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 15: Line 15:
 
You can pick one of the 3 [[AI Storytellers]], and a difficulty level.  The storytellers only determine the random events that occur during your game. The difficulty and storyteller can be changed ''at any time'' by going into the Options, selecting the Gameplay tab, and click "Modify Storyteller".
 
You can pick one of the 3 [[AI Storytellers]], and a difficulty level.  The storytellers only determine the random events that occur during your game. The difficulty and storyteller can be changed ''at any time'' by going into the Options, selecting the Gameplay tab, and click "Modify Storyteller".
  
It is recommended to choose '''[[Cassandra Classic]]''' on '''[[AI_Storytellers#difficulty|Strive to Survive]]''' to get a feel for how the game is designed to play out. However, '''there is no shame''' in picking an easier difficulty. Play Peaceful if you want to get a hang of how the UI works and how to control your colonists.
+
It is recommended to choose '''[[Cassandra Classic]]''' on '''[[AI_Storytellers#difficulty|Strive to Survive]]''' to get a feel for how the game is designed to play out. However, '''there is no shame''' in picking an easier difficulty. Play Peaceful if you want to get a hang of how to grow crops and order colonist orders.
  
 
=== Creating a world ===
 
=== Creating a world ===
Line 26: Line 26:
 
Now, look in the info tab (lower left on the screen). A map with a "year-round" growing season is the easiest, but you don't want to be too hot. Try between latitude 20 and 30 or so - too far south, near the equator, will be brutally hot very soon (summer), and too far north will have unforgiving winters.
 
Now, look in the info tab (lower left on the screen). A map with a "year-round" growing season is the easiest, but you don't want to be too hot. Try between latitude 20 and 30 or so - too far south, near the equator, will be brutally hot very soon (summer), and too far north will have unforgiving winters.
  
You will also want to pay attention to the terrain type. Terrain goes from Flat, Small Hills, Large Hills, and Mountain. The bigger the hills, the more [[ore]] and natural defenses are available, but the less open space there is to build and grow. Pick either Small Hills or Large Hills; they are a nice balance between minerals, defense, and growing space.
+
You will also want to pay attention to the terrain type. Terrain goes from Flat, Small Hills, Large Hills, and Mountain. The bigger the hills, the more [[ore]] and natural defenses are available, but the less open space there is to build and grow. Pcik either Small Hills or Large Hills; they are a nice balance between minerals, defense, and growing space.
  
 
=== Choosing your characters ===
 
=== Choosing your characters ===
Line 36: Line 36:
 
*'''Plants''' - Feeding your colony
 
*'''Plants''' - Feeding your colony
 
*'''Construction''' - Building your colony
 
*'''Construction''' - Building your colony
*'''Medical''' - Healing injuries and disease, both which are inevitable.
+
*'''Medicial''' - Healing injuries, which are inevitable.
 
Rolling for [[Skills#Passion|passions]] (one or two flames) in a skill is just as important as rolling for a high skill, because they will level up faster.
 
Rolling for [[Skills#Passion|passions]] (one or two flames) in a skill is just as important as rolling for a high skill, because they will level up faster.
  
Line 57: Line 57:
  
 
'''Other Factors'''<br>
 
'''Other Factors'''<br>
Try not to accept characters who have a lot of health ailments, old painful wounds, or are addicted to drugs. A bad heart can be a killer, of that character and the colony that depended on them. Look under the Health tab to see how problems affect their overall Movement, Consciousness, Manipulation, etc.
+
Also, try not to accept characters who have a lot of health ailments, old painful wounds, or are addicted to drugs. A bad heart can be a killer, of that character and the colony that depended on them. Look under the Health tab to see how problems affect their overall Movement, Consciousness, Manipulation, etc.
  
 
Lastly, be conscious of potential problems with characters "[[Incapable of]]..." Dumb Labor (hauling, cleaning), Firefighting, or Violence (both hunting and self-defense). "Incapable of Skilled Labor" should be an immediate rejection. Have at least 2 colonists able to do Dumb Labor and Violence.
 
Lastly, be conscious of potential problems with characters "[[Incapable of]]..." Dumb Labor (hauling, cleaning), Firefighting, or Violence (both hunting and self-defense). "Incapable of Skilled Labor" should be an immediate rejection. Have at least 2 colonists able to do Dumb Labor and Violence.
Line 66: Line 66:
  
 
=== Landing ===  
 
=== Landing ===  
[[File:Allow_everything.png|thumb|200px|right|Allow everything. Right click "Allow". (Architect -> Orders tab)]]
+
[[File:Allow_everything.png|thumb|200px|right|Allow everything. Right click "Allow". (Archetect -> Orders tab)]]
 
*'''PAUSE THE GAME'''! - Wait for the colonists to emerge from their pods, then press spacebar. (Note: "Pause on load" can be set to default in the Options.)
 
*'''PAUSE THE GAME'''! - Wait for the colonists to emerge from their pods, then press spacebar. (Note: "Pause on load" can be set to default in the Options.)
  
Line 96: Line 96:
  
 
=== Your first day ===  
 
=== Your first day ===  
[[File:Base stockpile simple.png|thumb|225px|right|Simple house and [[stockpile zone]] (highlighted in white), w/o ruins. <br>Colonists will automatically haul to the zone if they are assigned to Hauling.]]
+
[[File:Base stockpile simple.png|thumb|225px|right|Simple house and [[stockpile zone]] (highlighted in white).<br>Colonists will automatically haul to the zone if they are assigned to Hauling.]]
Your goal before nightfall is to get everything under a roof, and your 3 colonists in beds. Light a campfire in the middle of your building (unless it's very hot, then build it outside.)  Get your first small crops planted (30-40 tiles or so).  If you have extra time, build a 1x2 table and 2 chairs - your colonists will enjoy sitting there to eat.
+
Your goal before nightfall is to get everything under a roof, and your 3 colonists in beds. Light a campfire in the middle of your building (unless it's very hot, then built it outside.)  Get your first small crops planted (30-40 tiles or so).  If you have extra time, build a 1x2 table and 2 chairs - your colonists will enjoy sitting there to eat.
  
 
*'''Home''': For your first building, make it ~about~ 50 tiles on the inside, so 7x7 or 6x8 or the equivalent. You don't want much bigger yet, but you can use the Architect/Plan graphics to plan for the future. Add a (wooden) door or three, the roof will be built automatically.  
 
*'''Home''': For your first building, make it ~about~ 50 tiles on the inside, so 7x7 or 6x8 or the equivalent. You don't want much bigger yet, but you can use the Architect/Plan graphics to plan for the future. Add a (wooden) door or three, the roof will be built automatically.  
Line 111: Line 111:
  
 
*'''Food''': Your characters will need to eat, but for now they can survive on packaged survival meals.
 
*'''Food''': Your characters will need to eat, but for now they can survive on packaged survival meals.
 
*'''Animals''': If you've started with a [[pen animals|pen animal]] - like a [[yak]], [[horse]], or [[cow]], you'll need to make a [[pen]] for them. This is signified with a "Pen needed" indicator on the corner of the screen. Right now, you can place a [[caravan hitching spot]] (under the Misc tab), and your animal handler will rope the animal to the spot, preventing them from roaming away. With only a single animal, you can keep them hitched to the spot indefinitely; they'll feed on the grass. "Free-running" animals, like the [[husky]], can walk on their own.
 
 
:You can slaughter your animal if you don't want to bother - a [[warg]] will be difficult to feed, for instance. However, it may upset one of your starting colonists.
 
  
 
=== Your first night ===  
 
=== Your first night ===  
Line 147: Line 143:
 
[[File:Freezer quickstart.png|thumb|250px|right|Simple [[cooler]] room can preserve food]]
 
[[File:Freezer quickstart.png|thumb|250px|right|Simple [[cooler]] room can preserve food]]
  
*'''Build a freezer''': Build a room about 7x7 with a single door in the wall (this can be your starting room if you want, wall up any extra doors). If it's too big (or if you started too close to the equator, where it will be HOT), a single cooler will have problems keeping it cold.  Under Architect->Temperature, build a cooler in the gap, make sure the cold side (blue) points '''into'''  the room and the hot side (red) points outwards (rotate with Q and E keys), then connect the cooler to your power grid with conduits. Set the temperature to -5°C/~23°F. Make another stockpile inside, set it to allow fresh food, animal corpses, potatoes* and herbal medicine, but forbid "rotten", and set the stockpile's priority to "important". (* Rice and corn are very slow to rot, so long as they're indoors.)
+
*'''Build a freezer''': Build a room about 7x7 with a single door in the wall (this can be your starting room if you want, wall up any extra doors). If it's too big (or if you started too close to the equator, where it will be HOT), a single cooler will have problems keeping it cold.  Under Architect->Temperature, build a cooler in the gap, make sure the cold side (blue) points '''into'''  the room and the hot side (red) points outwards (rotate with Q and E keys), then connect the cooler to your power grid with conduits. Set the temperature to -5°C/~23°F. Make another stockpile inside, set it to allow fresh food, animal corpses, potatoes* and herbal medicine, but forbid "rotten", and set the stockpile's priority to "important".  
  
:You'll soon want to build [[shelf|shelves]] in the freezer. As of 1.4, shelves can hold 3 items per tile, allowing you to make the most out of a small freezer room. Too large of a freezer, and you'll need another cooler to actually bring temperature below freezing.
+
:: (* Rice and corn are very slow to rot, so long as they're indoors.)
  
 
:* Pro tip: If you're having trouble keeping your freezer at freezing, making the walls double-thick will help insulate it, especially from [[Events#Heat wave|extreme mid-summer heat]]. Your cooler will also use less electricity if you build an airlock - halls at least 6 tiles long with doors at each end, which prevent too much hot air from getting in through open doors whenever a pawn enters/leaves. While it doesn't have to be big at start, you will be expanding it later on, so make sure to leave space in your base.  
 
:* Pro tip: If you're having trouble keeping your freezer at freezing, making the walls double-thick will help insulate it, especially from [[Events#Heat wave|extreme mid-summer heat]]. Your cooler will also use less electricity if you build an airlock - halls at least 6 tiles long with doors at each end, which prevent too much hot air from getting in through open doors whenever a pawn enters/leaves. While it doesn't have to be big at start, you will be expanding it later on, so make sure to leave space in your base.  
  
:* Note: If you're digging a mountain base, make sure the hot side of the cooler points either outside, or into an unroofed room. Otherwise it may overheat, send back heat into the freezer, and even start a fire. In order to freeze and preserve your food, you must also set up a power supply so the coolers can function.
+
:* Note: If you're digging a mountain base, make sure the hot side of the cooler points either outside or into a very large room. Otherwise it may overheat, send back heat into the freezer, and even start a fire. In order to freeze and preserve your food, you must also set up a power supply so the coolers can function.
  
 
*'''Start Research''': Build a research bench under Production. You can put this in your main room for now. The first research item you want to rush as soon as possible is the Battery* and the Solar Panel* to provide a steady power source and to store power from unstable power sources such as the wind turbine or solar panel.  It does not take very long, so turn up the researching priority on your researcher. After this, you can research at a more leisurely pace. Microelectronics basics should be the next thing you research. Now you can probably afford to put a standing lamp (under Furniture) inside your main room, so your colonists don't get the "in darkness" mood debuff when they're inside.
 
*'''Start Research''': Build a research bench under Production. You can put this in your main room for now. The first research item you want to rush as soon as possible is the Battery* and the Solar Panel* to provide a steady power source and to store power from unstable power sources such as the wind turbine or solar panel.  It does not take very long, so turn up the researching priority on your researcher. After this, you can research at a more leisurely pace. Microelectronics basics should be the next thing you research. Now you can probably afford to put a standing lamp (under Furniture) inside your main room, so your colonists don't get the "in darkness" mood debuff when they're inside.
Line 162: Line 158:
  
 
*'''New colonist''': Whenever a new colonist joins, whether through the recruitment of a prisoner, a random person joining, or rescuing an independent survivor of a drop pod crash, remember to set their work priorities and build another bed for them. A sleeping spot will do short-term, but they (you) will want a bed as soon as possible.
 
*'''New colonist''': Whenever a new colonist joins, whether through the recruitment of a prisoner, a random person joining, or rescuing an independent survivor of a drop pod crash, remember to set their work priorities and build another bed for them. A sleeping spot will do short-term, but they (you) will want a bed as soon as possible.
{{clear}}
+
 
== Your first battle ==  
+
=== Your first battle ===
 +
 
 
Hopefully, everything has been uneventful so far, but inevitably the first threat will arrive. It will either be a local animal gone mad or a single raider with a crappy shiv or club - it will not be very dangerous and easily handled by your starting weapons.
 
Hopefully, everything has been uneventful so far, but inevitably the first threat will arrive. It will either be a local animal gone mad or a single raider with a crappy shiv or club - it will not be very dangerous and easily handled by your starting weapons.
  
[[File:Quickstart combat 1.png|thumb|300px|right|Stand your colonists behind [[barricade]]s, if available, and let them fire. If a melee enemy gets too close, order your own melee pawn to engage combat.]]
+
*'''Combat basics''': Draft your colonists and put them in cover with a clear view of the direction your enemy seems to be coming from. Your melee colonist is more likely to be injured by friendly fire than by the enemy, so make sure they're not standing in the line of fire. When the enemy approaches, start shooting. If the enemy has made it all the way close up to your shooters, engage with your melee colonist, and move the shooters back.
*'''Combat basics''': Draft your colonists and put them in cover with a clear view of the direction your enemy seems to be coming from. When the enemy approaches, start shooting. If the enemy has made it all the way close up to your shooters, engage with your melee colonist, and move the shooters back. [[Friendly fire]] can happen if colonists are too far apart, but in the line of fire. Either keep your colonists close, or avoid standing in the way of bullets.
+
**[[Tree]]s have 25% cover, [[rock chunk]]s have 50%, [[sandbags]] and [[barricades]] have {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}%, and all [[wall]]s have up to 75% cover but is reduced when a pawn turns around the corner to shoot. See [[Cover]] for more info on cover. While melee attacks ignore cover, you'll have a bad time if you stand in the open.
**[[Barricade]]s and [[sandbags]] have {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% cover, so they'll block {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of bullets. All [[wall]]s have up to 75% cover, but this is reduced as a pawn needs to "lean out" to fire. [[Tree]]s have 25% cover, [[rock chunk]]s have 50%. See [[Cover]] for more info on cover. While melee attacks ignore cover, you'll have a bad time if you stand in the open.
 
 
**Alternatively, if your shooters suck but you have an amazing melee pawn, just go ahead and stab 'em - unless the melee enemy is also amazing and suitably armed that is. It's riskier, but it works until you have better shooters.
 
**Alternatively, if your shooters suck but you have an amazing melee pawn, just go ahead and stab 'em - unless the melee enemy is also amazing and suitably armed that is. It's riskier, but it works until you have better shooters.
  
[[File:Quickstart combat 2.png|thumb|300px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field. Otherwise, tending on a [[bed]] results in better medical care.<br>'''Note:''' In order to carry medicine, you must select your doctor to carry it in the [[Assign]] tab.]]
+
*'''Tending to wounds''': If a colonist gets injured in the fight, you want to make them go rest. If they're not resting, then increase their Bed Rest priority. You can check the colonist's injuries in the health tab. If there are just a few bruises and scratches, you don't have to waste precious medicine on them, so select "no medicine" in the Health -> Overview tab. If there are worse injuries and/or moderate blood loss, then you can allow medicine. You don't have to set a medical bed, they can rest in their own beds just fine. Cleaning up any blood and dirt in the room will decrease the chance of infection. The colonist should heal without any complications. If it is an emergency, say one of your colonists is downed and going to bleed out in ~2 hours, it may be better to treat the pawn where they are rather than attempt to carry them back to a hospital and risk them dying before treatment can be completed. To do this, [[draft]] the doctor or nearest pawn with the best [[Medical Tend Quality]]. This is usually the one with the highest [[Medical]] skill, but can be affected by [[injury]], [[artificial body parts]], [[drugs]] and other effects. Once drafted, select the doctor, right-click on the downed pawn, and order them to tend the downed pawn. Ideally, pawns skilled in medicine would be made to carry medicine to use, but if it is not available, tend without medicine to prevent the doctor spending limited time retrieving it.  
*'''Tending to wounds''': If a colonist gets injured in the fight, you want to make them rest. If they're not resting, then increase their Bed Rest priority. You can check the colonist's injuries in the Health tab. You don't have to set a medical bed, they can rest in their own beds just fine. If your doctor is the one wounded, then you'll need to either, 1. check "Self-Tend" in the Health tab, or 2. assign another colonist to Doctoring in the bottom Work tab. Ideally, you don't have your doctor in the front lines.
 
  
:If there are just a few bruises and scratches, you don't have to waste precious medicine on them, so select "no medicine" in the Health -> Overview tab. Medicine should be reserved for [[disease]]s and moderate/extreme cases of blood loss. Even without medicine, colonists will usually heal from injuries without any complication.
+
*'''Taking a prisoner''': If the enemy was downed, you can capture them and either try to recruit them, or tend and release them for faction relationship points (don't bother with raiders from savage tribes or pirate factions, you will not receive any relationship bonuses(you can check their faction in the bio, then open the factions tab to see which faction is their faction. If the label is savage tribe or pirate band, don't release them.). You can make a prison by putting a bed/sleeping spot inside a room and setting the bed for prisoners. Prisoners cannot sleep outside or in the same room with colonists, you may have to put them inside your kitchen temporarily while you build a prison cell. Don't worry about prisons being very nice, but if you want to be nice to them, you can put a bed, table, and chair in the cell. In their prisoner tab you can examine their recruitment difficulty: ~30 is easy, ~70 might take a while, and ~99 is extremely difficult. If you think they are worth recruiting, select "Chat and Recruit". Make sure you have a colonist with Wardening enabled, and they will regularly deliver food and try to recruit them.
 +
**If you think the prisoner's not worth recruiting (e.g. too difficult, chronic conditions (e.g. Frail or Cataracts), drug addictions etc.), there are several options. The kindest is to wait until they're fully healed, then release them. This will slightly improve your relationship with their faction - unless like mentioned before, they're pirates or savages. Otherwise you can euthanize them (gives less of a mood penalty than execution, and also medical experience), [[organ_harvesting|harvest]] them, or sell them to traders, but this will give every colonist a mood penalty that lasts several days. If you did not capture them you could simply finish them or let them die on their own - preferably the latter as killing them means a higher risk of 'Witnessed Corpse' mood penalty (although you can do the former if you feel you really need to, as it's humane).
  
:In an emergency - say, one of your colonists will bleed to death in 2 hours - you'll want to tend on the field, rather than dragging them to a bed. To do this, [[draft]] the doctor or nearest pawn with the best [[Medical Tend Quality]]. This is usually the one with the highest [[Medical]] skill, but can be affected by [[injury]], [[artificial body parts]], [[drugs]], and other effects. Once drafted, select the doctor, right-click on the downed pawn, and order them to tend the downed pawn. You can draft-tend with available medicine, even if the Health tab is set otherwise. Ideally, pawns skilled in medicine will always carry medicine. But if you don't have the time to retrieve it, then tend without medicine.
+
*'''Burying corpses''': You can butcher a mad animal's corpse without worry, diseases in Rimworld are not contagious. However, colonists get a mood penalty if they see a human corpse. If you want to honor the dead, construct a grave somewhere out of the way under Architect -> Misc and bury the corpse in it. Strip the corpse first if you want its clothes, do be warned the dead body's [[apparel]] will be tainted and gives a mood penalty. (Additionally, in 1.0+, Tainted items will no longer be bought from you by any trader, so only keep what you might use.) Don't put the grave too far away, because colonists will occasionally visit graves as a joy activity, and you do not want them to waste the whole day walking there. If you want to dispose of them without much work, build a small rock building, then haul the bodies into the building. Later in the game, craft [[molotov cocktail]]s and throw them in the building to burn the corpses.
  
[[File:Quickstart combat 3.png|thumb|300px|right|A "melee block" - i.e., using chokepoints found in any doorway. Effective against animals and melee raiders, even with just 1 melee colonist. Don't stand ''on'' the door, but just behind it.]]
+
== Moving forward ==
*'''Taking a prisoner''': If the enemy was [[downed]], you can capture them, mainly for 3 purposes:
 
 
 
:* '''Recruitment''' - Capturing enemy raiders is one of the primary ways to recruit new pawns. Select the pawn, then the Prisoner tab, then select "Recruit". You don't need new people right away; your [[storyteller]] is very kind with pawn opportunities. So if an enemy has a drug addiction, chronic conditions like Bad Back or Cataracts, or simply doesn't have any desirable skills, then don't recruit them.
 
:* '''Release''' - Releasing a ''healthy'' prisoner will increase [[goodwill]] with their respective faction. Check the Prisoner tab to see if releasing would do anything. Don't bother with savage tribes or pirates - they are always "Hostile", and goodwill has no impact.  (You can check their faction in the bio, then open the factions tab to see which faction is their faction. If the label is savage tribe or pirate band, then releasing is pointless). Don't waste medical supplies - go to the prisoner's Health tab, select the Defaults button next to medicine, and set enemies to not use any medicine.
 
:* '''Monetary''' - You can sell a prisoner directly to slavers and [[faction base]]s, though colonists will be slightly disturbed by it ({{--|3}} [[mood]] per prisoner). You can also do [[organ harvesting]], which is more profitable, but more damaging to colonist mood.
 
 
 
:Prisoners must sleep in a [[prison]]. Prisoners must be inside, and they can't sleep in the same room as colonists. A bed or [[sleeping spot]] must be set "For Prisoners". In a pinch, you can turn a kitchen room or colonist room for prisoners, while you build a small prison. If you don't want an enemy for these purposes, then just let them die. Killing them yourself means a higher risk of 'Witnessed Corpse' mood penalty. If you want the raider's clothing, then strip them before they die.
 
 
 
*'''Burying corpses''': You can butcher a mad animal's corpse without worry, diseases in Rimworld are not contagious. Rotten corpses cannot be butchered at all.
 
 
 
:However, colonists get a mood penalty if they see a human corpse. If you want to honor the dead, construct a grave somewhere out of the way under Architect -> Misc and bury the corpse in it. You can strip corpses of their clothes, but the [[apparel]] will be tainted. Tainted clothes give a mood penalty and will not be bought by traders. Don't put the grave too far away, because colonists will occasionally visit graves as recreation, and you do not want them to waste the whole day walking there. Also, corpses start to "stink" after a while. So, if you don't want to build a cemetery, keep your garbage away from the colonists!
 
  
: If you want to dispose of them without much work, build a small rock building, then haul the bodies into the building. Later in the game, craft [[molotov cocktail]]s and throw them in the building to burn the corpses.
+
*'''Stone walls''': Build a stonecutting bench, set a bill, and start churning out stone blocks made from chunks. [[General labor speed]], and traits like [[Traits#Hard worker|Hard Worker]] and [[Traits#Industrious|Industrious]] affect stonecutting speed. However, skills do not. Therefore, choose your stonecutter wisely. You should begin to replace your wooden walls with stone walls.
{{clear}}
 
 
 
== Moving forward ==
 
[[File:Quickstart_final.png|thumb|400px|right|A colony with everything it needs to survive, for right now.<br>The [[wind turbine]] is vulnerable; you should make a wall around it.<br>Note that the [[cooler]]'s "hot" side points to an ''unroofed'' room.]]
 
*'''Stone walls''': Build a stonecutting bench, set a bill, and start churning out stone blocks made from chunks. [[General labor speed]], and traits like [[Traits#Hard worker|Hard Worker]] and [[Traits#Industrious|Industrious]] affect stonecutting speed. However, skills do not. Therefore, choose your stonecutter wisely - pick a colonist who doesn't have important work, such as a grower once you've finished planting. You should begin to replace your wooden walls with stone walls.
 
 
:: Watch out for [[roof]] collapses! Roofs require a wall, door, or similar within 6 tiles. If a roof's support is removed, then it will fall, which can potentially kill your colonists. Replace walls a few at a time, or place a [[remove roof area]] first. Removing roofs directly with a remove roof area will never cause a collapse, even if the roof would no longer be supported.  
 
:: Watch out for [[roof]] collapses! Roofs require a wall, door, or similar within 6 tiles. If a roof's support is removed, then it will fall, which can potentially kill your colonists. Replace walls a few at a time, or place a [[remove roof area]] first. Removing roofs directly with a remove roof area will never cause a collapse, even if the roof would no longer be supported.  
  
 
*'''Hunting''': To make a [[fine meal]], which gives a +5 [[mood]] boost, you need meat as well as vegetables (berries will do fine for now).  You can select animals and mark them for hunting (on the map, or under the "Wildlife" tab), and any colonists with Hunting enabled will go and hunt them. '''Do NOT hunt boomrats, boomalopes, animals in packs, or predators!''' It is a bad idea, don't do it. Predators, which are fast, and whole herds of animals in packs may revenge when a single animal revenges. Boomalopes and boomrats explode, and can create large forest fires. However, simply turning on "hunting" has some flaws because your hunter tends to stand too far away from the animal, decreasing their accuracy and making them waste a whole day trying to shoot a turtle. Sometimes they might even accidentally shoot another colonist walking in front of them.  
 
*'''Hunting''': To make a [[fine meal]], which gives a +5 [[mood]] boost, you need meat as well as vegetables (berries will do fine for now).  You can select animals and mark them for hunting (on the map, or under the "Wildlife" tab), and any colonists with Hunting enabled will go and hunt them. '''Do NOT hunt boomrats, boomalopes, animals in packs, or predators!''' It is a bad idea, don't do it. Predators, which are fast, and whole herds of animals in packs may revenge when a single animal revenges. Boomalopes and boomrats explode, and can create large forest fires. However, simply turning on "hunting" has some flaws because your hunter tends to stand too far away from the animal, decreasing their accuracy and making them waste a whole day trying to shoot a turtle. Sometimes they might even accidentally shoot another colonist walking in front of them.  
  
:: Instead, if you're willing to micromanage a little, you can hunt '''manually'''. Select the colonist with the rifle, draft them, then right click on a spot nearby your chosen target to make them walk there. (You can click the rifle icon to see the range.) Click their weapon, then left-click the animal to make them start shooting. Walk closer to the animal if it moves away. If the animal is downed but not dead (twitching on the ground with exclamation mark), undraft the colonist, right-click the animal and select "prioritize hunting animal". The hunter will slit the animal's neck and haul it to the appropriate stockpile zone.
+
:: Instead, if you're willing to micromanage a little, you can hunt '''manually'''. Select the colonist with the rifle, draft them, then right click on a spot nearby your chosen target to make them walk there. (You can click the rifle icon to see the range.) Click their weapon, then left-click the animal to make them start shooting. Walk closer to the animal if it moves away. If the animal is downed but not dead (twitching on the ground with exclamation mark), undraft the colonist, right-click the animal and select "prioritize hunting animal". The hunter will slit the animal's neck and haul it to the appropriate stockpile zone. (See next for cooking...)
  
 
=== Your first winter ===
 
=== Your first winter ===
 
Assuming your biome has a major winter - if you started with a "year-round" growing period, then you don't need to worry about it (as much).
 
Assuming your biome has a major winter - if you started with a "year-round" growing period, then you don't need to worry about it (as much).
  
*'''Food''' - By the beginning of winter you should try to have at least a thousand units of food stored. As winter progresses, your outside crops will die. [[Sun lamp]]s can be used to grow crops indoors, but it is costly. Depending on the local climate, most plants on the map will also die. Hunting is still a viable option.
+
Food - By the beginning of winter you should try to have at least a thousand units of food stored. As winter progresses, your outside crops will die (hydroponics can be used to farm indoors but it is more difficult to sustain a colony this way) and, depending on the local climate, most plants on the map will die. Hunting is still a viable option.
  
*'''Warmth''' - Make sure your living areas are heated to around 21 degrees Celsius (70 degrees Fahrenheit). If they are colder than this, your colonists may complain about the cold. Significantly colder, and they will contract hypothermia and/or frostbite if they are exposed for too long. Parkas and tuques will help keep colonists warm in cold weather, but heaters are still necessary to avoid {{--|4}} ''Slept in the cold'', as well as work-related penalties from being too cold.
+
Warmth - Make sure your living areas are heated to around 21 degrees Celsius (70 degrees Fahrenheit). If they are colder than this, your colonists may complain about the cold. Significantly colder, and they will contract hypothermia and/or frostbite if they are exposed for too long. Parkas and tuques will help keep colonists warm in cold weather, but heaters are still necessary for indoor areas.
  
 
== Other tips moving forward ==
 
== Other tips moving forward ==
[[File:Quickstart_final_2.png|thumb|400px|right|Further expansion. Growing zones were moved further away once they were harvested, and a few outer buildings were rearranged.
+
*Wild and Tamed animals will eat your crops and food if you let them. Kill the wild animals and restrict your animals in a zone that only contains hay or kibble.
 
 
Creation of a storage room and bedrooms, using [[shelf|shelves]] for important items like [[medicine]] needed in the main room. The original building will eventually become a "common area", for both dining and recreation.]]
 
*Wild and tamed animals will eat your crops and food if you let them. Kill the wild animals and restrict your animals in a zone that only contains hay or kibble.
 
 
*Visitors will get into your freezer and drink your beer regardless if you forbid doors.
 
*Visitors will get into your freezer and drink your beer regardless if you forbid doors.
 
*The notification when a hungry predator attacks a colonist is easily missed, only manhunters trigger the red flashing envelope notification. Be wary if there's a wild predator hanging around your base.
 
*The notification when a hungry predator attacks a colonist is easily missed, only manhunters trigger the red flashing envelope notification. Be wary if there's a wild predator hanging around your base.
Line 220: Line 197:
  
 
[http://steamcommunity.com/app/294100/guides/ Steam Community guides]
 
[http://steamcommunity.com/app/294100/guides/ Steam Community guides]
 +
 
== See also ==
 
== See also ==
 +
 
*[[Colony Building Guide]] - building a successful base at any stage of the game
 
*[[Colony Building Guide]] - building a successful base at any stage of the game
 
*[[Defense tactics]] and [[Defense structures]] - defending against enemy attacks
 
*[[Defense tactics]] and [[Defense structures]] - defending against enemy attacks
 
*[[Intermediate Midgame Guide]] - expanding after settling down
 
*[[Intermediate Midgame Guide]] - expanding after settling down
{{clear}}
+
 
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

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)