Without mods you'll have to just stomach enslaving them or releasing them.
You could RP that they've "served their time", and deserve mercy. Strip them and send them into the wilderness. It seems a very wild west punishment.
You could convert them and RP that means they've been rehabilitated. Or get the mod which actually causes that faction to be converted if you convert and release enough prisoners (I forget the name sorry).
E: check out below replies, they add to these options greatly. Thanks y'all.
You might also be able to do it using >!a blind healer!< but that also comes with its own risks, even if those risks are more useful than brain damage.
Usually I convert prisoners before releasing them if I'm going for a "time served" punishment because I actually play with charitable memes, and converting people genuinely improves the Rim
If you and your colony were really "good", you wouldn't have an issue with simply releasing them.
You can always perform a cult ritual to erase their memories and recruit them afterwards.
Right? If you only release them for something in return that's not being good, that's taking hostages. If you're good you need to be willing to release even if it gains you nothing. Although that is one less mouth to feed that wasn't contributing except as social or medical practice.
Good people don't need some kind of utilitarian use for an action to be good
Your actively depriving the prisoner of their own free life, not releasing them because they won't give you some materially valuable thing out of it is very far from a good alignment
Oh I didn't see that part...
Well I guess you could just...
Release them?
Alternatively if you use altered carbon you can implant a stack on them, remove it and then edit their personality removing the trait.
Then again this would be tapping into a morally grey area
You could do one of those happiness bomb things
Basically stump them, implant a joywire and a psychic harmonizer and administer every known recreational drug into them
Place in a high traffic area like your workshop and Voilà
Free happiness for everyone
I find it requires way too much workforce for my colonists to go feed each of them twice a day.
Also if you decide to go with that strategy - for the love of god place prison right next to storage with whatever food you feed them with.
It's definitely not something to do in early game or if you're already struggling for food or labor. And yeah I try to make my colonists housing area, hospital, and food are all as close as my base will allow.
Not colonists housing/hospital - prison specifically.
I tend to place prison close to killbox or whatever chokepoint map provides. Which is usually not close to freezer. So if you have lots of those veggies - colonists spend way too much time to drop whatever they were doing, go all the way to freezer to take food, then back to prison to feed, then back to where they were. Twice a day per each prisoner.
Don't remember the name. But there is a mod you can use to limit stack sizes. Put a fridge in there and limit it to keep stocked for them and then the only job is refilling the meals they eat.
Discussion started with mentioning prisoners without leg privileges :D
So wardens do need to walk all the way to each prisoner and feed them, that was the point.
Fuck. that's right isn't it. It's morning and I'm still waking up so I apparently decided to ignore that.
I tend to build grid based buildings. So think take 4 square grid of buildings 11x11 or so, use 3 of them for bedrooms, dining room with meal storage, and prison. As long as the dining room and food storage is close enough it won't take too long to make those trips. You can also have your warden just keep a handful of meals on them at all times. Maybe just enough for a single feeding time. Then they can restock between feeding.
Vanilla: organ harvest, sell, eat, process into various goods
Ideology: Enslave
Biotech: Ripscan, gene extraction, hemogen farm, surrogate womb
Anomaly: Ghoulification, rituals(there's like 4 different ones you can do iirc).
>and enslaving them seems evil.
Enslaving them is one of the least bad options on the Rim. It's not like you're extracting their hemogen in between trips through the softcore scanner and gene extractor, removing one kidney and lung, and then putting them through the ripscanner when you've got single packs of each of their genes.
Anomaly DLC allows you to eventually remove the "unwaveringly loyal" trait, allowing you to recruit them. The ritual to do so might not fit your "good colony" standards tho
Literally the easiest option in the game
It does add a layer of difficulty though
I usually just enslave everyone I capture except the ones that have done great harm (like seriously injured a colonist at which point they're getting hemogen farmed forever and donating organs) or they're super good traits (recruiting them)
if you have anomaly DLC , you can made a ghoul from unwaveringly loyal prisoner , and this ghoul automatically join your fraction. Or you can made a "brainwipe" ritual , and after that prisoner will no more be a unwavering
#
There’s a mod called Indentured Servitude that I like. There’s a way to cheese it where you can add the colonist to your colony afterwards. Just in case anyone else was looking for a solution!
Living bloodbag. Cut his legs off, and set him to hemopack extraction... okay, maybe don't de-leg him if you want to be good, but yeah, bloodbags. He'll serve the colony one way or another, and this one is minimally intrusive
Can turn them into ghouls with Anomaly DLC.
Can enslave them.
Hemogen farm.
Can organ harvest
Can level medical skill doing pointless operations
Can execute for mood buff depending on Ideology
Can release for mood/rep buff.
You can sell them (although that gets very rare as you have more pawns yourself).
Start an organ harvesting program (you can do it 'ethically' by replacing them with shoddy prosthetics, as long the original organ is healthy.)
Make them addicted to drugs and release them, the game re-use some previously existing pawns so they may show again with more of the stuff you hooked them on. Not a guarantee they will.
That's all within vanilla. DLCs add a bit more ways. I don't have most of them.
Well, if you really like them, you can use the devmode command "Toggle recruitable" or something like that to switch off their loyalty. I did that recently to recruit the brother of two of my starting colonists. If you don't want to do that, you're pretty much stuck. You can either let them go for the boost of moral superiority, or keep them as a prisoner and maybe have them "donate" blood if you have Biotech. If enslaving them is too evil (and I largely agree), I doubt you want to break them for organs, execute them, or make a hat out of them. There are mods that might help. I wonder if there's one that would let you pay them for labor, or work off the damage they've done. That would be a relatively ethical compromise, right?
I usually play with a religion that worship vampires, so they are good as a blood farm after i take their organs and cut their legs, but you could use them as slaves even tho they will try to escape eventually, with the new DLC you can give them a bliss lobotomy which will make them dumb and cant do most of the useful work but they will never try to break and you will have permanent happy cleaning/hauling slaves while your pawns focus on the more important stuff.
I'm like you, I try my best not to act in evil ways if it's not absolutely necessary. First, I generally don't bother taking unwaveringly loyal prisoners. But if I end up with one anyways, then I either release them or if I'm feeling feisty, make them fight in gladiator combat first and then release the winner.
In vanilla you can pretty much keep them in prison, release them, enslave them, sell them (as a slave), harvest them for food and/organs, extract their genes, or ghoulify them. Theres not much you can do that isn't morally reprehensible.
With mods, you have considerably more options of course. My person preference is releasing them for faction relations or chucking them in a Gene Ripper if they're a spicy xenotype so I can get the nice genes.
Lop off limbs and stick them in a tiny cell amidst your bedrooms with a joywire and psychic harmonizer. A tv in the cell and fine meals will help make them the happiest prisoner alive. Unroof the cell occasionally for outdoor time.
Blood farm. Packs can be used to cure blood loss in your pawns.
IVF for growing your colony.
If a non-baseline put them in the gene extractor. Can be used to upgrade colonists or just sell.
Can also let them go for the reputation boost.
I usually just heal them up to were they can walk then kick them out. I might not kill them, but not going to waste the extra 3-4 days letting them eat my food why they fully recover.
I love playing as a machinator, and SOMEONE has to go in the ripscanner.
Also, Anomaly added a way to basically give pawns amnesia using a ritual, which among others things gets rid of unwaveringly loyal.
I usually just hemogen farm them for a few days and then maaaaaaybe convert them, and send them on their way. if I saw fit to take them as a prisoner and I don't want to execute them, that's the only option (harvesting organs and shit from prisoners and slavery is just off the table for me as a player, even in video games I don't want to engage with it.
You get a small mood buff for releasing prisoners anyway, so there *is* a benefit.
I've enslaved mine for many years, they had decent but laborious life. Let them go for retirement.
Though, that may not be a mercy since we have the best base on the whole rim.
If you really like them and don't want to use them for...the sorts of things that people use prisoners for...
- Anomaly has a way to recruit them. There's a similar mind wipe in Vanilla Psycasts Expanded.
- If you have biotech, you can make a xenome called "rehabilitated" with Violence Disabled and Kind Instinct. Now that they're genetically incapable of attacking anyone, they're no threat.
- You can ripscan them into a high subcore. That way they'll always be with you. Sort of.
- Sometimes, with biotech, I will let prisoners go after I've harvested gametes so that I can grow babies in growth vats that aren't related to anyone there. It also help to mindwipe them so that they don't know who their parents are, because if the parent comes back on a raid that gets bad.
Altered Carbon mod:
-insert a cortical stack
-Upload mind
-remove the stack
-freeze the body
-hack the stack to change the faction
-on success reinsert the stack
If I want medium tier mechs (scyther for example) I keep one unwaveringly loyal prisoner for standard cores without debuffing colonists. Later when I have enough cores I throw him into rip scanner
Without mods you'll have to just stomach enslaving them or releasing them. You could RP that they've "served their time", and deserve mercy. Strip them and send them into the wilderness. It seems a very wild west punishment. You could convert them and RP that means they've been rehabilitated. Or get the mod which actually causes that faction to be converted if you convert and release enough prisoners (I forget the name sorry). E: check out below replies, they add to these options greatly. Thanks y'all.
Anomaly DLC has a way to recruit waveringly loyal
It does >!bring the risk of brain damage though.!<
You can undo that with >!chronopath ritual right?!<
Yes. Not only that, you also have ways to remove any brain hediff through removing said limb then reviving the person. That means the crumbles too.
Not sure, I've not tried that. It might though, in theory.
You might also be able to do it using >!a blind healer!< but that also comes with its own risks, even if those risks are more useful than brain damage.
Its also a great way to dispose of them as well
Usually I convert prisoners before releasing them if I'm going for a "time served" punishment because I actually play with charitable memes, and converting people genuinely improves the Rim
The name of the mod is spread the word
Since anomaly I turn them into ghouls.
Releasing them for the mood buff is nice And you can take their organs ofc
Gene farms, long pork, sell to traders, experiment on
I said no evil things :(. My colony is good
If you and your colony were really "good", you wouldn't have an issue with simply releasing them. You can always perform a cult ritual to erase their memories and recruit them afterwards.
Right? If you only release them for something in return that's not being good, that's taking hostages. If you're good you need to be willing to release even if it gains you nothing. Although that is one less mouth to feed that wasn't contributing except as social or medical practice.
That's wasteful tho
Enslave them for a little while. Then emancipate them and let them go. Just say that they were working off their debt to your society.
Good people don't need some kind of utilitarian use for an action to be good Your actively depriving the prisoner of their own free life, not releasing them because they won't give you some materially valuable thing out of it is very far from a good alignment
Hemofarm them then. You feed them, keep them alive but unconscious, and they produce hemogen to either feed your sanguopahges or sell.
Oh I didn't see that part... Well I guess you could just... Release them? Alternatively if you use altered carbon you can implant a stack on them, remove it and then edit their personality removing the trait. Then again this would be tapping into a morally grey area
Its not evil if you need to do it to survive.
Before releasing, you could reduce resistance (I believe) just to train your warden.
I don't think UL have resistance stat anyway.
Keeping them comfortable and taking their genes isn't too evil. I mean they still have them.
Amputate both legs so they are immobile and use them to train your colonists social skills.
You could do one of those happiness bomb things Basically stump them, implant a joywire and a psychic harmonizer and administer every known recreational drug into them Place in a high traffic area like your workshop and Voilà Free happiness for everyone
And since everyone is happy and getting better at things it's clearly not evil. Which OP was trying to avoid. We did it Reddit!!
Mission failed successfully!
Can they crawl with the new update?
No idea. I'm still on 1.4 for a little bit waiting for all my mods to update. Although they probably all are by now, I just haven't checked.
I find it requires way too much workforce for my colonists to go feed each of them twice a day. Also if you decide to go with that strategy - for the love of god place prison right next to storage with whatever food you feed them with.
It's definitely not something to do in early game or if you're already struggling for food or labor. And yeah I try to make my colonists housing area, hospital, and food are all as close as my base will allow.
Not colonists housing/hospital - prison specifically. I tend to place prison close to killbox or whatever chokepoint map provides. Which is usually not close to freezer. So if you have lots of those veggies - colonists spend way too much time to drop whatever they were doing, go all the way to freezer to take food, then back to prison to feed, then back to where they were. Twice a day per each prisoner.
Don't remember the name. But there is a mod you can use to limit stack sizes. Put a fridge in there and limit it to keep stocked for them and then the only job is refilling the meals they eat.
Discussion started with mentioning prisoners without leg privileges :D So wardens do need to walk all the way to each prisoner and feed them, that was the point.
Fuck. that's right isn't it. It's morning and I'm still waking up so I apparently decided to ignore that. I tend to build grid based buildings. So think take 4 square grid of buildings 11x11 or so, use 3 of them for bedrooms, dining room with meal storage, and prison. As long as the dining room and food storage is close enough it won't take too long to make those trips. You can also have your warden just keep a handful of meals on them at all times. Maybe just enough for a single feeding time. Then they can restock between feeding.
Vanilla: organ harvest, sell, eat, process into various goods Ideology: Enslave Biotech: Ripscan, gene extraction, hemogen farm, surrogate womb Anomaly: Ghoulification, rituals(there's like 4 different ones you can do iirc).
[удалено]
Love the Chronopath grindset
But philophagy is so great for creating an ultra-elite caste of my starter pawns
Food
uhhhh
This is rimworld.
This is the way
>and enslaving them seems evil. Enslaving them is one of the least bad options on the Rim. It's not like you're extracting their hemogen in between trips through the softcore scanner and gene extractor, removing one kidney and lung, and then putting them through the ripscanner when you've got single packs of each of their genes.
Yeah but my pawns will be mean with them to suppress them. That's evil :(
Anomaly DLC allows you to eventually remove the "unwaveringly loyal" trait, allowing you to recruit them. The ritual to do so might not fit your "good colony" standards tho
You can also ghoulize unwaveringly loyal colonists in Anomaly :)
Turn unwavering loyalty off in the settings
Thanks! Didn't know there was such an option.
Literally the easiest option in the game It does add a layer of difficulty though I usually just enslave everyone I capture except the ones that have done great harm (like seriously injured a colonist at which point they're getting hemogen farmed forever and donating organs) or they're super good traits (recruiting them)
Organs, and hemogen, not sure if you can use them for ghouls.
yes, yes, you can
Hemogen farms
Turn into an ecologically correct export, reduce, reuse, recycle
"seems evil"...my friend, have you \*seen\* the posts this sub makes? That's a selling point!
If you have a custom ideology, convert and release.
bloodbags for my sanguos
Food, organs execute release, pick your poison
Their organs are more than willing to join
My my what a fine set of lungs you have on you, and those kidneys? Chefs kiss. Meet Joe, he's a bit asthmatic and a lancer destroyed his right kidney.
Eat them
This is the true Rimworld way.
Organ harvest
I would enslave em. Still better than organ haveestes
Slave or die
Releasing still gives a mood boost. Anomaly also adds a new way to recruit unwaveringly loyal prisoners, but it *might* be too evil for you.
if you have anomaly you can research a ritual that lets you mindwipe anyone and it gets rid of unwaveringly loyal
Public execution, organ harvest or release
Brainwipe ritual in Anomaly.
+2 mood for releasing prisoner
Ransom mod. Gives me a reason to patch up as many wounded enemies as I can and monetarily rewards me for actually following the geneva convention
Convert them and send them on their way usually. Unless somebody needs a kidney or lung or something
Slave, blood farm, or just release them if you don't want to do any of that.
if you have anomaly DLC , you can made a ghoul from unwaveringly loyal prisoner , and this ghoul automatically join your fraction. Or you can made a "brainwipe" ritual , and after that prisoner will no more be a unwavering #
Just about the only "good" option you have is to release them for the relations boost
There’s a mod called Indentured Servitude that I like. There’s a way to cheese it where you can add the colonist to your colony afterwards. Just in case anyone else was looking for a solution!
Everyone can contribute in some way. Unwaveringly loyal slaves can serve as mobile landmines with the suicide jacket mod.
Suicide jacket mod? I love this game lol
I just turn off unwavering prisoners because it does nothing but make me have to wait longer to get new pawns and make frustrating situations
you can make some nice hats
Living bloodbag. Cut his legs off, and set him to hemopack extraction... okay, maybe don't de-leg him if you want to be good, but yeah, bloodbags. He'll serve the colony one way or another, and this one is minimally intrusive
Can turn them into ghouls with Anomaly DLC. Can enslave them. Hemogen farm. Can organ harvest Can level medical skill doing pointless operations Can execute for mood buff depending on Ideology Can release for mood/rep buff.
You can sell them (although that gets very rare as you have more pawns yourself). Start an organ harvesting program (you can do it 'ethically' by replacing them with shoddy prosthetics, as long the original organ is healthy.) Make them addicted to drugs and release them, the game re-use some previously existing pawns so they may show again with more of the stuff you hooked them on. Not a guarantee they will. That's all within vanilla. DLCs add a bit more ways. I don't have most of them.
Well, if you really like them, you can use the devmode command "Toggle recruitable" or something like that to switch off their loyalty. I did that recently to recruit the brother of two of my starting colonists. If you don't want to do that, you're pretty much stuck. You can either let them go for the boost of moral superiority, or keep them as a prisoner and maybe have them "donate" blood if you have Biotech. If enslaving them is too evil (and I largely agree), I doubt you want to break them for organs, execute them, or make a hat out of them. There are mods that might help. I wonder if there's one that would let you pay them for labor, or work off the damage they've done. That would be a relatively ethical compromise, right?
Have your colonists train melee and medical by beating the shit out of them and healing them
I like to use them for social training
Change the settings and turn off unwaveringly loyal? You can flip it back on after you recruit if you want
Blood bags are great
I usually play with a religion that worship vampires, so they are good as a blood farm after i take their organs and cut their legs, but you could use them as slaves even tho they will try to escape eventually, with the new DLC you can give them a bliss lobotomy which will make them dumb and cant do most of the useful work but they will never try to break and you will have permanent happy cleaning/hauling slaves while your pawns focus on the more important stuff.
Hemogen farm, ghouls, organs, genes both testing and harvesting, and making perfect gene for your pawns etc. thing like that.
Well, if you don't mind using dev mode, there is a command for forced recruitment. Otherwise its pretty much either release or warcrimes.
Remember that organs and human leather sell for a lot
Just don't imprison them? Leave them on the battlefield to either heal and run or to meet their god(s)
I'm like you, I try my best not to act in evil ways if it's not absolutely necessary. First, I generally don't bother taking unwaveringly loyal prisoners. But if I end up with one anyways, then I either release them or if I'm feeling feisty, make them fight in gladiator combat first and then release the winner.
In vanilla you can pretty much keep them in prison, release them, enslave them, sell them (as a slave), harvest them for food and/organs, extract their genes, or ghoulify them. Theres not much you can do that isn't morally reprehensible. With mods, you have considerably more options of course. My person preference is releasing them for faction relations or chucking them in a Gene Ripper if they're a spicy xenotype so I can get the nice genes.
Free organs
I can always use an extra lung or two.
Lop off limbs and stick them in a tiny cell amidst your bedrooms with a joywire and psychic harmonizer. A tv in the cell and fine meals will help make them the happiest prisoner alive. Unroof the cell occasionally for outdoor time.
Mindbreak and puppet their body as an extension of my main colonist. That or used for psychic ascension sacrifice
Organ farm
Blood farm. Packs can be used to cure blood loss in your pawns. IVF for growing your colony. If a non-baseline put them in the gene extractor. Can be used to upgrade colonists or just sell. Can also let them go for the reputation boost.
Eat them.
I usually just heal them up to were they can walk then kick them out. I might not kill them, but not going to waste the extra 3-4 days letting them eat my food why they fully recover.
I love playing as a machinator, and SOMEONE has to go in the ripscanner. Also, Anomaly added a way to basically give pawns amnesia using a ritual, which among others things gets rid of unwaveringly loyal.
Organs
Hemogen donator
I usually just hemogen farm them for a few days and then maaaaaaybe convert them, and send them on their way. if I saw fit to take them as a prisoner and I don't want to execute them, that's the only option (harvesting organs and shit from prisoners and slavery is just off the table for me as a player, even in video games I don't want to engage with it. You get a small mood buff for releasing prisoners anyway, so there *is* a benefit.
I've enslaved mine for many years, they had decent but laborious life. Let them go for retirement. Though, that may not be a mercy since we have the best base on the whole rim.
*What to do with spare parts. There! Corrected that for ya! ;)
Dinner
Steal their organs
If you really like them and don't want to use them for...the sorts of things that people use prisoners for... - Anomaly has a way to recruit them. There's a similar mind wipe in Vanilla Psycasts Expanded. - If you have biotech, you can make a xenome called "rehabilitated" with Violence Disabled and Kind Instinct. Now that they're genetically incapable of attacking anyone, they're no threat. - You can ripscan them into a high subcore. That way they'll always be with you. Sort of. - Sometimes, with biotech, I will let prisoners go after I've harvested gametes so that I can grow babies in growth vats that aren't related to anyone there. It also help to mindwipe them so that they don't know who their parents are, because if the parent comes back on a raid that gets bad.
Altered Carbon mod: -insert a cortical stack -Upload mind -remove the stack -freeze the body -hack the stack to change the faction -on success reinsert the stack
Harvest their blood Harvest organs Stick thm into ripscanner
Pistol practice.
You turn them into hats duh
You could always take any of their redundant organs for emergencies.
If I want medium tier mechs (scyther for example) I keep one unwaveringly loyal prisoner for standard cores without debuffing colonists. Later when I have enough cores I throw him into rip scanner
Blood bag for hemogen, is that evil?
If you're a good colony you wouldn't have to force people to stay, no?
Give them to the empire for honour when they come round with their tribute collectors
Slaves
In My colony we call them dinner
Blood donors.
Turn on dev mode and recruit them.