Oh, Ponder the Pig did come back years later. And it was to take revenge on the mechanoids too. His hatred for mechanoids is so deep, he doesn't even want his old friend, saviour and mentor Adam to use them. I told you Ponder was the main character!
Hello! Thanks for the video. I'm new in this game and don't know how to fix annoying thing: When I start to caravan, my pawns start stealing the food that I put in animals. They do this while the animals are walking to the border of the map. They take almost everything. How can this be fixed? They have food in the iceroom) The only thing that I can do - it's a "Caravan" zone, where pawns can't go) ---------------- Thanks and good luck in ur journey!
@@AdamVsEverything - Really? I'm pretty sure I don't get those (unless they're really short and I never noticed), and I can't find any mention on the Wiki, either. I know there's a penalty for releasing a prisoner if the game thinks they can't survive (ex., if it's too cold) and also for immediately _rejecting_ a colonist, but I assume you're not talking about those.
@@RFC3514 I am sure. It was changed. You can go test it and see. Make a game, arrest one of your colonist, hold door open, let them run off the map, check mood list. Like I said, it is why I stopped doing it. It is a -4 for 6 days, which is worse than just banishing.
@@AdamVsEverything - The mystery grows deeper: I just tested it on two different PCs (same version of Rimworld, though). On one (older install, upgraded over time), there's no negative debuff, regardless of who escapes (a former colonist or just a random prisoner). On the other (newer install, from scratch), there's *always* a negative debuff that says "Colonist prisoner escaped" even when the escaped prisoner was never actually a colonist. Is that supposed to happen? I assume that, if it was supposed to apply to _any_ prisoner, it would just say "Prisoner escaped", not *"Colonist* prisoner escaped", but apparently the game thinks a random Neanderthal that I captured (and then allowed to escape) was a "colonist". I think the difference between the two systems might be due to some INI files having been edited (I remember there was a bug related to escaped prisoners a couple of versions ago, and I never did a full reinstall on that PC after that), but it doesn't explain why _every_ prisoner is apparently considered a colonist on the newer install. Maybe it's somehow related to the "guilty" status? Maybe any pawn that doesn't have the guilty status is considered a colonist, and any pawn that does have the guilty status isn't (and doesn't give the debuff)?
@@RFC3514 All I know is that it was a base game change and has been that way for me ever since, vanilla and not. I don't really use mods, so mods could of course impact it. But vanilla without mods an escaped prisoner gives -4, guilty or not. This was specifically changed in a standalone patch that fixed a bunch of little exploits. I even joked about it because right after I was invited into the dev bug-testing/etc Discord I gave them a list of exploits like this that I used and then the next minor patch fixed almost all of them. Me telling the Devs about the prisoner escaping exploit and then it getting fixed the next week is why I remember this mechanic as well as I do and replied in the first place.