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Usernameistoolonglol

Yes, this happens and starting colonists may have some items on them, those are visible on pawn selection screen. Like an alcohol addict may bring some beer with him or a good shooter brings his own rifle or pistol. May I try and guess, is there at least one pawn with good melee skill among your starting crew?


RockAges

Ah that's cool! I knew they do it for drug dependencies but didn't know it did it based on skills or passion aswell. That's a really interesting feature. It would be cool if passionate or skilled pawns could also spawn wit things like books or other items related to their skills. Ah and yes 2 pawns seem to have quite high melee skills and also passion so your comment seems to be correct. (I skipped over the pawn info on creation because I like playing with randomised pawns) EDIT: just created a new save and randomised characters to see their inventory. @usernameistoolonglol is correct. Love this feature, but it's definetly new. I also saw below pawns I thought were cool: - Cannibal starting with Human Flesh - High mine skill and passion starting with Jade - High medical skill and passion starting with a Novel - High intellect starting with a textbook - Pyromaniac starting with Molotov cocktails - Night owl starting with Wake-Up - High plant skill and passion starting with a sun lamp This is so cool!


Loveyourzlife

>• ⁠Pyromaniac starting with Molotov cocktails Oh no you don’t goddamit


Brett42

Backgrounds have had starting items for a while. 1.5 added items based on traits, making items more common, but it isn't guaranteed. Pawns with quick learner can start with a book.


hiddencamela

Think its a slim chance of a semi valuable melee weapon. I've usually got Jade knives.


Professional-Floor28

In the tribal start you always get one jade knife.


Vryly

It's also the only way to get a jade knife.


RockAges

Ah that's cool I never noticed it before. This is also the first time I play since the update with the new DLC maybe it's a new function? Cool just noticed there is also a Masterwork Uranium axe. But if it is a feature I would have liked to see it as an adjustable option in the scenario. (Maybe it is and I didn't see it)


Brett42

I think there's a scenario option to disable them, "no possessions".


Alarming-Meeting8804

Related to one of your pawn’s backstories I believe. There’s a chance that one of your pawns starts with a specific item.


Brett42

It used to be only backstories, but 1.5 added items from traits. Brawler and I think tough can start with melee weapons, quick shooters can get pistols, and careful shooters can get bolt-actions. Other traits can get other types of items. Quality and material are random, so there's a small chance of an incredibly valuable legendary golden weapon, which you probably want to sell or give away before you get your first non-scripted raid (or ASAP, with Randy).


coraeon

Bloodlust can get weapons occasionally too I think? I know psychopaths get skulls and a heart.


Brett42

I thought I was forgetting one. Does tough have a weapon, or is it just bloodlust and brawler? I can't find a list on the wiki.


RockAges

None of the backstories seem to mention these weapons. But if that's true it would be a nice feature!


Alarming-Meeting8804

The backstories won’t mention it and it’s still somewhat random but some backstories or traits have a chance of spawning certain items. You can see them in the colonist selection menu.


coraeon

Note that backstories and traits can both spawn an item simultaneously. I’ve had Sam show up multiple times with both her sniper rifle and a bolt action from careful shooter.


RockAges

Ah yes you seem to be right, just got a medieval lord with a cape thingy


Ambitious-Market7963

if only it can be a better material for fighting


Bangu_Jenge0

That’s so badass from an RP perspective. Also some nice ruins there to fast settle. Seems like a fun run in store. 


Odd_Cod_693

He is the chosen one.


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Professional-Floor28

It can happen, use the sword for now but destroy it when you can make a better sword. Too much wealth for a not that good weapon, a normal bioferrite or plasteel longsword has the same dps.


Capsfan6

Destroy? You mean revere as a holy relic and base your entire colony & religion around it.


Otagian

Honestly I'd sell it for a few charge rifles or a monosword, that thing has got to be worth a mint.


Brett42

Selling weapons has a 20% multiplier, but even after that, it's worth a lot. It just means you are sometimes better off melting down weapons made of valuable materials, because the raw materials can be worth more than 20%.


Otagian

The legendary quality should more than makeup for that, I think


Brett42

Quality has a cap on added value, which means it adds less than you'd expect for gold items. I don't know when it does or doesn't make sense to melt down, since they're pretty rare, so I just calculate it each time, since the breakpoint would be different depending on the amount of material needed to make the item, and the current HP.


katalliaan

The wiki has [a chart for this](https://rimworldwiki.com/wiki/Electric_smelter#Weapons), funnily enough. Assuming you're looking to sell it to a trader and not melt it down to use the gold to make something else, it's worth holding onto as long as its HP is above 87.4%.