atttached to colony pawns.
If it's someone like the Empire deserter whom I'd like to add to increase manpower (I usually start in pairs) I'm perfectly willing to reload until it bugs out and I have to restart; I've reloaded until I have at least 5 candidates shortlisted before.
I might not reload if the newcomer isn't a total loss and can still serve in some capacity; I've added some volatiles, depressives, and incapable of dumb labor types among others as long as they have needed skills or the other traits are worthwhile. With pyromaniac rebalancing mods even those are pretty welcome.
I got VE Outposts ostensibly to foist off those I don't care for into a camp somewhere but in practice I've never used the mod more than a handful of times because either they need more than one person to set up (for stuff like fishing, etc) or I feel like everyone that I accept is part of the family and shouldn't be condemned to virtual purgatory.
placing them further away from food / hospital / other colonists
making them addicted to something
get some aggressive pets
put them in ugly clothes
maybe a hut outside of your save colonywalls
with some luck your guys will go crazy and get mauled to death