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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.
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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 ===
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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.
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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 ===
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=== Landing ===  
 
=== Landing ===  
[[File:Allow_everything.png|thumb|200px|right|Allow everything. Right click "Allow". (Architect -> Orders tab)]]
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[[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.)
  
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=== 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), w/o ruins. <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.
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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.  
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*'''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 ===  
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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.]]
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[[File:Quickstart combat 1.png|thumb|300px|right|Stand your colonists behind [[barricade]]s, if available, and let them fire. If a melee enemy get 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. 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.
 
*'''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.
**[[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.
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**[[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.  
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**[[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.]]
 
[[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 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.
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*'''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 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.
 
: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.
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*'''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.
 
*'''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!
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: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.  
  
 
: 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.
 
: 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.
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== Moving forward ==
 
== 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.]]
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[[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.]]
 
*'''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.
 
*'''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.  

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