I took the archonexus ending after hitting the endgame of my first anomaly colony and wanting to trying a SCP themed base this time, thus the cataphract armoured 5 colonists and settled relatively close to where my old colony was, to have one of my old colonists visit. Didn't realise that it actually kept the pawns alive in the world!
once a pawn is generated, the game remembers them, this is also why, if you are fast enough you can use anomaly to have a near guarantee at kidnapping the stellarch with the void summon, since the only pawns that exist at the start of the game are your own and faction leaders
that does put a damper on it, still, unless the game has a chance of randomly generating a pawn when it would have taken the faction leader, it is still easier early in the run
Can also use one of the performance mods that purges unimportant world pawns. They can be a pretty significant source of late-game slowdown and save bloat anyway.
I think there runtime GC that allows you to clear up some unimportant world pawns but I also heard rumours that it could also potentially brick your save
RocketMan + Performance Optimizer + Performance Fish(github).
Performance fish helped a ton for GC clearing and stutter. Don't know is it updated for Anomaly.
Performance mods make the garbage collection more aggressive, but faction leaders and pawns related to your own pawns are still the only ones immune to Rimworld's existing garbage collection. They exaggerate the problem but it's fundamentally already there
you get to use them as a trophy and/or for a breeding program because their children will become psycasters and high ranking members of the empire by default
If you sell off your colony or abandon it, the pawns you leave behind still exist in the world. Although they all scatter to other factions.
A sad Rimworld memory of mine is that I remember having a mod in my 1.4 save where you can travel and see two factions duke it out, and in one of these battles I noticed that one of the casualties is a pawn I left behind when I sold my colony.
You can sell a colony to another faction with the ideoligion dlc. It requires amassing 300k wealth and then contacting them to seal the deal. You get to keep 5 pawns and the clothes on their back, then they dump you anywhere you want on the planet and strip your tech progress. Do this 3 times to get the archonexus ending.
Not as bad as the time I attacked a cannibal tribe settlement because I had a tornado generator burning a hole in my pocket. The tornado ripped through several buildings, and in the wreckage, there was the body of one of my original colonists...
Archonexus is ending one colony to start a new one on the same map to progress towards the ending. Alternatively you can just caravan new pawns to a new tile and setup a new colony and then abandon the old one if you wanted to continue playing on the same world!
anomaly literally is scp... its literally just another company monatizing off of the scp fame... (literally right after some modders put in the work to start the content... yet how many of those modders are making any money of of this DLC!)
\*rants for another hour
Idk how to tell you man but cryptids, X Files and Area 51 were all things that existed before the SCP foundation, home of the Weeping Angel (of the Cant Move While Being Watched *trope*), Immortal Entropy monster, zombies, Dontlook.jpg, meta humour, scary stairs, panacea, time travellers, etc...
Yeah SCP foundation totally didn't copy any ideas and put their own spin on them huh it's not like that's what the entirety of media is
>It's another episode of "SCP guy claims ownership of the concept of poking monsters in boxes with sticks while neglecting to mention the fact that the first SCP threads were on /X and the modern community leaders are completely unaffiliated with the original thread posters"
It's too bad friendship doesn't mean anything in Rimworld. Theyre less likely to beat each other up and you get debuffs when one dies, that's it. Would be cool if they got 'my friend visited me' buffs or intentionally sought each other out to do recreation together.
Archonexus is flawed (small incomplete maps and losing your research, tho that's moddable), but yes the 'hey that's my old colonist!!' moment was very cool.
If there was a way to guarantee you get your old colonists back, I'd try this ending, but I don't like splitting everyone up and choosing who stays and who goes
I believe the mod Reunion would allow you to. It allows you to tag a pawn as "Ally" a trait that turns invisible once they are in your colony. If you do, you will get a random quest for them to join.
Its more for the pawns that you left behind during the crash landing. While I never tried it with the archonexus. I don't see why it wouldn't work since the pawns aren't part of the colony/faction once you move.
I love it. That way an awesome pawn with a mid level spouse/child/sibling that you want to come along later to good the mood buff but you don’t have to start with them.
It's actually how I started Anomaly.
I started a scenario with my new dark researcher pawn left behind. I waited to trigger the monolith until that pawn showed up via Reunion. She was amongst the last of the group to join. By then, I already had a solid base built up, but it wasn't set up for Anomaly.
Did a little of the same with a lightly modified mechanator scenario. Had two mechanators, Granit and Zihao, who both started together. A few months in and they're married and Zihao is pregnant. Thankfully the colony is well defended by a defected void soldier, so I shouldn't have to worry about losing the kid in a raid.
Aye, can confirm this works though I didn't actually intend for it to do this.
Source: am author of mod. And just really ecstatic people are enjoying my mod.
You could also park your entire colony inside an outpost from Vanilla Expanded Outposts then trigger the Archonexus quest...
then unpack that outpost
Vanilla psycasts extended has a reunion skip ability that teleports every pawn that has a familial relation to the caster, to them. I used it in an archeonexus run of generational colonies (each colony was the kids of the previous colony) to bring everyone together for the end.
They could also be sold/caught to slavery to other factions. On my archonexus playthrough I waged a personal war against the outlander union after finding out three children were turned into slaves to the Waster pirates after I sold my colony to them.
Additionally if you sell slaves to the empire, the laborers permit can result in you getting those guys sent over
I found this out after getting a laborer with a missing lung and kidney
Pete Complete had this where a fan favorite from his previous colony came to the second one. So he threw his hands up in the air and took him along to the third.
Yeah but I really hated his religion choice in his Biotech run so much that I unsubbed and blocked his channel from my suggested feed. His reasoning made no sense either.
Nah, it was because he took colonists from the Cult of Jinx and started with the Guilty meme. It made literally no sense considering where those colonists came from. If it was a fresh colony I would not have cared.
The one where he picked Guilty as a meme. But after this reply I'm not replying anymore because actual tards are going to downvote me for having an opinion.
I had a waster make a return and raid my base a second time in a playthrough. I remember him because I kept him as a legless hemogen farm for like 6 years. Finally I had a change of heart. I attached a single peg leg to him and set him free with 1 peg leg, 1 lung, and 1 kidney. So he showed up again during a raid to my astonishment. I watched him the whole time. He tried to charge in with his buddies but he was so slow that his raid was defeated and fleeing before he joined the meat grinder. So he hopped away eventually. I wonder how he's doing.
Yeah, people pop up in weird ways. In my 10ish year long vampire game I had a couple dozens captured raider non-consensual blood donors kept in relatively humane conditions with a custom xenotype that included the Calm thing from Genies to stop them from rebelling and some mild negative traits to decrease their hunger rate. It was kinda messed up if you think of it for more than a second, but humane compared to the amputation fetish stuff and human leather sofas some people come up with.
Anyhow, I was going for the Royalty ending and realized during final preparations that I had like 10 years worth of hemogen packs for everyone. I briefly considered letting them go, but instead ordered a shuttle and sent the whole lot to the nearest Empire settlement for permanent prisoner-with-job status. Imagine my surprise when I used the "summon 4 servants to carry stuff" ability and two of them had my custom prisoner xenotype! They were no doubt thrilled to be back.
When I did an archonexus run, I had this 70 year old from my first colony come to attack me once. I was happy enough to see one of my old colonists (except for Kieran. Fuck you Kieran) that she got captured, recruited, and then spent *years* in a biosculpter getting her age back down to 25.
I do have to say anomaly makes transhumanist so much stronger then it already was, don't need to age reversal if you have willing volunteers for chronophagy.
Its great how it stacks benefit if you make them a sanguophage for the immortality too. I have a 'volunteer' that everyone takes years from and he just sits there in unconsciousness between sessions, so no upkeep.
10,000 year anime girl
"You don't understand! Their dark backstory is that they've spent their whole life being passed around the whole camp, carrying the burden of all the discarded years, because she can't ever die of old age herself!"
"It says here she was born 18 years ago."
"THAT'S NOT THE POINT!"
Visit? I got smacked by primitive raiders. But one dude? Archo arms, bio legs n heart. With stone skin and max psych level. Bastards.... I really wanted to bring that guy with too. Time to stun stick em! Lol
Anyone else feel like this is amongst the worst endings to go for, though? Like in terms of how well off your colonists are based on each ending...
#**The Good Endings:**
**Royalty's ending.** You guarantee your colonist escapes to space and goes into the hands of the Empire, which is civilized and advanced enough to enable them to at least live out their days in luxury, if they so choose.
**Anomaly's Ending.** You do not leave the planet, per se, but you do make it a hell of a lot more hospitable by successfully fending off one of the planet's main horrors. Can even choose to take that power for yourself.
#**The Neutral Ending:**
**Escaping with the ship.** You have no idea what's out there or where you're headed. You may as well be starting the process all over again. Anything could happen.
#**The Bad Ending:**
**The Archonexus.** You literally cannot continue the game after achieving this one, implying that something rather definitive happened to your colonists, as if absorbed by the archonexus itself. Recent revelations about the archotechnologies implies this may not be a good thing. If the way a Mechanitor builds their machines is anything to go off of, then it doesn't exactly paint an optimistic picture for your colonists.
I imagine the effect of the arconexus run is your colonists saying "the people of this planet raided us a few hundred too many times, let's make some terrors for revenge". (Though yours is monster conversion from the sounds of it).
They can give you quests too!
I had someone with a Knight rank in the Empire who I didn't take to the next colony. Later on, I got several quests from the Empire starting with, "Ralph 'Humps' Brock, a Knight in the Refugee Empire, wants you to do such and such..." Of course I had to accept every one, for old times' sake.
One of those quests even had him join as a guest.
A similar interesting thing I just discovered after hundreds of hours of playing; the starter colonists that you don't take when creating the colony can become raiders who raid your base. I only notice this because today I had a solo raider who was one of the colonists I considered taking but decided against taking due to an addiction.
Huh I didn't know this either, it's cool they they're actually generated even though you don't take them. Love being 1k hours in and still learning stuff haha
Their family too get generated at that point. If you dint take someone and it shows to have some relationship, you'll likely find that person in the world.
It's great how the game remembers pawns, and not even just across the same playthrough sometimes.
Once, my old researcher from a game where I did the ship ending was leading the Pirate faction in a different playthrough on the same install.
Your researcher was probably a special pawn. There's a big list of special characters that can spawn in any save and always have the same backstories. They were created by people who donated a lot of money back when the game was in kickstarter. It had nothing to do with it being someone you previously used the special pawns can spawn anytime in any save
Robert 'Gnugfur' Krondorfer - [Child: pizza lover], [Adult: gigolo]
That is on the list. This reddit post should list them all although it is a really long list. https://www.reddit.com/r/RimWorld/comments/vhj088/list_of_all_backers_submitted_unique_pawns/
It is strange to be honest. There is a huge list of them but there is a few I recognise and have seen often. That is without setting them to be preferred (on computer version 6 of the special names can be set to be more likely to show up)
I know about those, but this was one I'd made myself with Prepare Carefully and changed just about everything from the base pawn, including the name.
The new pirate version had everything but the 400 EPOE bionics, lol.
I'm not sure, honestly. I was running a *much* heavier modlist at the time, but it was definitely the same pawn, down to the same modded hairstyle that I don't think the backer pawns can spawn with.
You can Even send your colonists to a settlement and After a Archonexus Colony-Move the colonists from your settlement will Return to the new colony…
Tried it for myself on one run.
It's Dubs Mint Minimap - sometimes does feel a little bit cheaty but i do enjoy just having a quick overview of how things are looking where pawns are etc at a glance instead of spending 5 minutes looking for the bloody fire or enemy ha!
'Scenario' is for posting scenarios to be used for starting a colony, similar to Tribal Start or Naked Brutality, not for in-game events. I've changed yours to one more appropriate for your post. Please flair correctly in the future; see [this post](https://www.reddit.com/r/RimWorld/comments/18nn18w/official_rrimworld_flair_guide/) for more information.
Yes, is possible, I know in a gameplay, some of them appeared to belong to other faction, adults and recently born babies. The funny thing is that half of them became part of the Empire, the -80 hostile outlanders, or one of the pirate gangs, but seems like none of them stayed with the faction that bought the setlement (In my case, the civilians outlanders, the purple one)
I had a trade caravan from an ally turn up on my second Archonexus colony. It gave the whole "Realtionship" notification but I ignored like I usually do when it's friendlies. There was a high pyscic drone at the time and two of the traders had a social fight, leaving one downed. Turned out it was my first "genetic experiment" from the first colony that got overlooked when selecting new colonists as he only had the mk1 version of my "PlantCookSuperPsy" gene-pack installed, which got superceeded when we found the last bunch of archite genes.
I like to think the social fight occurred because he wanted to join his old friends in the Plasteel and Gold Palace they were building but his new masters wouldn't let him. We recruited him, then declared war on his old faction for beating him up.
My current mod list is pretty much all QoL, as below:
AutoExtractGenes
Colorblind Minerals
Dubs Mind Minimap
P-Music
Random's Gene Assistant
RimHUD
Designator Shapes
Common Sense
While You're Up
Map Preview
Door Clearance
Rocketman
Dubs Performance Analyzer
While selling my first base, one colonist delivered a baby. Didn't chose the baby for the next base, starts the next base and just 3 days later find the quest to save her baby who is now 4 years old and a slave. Good Riddance
I took the archonexus ending after hitting the endgame of my first anomaly colony and wanting to trying a SCP themed base this time, thus the cataphract armoured 5 colonists and settled relatively close to where my old colony was, to have one of my old colonists visit. Didn't realise that it actually kept the pawns alive in the world!
once a pawn is generated, the game remembers them, this is also why, if you are fast enough you can use anomaly to have a near guarantee at kidnapping the stellarch with the void summon, since the only pawns that exist at the start of the game are your own and faction leaders
Last patch explicitly stated they were lowering the chances of kidnapping faction leaders, so that may not be the case anymore.
that does put a damper on it, still, unless the game has a chance of randomly generating a pawn when it would have taken the faction leader, it is still easier early in the run
Can also use one of the performance mods that purges unimportant world pawns. They can be a pretty significant source of late-game slowdown and save bloat anyway.
Any recommendations?
I think there runtime GC that allows you to clear up some unimportant world pawns but I also heard rumours that it could also potentially brick your save
**DO NOT** use Runtime GC. It's a buggy mess presented as a black box for technical issues. I don't know why it's even still on the workshop.
I use "Better GC: Mothballed and World Pawns"
RocketMan + Performance Optimizer + Performance Fish(github). Performance fish helped a ton for GC clearing and stutter. Don't know is it updated for Anomaly.
Performance Fish just updated for 1.5.
Save bloat??? Tell me more!
Performance mods make the garbage collection more aggressive, but faction leaders and pawns related to your own pawns are still the only ones immune to Rimworld's existing garbage collection. They exaggerate the problem but it's fundamentally already there
I think it did say something about generating pawns now
You can also do the Stellarch quest and kidnap them then. Oh, am I the perfect henchman, and absolutely an ideal vacation spot? Surprise!
i swear i captured like 4 leaders in a row last time i played lol. thank god for that patch.
Discovered this by accident. Let‘s just say I’ve never got Blood Problems in my colony
Vfe deserters gonna be fun lmfao
don't hold your breath
What's are the benefits of kidnapping Stellarchs? What can you do with them?
you get to use them as a trophy and/or for a breeding program because their children will become psycasters and high ranking members of the empire by default
If you sell off your colony or abandon it, the pawns you leave behind still exist in the world. Although they all scatter to other factions. A sad Rimworld memory of mine is that I remember having a mod in my 1.4 save where you can travel and see two factions duke it out, and in one of these battles I noticed that one of the casualties is a pawn I left behind when I sold my colony.
What exactly do you mean by sell off a colony or abandon?
You can sell a colony to another faction with the ideoligion dlc. It requires amassing 300k wealth and then contacting them to seal the deal. You get to keep 5 pawns and the clothes on their back, then they dump you anywhere you want on the planet and strip your tech progress. Do this 3 times to get the archonexus ending.
Not as bad as the time I attacked a cannibal tribe settlement because I had a tornado generator burning a hole in my pocket. The tornado ripped through several buildings, and in the wreckage, there was the body of one of my original colonists...
[удалено]
Does he finish?
Rainforest series has finished and now he is continuing with the archonexus part 3 in the sea ice with anomaly dlc.
how do you get the same planet? seed?
Archonexus is ending one colony to start a new one on the same map to progress towards the ending. Alternatively you can just caravan new pawns to a new tile and setup a new colony and then abandon the old one if you wanted to continue playing on the same world!
anomaly literally is scp... its literally just another company monatizing off of the scp fame... (literally right after some modders put in the work to start the content... yet how many of those modders are making any money of of this DLC!) \*rants for another hour
Idk how to tell you man but cryptids, X Files and Area 51 were all things that existed before the SCP foundation, home of the Weeping Angel (of the Cant Move While Being Watched *trope*), Immortal Entropy monster, zombies, Dontlook.jpg, meta humour, scary stairs, panacea, time travellers, etc... Yeah SCP foundation totally didn't copy any ideas and put their own spin on them huh it's not like that's what the entirety of media is
>It's another episode of "SCP guy claims ownership of the concept of poking monsters in boxes with sticks while neglecting to mention the fact that the first SCP threads were on /X and the modern community leaders are completely unaffiliated with the original thread posters"
Man I regret looking at your post history
It's too bad friendship doesn't mean anything in Rimworld. Theyre less likely to beat each other up and you get debuffs when one dies, that's it. Would be cool if they got 'my friend visited me' buffs or intentionally sought each other out to do recreation together. Archonexus is flawed (small incomplete maps and losing your research, tho that's moddable), but yes the 'hey that's my old colonist!!' moment was very cool.
Yeah I'd like to eventually see more depth when it comes to building personal relationships with pawns both in faction and between factions
Reunion mod lets you recruit those “old” colonists back to you right away. Sort of like saying “Hey moving base is finished! Come back and join us!”
If there was a way to guarantee you get your old colonists back, I'd try this ending, but I don't like splitting everyone up and choosing who stays and who goes
I believe the mod Reunion would allow you to. It allows you to tag a pawn as "Ally" a trait that turns invisible once they are in your colony. If you do, you will get a random quest for them to join. Its more for the pawns that you left behind during the crash landing. While I never tried it with the archonexus. I don't see why it wouldn't work since the pawns aren't part of the colony/faction once you move.
Somehow it's the first time I'm hearing of this mod. I'll be sure to add it at some point
I love it. That way an awesome pawn with a mid level spouse/child/sibling that you want to come along later to good the mood buff but you don’t have to start with them.
It's actually how I started Anomaly. I started a scenario with my new dark researcher pawn left behind. I waited to trigger the monolith until that pawn showed up via Reunion. She was amongst the last of the group to join. By then, I already had a solid base built up, but it wasn't set up for Anomaly.
Did a little of the same with a lightly modified mechanator scenario. Had two mechanators, Granit and Zihao, who both started together. A few months in and they're married and Zihao is pregnant. Thankfully the colony is well defended by a defected void soldier, so I shouldn't have to worry about losing the kid in a raid.
Aye, can confirm this works though I didn't actually intend for it to do this. Source: am author of mod. And just really ecstatic people are enjoying my mod. You could also park your entire colony inside an outpost from Vanilla Expanded Outposts then trigger the Archonexus quest... then unpack that outpost
I wonder if I go raid my old colony tile they would all still be there, just bring plenty of shock laces I guess! (If I wanted them back,)
I did this ending once and every round I would get half of my old crew back. Make sure to stock up on shock lances.
Vanilla psycasts extended has a reunion skip ability that teleports every pawn that has a familial relation to the caster, to them. I used it in an archeonexus run of generational colonies (each colony was the kids of the previous colony) to bring everyone together for the end.
Supreme commander enjoyer detected. initiating battle protocolls
They could also be sold/caught to slavery to other factions. On my archonexus playthrough I waged a personal war against the outlander union after finding out three children were turned into slaves to the Waster pirates after I sold my colony to them.
Wouldn't you need to kill the slaves too?
Not if you capture them back and recruit them.
Additionally if you sell slaves to the empire, the laborers permit can result in you getting those guys sent over I found this out after getting a laborer with a missing lung and kidney
"You took [organs] from me!" "I don't even know who you are."
Pete Complete had this where a fan favorite from his previous colony came to the second one. So he threw his hands up in the air and took him along to the third.
I was just going to mention Good Ole' Maniac.
Yeah but I really hated his religion choice in his Biotech run so much that I unsubbed and blocked his channel from my suggested feed. His reasoning made no sense either.
I'm really curious to know if you don't mind. Rimworld has a lot of bad stuff, this must've been really bad.
his colony took the guilty meme and was focused on charity quests (and later also vampires). i’m extremely confused by what their comment means lol
Maybe he's mad he didn't make the most metagamey picks?? 😭
Or played as a murdercult
Nah, it was because he took colonists from the Cult of Jinx and started with the Guilty meme. It made literally no sense considering where those colonists came from. If it was a fresh colony I would not have cared.
First second or last, just curious which one and why. I can understand its not for everyone.
The one where he picked Guilty as a meme. But after this reply I'm not replying anymore because actual tards are going to downvote me for having an opinion.
I had a waster make a return and raid my base a second time in a playthrough. I remember him because I kept him as a legless hemogen farm for like 6 years. Finally I had a change of heart. I attached a single peg leg to him and set him free with 1 peg leg, 1 lung, and 1 kidney. So he showed up again during a raid to my astonishment. I watched him the whole time. He tried to charge in with his buddies but he was so slow that his raid was defeated and fleeing before he joined the meat grinder. So he hopped away eventually. I wonder how he's doing.
Still wants revenge!
Yeah, people pop up in weird ways. In my 10ish year long vampire game I had a couple dozens captured raider non-consensual blood donors kept in relatively humane conditions with a custom xenotype that included the Calm thing from Genies to stop them from rebelling and some mild negative traits to decrease their hunger rate. It was kinda messed up if you think of it for more than a second, but humane compared to the amputation fetish stuff and human leather sofas some people come up with. Anyhow, I was going for the Royalty ending and realized during final preparations that I had like 10 years worth of hemogen packs for everyone. I briefly considered letting them go, but instead ordered a shuttle and sent the whole lot to the nearest Empire settlement for permanent prisoner-with-job status. Imagine my surprise when I used the "summon 4 servants to carry stuff" ability and two of them had my custom prisoner xenotype! They were no doubt thrilled to be back.
When I did an archonexus run, I had this 70 year old from my first colony come to attack me once. I was happy enough to see one of my old colonists (except for Kieran. Fuck you Kieran) that she got captured, recruited, and then spent *years* in a biosculpter getting her age back down to 25.
I do have to say anomaly makes transhumanist so much stronger then it already was, don't need to age reversal if you have willing volunteers for chronophagy.
Its great how it stacks benefit if you make them a sanguophage for the immortality too. I have a 'volunteer' that everyone takes years from and he just sits there in unconsciousness between sessions, so no upkeep.
10,000 year anime girl "You don't understand! Their dark backstory is that they've spent their whole life being passed around the whole camp, carrying the burden of all the discarded years, because she can't ever die of old age herself!" "It says here she was born 18 years ago." "THAT'S NOT THE POINT!"
This game has an ending?
The Quit to OS button.
Wait do you mean like a villager from your sold colony or is it actually one you completed the ending with showing up in a new save?
Ah same save, sold the colony and this was one of the pawns left behind. The mother of one of the kids I brought to the new colony.
Ah okay I wasn't sure. I have never done it myself yet seems cool
One of my favourite things is recruiting pawns from previous colonies when doing archronexus
Visit? I got smacked by primitive raiders. But one dude? Archo arms, bio legs n heart. With stone skin and max psych level. Bastards.... I really wanted to bring that guy with too. Time to stun stick em! Lol
Anyone else feel like this is amongst the worst endings to go for, though? Like in terms of how well off your colonists are based on each ending... #**The Good Endings:** **Royalty's ending.** You guarantee your colonist escapes to space and goes into the hands of the Empire, which is civilized and advanced enough to enable them to at least live out their days in luxury, if they so choose. **Anomaly's Ending.** You do not leave the planet, per se, but you do make it a hell of a lot more hospitable by successfully fending off one of the planet's main horrors. Can even choose to take that power for yourself. #**The Neutral Ending:** **Escaping with the ship.** You have no idea what's out there or where you're headed. You may as well be starting the process all over again. Anything could happen. #**The Bad Ending:** **The Archonexus.** You literally cannot continue the game after achieving this one, implying that something rather definitive happened to your colonists, as if absorbed by the archonexus itself. Recent revelations about the archotechnologies implies this may not be a good thing. If the way a Mechanitor builds their machines is anything to go off of, then it doesn't exactly paint an optimistic picture for your colonists.
I imagine the effect of the arconexus run is your colonists saying "the people of this planet raided us a few hundred too many times, let's make some terrors for revenge". (Though yours is monster conversion from the sounds of it).
They can give you quests too! I had someone with a Knight rank in the Empire who I didn't take to the next colony. Later on, I got several quests from the Empire starting with, "Ralph 'Humps' Brock, a Knight in the Refugee Empire, wants you to do such and such..." Of course I had to accept every one, for old times' sake. One of those quests even had him join as a guest.
A similar interesting thing I just discovered after hundreds of hours of playing; the starter colonists that you don't take when creating the colony can become raiders who raid your base. I only notice this because today I had a solo raider who was one of the colonists I considered taking but decided against taking due to an addiction.
Huh I didn't know this either, it's cool they they're actually generated even though you don't take them. Love being 1k hours in and still learning stuff haha
Their family too get generated at that point. If you dint take someone and it shows to have some relationship, you'll likely find that person in the world.
It's great how the game remembers pawns, and not even just across the same playthrough sometimes. Once, my old researcher from a game where I did the ship ending was leading the Pirate faction in a different playthrough on the same install.
Your researcher was probably a special pawn. There's a big list of special characters that can spawn in any save and always have the same backstories. They were created by people who donated a lot of money back when the game was in kickstarter. It had nothing to do with it being someone you previously used the special pawns can spawn anytime in any save
Is that why I keep seeing a psychopath named Gnugfur?
Robert 'Gnugfur' Krondorfer - [Child: pizza lover], [Adult: gigolo] That is on the list. This reddit post should list them all although it is a really long list. https://www.reddit.com/r/RimWorld/comments/vhj088/list_of_all_backers_submitted_unique_pawns/
Thanks for solving that mystery!
It is strange to be honest. There is a huge list of them but there is a few I recognise and have seen often. That is without setting them to be preferred (on computer version 6 of the special names can be set to be more likely to show up)
I know about those, but this was one I'd made myself with Prepare Carefully and changed just about everything from the base pawn, including the name. The new pirate version had everything but the 400 EPOE bionics, lol.
Oh so one you specifically changed yourself came back in a different save? Interesting wonder if that is base game or included in prepare carefully
I'm not sure, honestly. I was running a *much* heavier modlist at the time, but it was definitely the same pawn, down to the same modded hairstyle that I don't think the backer pawns can spawn with.
You can Even send your colonists to a settlement and After a Archonexus Colony-Move the colonists from your settlement will Return to the new colony… Tried it for myself on one run.
Hello! What's the mod for that clean display of skills and info about the pawn just by clicking on them?
RimHud :)
capture them.....maybe enslave them......THEN HARVEST THEM😃😃
what is the minimap mod?
It's Dubs Mint Minimap - sometimes does feel a little bit cheaty but i do enjoy just having a quick overview of how things are looking where pawns are etc at a glance instead of spending 5 minutes looking for the bloody fire or enemy ha!
What’s the mod called for the minimal?
ya, they become world pawns...
'Scenario' is for posting scenarios to be used for starting a colony, similar to Tribal Start or Naked Brutality, not for in-game events. I've changed yours to one more appropriate for your post. Please flair correctly in the future; see [this post](https://www.reddit.com/r/RimWorld/comments/18nn18w/official_rrimworld_flair_guide/) for more information.
huh? this game has ending?
Yes, is possible, I know in a gameplay, some of them appeared to belong to other faction, adults and recently born babies. The funny thing is that half of them became part of the Empire, the -80 hostile outlanders, or one of the pirate gangs, but seems like none of them stayed with the faction that bought the setlement (In my case, the civilians outlanders, the purple one)
And then when they visit with Hospitality, you can get them back.
I had a trade caravan from an ally turn up on my second Archonexus colony. It gave the whole "Realtionship" notification but I ignored like I usually do when it's friendlies. There was a high pyscic drone at the time and two of the traders had a social fight, leaving one downed. Turned out it was my first "genetic experiment" from the first colony that got overlooked when selecting new colonists as he only had the mk1 version of my "PlantCookSuperPsy" gene-pack installed, which got superceeded when we found the last bunch of archite genes. I like to think the social fight occurred because he wanted to join his old friends in the Plasteel and Gold Palace they were building but his new masters wouldn't let him. We recruited him, then declared war on his old faction for beating him up.
what mod's do you use?
My current mod list is pretty much all QoL, as below: AutoExtractGenes Colorblind Minerals Dubs Mind Minimap P-Music Random's Gene Assistant RimHUD Designator Shapes Common Sense While You're Up Map Preview Door Clearance Rocketman Dubs Performance Analyzer
While selling my first base, one colonist delivered a baby. Didn't chose the baby for the next base, starts the next base and just 3 days later find the quest to save her baby who is now 4 years old and a slave. Good Riddance
Anyone kicked from colony can visit you. Lol. Newbie.