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==Welcome==
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=Welcome=
Welcome to a kinder, gentler RimWorld. '''NOT!!!'''
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Welcome to a kinder gentler RimWorld. '''NOT!!!'''
  
The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will encounter, the more interesting will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...
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The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will have, the more interesting it will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...
This Wiki is very much a work in Progress. If you feel you can, please update and expand.
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{{Expand}}
 
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==General information==
===General information===
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===Gameplay Differences===
====Gameplay Differences====
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* Ranged Weapons Need Ammo (of the right caliber)
 
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* The Technology Tree has grown and deepened. There are now almost 200 technologies.  
Most new players will find themselves resolving chicken or egg conundrums as they work their way through bootstrapping a colony. But there are a few surprises as well...
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* Plants Need Seeds
* Ranged Weapons Need Ammo (of the right caliber) - while the Weapons you landed with are fully loaded, don't count on finding any bullets where you go... until you can make them yourself. So maybe now's the time to craft a bow and arrow and brush up on some archery.
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* Most resources now need some kind of processing before use
* The Technology Tree has grown and deepened. There are now almost 200 technologies. Better hope one of your colonists is good with book learnin'
 
* Plants Need Seeds - But crops are sustainable. When harvesting plants a reasonably good farmer will get back more seeds that what were originally planted.
 
* Most resources now need at least one kind of processing before use
 
 
** logs need to be turned into planks for most wooden floors and walls
 
** logs need to be turned into planks for most wooden floors and walls
** Iron Ore needs to be turned into steel or cast-iron before use. This requires smelting in a Smelting Furnace - A fueled one of these requires coal or charcoal
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** Ore needs to be turned into steel before use ditto for copper
** Copper Ore must be refined into copper alloy
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===Prepare Carefully===
** Quarries now exist
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* One of the mods included in the revamp is EdB's Prepare Carefully. You might REALLY REALLY want to do that.
 
 
====Prepare Carefully====
 
* One of the mods included in the revamp is EdB's Prepare Carefully. You might '''REALLY REALLY''' want to do that.
 
 
** There's a LOT more researching and crafting than in the vanilla game.  
 
** There's a LOT more researching and crafting than in the vanilla game.  
 
*** You'd be well advised to have someone with the skills and passion for that.  
 
*** You'd be well advised to have someone with the skills and passion for that.  
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** Make sure that you have the proper ammo to reload any ranged weapons you have
 
** Make sure that you have the proper ammo to reload any ranged weapons you have
 
** Take seeds
 
** Take seeds
*** Make sure you have potato seeds at a bare minimum. Corn is next soonest available.  
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*** Make sure you have potato seeds at a bare minimum.  
 
*** Hold off on the more exotic seeds as you won't know how to plant the stuff anyway
 
*** Hold off on the more exotic seeds as you won't know how to plant the stuff anyway
  
====Mods Involved====
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===Mods Involved===
 
This is a massive change to the way that the vanilla game plays:
 
This is a massive change to the way that the vanilla game plays:
 
It started with all of the following mods:
 
It started with all of the following mods:
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*- Pleasure_SK (Adds new drug items.) by skyarkhangel
 
*- Pleasure_SK (Adds new drug items.) by skyarkhangel
  
 
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*- Community Core Library (support core library) by 1000101
 
*- Edb Prepare Carefully (Customize your RimWorld colonists.) by EdB
 
*- Edb Prepare Carefully (Customize your RimWorld colonists.) by EdB
 
*- Edb Interface (Enhanced GUI.) by EdB
 
*- Edb Interface (Enhanced GUI.) by EdB
 
*- EPOE (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
 
*- EPOE (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
*- Community Core Library (support core library) by 1000101
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*- Miscellaneous (Modified. Collection of small mostly independend items of various kinds.) by Haplo
*- Miscellaneous (Modified. Collection of small mostly independent items of various kinds.) by Haplo
 
 
*- Factions (Adds a new faction, the Norbals into the game and some new apparel) by Shinzy
 
*- Factions (Adds a new faction, the Norbals into the game and some new apparel) by Shinzy
 
*- Apparello (Adds a huge amount of new awesome clothes.) by Shinzy
 
*- Apparello (Adds a huge amount of new awesome clothes.) by Shinzy
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*- MedicalInfo (Adds medicine GUI.) by Fluffy
 
*- MedicalInfo (Adds medicine GUI.) by Fluffy
 
*- ResearchInfo (Adds a little clarity to the research tab.) by Fluffy
 
*- ResearchInfo (Adds a little clarity to the research tab.) by Fluffy
*- Mobile mineral sonar (Gives ability to scan mountains for mine) by Rikiki
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*- Mobile mineral sonar (Gives abilty to scan mountains for mine) by Rikiki
 
*- No Cleaning Please! (Separate cleaning function from home area to "cleaning area".) by Latta
 
*- No Cleaning Please! (Separate cleaning function from home area to "cleaning area".) by Latta
 
*- Crash Landing (Adds a new start event.) by Katavrik
 
*- Crash Landing (Adds a new start event.) by Katavrik
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*- VeinMiner (Nice helper to mine veins) by JuliaEllie
 
*- VeinMiner (Nice helper to mine veins) by JuliaEllie
  
==Technology==
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=Technology=
===Level 1 Techs (No prerequisites)===
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== Level 1 Techs (No prerequisites) ==
 
* Agriculture I (200 research)
 
* Agriculture I (200 research)
 
** Unlocks growing Corn
 
** Unlocks growing Corn
** Unlocks fences (do these work at all?)
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** Unlocks fences
** Prerequisite for  
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** Prerequisite for Decorative Agriculture I
*** Decorative Agriculture I
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** Prerequisite for Vegetable Research I
*** Vegetable Research I
 
*** Medical Agriculture
 
*** Medicine I
 
 
 
 
* Construction I (200 research)
 
* Construction I (200 research)
** Leads to
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** Unlocks Stonecutters bench (Hand Machining Table)
*** Mining
 
*** Agriculture II
 
*** Crafting II
 
*** Power II
 
*** Cremation
 
** Unlocks Stone-cutters bench (Hand Machining Table)
 
 
*** Makes stone blocks  
 
*** Makes stone blocks  
 
*** Makes Rubble
 
*** Makes Rubble
 
*** Makes Sand
 
*** Makes Sand
** Unlocks Sculptors Table
 
 
 
* Security Basic Defense (200 research)
 
* Security Basic Defense (200 research)
** Allows creation of Parapets (Like sandbags but...better?)
 
** unlocks sandbags (which need sand from the stone-cutters table)
 
** Allows creation of practice dummies for target and martial arts practice
 
 
 
* Crafting I (200 research)
 
* Crafting I (200 research)
** unlocks growing Cotton and required prerequisite for Devilstrand research
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** unlocks growing Cotton and Devilstrand
** unlocks the Tailor's Loom (a bit of a misnomer) It can be used to tailor many varieties of hats and clothes.
 
** unlocks Crafting area (makes primitive weapons)
 
*** Pila
 
*** Bows & Arrows
 
*** Club
 
*** Mace
 
*** Shivs
 
 
 
===Level 2 Techs (At least 1 prerequisite)===
 
* Medical Agriculture 1 (350 research)
 
** Prerequisite Agriculture I
 
** Description says that its required for growing healroot (but I was able to plant it before researching this tech)
 
* Medicine I (400 research)
 
** Prerequisite Agriculture I
 
** Description says that its required for growing healroot (but I was able to plant it before researching this tech)
 
* Vegetable Research I (300 research)
 
** Unlocks Rice & Carrots
 
** Unlocks Oat Grass (Requires Oat Seeds)
 
* Power I (300 research)
 
** Unlocks Batteries, Power Conduit, Steam Generator, Wind Turbine, Power Switch, Corpse Fired Generator
 
* Base Structures I (300 research)
 
** A prerequisite for other research
 
* Power II (800 research)
 
** Unlocks Solar Generator, Coal Power Plant and High Tech Research Bench
 
** Increases Battery Efficiency
 
** Adds Medium-sized Cooler, simple Vent, Electric Heated Floor
 
* Agriculture II (600 research)
 
* Allows for creating tilled soil (with mulch and Synthetic Ammonia)
 
 
 
====Miscellaneous Discovered Knowledge====
 
 
 
* Upon crash-down, we only know how to plant potatoes. All other crops require research.
 
 
 
* Strawberries requires Vegetable Research III.
 
 
 
* Stone Arrows only require wood to make. Arrows can be crafted at a crafting spot (Same as bows)
 
* In the current release fences don't seem to keep anything out. Both deer and tarantulas came though the fences like they're not even there. I suggest an unroofed log wall stockade.
 
* There's a bit of a snafu with the tailoring workbench and the loom. They seem to have their names reversed.
 
* Enriched Uranium U235 is very toxic. Even carrying it a short distance without protective equipment can cause permanent damage to a pawn's consciousness.
 
* The Assembly Workbench is used for making Components out of Metallic Alloys but they're labelled as spare parts
 
* Researching Devilstrand gives you NO immediate gains. It is just the first step in learning to plant it.
 
  
[[Category:Mods]]
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===Discovered Knowledge===
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* All crops require seeds
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* We only know how to plant potatoes. All other crops require research.
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* Agriculture I lists Rice and Strawberries as being unlocked. In fact further research is required.
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** Rice requires Vegetable Research I
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** Strawberries requires Vegetable Research III.

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