// Management · RimWorld Mod

Selective Beggars

Selective Beggars mod preview for RimWorld

UPADTE 2: Fixed all the bugs with beggars event triggers not firing properly, added VEE back-support and optimized the tick rates some more, should be good to go now :) Desperate travelers arrive at your colony's edge, begging for help.

UPADTE 2: Fixed all the bugs with beggars event triggers not firing properly, added VEE back-support and optimized the tick rates some more, should be good to go now :)


Desperate travelers arrive at your colony's edge, begging for help. Will you save them all, cherry-pick the best, or turn them away? Your choices have consequences.

When a group of beggars arrives, they'll set up a temporary camp with a campfire near your colony. You have limited time to decide their fate before desperation drives them to extreme measures.

  • They will sit at the maps edge by their fire, not at your front door.
  • Recruit All: Take in the entire group - gives major mood bonuses
  • Cherry-Pick: Select only the best candidates - causes guilt among the colony
  • Ignore Completely: Let them fend for themselves - risk theft and severe mood penalties
  • It's a higher chance of success with a higher Social skill, scales dynamically
  • Rescued All Beggars: +12 mood for 3 days (major heroism bonus)
  • Abandoned Travelers: Negative mood scales with percentage left behind
  • Drove Beggars to Crime: -5 mood when your neglect forces them to steal
  • Sadistic Joy: +4 mood for bloodlust/cannibal colonists who enjoy human punching bags and food delivery 💀
  • Ideology integration: Charity precepts double the guilt penalty - DLC optional
  • If ignored, beggars will attempt theft based on desperation level
  • Trait-based modifiers: Psychopaths, greedy, and bloodthirsty beggars more likely to steal
  • Cherry-picking reduces theft chance


  • Can be safely added to existing saves
  • Removal requires waiting for active beggar events to resolve


This mod is designed to create meaningful choices with real consequences. There's no "correct" answer:

  • Helping everyone is expensive but morally rewarding
  • Selective recruitment saves resources but creates guilt
  • Ignoring beggars risks theft and severe mood penalties
  • Your colony's ideology and traits determine which choice hurts most


Updated; Toggle added to allow beggars to approach you like vanilla, no campfire this way, also mod's way has been brought closer in to prevent map edge probs :)

None currently known. Please report bugs in the comments!

✨ This mod was made for a requester on Discord ✨