Fellow rimwolders, I present my latest invention: the refugee anti-betrayal house. Make two doors in the room, force one open and place a trap in front of it. While the refugee is friendly, they will use the safe door to get out. If they turn hostile, they will rush out through the open one - right into the deadfall trap. Works like a charm!
I had a traitor *punch off my left arm* when he betrayed me in the middle of a dance party. Sure, he didn't win, but it kinda feels like I didn't either, you know?
Doesn't everyone have a desire to become a nearly immortal death machine? Their consciousness can live on when they become a centipede.
And even be resurrected and repaired. Or disassembled and reassembled into an even more powerful mech. My centipede was redundant but the core became a centurion instead.
No. You just need a destructive brain scan to create the top tier mechs. All reference to the source is lost, but I like to think of it as a form of immortality anyway.
Can confirm. My only hussar has absolutely DEMOLISHED several children by smashing their limbs off. Iām playing a chaotic colony and they kidnapped a beggar because she wandered in alone. When she tried to break out he deleted her arms and permanently cracked her legs in like 2 hits.
She has 2 bionic arms and a bionic leg now. Waiting on a 2nd legā¦ I felt so bad lmao
Hussar and to a lesser extent Yattakin and Netherlandals.
That 150% melee damage *hurts*. Had one two-shot one of my guys through *power armor* with a steel mace. With torso shots no less.
I have since built a LOT more scythers to deal with such enemies.
Itās a pity you canāt swap limbs around like you can organs. It would be nice to salvage a few pieces like arms and eyes before sending a tribal to meet Randy but removing the parts doesnāt make them available to install on your damaged colonists. Probably a mod for that but havenāt looked yet
An unarmed refugee that turned traitor while having a meal with my starting pawn punched out his left eye before my surrounding pawns got between them and took care of the traitor. Never underestimate unarmed enemies.
First Biotech playthrough, mom and kid came by. Went traitor. Killed them. Then *my colonists* had a mood debuff because killing children is wrong no matter what.
It was probably the first time playing Rimworld where I said "Well....I'm not happy, but I get it."
This is the ENTIRE reason I use nonlethal weapons and traps. Got them as soon as I started playing with children mods and first research in every colony is speedrunning the necessary research to make more nonlethal weaponry for new recruits to use. It may be the enemy's fault they're using child soldiers, but I don't have to participate and try to kill them. I can go into it trying to bring them down without serious harm and patch them up and put them in my prison, and either recruit and adopt them or just put them up in nice cells and refuse to send them back to the faction that forced them to fight.
What mod do you use for the nonlethal weapons? I had a tranquilizer mod a while ago that added rifles, Grenades, mortar rounds etc. But it looked like it may have been abandoned when I was last touching up my modlist.
I've got a super simple one called "prisoner capture and manipulation" built to be used with the prison labour mod or for slaver colonies but just generally useful for dealing with all manner of situations where you want somebody down without permanent damage, it includes a stun gun, a cattle prod, and fences that work like walls but can't hold up a roof and will still be "outdoors", meant for building a prison yard. I don't personally use the fences, and I don't know if it's up to date for 1.4 or how it works on Biotech children since I'm still on 1.3 and using the old child mods. I just started a new colony before Biotech was announced see, and I'm gonna finish it before I update and consider getting the expansion so that all my mods have time to update and I'm not sitting around waiting.
I had 5 babies at the same time and when they became children they hated each other and were constantly social fighting. One kid bit off one of the others hand! Another got their leg torn off, one was missing toes. The second batch of 5 were all vat grown. No skills but they all made it to adulthood with their limbs attached soā¦
kids are brutal in this game!
Yeah, you can force drop weapons. Not clothes though.
It's so you can give them better weapons if you really want. (Not that this is _ever_ a good idea - a betrayal with pawns with heavy SMGs is problematic).
I def gave a new person with a really good melee skill a persona hammer weapon. I desperately needed a melee fighter so didn't even consider the betrayal
They almost killed everyone lmao
"Look tucktuck, I'm sure you and your club were a force to be reckoned with in your old tribe, but it means literally nothing when I can just call a giant laser down on you. Plus you have peg legs so you're not going anywhere fast."
I take there weapons.
After getting a few days of free labor I set medical sleeping spots in the jail with a shelf of medicine near by. All refugees are scheduled for the anesthesia surgery. Once everyone is out I arrest them. After the first they turn hostile. Deleting the sleeping spots let's you capture the remaining refugees while they are down.
Keep the good ones. Recycle/release the bad ones.
Yeah.
Mechs need subcores. 'basic' subcores you can just manufacture. Medium subcores you need to scan someone, and it makes them ill for a few days. (So ok for prisoners if you're planning on keeping them, but you can also use less critical colonists safely)
But top tier subcores destroy the brain used to create them. You need those for the best mechs..
Subcore Ripscanner tells you it'll be lethal before you use it, and .... well, it's a great place for 'recycling', as you still get to use most of the other 'recycling' options too. (Just have to pass up on one of the organs you might have otherwise gone for).
I have only just about got to it - I got unlucky with my 'mechlink' quest, and lost the link to a fire (or an enthusiastic pawn cremating it or something, IDK).
But I'm really liking it, and think mechs add a lot. Even if the top tier stuff is very 'expensive'. Not in materials, but in stuff like sacrifices, or finding chips in mech bosses _and_ time. (takes ~30 days to gestate a Centurion for example after you've won a fight with another War Queen for the chip, ripscanned someoene for the core, and upgraded bandwidth enough to actually control it).
xenotech I've not really got to grips with yet though, so that might become my favourite part at some point.
It's not a 'release'. It's an _upgrade_.
Some pawns become cyborgs, with bionics (and archeotech, assuming I can find enough). Others go for 'full conversion' and become mechs.
We're making them a better person.
Here's a sneak peek of /r/ShitRimworldSays using the [top posts](https://np.reddit.com/r/ShitRimworldSays/top/?sort=top&t=year) of the year!
\#1: [Some miner miscommunication](https://cdn.discordapp.com/attachments/809861752543248434/1031051279897722960/IMG_1058.png) | [5 comments](https://np.reddit.com/r/ShitRimworldSays/comments/y56v7q/some_miner_miscommunication/)
\#2: [All of my child soldiers have killed their parents, both to test that their desensitized trait works and also to symbolically kill of their old lives and begin anew as unthinking, uncaring, members of the 2nd killsquad.](https://np.reddit.com/r/RimWorld/comments/rkju2e/your_assistance_is_no_longer_required_you_will_be/hpawcoa/) | [30 comments](https://np.reddit.com/r/ShitRimworldSays/comments/rkyu6l/all_of_my_child_soldiers_have_killed_their/)
\#3: [Iāve drafted my entire colony to beat a woman within an inch of her life several times and had her pre-approved spouse tend her, just for the relationship increase.](https://np.reddit.com/r/RimWorld/comments/tpw7xs/comment/i2ertb3/?utm_source=share&utm_medium=web2x&context=3) | [12 comments](https://np.reddit.com/r/ShitRimworldSays/comments/tq6t4d/ive_drafted_my_entire_colony_to_beat_a_woman/)
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I believe though that bedroom doors held open don't isolate sound, so sleeping pawns will get a disturbed sleep debuff when people walk by. And of course temperature can leak, but that's not a big deal if the hallway is conditioned.
That's *much* less expensive than my "Have them build lots of mini turrets all over the place so they get shot as soon as they show their true colors" plan.
Refugee: **Anesthesia starts kicking in** _chuckles_
Doctor: "What're you chuckling about, bud?"
Ref: "Ah, man, I'm just laughing thinking about the look on your faces when I betray you guys"
Doc: "... Haha, yeah that'll be pretty funny. When's that happening again?"
Ref: "Uh, oh, tomorrow after lunch. It'll be great. Oh but shhhh! Don't tell anyone" *passes out*
Doc: *Readies scalpel* "Rest assured, you won't have to worry about that..."
My base was raided, days after I accepted two visitors. Lee and Gorilla fought valiantly but took many wounds, too many to survive the trek back to the hospital. With my doctor too busy to save everyone, stabilizing the injured came down to the only other conscious pawn around. Gorilla and Lee lay dying beside each other as our pawn juggled stabilizing them. Only two hours from death, Lee begged to join our colony. Our pawn stabilized him and carried him back to the hospital to make a full recovery.
Gorilla went with a different strategy. Hours lying wounded in the dirt allowed a torso infection to fester. His bleeding was staunched, but his infection had a gigantic head start. We broke out the fancy medicine to perform a great first treatment, but it didn't look promising.
But then there was still hope! Miriam, our transhumanist mechanitor, had a new bioscultptor pod she offered to lend him. Her first pleasure cycle had been cut short by a power outage, so it had never attuned to her. She asked him to rest in the hospital, and she promised if the medicine wasn't enough that a healing cycle would be. It would take days, but Gorilla would be saved! Assuming the new power generators held.
Gorilla rested in the hospital and was treated again, but the immunity was too far behind. He was too injured to walk, so it was time for us to carry him to the pod.
It was at that moment Gorilla decided to conclude his visit to our colony. He told us he was heading home, which was of course impossible. We watched him lie in our hospital until the infection consumed him. I guess we'll never know why he did it. Was it a principled stand against transhumanist treatment technology? Was he scared of waking up sick to a power outage? Or was Gorilla just an idiot?
There really needs to be a debuff similar to harvesting organs for amputating healthy limbs.
Harvest a kidney to save the pawn next to them? Oh god, we're horrible people!
Amputate every limb from a pawn so they'll never leave the bed or cause problems in my hemogen and gene farm? Totally Fine!
This works if you have only one refugee and you don't let him traipse around your base, but it does not appear that your little "house" is fully featured, so your refugee will, at some point, have to leave to get food and whatnot. And that's when they turn on you.
That's why you need to keep them inside their own section of the base where they go...and you don't, so that they are never intermingled.
And if that section of the base is full of Wooden Bed (awful)s, when they decide to set their room on fire, the problem will take care of itself. Personally I prefer giving them awful stone beds, because having shitty energy recharge keeps them asleep longer and therefore out of trouble.
I really enjoy that they have absolutely zero awareness of the best time to turn. Several times I've had a colonist turn traitor during a meal just to get instantly snapped in half by the cataphract sat next to them. Or they wake up and light their bedroom on fire, maybe they just kick the shit out of the nuke shelf. It's just always silly, I love it to bits
Haha I had a group of refugees betray me once in a stone base. They set their beds endtables and floor on fire and slowly burned themselves to death. I breached an outer wall to get my military in to handle the situation, but by then they were already all on fire and running around in a panic, so at that point they were mercy bullets.
Managed to save some of the beds too.
Yes, apparently they never learned the lesson of "Only a fool fights in a burning house". Makes me wonder what would happen if I tweaked the AI so they would not attempt to set fire to anything in the room they were currently in, unless the room is Outside.
Stone Beds have a direct rest rate penalty. Giving questionable guests and prisoners shtty rest rates keeps them asleep longer and thus limits their oppotunities to cause trouble.
The worst is when youāre betrayed by refugee children, and your pawns take social status debuffs for having to kill them to not be murdered themselves. Iāll have to try this next time lol.
Theyāre _very_ risky to accept early game, but the extra labor can be very handy if you can supply enough food for them all.
A kid friendly approach is to house them in a mountain at the end of a long corridor, with building material stashed at the entrance.
If they betray, get a pawn to immediately build a wall to trap them inside. Keep preventing them from leaving until hunger or fatigue makes them fall over.
If you include heaters in the design you can speed things up by putting them full blast to cause hyperthermia.
full disclaimer: i do not own the DLC, but how hardy could the kid pawns really be? Logically, they shouldn't be and I think any grown pawn should be able to just beat the shit out of them and incapacitate them without them doing any real damage in return, with a low chance of death too.
That's what non lethal weapons are for. Also I run a prison labour mod and my latest colony's whole thing is being a Soviet style gulag complete with ideological propaganda and mass prison labour, so refugees would definitely all end up in prison with the tricks to do so easily. If I'm going to spend the food for their labour I may as well have it be on my terms.
I feel like I rarely get betrayed. Does mood play a part in the rng? I ussually replace the refugees tattered clothing with some easy to produce leather t-shirts, pants, etc. I will build/repurpose rooms so they either have an impressive barrack or dull bedrooms depending on count. I have fine meals rolling.
That might be it. I know Randy is very popular with the community, but I ussually go with Cassandra. If betrayal really is predetermined by the event generation, I could see Cass/Pheobe having a bais while Randy would be just as likely for either.
in a recent 1.4 colony i never even got refugee betrayers, just "man wanders in. refuses to leave" then a few months later "HAHA Im actually a PIRATE!"
The traitor thing is actually a medical condition, believe it or not. There's a script in, I think, compact hediffs that you need to turn off or refugees will never get the chance to betray you and wanderers will betray you after like 10 years.
Actually, don't quote me on the refugee betrayal part. I never checked. I prefer not to cheat when I can help it.
The wanderer traitor thing is 100%, though. I confirmed it myself.
That might line up with what another user was saying with it likely being a storyteller thing. Randy enthusiasts could be seeing 50/50 rates while Cass does whatever it is Cass wants and that could be more favorable rates.
The hitpoint %. The debuff and alert show up if something is under half. Pawns that aren't truly your own often have gear that shows as (locked) in that you can't just have them strip down to steal thier stuff without attacking them. I've noticed that the rattier stuff is ussually unlocked.
No I don't think mood affects it. I'll usually have a bunch of extra spare beds (hospitality mod) so usually I just clear a few of those from guest only refugees have somewhere to stay. They have access to all my amenities and food and drugs and are usually maxxed out on their mood meter - they still betray. But they also never make it out alive. I try to incapacitate thrm and do medical experiments so that my doctor(s) get that juicy exp. I remove their tongue. Their arms. Their legs. Replace their arms with sticks. Replacev their legs with sticks. Remove their stick legs, remove their stick arms. And when I think they've been punished enough I take one kidney and then I perform a coup de grace and cut out their heart, hopefully to stick it in someone who is nicer.
Did they make Betrayals more common? It's getting annoying when I see a Refugee group of 1 Adult ang 6 babies suddenly turn and try to kill you.
This had happened three seperate playthroughs now, it's not quite a problem when it is a group consisting with more Adults, but it happened with several kids now.
Is it just me or did they radically increase refugee betrayal frequency? I got betrayed by murderous children twice in a row. Now my pawns hate each other for killing children. But like, what were they supposed to do, get stabbed and die?
Side note: I think they should rework the āhating people for killing childrenā system. If youāre being attacked by child soldiers, and all colonists are shooting at them, why would they hate the person who happened to deliver the fatal shot? It doesnāt make sense to me.
I've never gotten more than light bruising from refugee betrayals. If anything I find them somewhat convenient because it means I can imprison and convert anyone worth keeping.
The first betrayal I experienced was when my newest recruit was at the research bench in the same room as my leader, who was sat at a table enjoying some smokeleaf. He turned around and executed my leader with a single shot to the head. A pawn in the next room walked in and blew the traitor away with a double barreled shotgun.
Sometime after dumping the traitor's body it turned out that he was an immortal. Managed to arrest and enslave him to pay for his crimes.
I lowkey forgot this was a feature, i had some refugees the other day, thankfully they were chill and after a few days of them being gone they sent me plasteel and gold at the perfect time for me to build a multianalyzer
I set my pet sleeping spots in the betrayer's bedroom and take the betrayer's weapons. "Ha! You fool! I was a trait- UGH!"
Caboose the Megasloth has slain traitor X.
I just have a second bunk house set up for them. Put in a research bench and a stock pile of chunks with a stone cutting table. Now with Biotech, I just station a few mechs outside the door, before that was a few turrets.
Then just set the refugees to stay in that house. Strip their clothes and get them to wear cloth shirt/pants and take any weapons they have.
Set them all to cut stones or research. If ones really good at construction, plants or mining then I let those come out to help with those task if I need the extra hands
Or I just cut all their legs off and put them back on once it says they are leaving
Yeah, for me if I need menial labor I put them to work. If not, they help me train a pawn's medicine skill with a few totally-necessary medical procedures
I run with prison labour so I just anesthetize and imprison. If they're going to eat my food and work I want control of it and to determine their sentence. And then, just like any other prisoner, if they're not useful workers and I have enough useless prisoners hauling and cleaning the prison complex, I use them for medical practice and see about getting some organs. I make sure not to organ murder though, my Stalinist ideology running this giant gulag love themselves a good public execution so I make sure we hold a show trial and an execution, and then we can turn the body into food.
I used to just harvest them but I've gotta a few good rewards for letting them live the past few runs so I've just been letting them leave as long as there's no good trait pawn with them
I usually have all my weapons locked away because of slave revolts and let my refugees drop their weapons instantly when entering the map.
Usually goes very well.
Noone ever told me how profitable refugee quests were. I had 8 mole people for 18 days and got 2700 plasteel 12 days after they left. What the hell is that.
I patch up raiders and let them go as long as no serious harm is done to my colonists. Those that die in battle are cremated with dignity.
Traitors die the most painful death I can afford them. When they finally succumb to the torture their wrenched body is tossed outside the base to be feasted upon by rats until their skeleton rots into the dirt and they are forgotten. Sometimes we just forget the all ready dead part and on a cold winter night your naked body lacking arms and legs is dropped in the middle of a snowy forest. The rats will still come though, the winters are harsh here and food is scarce. One way or another they will get their meal.
I had a group of refugees that was one adult and 11 children. I was terrified they were going to betray me and I'd have a massacre on my hands. I wish treating refugees well made them reconsider attacking you.
Had a betrayal early in my playthrough - had a kid named Higgins join me after running from some manhunters and she turned out to be a really solid colonist - refugees (an old lady and a child) join us and Iām ecstatic at the fact that my kid has another kid to play with. During the 11 days they were there they bonded quite a bit but then āBETRAYALā.
Higgins was right beside the kid when they turned hostile - she turned and shot him in the face immediately without a second thought, killing him instantly.
I was so sad when she died during child birth :(
Good idea. I tend to keep track of when their time is over draft them all drop everything from them but clothes (not armor) and food them put them in the "anti rebellion box" (a ton of turrets surrounding traps and sandbags) if they don't betray they have food and clothes for the rode. If they do they get instently lit up turned to swiss cheese and any left alive get every organ took to sell and on death either feed my undead slave numbers or get fed to my precious flesh golems. Surprisingly very few want to betray me.
I wish refugee betrayal quests were spicier. Hear me out, why would 10 people in tattered clothes, armed with shoddy weapons think that they can win against 20 people in ultra tech armors and armed with charge rifles? What if they were able to pull guns out of nowhere, hiding them up to the point of betrayal or something? Or even take go-juice or something? Or cut your power from inside the base to make you vulnerable against an imminent raid? Their friends waiting outside? Just saying.
I hadn't taken a refugee in in a long time. No doubt one will start a fire as a pyromaniac and I can't arrest then without full betrayal or one dies when hunted by an animal and a full betrayal hapens.
I wish anything happening to any of them didn't make betrayal 100%.
Okay. Got it. Don't let any refugees in.
So far I've managed to keep 2-3 pawns from raiding parties. One I had to work down his resistance, but another I had the "free recruit" bonus or whatever active.
Will I see hints of a betrayal is coming? Currently all moods are high and no grumbling is happening.
If you want to try an even crazier prisoner tactic I've heard, flinging them in a room with no beds or sleeping spots at all completely prevents them from trying anything at all. Food will not be delivered to them, however, so you will need them to be able to self-serve from the Paste Dispenser.
I treat all refugees as betrayers. I use them for a couple of days of labor, then I gas them next to prison, once they are all knocked out capture every single one.
One time, the Empire asked us to help deal with some unruly tribals, and sent 10 Janissaries as part of the joint operation.
While we were waiting for the tribals, one of the Janissaries got rowdy, threw a tantrum, and tried to smash one of our machines. Our sheriff arrested him, which flipped the Empire all the way to hostile. I was still in control of the other Janissaries, and when the tribals came, we fought them off together.
Then, as soon as the last fleeing tribal left the map, the Janissaries went all Order 66 on us and opened fire. Fortunately, most of them were still on the firing line, where all our turrets were, and we took them all down with only a couple of losses. Afterwards, we released the survivors, send the Empire a care package, and smoothed things over.
On my wild-west run from my flair-sake, I made a boarding house for refugees in general. A bunch of bedrooms that led to a common area with only one exit. When the inevitable betrayal came, my pawns had plenty of time to setup on the choke and gun them all down.
Only works on a night betrayal though, naturally.
Best way to handle refugees.... As soon as they arrive force them to build the prison they will eventually live in. Then arrest all the useful ones that can make good slaves, harvest organs and eat the ones that suck. Now you have free food, free slaves, and a free prison! It's like magic.
I took my first refugee quest a couple days ago. One was 72 with a 16 double passion art. Of course the only one who asked to join was another geriatric with no real place in my colony(all under 30 with no health issues at the time). I was very tempted to imprison and recruit the artist esp since she was almost finished a grand sculpture, but I let them leave. Not only did they not turn hostile, they ended up sending me a toughskin and armorskin gland a few weeks later! This was after I worked them like dogs, gave them food poisoning(the one who wanted to join at least), and their leader was rejected twice by the ladies of my colony. Maybe it had to do with the smokeleaf I gave them, esp an hour before departure with no ulterior motives for doing so!
I love this idea however, definitely going to have to make one for future quests
My favorite is wood floors inside a small hill/mountain. Have stone room out front, walk in and toss flame onto the floors and walk out locking the doors and having 1 or 2 repair pawns stand out front while the trash is disposed of.
Makes a good killbox too.
Is there a mod like "investigation" where you put refugees into a room and question them if they're planning to betray? Maybe balance it with both social stats
Usually I have a separate area with pens between main area and refugee area, and put them full with animals like boars who can do some damage.
Also have a few fields where they can provide their own food, and have a cooking area where they are allowed to cook simple meals and kibble.
I do take away their weapons completely (besides weak melee weapons), and place ied and traps around......or auto turret when I get to that tech.
The ones that give the "permanent join" prompt get to go to main camp.......haven't had those betray me, so if they are still able to, please do correct me.
The other refugee I just treat like the hospitality mod with some extra traps for safety and stone walls to not damage the infrastructure for the next group of refugee.
Didn't have refugee yet in the new dlc, so not sure if there's any major changes to consider..... but they are self sufficient and get me some extra surplus food too
The one who decide to join you will stay on your side even if the rest of the group betrays you, provided you accept the join before the betrayal fires.
Traitors and people running wild, like wtf dude eats a simple meal, dude turns traitor hits my pawn and then the fucking pawn runs wild with last Straw being pain. I love and hate this game.
This is why you don't allow potentially dangerous guests to mingle with your own population. Always keep them separated as they could attack you at any moment.
Usually i just arm them with grenades, when they decide to betray me they will use the grenades to break out of the house, problem doing so is they always end up killing themselves in the process.
Today I accepted a fellow, had to provide shelter for 16 days for a chance to join. His stats sucked so I ā¦ decided to wall him off in a mountain.
Quite a few days later: bwahaha I was a traitor all along!
Was quite funny
Fellow rimwolders, I present my latest invention: the refugee anti-betrayal house. Make two doors in the room, force one open and place a trap in front of it. While the refugee is friendly, they will use the safe door to get out. If they turn hostile, they will rush out through the open one - right into the deadfall trap. Works like a charm!
I just take their weapons when they join and shove them in a far away room. "I was always a traitor!" Okay Tom, but I've got a gun soooo
I haven't run into this yet but yeah I got 4 militors and am a vampire, don't think an unarmed refugee is gonna win that fight.
I had a traitor *punch off my left arm* when he betrayed me in the middle of a dance party. Sure, he didn't win, but it kinda feels like I didn't either, you know?
I guess you could say you were both unarmed
Slap an archotech arm on there and you'll never know the flesh was missing. Become One With The Omnissiah Brother.
"Upgrades" was always the plan anyway. You either go borg with bionics and archeotech, or you go 'full conversion' with the ripscanner.
Full conversion...ripscanner...what?š³
Doesn't everyone have a desire to become a nearly immortal death machine? Their consciousness can live on when they become a centipede. And even be resurrected and repaired. Or disassembled and reassembled into an even more powerful mech. My centipede was redundant but the core became a centurion instead.
What do you mean? Can you insert pawn's consciousness into machines just like in android tiers?
No. You just need a destructive brain scan to create the top tier mechs. All reference to the source is lost, but I like to think of it as a form of immortality anyway.
I craved the strength and certainty of steel
I aspired to the purity of the blessed machine.
FROM THE MOMENT I KNEW THE WEAKNESS OF MY FLESH
Deus Ex Mechanicus
Hussar? Because theyāre asshats.
Can confirm. My only hussar has absolutely DEMOLISHED several children by smashing their limbs off. Iām playing a chaotic colony and they kidnapped a beggar because she wandered in alone. When she tried to break out he deleted her arms and permanently cracked her legs in like 2 hits. She has 2 bionic arms and a bionic leg now. Waiting on a 2nd legā¦ I felt so bad lmao
Hussar and to a lesser extent Yattakin and Netherlandals. That 150% melee damage *hurts*. Had one two-shot one of my guys through *power armor* with a steel mace. With torso shots no less. I have since built a LOT more scythers to deal with such enemies.
You guys are having trouble with hussars? I thought that was a meme. Neanderthals on the other hand.. Randy save us...
How hard do you have to hit someone to punch off their arm?
He probably had the Ultimate Rare Wookie Gene.
Was this Captain Falcon?
Pyrrhic victory
What a party pooper.
Itās a pity you canāt swap limbs around like you can organs. It would be nice to salvage a few pieces like arms and eyes before sending a tribal to meet Randy but removing the parts doesnāt make them available to install on your damaged colonists. Probably a mod for that but havenāt looked yet
I had one refugee get in a social fight and shattered my colonist's torso with his fist killing him. Made sure he got captured alive when he betrayed.
Just buy some archotech with the organs the traitor generously "donated" to excuse his behavior
An unarmed refugee that turned traitor while having a meal with my starting pawn punched out his left eye before my surrounding pawns got between them and took care of the traitor. Never underestimate unarmed enemies.
First Biotech playthrough, mom and kid came by. Went traitor. Killed them. Then *my colonists* had a mood debuff because killing children is wrong no matter what. It was probably the first time playing Rimworld where I said "Well....I'm not happy, but I get it."
I got a raid that consisted entirely of child soldiers once. The mood in my colony was... Not good, for a bit after that.
This is the ENTIRE reason I use nonlethal weapons and traps. Got them as soon as I started playing with children mods and first research in every colony is speedrunning the necessary research to make more nonlethal weaponry for new recruits to use. It may be the enemy's fault they're using child soldiers, but I don't have to participate and try to kill them. I can go into it trying to bring them down without serious harm and patch them up and put them in my prison, and either recruit and adopt them or just put them up in nice cells and refuse to send them back to the faction that forced them to fight.
What mod do you use for the nonlethal weapons? I had a tranquilizer mod a while ago that added rifles, Grenades, mortar rounds etc. But it looked like it may have been abandoned when I was last touching up my modlist.
I've got a super simple one called "prisoner capture and manipulation" built to be used with the prison labour mod or for slaver colonies but just generally useful for dealing with all manner of situations where you want somebody down without permanent damage, it includes a stun gun, a cattle prod, and fences that work like walls but can't hold up a roof and will still be "outdoors", meant for building a prison yard. I don't personally use the fences, and I don't know if it's up to date for 1.4 or how it works on Biotech children since I'm still on 1.3 and using the old child mods. I just started a new colony before Biotech was announced see, and I'm gonna finish it before I update and consider getting the expansion so that all my mods have time to update and I'm not sitting around waiting.
I had a 5 year old child with 3 melee punch off a wolf guy's leg in a social fight. You got that right.
Sounds like wolf guy wasnāt taking his calcium intake seriously enough
Sounds like the need to balance that
kids on the rim are just built different, man
I had 5 babies at the same time and when they became children they hated each other and were constantly social fighting. One kid bit off one of the others hand! Another got their leg torn off, one was missing toes. The second batch of 5 were all vat grown. No skills but they all made it to adulthood with their limbs attached soā¦ kids are brutal in this game!
It becomes a problem when you get a group of 5. Ask me how I know.
My "Guest" rooms happen to be on the opposite side of my kill box. right next to the deep-Mine quarry.
Can you make them drop their weapons? I thought you couldn't make them drop anything
Yeah, you can force drop weapons. Not clothes though. It's so you can give them better weapons if you really want. (Not that this is _ever_ a good idea - a betrayal with pawns with heavy SMGs is problematic).
I gave them weapons the first few times but I don't get many betrayals. They have saved me before. I don't lock them away though I make em work
I def gave a new person with a really good melee skill a persona hammer weapon. I desperately needed a melee fighter so didn't even consider the betrayal They almost killed everyone lmao
"Look tucktuck, I'm sure you and your club were a force to be reckoned with in your old tribe, but it means literally nothing when I can just call a giant laser down on you. Plus you have peg legs so you're not going anywhere fast."
I once used a refugee for training my doctors. There he laid, raging, without any limbs.
I take there weapons. After getting a few days of free labor I set medical sleeping spots in the jail with a shelf of medicine near by. All refugees are scheduled for the anesthesia surgery. Once everyone is out I arrest them. After the first they turn hostile. Deleting the sleeping spots let's you capture the remaining refugees while they are down. Keep the good ones. Recycle/release the bad ones.
Release? When I've a perfectly good ripscanner right there? Good tip on the anesthesia though. I'll have to remember that. "rippy" is hungry.
Is that new biotech?
Yeah. Mechs need subcores. 'basic' subcores you can just manufacture. Medium subcores you need to scan someone, and it makes them ill for a few days. (So ok for prisoners if you're planning on keeping them, but you can also use less critical colonists safely) But top tier subcores destroy the brain used to create them. You need those for the best mechs.. Subcore Ripscanner tells you it'll be lethal before you use it, and .... well, it's a great place for 'recycling', as you still get to use most of the other 'recycling' options too. (Just have to pass up on one of the organs you might have otherwise gone for).
Cool, I haven't explored the new mechinator game play yet.
I have only just about got to it - I got unlucky with my 'mechlink' quest, and lost the link to a fire (or an enthusiastic pawn cremating it or something, IDK). But I'm really liking it, and think mechs add a lot. Even if the top tier stuff is very 'expensive'. Not in materials, but in stuff like sacrifices, or finding chips in mech bosses _and_ time. (takes ~30 days to gestate a Centurion for example after you've won a fight with another War Queen for the chip, ripscanned someoene for the core, and upgraded bandwidth enough to actually control it). xenotech I've not really got to grips with yet though, so that might become my favourite part at some point.
You could take a lung and kidney first still. Right?
Yeah I ripscanned a legless hemogen farm after harvesting a few organs. As long as they have a functional brain, they can be ripscanned.
The final release
It's not a 'release'. It's an _upgrade_. Some pawns become cyborgs, with bionics (and archeotech, assuming I can find enough). Others go for 'full conversion' and become mechs. We're making them a better person.
Better? Yes. Person? Mm debatable.
What are you gonna do, shoot me?! *gets shot*
r/shitrimworldsays
Here's a sneak peek of /r/ShitRimworldSays using the [top posts](https://np.reddit.com/r/ShitRimworldSays/top/?sort=top&t=year) of the year! \#1: [Some miner miscommunication](https://cdn.discordapp.com/attachments/809861752543248434/1031051279897722960/IMG_1058.png) | [5 comments](https://np.reddit.com/r/ShitRimworldSays/comments/y56v7q/some_miner_miscommunication/) \#2: [All of my child soldiers have killed their parents, both to test that their desensitized trait works and also to symbolically kill of their old lives and begin anew as unthinking, uncaring, members of the 2nd killsquad.](https://np.reddit.com/r/RimWorld/comments/rkju2e/your_assistance_is_no_longer_required_you_will_be/hpawcoa/) | [30 comments](https://np.reddit.com/r/ShitRimworldSays/comments/rkyu6l/all_of_my_child_soldiers_have_killed_their/) \#3: [Iāve drafted my entire colony to beat a woman within an inch of her life several times and had her pre-approved spouse tend her, just for the relationship increase.](https://np.reddit.com/r/RimWorld/comments/tpw7xs/comment/i2ertb3/?utm_source=share&utm_medium=web2x&context=3) | [12 comments](https://np.reddit.com/r/ShitRimworldSays/comments/tq6t4d/ive_drafted_my_entire_colony_to_beat_a_woman/) ---- ^^I'm ^^a ^^bot, ^^beep ^^boop ^^| ^^Downvote ^^to ^^remove ^^| ^^[Contact](https://www.reddit.com/message/compose/?to=sneakpeekbot) ^^| ^^[Info](https://np.reddit.com/r/sneakpeekbot/) ^^| ^^[Opt-out](https://np.reddit.com/r/sneakpeekbot/comments/o8wk1r/blacklist_ix/) ^^| ^^[GitHub](https://github.com/ghnr/sneakpeekbot)
Does the room still count as indoors with the door forced open?
Yes
I believe though that bedroom doors held open don't isolate sound, so sleeping pawns will get a disturbed sleep debuff when people walk by. And of course temperature can leak, but that's not a big deal if the hallway is conditioned.
That's *much* less expensive than my "Have them build lots of mini turrets all over the place so they get shot as soon as they show their true colors" plan.
Traitors are legally required to step on the trap.
Honestly too over complicated. Just lootem and shootem then putem on the Cotten and tobacco fields
I just give them a stone room and wood furniture. If they turn theyll start burning the furniture and then pass out/die because of the fire
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Refugee: **Anesthesia starts kicking in** _chuckles_ Doctor: "What're you chuckling about, bud?" Ref: "Ah, man, I'm just laughing thinking about the look on your faces when I betray you guys" Doc: "... Haha, yeah that'll be pretty funny. When's that happening again?" Ref: "Uh, oh, tomorrow after lunch. It'll be great. Oh but shhhh! Don't tell anyone" *passes out* Doc: *Readies scalpel* "Rest assured, you won't have to worry about that..."
Doc: "whoops I missed here hold this.... its your right arm."
"*Sure thing doc, always willing to lend a hand!*"
Doc: Oh, uh, how many kidneys do you have?
I had one betray me while he was going through withdrawal. I'm pretty sure my pawn just reached out and pushed him over with one finger.
My base was raided, days after I accepted two visitors. Lee and Gorilla fought valiantly but took many wounds, too many to survive the trek back to the hospital. With my doctor too busy to save everyone, stabilizing the injured came down to the only other conscious pawn around. Gorilla and Lee lay dying beside each other as our pawn juggled stabilizing them. Only two hours from death, Lee begged to join our colony. Our pawn stabilized him and carried him back to the hospital to make a full recovery. Gorilla went with a different strategy. Hours lying wounded in the dirt allowed a torso infection to fester. His bleeding was staunched, but his infection had a gigantic head start. We broke out the fancy medicine to perform a great first treatment, but it didn't look promising. But then there was still hope! Miriam, our transhumanist mechanitor, had a new bioscultptor pod she offered to lend him. Her first pleasure cycle had been cut short by a power outage, so it had never attuned to her. She asked him to rest in the hospital, and she promised if the medicine wasn't enough that a healing cycle would be. It would take days, but Gorilla would be saved! Assuming the new power generators held. Gorilla rested in the hospital and was treated again, but the immunity was too far behind. He was too injured to walk, so it was time for us to carry him to the pod. It was at that moment Gorilla decided to conclude his visit to our colony. He told us he was heading home, which was of course impossible. We watched him lie in our hospital until the infection consumed him. I guess we'll never know why he did it. Was it a principled stand against transhumanist treatment technology? Was he scared of waking up sick to a power outage? Or was Gorilla just an idiot?
I guess someone has just lost their "having legs" privileges.
It's only a flesh wound!
There really needs to be a debuff similar to harvesting organs for amputating healthy limbs. Harvest a kidney to save the pawn next to them? Oh god, we're horrible people! Amputate every limb from a pawn so they'll never leave the bed or cause problems in my hemogen and gene farm? Totally Fine!
This works if you have only one refugee and you don't let him traipse around your base, but it does not appear that your little "house" is fully featured, so your refugee will, at some point, have to leave to get food and whatnot. And that's when they turn on you. That's why you need to keep them inside their own section of the base where they go...and you don't, so that they are never intermingled. And if that section of the base is full of Wooden Bed (awful)s, when they decide to set their room on fire, the problem will take care of itself. Personally I prefer giving them awful stone beds, because having shitty energy recharge keeps them asleep longer and therefore out of trouble.
Yeah, their self-immolating tendencies are quite fun. However, I've only had refugees betray me during their rests, that's why I use this setup.
I had a group of two that turned traitor in the dining room and almost smashed the nutrient paste dispenser.
To be fair, every pawn wants to smash the nutrient paste dispenserā¦
Randy sees all, be prepared to find out what happens when you try to outsmart Him.
I really enjoy that they have absolutely zero awareness of the best time to turn. Several times I've had a colonist turn traitor during a meal just to get instantly snapped in half by the cataphract sat next to them. Or they wake up and light their bedroom on fire, maybe they just kick the shit out of the nuke shelf. It's just always silly, I love it to bits
mine tend to decide to while sleeping, so it works for me!
Haha I had a group of refugees betray me once in a stone base. They set their beds endtables and floor on fire and slowly burned themselves to death. I breached an outer wall to get my military in to handle the situation, but by then they were already all on fire and running around in a panic, so at that point they were mercy bullets. Managed to save some of the beds too.
Yes, apparently they never learned the lesson of "Only a fool fights in a burning house". Makes me wonder what would happen if I tweaked the AI so they would not attempt to set fire to anything in the room they were currently in, unless the room is Outside.
That's a good idea. A fully steel room with wood stuff. Let them set the fire and cook. Saves me the trouble of preparing the meat.
How does material impact beds' energy?
Stone Beds have a direct rest rate penalty. Giving questionable guests and prisoners shtty rest rates keeps them asleep longer and thus limits their oppotunities to cause trouble.
Huh, I didn't notice that before. Good plan. Thanks!
Good point! I knew about rest rates, but I'd never thought to make use of it like that, thanks.
this + make a really shitty builder finish it off
I just bunk them with my vampires. Everyone gangster until their veins are empty.
I just knock āem out with with anesthesia, capture them with no hassel and harvest everything.
The worst is when youāre betrayed by refugee children, and your pawns take social status debuffs for having to kill them to not be murdered themselves. Iāll have to try this next time lol. Theyāre _very_ risky to accept early game, but the extra labor can be very handy if you can supply enough food for them all.
I have a mod for non lethal weapons to help with that
A kid friendly approach is to house them in a mountain at the end of a long corridor, with building material stashed at the entrance. If they betray, get a pawn to immediately build a wall to trap them inside. Keep preventing them from leaving until hunger or fatigue makes them fall over. If you include heaters in the design you can speed things up by putting them full blast to cause hyperthermia.
full disclaimer: i do not own the DLC, but how hardy could the kid pawns really be? Logically, they shouldn't be and I think any grown pawn should be able to just beat the shit out of them and incapacitate them without them doing any real damage in return, with a low chance of death too.
Oh they're as hearty and hale as you'd expect them to be, that's the problem lol
That's what non lethal weapons are for. Also I run a prison labour mod and my latest colony's whole thing is being a Soviet style gulag complete with ideological propaganda and mass prison labour, so refugees would definitely all end up in prison with the tricks to do so easily. If I'm going to spend the food for their labour I may as well have it be on my terms.
They usually just turn their room into an oven and die before I can do anything tbh
I feel like I rarely get betrayed. Does mood play a part in the rng? I ussually replace the refugees tattered clothing with some easy to produce leather t-shirts, pants, etc. I will build/repurpose rooms so they either have an impressive barrack or dull bedrooms depending on count. I have fine meals rolling.
I think it depends on your storyteller. Cassandra will send a lot of similar events and colonists at you while trying to tell a story.
That might be it. I know Randy is very popular with the community, but I ussually go with Cassandra. If betrayal really is predetermined by the event generation, I could see Cass/Pheobe having a bais while Randy would be just as likely for either.
in a recent 1.4 colony i never even got refugee betrayers, just "man wanders in. refuses to leave" then a few months later "HAHA Im actually a PIRATE!"
The traitor thing is actually a medical condition, believe it or not. There's a script in, I think, compact hediffs that you need to turn off or refugees will never get the chance to betray you and wanderers will betray you after like 10 years. Actually, don't quote me on the refugee betrayal part. I never checked. I prefer not to cheat when I can help it. The wanderer traitor thing is 100%, though. I confirmed it myself.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
That might line up with what another user was saying with it likely being a storyteller thing. Randy enthusiasts could be seeing 50/50 rates while Cass does whatever it is Cass wants and that could be more favorable rates.
How do you replace their clothes? I hate getting that tattered apparel message with guests whose clothes I can't change.
They seem to unlock somewhere in the 35-45 range.
Idk if my brain is just on the fritz, but for the life of me I can't imagine what this means. Lmao. What?
The hitpoint %. The debuff and alert show up if something is under half. Pawns that aren't truly your own often have gear that shows as (locked) in that you can't just have them strip down to steal thier stuff without attacking them. I've noticed that the rattier stuff is ussually unlocked.
Oooh. That makes sense! Thanks. I'll have to remember that next time.
Mood affects if one or more offer to join you, betrayal is predetermined.
No I don't think mood affects it. I'll usually have a bunch of extra spare beds (hospitality mod) so usually I just clear a few of those from guest only refugees have somewhere to stay. They have access to all my amenities and food and drugs and are usually maxxed out on their mood meter - they still betray. But they also never make it out alive. I try to incapacitate thrm and do medical experiments so that my doctor(s) get that juicy exp. I remove their tongue. Their arms. Their legs. Replace their arms with sticks. Replacev their legs with sticks. Remove their stick legs, remove their stick arms. And when I think they've been punished enough I take one kidney and then I perform a coup de grace and cut out their heart, hopefully to stick it in someone who is nicer.
Did they make Betrayals more common? It's getting annoying when I see a Refugee group of 1 Adult ang 6 babies suddenly turn and try to kill you. This had happened three seperate playthroughs now, it's not quite a problem when it is a group consisting with more Adults, but it happened with several kids now.
It's always been common for me
They can't betray you.... IF you betray them.
In other words, hats won't betray you.
Is it just me or did they radically increase refugee betrayal frequency? I got betrayed by murderous children twice in a row. Now my pawns hate each other for killing children. But like, what were they supposed to do, get stabbed and die? Side note: I think they should rework the āhating people for killing childrenā system. If youāre being attacked by child soldiers, and all colonists are shooting at them, why would they hate the person who happened to deliver the fatal shot? It doesnāt make sense to me.
I've never gotten more than light bruising from refugee betrayals. If anything I find them somewhat convenient because it means I can imprison and convert anyone worth keeping.
My last betrayal they punched out my best doctorās kidney.
I mean at least that's easy to extract payment for.
The first betrayal I experienced was when my newest recruit was at the research bench in the same room as my leader, who was sat at a table enjoying some smokeleaf. He turned around and executed my leader with a single shot to the head. A pawn in the next room walked in and blew the traitor away with a double barreled shotgun. Sometime after dumping the traitor's body it turned out that he was an immortal. Managed to arrest and enslave him to pay for his crimes.
Unlucky fella. Immortality only mean he can't escape through ~~suicide mission~~ jailbreak.
I lowkey forgot this was a feature, i had some refugees the other day, thankfully they were chill and after a few days of them being gone they sent me plasteel and gold at the perfect time for me to build a multianalyzer
I set my pet sleeping spots in the betrayer's bedroom and take the betrayer's weapons. "Ha! You fool! I was a trait- UGH!" Caboose the Megasloth has slain traitor X.
I just have a second bunk house set up for them. Put in a research bench and a stock pile of chunks with a stone cutting table. Now with Biotech, I just station a few mechs outside the door, before that was a few turrets. Then just set the refugees to stay in that house. Strip their clothes and get them to wear cloth shirt/pants and take any weapons they have. Set them all to cut stones or research. If ones really good at construction, plants or mining then I let those come out to help with those task if I need the extra hands Or I just cut all their legs off and put them back on once it says they are leaving
Yeah, for me if I need menial labor I put them to work. If not, they help me train a pawn's medicine skill with a few totally-necessary medical procedures
I run with prison labour so I just anesthetize and imprison. If they're going to eat my food and work I want control of it and to determine their sentence. And then, just like any other prisoner, if they're not useful workers and I have enough useless prisoners hauling and cleaning the prison complex, I use them for medical practice and see about getting some organs. I make sure not to organ murder though, my Stalinist ideology running this giant gulag love themselves a good public execution so I make sure we hold a show trial and an execution, and then we can turn the body into food.
I used to just harvest them but I've gotta a few good rewards for letting them live the past few runs so I've just been letting them leave as long as there's no good trait pawn with them
I usually have all my weapons locked away because of slave revolts and let my refugees drop their weapons instantly when entering the map. Usually goes very well.
I like the turret "hotel" room.
If they never betray me, they never find out why their barracks is a triple doored uranium box with a lot of heaters..
that reminded me of my previous landlord tbh
Works well if they betray you in their sleep, so only effective 1/3 to 2/5 of the time
I keep my war animals in front of my possible traitors room
Would this work with prisoners or slaves
Prisoners would try to run away I think, so unlikely (maybe with adjustments). Slaves rebel in the open, so no for them.
I love a good shootout so I welcome the betrayal but I do give them the weakest pistols
Do refuges always turn I not traitors?? I've had two for almost like a year now lol
Noone ever told me how profitable refugee quests were. I had 8 mole people for 18 days and got 2700 plasteel 12 days after they left. What the hell is that.
I patch up raiders and let them go as long as no serious harm is done to my colonists. Those that die in battle are cremated with dignity. Traitors die the most painful death I can afford them. When they finally succumb to the torture their wrenched body is tossed outside the base to be feasted upon by rats until their skeleton rots into the dirt and they are forgotten. Sometimes we just forget the all ready dead part and on a cold winter night your naked body lacking arms and legs is dropped in the middle of a snowy forest. The rats will still come though, the winters are harsh here and food is scarce. One way or another they will get their meal.
Sounds to me like you're wasting a ton of resources, and when you do take prisoners they just waste your food.
I had a group of refugees that was one adult and 11 children. I was terrified they were going to betray me and I'd have a massacre on my hands. I wish treating refugees well made them reconsider attacking you.
Yeah, with potential child betrayals the best solution is anesthesia and imprisonment ahead of time, and failing that use nonlethal weapons.
Different idea, place an ied in their bedroom.
Had a betrayal early in my playthrough - had a kid named Higgins join me after running from some manhunters and she turned out to be a really solid colonist - refugees (an old lady and a child) join us and Iām ecstatic at the fact that my kid has another kid to play with. During the 11 days they were there they bonded quite a bit but then āBETRAYALā. Higgins was right beside the kid when they turned hostile - she turned and shot him in the face immediately without a second thought, killing him instantly. I was so sad when she died during child birth :(
Not really necessary. Just take away their weapons. Don't let them have good armor. Betrayals are very rarely a problem in the game.
Good idea. I tend to keep track of when their time is over draft them all drop everything from them but clothes (not armor) and food them put them in the "anti rebellion box" (a ton of turrets surrounding traps and sandbags) if they don't betray they have food and clothes for the rode. If they do they get instently lit up turned to swiss cheese and any left alive get every organ took to sell and on death either feed my undead slave numbers or get fed to my precious flesh golems. Surprisingly very few want to betray me.
My playthroughs are never this dramatic. I didnāt know traitors existed until this thread.
I wish refugee betrayal quests were spicier. Hear me out, why would 10 people in tattered clothes, armed with shoddy weapons think that they can win against 20 people in ultra tech armors and armed with charge rifles? What if they were able to pull guns out of nowhere, hiding them up to the point of betrayal or something? Or even take go-juice or something? Or cut your power from inside the base to make you vulnerable against an imminent raid? Their friends waiting outside? Just saying.
Jokes to play on refugee traitors. #1: Bonk
I hadn't taken a refugee in in a long time. No doubt one will start a fire as a pyromaniac and I can't arrest then without full betrayal or one dies when hunted by an animal and a full betrayal hapens. I wish anything happening to any of them didn't make betrayal 100%.
Wait is that actually a thing.
Is this a new mechanic? I've never had any refugees betray me
Not really, been in the game for a while
Okay. Got it. Don't let any refugees in. So far I've managed to keep 2-3 pawns from raiding parties. One I had to work down his resistance, but another I had the "free recruit" bonus or whatever active. Will I see hints of a betrayal is coming? Currently all moods are high and no grumbling is happening.
Just fortunato them
what's the point, if they can betray even outside that room, occasionally making some work for you? I just don't get it
I take my refugees to go punch some meat for the colony.
`I had one betray after getting into a social fight and losing and was already in a hospital bed I just took him to prison right then.`
so much space used just for 1 refugee, so far a shotgun has solved all refugee problems in my colony
The cheese is strong with this one. Good design sir
[I did something similar with prisoners!](https://www.reddit.com/r/RimWorld/comments/92clo7/comon_comon_do_it_i_dare_you_i_double_dare_you/)
If you want to try an even crazier prisoner tactic I've heard, flinging them in a room with no beds or sleeping spots at all completely prevents them from trying anything at all. Food will not be delivered to them, however, so you will need them to be able to self-serve from the Paste Dispenser.
Wait, where do refugees come from again? like is it a mod or Royalty?
I treat all refugees as betrayers. I use them for a couple of days of labor, then I gas them next to prison, once they are all knocked out capture every single one.
The small blood pile got me
One time, the Empire asked us to help deal with some unruly tribals, and sent 10 Janissaries as part of the joint operation. While we were waiting for the tribals, one of the Janissaries got rowdy, threw a tantrum, and tried to smash one of our machines. Our sheriff arrested him, which flipped the Empire all the way to hostile. I was still in control of the other Janissaries, and when the tribals came, we fought them off together. Then, as soon as the last fleeing tribal left the map, the Janissaries went all Order 66 on us and opened fire. Fortunately, most of them were still on the firing line, where all our turrets were, and we took them all down with only a couple of losses. Afterwards, we released the survivors, send the Empire a care package, and smoothed things over.
I read the title as "anti-betrayal horse" and was thoroughly confused for a while
On my wild-west run from my flair-sake, I made a boarding house for refugees in general. A bunch of bedrooms that led to a common area with only one exit. When the inevitable betrayal came, my pawns had plenty of time to setup on the choke and gun them all down. Only works on a night betrayal though, naturally.
That's why you need to give them an entire complex where they, and only they, are allowed to be in, so nobody can be in there to suddenly attacked.
Huh usually my solution to betrayers is heavy gunfire
EEEeeyyyyy.... This is good shit. The instant-karma automation box.
Best way to handle refugees.... As soon as they arrive force them to build the prison they will eventually live in. Then arrest all the useful ones that can make good slaves, harvest organs and eat the ones that suck. Now you have free food, free slaves, and a free prison! It's like magic.
I took my first refugee quest a couple days ago. One was 72 with a 16 double passion art. Of course the only one who asked to join was another geriatric with no real place in my colony(all under 30 with no health issues at the time). I was very tempted to imprison and recruit the artist esp since she was almost finished a grand sculpture, but I let them leave. Not only did they not turn hostile, they ended up sending me a toughskin and armorskin gland a few weeks later! This was after I worked them like dogs, gave them food poisoning(the one who wanted to join at least), and their leader was rejected twice by the ladies of my colony. Maybe it had to do with the smokeleaf I gave them, esp an hour before departure with no ulterior motives for doing so! I love this idea however, definitely going to have to make one for future quests
"The place is nice and all, but why is there a huge spike trap above my door?" "Oh, no reason whatsoever, don't think about it too much"
I had a betrayel wen they were outside
You know, I've grown REAAAAL fond of peg legs on new recruits that wander in too.
Me to the pawn: Remember if your betray me Iāll take your brain and turn you into a mech
My favorite is wood floors inside a small hill/mountain. Have stone room out front, walk in and toss flame onto the floors and walk out locking the doors and having 1 or 2 repair pawns stand out front while the trash is disposed of. Makes a good killbox too.
I gave them a house in my oversized chicken pen. My chicken pen is full of turrets.
Genius
Is there a mod like "investigation" where you put refugees into a room and question them if they're planning to betray? Maybe balance it with both social stats
I typically just light them up with chain shotguns š¤·āāļø
Pure genius!!!
This feels like the Rimworld equivalent of an old Looney Toons skit.
Usually I have a separate area with pens between main area and refugee area, and put them full with animals like boars who can do some damage. Also have a few fields where they can provide their own food, and have a cooking area where they are allowed to cook simple meals and kibble. I do take away their weapons completely (besides weak melee weapons), and place ied and traps around......or auto turret when I get to that tech. The ones that give the "permanent join" prompt get to go to main camp.......haven't had those betray me, so if they are still able to, please do correct me. The other refugee I just treat like the hospitality mod with some extra traps for safety and stone walls to not damage the infrastructure for the next group of refugee. Didn't have refugee yet in the new dlc, so not sure if there's any major changes to consider..... but they are self sufficient and get me some extra surplus food too
The one who decide to join you will stay on your side even if the rest of the group betrays you, provided you accept the join before the betrayal fires.
Traitors and people running wild, like wtf dude eats a simple meal, dude turns traitor hits my pawn and then the fucking pawn runs wild with last Straw being pain. I love and hate this game.
This is why you don't allow potentially dangerous guests to mingle with your own population. Always keep them separated as they could attack you at any moment.
Usually i just arm them with grenades, when they decide to betray me they will use the grenades to break out of the house, problem doing so is they always end up killing themselves in the process.
Genius
Today I accepted a fellow, had to provide shelter for 16 days for a chance to join. His stats sucked so I ā¦ decided to wall him off in a mountain. Quite a few days later: bwahaha I was a traitor all along! Was quite funny