Editing Quickstart Guides

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 142: Line 142:
 
:: Forget about [[nutrient paste dispenser]]s, at least right now. They require electricity and come with a mood penalty compared to simple meals.  
 
:: Forget about [[nutrient paste dispenser]]s, at least right now. They require electricity and come with a mood penalty compared to simple meals.  
  
[[File:Gen stove connection.png|thumb|250px|right|Electric buildings can "connect" to a generator up to 6 tiles away.<br>'''N.B.''' Wood generators create heat. If making an isolated generator room, like this, make sure to set up a [[remove roof area]] to let the heat out.]]
+
[[File:Gen stove connection.png|thumb|250px|right|Electric buildings can "connect" to a generator up to 6 tiles away.<br>'''N.B.''' Wood generators create heat. If making an isolated generator room, like this, make sure to set up a [[remove roof area]].]]
 
*'''Set up electricity''': From the Power submenu under Architect, your options of power generation are either [[Wood-fired generator]] or [[Wind turbine]]. The generator is the preferred choice if wood is abundant on your map, as it provides a steady 1000 watts of electricity, unlike the wind turbine which might provide 3000 watts one second and 50 the next. The generator takes away your colonists' time as they have to refuel it, so it's not a permanent fix, but good enough for now until you can Research better options. [[Conduit]]s are needed to carry electricity, but items that use electricity only need to be <u>6 tiles from it</u>; you do '''not''' need to physically connect the conduit to everything, just get "close".  Add some electric lights to your rooms so your colonists do not complain about being "in the dark".
 
*'''Set up electricity''': From the Power submenu under Architect, your options of power generation are either [[Wood-fired generator]] or [[Wind turbine]]. The generator is the preferred choice if wood is abundant on your map, as it provides a steady 1000 watts of electricity, unlike the wind turbine which might provide 3000 watts one second and 50 the next. The generator takes away your colonists' time as they have to refuel it, so it's not a permanent fix, but good enough for now until you can Research better options. [[Conduit]]s are needed to carry electricity, but items that use electricity only need to be <u>6 tiles from it</u>; you do '''not''' need to physically connect the conduit to everything, just get "close".  Add some electric lights to your rooms so your colonists do not complain about being "in the dark".
  

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)