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*'''World set-up''': The default settings are just fine for gameplay purposes. Just select generate and continue on.
 
*'''World set-up''': The default settings are just fine for gameplay purposes. Just select generate and continue on.
 
*'''Starting site''': This consists of multiple factors.
 
*'''Starting site''': This consists of multiple factors.
**'''[[Biome]]''': Pick Temperate Forest for now. It's not too hot, not too cold, has plenty of [[wood]], wildlife, and buildable land, but less disease than a rainforest.
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**'''[[Biome]]''': Pick Temperature Forest for now. It's not too hot, not too cold, has plenty of [[wood]], wildlife, and buildable land, but less disease than a rainforest.
 
**'''Climate''': You'll want a "year-round" growing period. This (almost) removes the pressures of winter.
 
**'''Climate''': You'll want a "year-round" growing period. This (almost) removes the pressures of winter.
 
**'''Terrain''': Flat, Small Hills, or Large Hills will do. It doesn't really matter. The larger the hills, the more ores you'll have, but the less open space for building. Larger hills can also be used for natural defense.
 
**'''Terrain''': Flat, Small Hills, or Large Hills will do. It doesn't really matter. The larger the hills, the more ores you'll have, but the less open space for building. Larger hills can also be used for natural defense.
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==Colonists==
 
==Colonists==
The Crashlanded scenario starts with three colonists. You can randomize them as much as you want, but you can't fully customize them without mods or dev tools. RimWorld is designed around a motley crew - you will not start with perfect colonists, nor should you try. But there are a few aspects worth taking into consideration.
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The Crashlanded scenario starts with three colonists. You can randomize them as much as you want, but you can't fully customize them without mods or dev tools. RimWorld is designed around a motely crew - you will not start with perfect colonists, nor should you try. But there are a few aspects worth taking into consideration.
  
 
[[File:Basics colonist example.png|thumb|right|450px|Example colonist selection.<br>'''Skills''': Good at Plants and Intellectual, great at Mining and Social. <br>'''Traits:''' [[Undergrounder]] means that they like staying indoors. They'll dislike growing crops outdoors, but this isn't a dealbreaker - still a good planter. <br> [[Fast walker]] is an all-round good trait. <br>'''Health:''' Nothing bad right now, though on the older side. They may get detrimental conditions as they age. Again, not important right now, but a consideration.]]
 
[[File:Basics colonist example.png|thumb|right|450px|Example colonist selection.<br>'''Skills''': Good at Plants and Intellectual, great at Mining and Social. <br>'''Traits:''' [[Undergrounder]] means that they like staying indoors. They'll dislike growing crops outdoors, but this isn't a dealbreaker - still a good planter. <br> [[Fast walker]] is an all-round good trait. <br>'''Health:''' Nothing bad right now, though on the older side. They may get detrimental conditions as they age. Again, not important right now, but a consideration.]]
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[[File:Basics team skills.png|thumb|center|600px|A balanced team skills selection.]]
 
[[File:Basics team skills.png|thumb|center|600px|A balanced team skills selection.]]
 
Of these skills, Animals and Artistic are easily the least important to start with. Crafting isn't needed for ''immediate'' survival, but can be very handy later on. That leaves 9 skills that are important to be at least competent at (4+ skill). Thankfully, the "Team Skills" area at the bottom shows every important skill, except Social.
 
Of these skills, Animals and Artistic are easily the least important to start with. Crafting isn't needed for ''immediate'' survival, but can be very handy later on. That leaves 9 skills that are important to be at least competent at (4+ skill). Thankfully, the "Team Skills" area at the bottom shows every important skill, except Social.
 
There are certain skills that you can "skip" if you really wanted to:
 
 
*You can forgo melee for the entire game. However, melee can be very helpful, and one of your 3 weapons will be a [[knife]], a melee weapon.
 
*You can forgo melee for the entire game. However, melee can be very helpful, and one of your 3 weapons will be a [[knife]], a melee weapon.
 
*Cooking can be ignored if you plan to use a [[nutrient paste dispenser]].
 
*Cooking can be ignored if you plan to use a [[nutrient paste dispenser]].
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* Colonists who are incapable of violence will not be able to fight incoming threats.
 
* Colonists who are incapable of violence will not be able to fight incoming threats.
 
* Colonists who are incapable of dumb labor cannot haul or clean, which are especially important early-game jobs.
 
* Colonists who are incapable of dumb labor cannot haul or clean, which are especially important early-game jobs.
* Colonists who are incapable of firefighting will not be able to extinguish fires, which can destroy your base.
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* Colonists who are incapable of firefighting will not be able to extinguish fires, which  
 
At a bare minimum, you'll want 2 colonists capable of any work task. Being capable and being ''good'' are 2 separate things. But a colonist can't be any more skilled at Hauling, for instance.
 
At a bare minimum, you'll want 2 colonists capable of any work task. Being capable and being ''good'' are 2 separate things. But a colonist can't be any more skilled at Hauling, for instance.
  
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*Red: Nearby rich soil
 
*Red: Nearby rich soil
 
*Blue: Steam geysers somewhat nearby
 
*Blue: Steam geysers somewhat nearby
*Yellow: Natural structure to build in
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*Yelow: Natural structure to build in
 
{{clear}}
 
{{clear}}
 
[[File:Fertility overlay menu.png|thumb|200px|right|Fertility overlay.]]
 
[[File:Fertility overlay menu.png|thumb|200px|right|Fertility overlay.]]
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===Set up a basic stockpile===
 
===Set up a basic stockpile===
 
[[File:Basics stockpile icon.png|thumb|left|300px|Stockpile zones. (Architect Tab / Zones)]]
 
[[File:Basics stockpile icon.png|thumb|left|300px|Stockpile zones. (Architect Tab / Zones)]]
[[File:Basics stockpile hauling.png|thumb|right|300px|If you haven't assigned anything else yet, colonists will haul to the nearest valid stockpile zone.]]
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[[File:Basics stockpile hauling.png|thumb|right|300px|If you haven't assigned anything else yet, colonists will haul to the stockpile zone(s).]]
 
Once you've found a starting location, you'll want to create a stockpile zone. Colonists will haul items to a designated stockpile.
 
Once you've found a starting location, you'll want to create a stockpile zone. Colonists will haul items to a designated stockpile.
  
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When left outdoors, most items will slowly [[deteriorate]] over time. It takes months before the items are finally destroyed, so you can leave them outside for a bit while you start building your base.  Constructed buildings and structures never deteriorate. In addition, certain materials like [[steel]] and [[stone block]]s do not ever deteriorate. You can view how fast items deteriorate when selecting the item in question.
 
When left outdoors, most items will slowly [[deteriorate]] over time. It takes months before the items are finally destroyed, so you can leave them outside for a bit while you start building your base.  Constructed buildings and structures never deteriorate. In addition, certain materials like [[steel]] and [[stone block]]s do not ever deteriorate. You can view how fast items deteriorate when selecting the item in question.
  
Once you've set up a basic stockpile and unpaused the game, then any colonist capable of dumb labor should begin hauling. Once you have some wood available, then you can start the construction process.
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Once you've set up a basic stockpile and unpaused the game, then any colonist capable of dumb labor should being hauling. Once you have some wood available, then you can start the construction process.
  
 
==The First Day==
 
==The First Day==
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: Electric buildings, like [[standing lamp]]s, can connect to a power generator or power conduit up to 6 tiles away. You'll see a purple line if a connection will be made. [[Power conduit]]s can be used to transport electricity from a further distance. (The conduit has to connect directly to a generator).
 
: Electric buildings, like [[standing lamp]]s, can connect to a power generator or power conduit up to 6 tiles away. You'll see a purple line if a connection will be made. [[Power conduit]]s can be used to transport electricity from a further distance. (The conduit has to connect directly to a generator).
 
*{{icon small|End table|24}} / {{icon small|Dresser|24}} [[End table]]s and [[dresser]]s increase comfort of nearby beds, which increases colonist mood.
 
*{{icon small|End table|24}} / {{icon small|Dresser|24}} [[End table]]s and [[dresser]]s increase comfort of nearby beds, which increases colonist mood.
*{{icon small|Standing lamp|24}} [[Light]]. In the dark, colonists work 80% as fast and move 80% as fast. There are no windows in the game; all roofed rooms are considered dark until lit. A [[torch lamp]] only costs 10 [[wood]] and lasts for 10 days before needing to be refueled. After you get electricity set up, you can build a [[standing lamp]], which costs a trivial amount of electricity to maintain.
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*{{icon small|Standing lamp|24}} [[Light]]. In the dark, colonists work 80% as fast and move 80% as fast. There are no windows in the game; all roofed rooms are considered dark until lit. A [[torch lamp]] only costs 10 [[wood]] and lasts for 10 days before needing to be refueled. After you get electricity set up, you can build a [[standing lamp]], which costs a trivial amount of electricity to mantain.
  
 
'''Priority #3'''
 
'''Priority #3'''
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===Planting crops===
 
===Planting crops===
 
[[File:Growing 5by5.png|thumb|250px|right|A 5x5 [[growing zone]] of rice, 25 tiles big.<br>3 plots are enough food to feed 3 colonists.]]
 
[[File:Growing 5by5.png|thumb|250px|right|A 5x5 [[growing zone]] of rice, 25 tiles big.<br>3 plots are enough food to feed 3 colonists.]]
Plants are the primary and most consistent source of food in RimWorld. You start with 50 [[packaged survival meal]]s, which are enough to tide colonists over for 8 days. It's best to start growing crops before you run out of food.
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Growing food is the primary and most consistent source of food in RimWorld. You start with 50 [[packaged survival meal]]s, which are enough to tide colonists over for 8 days. It's best to start growing crops before you run out of food.
  
 
To grow crops, you'll want to go to Architect / Zones and select [[growing zone]]. Drag the growing zone around an area, preferably with rich soil. At first, you will want to grow [[rice plant]]s. Rice grows the fastest and is the most stable food crop.
 
To grow crops, you'll want to go to Architect / Zones and select [[growing zone]]. Drag the growing zone around an area, preferably with rich soil. At first, you will want to grow [[rice plant]]s. Rice grows the fastest and is the most stable food crop.
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Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow.
 
Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow.
  
You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicity's' sake, release your starting animal if they can't graze. Otherwise you can forage from [[berry bush]]es or hunt animals to give food.
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You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicities' sake, release your starting animal if they can't graze. Otherwise you can forage from [[berry bush]]es or hunt animals to give food.
  
<small>Specifically, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals or 60 raw food in meals is a day's worth of food. Note that cooking "creates" food. If uncooked, each colonist would instead need 32 units of raw food per day. [[Pemmican]] is also a "small" ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.</small>
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<small>In specific, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals / 60 raw food is a day's worth of food. Note that cooking "creates" food. When you eat food uncooked, each colonist needs 32 units of raw food per day. [[Pemmican]] is also a "small" ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.</small>
 
----
 
----
  
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After your first harvest, you can grow a number of crops...
 
After your first harvest, you can grow a number of crops...
  
*{{icon small|Rice|24}} [[Rice]] is the fastest growing crop, but it gives the least food per harvest.
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*{{icon small|Rice|24}} [[Rice]] is the fastest growing crop. But it gives the least food per harvest. Since you need to harvest it multiple times, it requires the most colonist work to grow.
  
: Since you need to harvest it multiple times, it requires the most colonist work to grow. However, rice has the advantage of ''stability''. Each rice harvest is small. So if a [[blight]] happens, you won't lose as much. There are other uses for its fast grow speed. If winter is fast approaching, you can grow rice as a "last harvest". It trains the Plants skill the fastest, too.
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:However, rice has the advantage of ''stability''. A [[blight]] will not impact a rice harvest as much as it does with other crops. There are other uses for its fast grow speed. If winter is fast approaching, you can grow rice as a "last harvest". It trains the Plants skill the fastest.
  
*{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Since it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire.  
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*{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Snice it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire.  
 
*{{icon small|Potatoes|24}} [[Potatoes]] are the "inbetween" crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil.
 
*{{icon small|Potatoes|24}} [[Potatoes]] are the "inbetween" crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil.
*{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw, without the {{--|7}} ''Ate raw food'' mood penalty. However, strawberries give much less yield per harvest than corn or even potatoes, and they aren't as stable as rice. Since you'll want to cook food into meals to avoid [[food poisoning]] anyways, berries aren't a great choice.
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*{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw without the {{--|7}} ''Ate raw food'' mood penalty. They aren't as stable as rice, but give much less yield per harvest than the other two crops. Since you'll want to cook food into meals to avoid [[food poisoning]] anyways, berries aren't a great choice.
  
 
Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3.
 
Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3.
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Let's take Bild as an example:
 
Let's take Bild as an example:
#Bild will first check for any possible task of Firefight. The "Firefight" task will only check for fires in the [[home area]]. If there are any fires in the home area, then Bild will try to put them out. (If she's busy doing another task, then it might take some time to update.)
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#Bild will first check for any possible task of Firefight. The "Firefight" task will only check for fires in the home area. If there are any fires in the [[home area]], then Bild will try to put them out. (If she's busy doing another task, then it might take some time to update.)
#Then, Bild will check for Patient, Bed rest, Basic, and Warden tasks, in this exact order. Ex. If she is sick or injured, then she will heal in bed as "Work" instead of working, due to both Patient and Bed rest being very high priority.
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#Then, Bild will check for Patient, Bed rest, Basic, and Warden tasks, in this exact order. If she is sick or injured, then she will heal in bed as "Work" instead of working, due to both Patient and Bed rest being very high priority.
 
#Afterwards, Bild will check for Grow and Plant Cut, in that order. Bild will sow a field in 1 area, then sow a field halfway across the map, before cutting down a tree right next to the original field.
 
#Afterwards, Bild will check for Grow and Plant Cut, in that order. Bild will sow a field in 1 area, then sow a field halfway across the map, before cutting down a tree right next to the original field.
#Despite Mine being before Plant Cut, because it is '''2''', it will be done only after all Grow, Plant Cut, and Hauling tasks are done.
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#Despite Mine being left of Plant Cut, because it is '''2''', it will be done only after all Grow, Plant Cut, and Hauling tasks are done.
 
#If Bild has nothing better to do, then she will research at an available [[research bench]]. If there are no available places to research, she will become idle.
 
#If Bild has nothing better to do, then she will research at an available [[research bench]]. If there are no available places to research, she will become idle.
 
To optimize work time, you'll want to minimize work time. Setting work priorities in a smart way can help do so. You can always force-prioritize a colonist to do a specific task. Select the colonist, and right click an important task, like getting your [[bed]]s built.
 
To optimize work time, you'll want to minimize work time. Setting work priorities in a smart way can help do so. You can always force-prioritize a colonist to do a specific task. Select the colonist, and right click an important task, like getting your [[bed]]s built.
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----
 
----
 
 
===Schedule===
 
===Schedule===
 
Next to the Work tab is the Schedule tab.  
 
Next to the Work tab is the Schedule tab.  
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For melee combat, you'll want to use walls and positioning to give the best advantage to your colonists.
 
For melee combat, you'll want to use walls and positioning to give the best advantage to your colonists.
* '''The [[melee block]]''' (pictured right). Basically, a hallway. 3 melee fighters hit 1 melee enemy in a choke point. Your ranged fighters can shoot behind melee fighters. Melee block tactics are extremely effective against groups of melee enemies.
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* '''The [[melee block]]''' (pictured right). Basically, a hallway. 3 melee fighters hit 1 melee enemy in a choked point. Your ranged fighters can shoot behind melee fighters. Melee block tactics are extremely effective against groups of melee enemies.
 
* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee.
 
* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee.
  
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'''Note:''' When replacing your wood walls, watch out for [[roof]] collapses! Roof will collapse if there isn't a wall within 6 tiles in it. With this in mind, replace your walls in small sections at a time. You can also use a [[remove roof area]] to remove the roof, destroy your walls, then rebuild the roof (with a [[build roof area]]).
 
'''Note:''' When replacing your wood walls, watch out for [[roof]] collapses! Roof will collapse if there isn't a wall within 6 tiles in it. With this in mind, replace your walls in small sections at a time. You can also use a [[remove roof area]] to remove the roof, destroy your walls, then rebuild the roof (with a [[build roof area]]).
 
'''Note 2:''' Stone chunks, the precursor to stone blocks, cannot be placed on shelves.
 
 
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----
  
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=== Building a Freezer ===
 
=== Building a Freezer ===
Some foods will quickly rot away in storage unless they are refrigerated. To prevent this food waste, the colony will need access to [[power]] to produce electricity and build [[cooler]]s. There are a variety of original ideas when designing power grid planning. Constructing these devices require [[components]] that can be mined, traded, manufactured, and salvaged from [[ship chunk]]s. In the early game, colonists have limited supplies, so treat them as delicate devices. Components are not easily replaceable and should be guarded with care.   
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Most foods will quickly rot away in storage unless they are refrigerated. To prevent this food waste, the colony will need access to [[power]] to produce electricity and build [[cooler]]s. There are a variety of original ideas when designing power grid planning. Constructing these devices require [[components]] that can be mined, traded, manufactured, and salvaged from [[ship chunk]]s. In the early game, colonists have limited supplies, so treat them as delicate devices. Components are not easily replaceable and should be guarded with care.   
  
 
Coolers are considered a wall tile. They are bi-directional; blue indicates cold and red means heat, so make sure to rotate blue towards the room you want cooled. Once constructed and powered on, the device is set up and operating automatically. The room must be enclosed completely and [[roof]]ed in order to actually be cooled.
 
Coolers are considered a wall tile. They are bi-directional; blue indicates cold and red means heat, so make sure to rotate blue towards the room you want cooled. Once constructed and powered on, the device is set up and operating automatically. The room must be enclosed completely and [[roof]]ed in order to actually be cooled.
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** Gunsmithing (500pts) -> Blowback Operation (500pts) -> Gas Operation (1000pts): The gunmaking tree, unlocked after Smithing. Guns are guns, they help defend. You can loot guns from raiders, but they will often be poor quality. The guns from Gas Operation are generally an upgrade from previous guns, so it is recommended to wait until you get to Gas Operation.
 
** Gunsmithing (500pts) -> Blowback Operation (500pts) -> Gas Operation (1000pts): The gunmaking tree, unlocked after Smithing. Guns are guns, they help defend. You can loot guns from raiders, but they will often be poor quality. The guns from Gas Operation are generally an upgrade from previous guns, so it is recommended to wait until you get to Gas Operation.
  
* '''Microelectronics (3000pts).''' Microelectronics is required to unlock more advanced technology, including the [[hi-tech research bench]], allowing you to research faster. However, it is a very long project, so you should research other (more ''immediately'' useful) projects first.
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* '''Microelectronics (3000pts).''' Microelectronics is required to unlock more advanced technology. However, it is a very long project, so you should research other (more useful) projects first.
  
= Intermediate Early Stage =
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== Intermediate Early Stage ==
 
<div style="background:#E0FFFF">
 
<div style="background:#E0FFFF">
At this stage, you should have:
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This means that by now you have:
 
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* Food stored to at least feed your colonist during winter when crops do not grow.
* Food stored to feed your colonists.
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* Each colonist has their own room.
* A barracks, kitchen, and dining room (tables and chairs).
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* You built a kitchen with a dining room (tables and chairs).
* Mood managed so that colonists won't go on mental breaks.
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* You got to a point where life threat is external rather internal.</div>
* '''You got to a point where life threat is external rather than internal.'''</div>
 
  
== Basic Defense ==
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=== Basic Defense ===
  
 
''For a more in-depth guide see [[Defense structures]].'' <br>
 
''For a more in-depth guide see [[Defense structures]].'' <br>
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Always consider your defenses BEFORE you need them. Nothing is instant in Rimworld, so trying to scramble something last minute will be difficult if you aren't dead already from lack of preparation.
 
Always consider your defenses BEFORE you need them. Nothing is instant in Rimworld, so trying to scramble something last minute will be difficult if you aren't dead already from lack of preparation.
  
=== Simple Wall ===
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==== Simple Wall ====
In the easiest difficulty games, such as Community Builder, raids will be mostly single enemies attacking your colony. At this point, predator attacks may be a greater threat than  human raiders. Rival factions will announce themselves and arrive at the edge of the map. Predators can come at any moment.
 
  
Enemies will not try and bust down doors. Enemy pathfinding works as follows: If an enemy can path to a colonist, without breaking a wall or door, they will do so. If an enemy cannot path to a colonist, they will attack "vulnerable" furniture that they can access. If they can't access anything without breaking a wall or door, they will attack random walls. Enemies do not target doors unless they see somebody come inside one.
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In the easiest difficulties games, such as Peaceful, raids will be mostly single enemies attacking your colony. To the point that they do not become a considerable threat. For instance, predators attacks are more dangerous than raiders because the first have the ''"surprise"'' element while incoming rival factions come to invade with ''"announcement"'' (you get a red envelope message to the right of the screen), so you have some minimal time to prepare yourself, at least positioning.
  
Therefore, by creating openings in your wall, you can funnel enemies into one place. So it's easy to trick the hostile AI pawns by laying [[spike trap]]s where areas walls are not built (either because it wasn't worth it or you just can't rise them over water).
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What needs to be understood about Defenses is that enemies will not bust open your doors but infiltrate from wall openings. So it's easy to trick the hostile AI pawns by laying [[spike trap]]s where areas walls are not built (either because it wasn't worth it or you just can't rise them over water).
  
 
[[File:Simple wall.png|400px|thumb|center|Wall with doors for friendlies and several spike traps for hostiles to be filled with chunks to slow them down.]]
 
[[File:Simple wall.png|400px|thumb|center|Wall with doors for friendlies and several spike traps for hostiles to be filled with chunks to slow them down.]]
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{{clear}}
 
{{clear}}
  
== Hunting ==
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==== Training your fighters ====
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While engaging hostile targets grants combat skills much faster, you may still want to practice defense and combat skills a bit with something else.
  
You may need meat for food or fur for apparel. Consider your current situation and pick a target accordingly. Don't go against a [[thrumbo]] with just 3 poorly equipped dudes. Of course, the smaller the target, the lesser the gain, but it's still best to play it safe.
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Hopefully, you didn't need to survive winter by hunting only due to a lack of berries or crops. Assuming you already manage to settle somehow, by now, you should be with your first three starter characters and maybe some more who joined you along the course of time; still, most likely, your colony will be rather a militia than an army.
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If you didn't realize yet, characters can progress their skills except for those incapable of at certain categories. It's best if those who Hunt, can be trained to reach at least level 10, same for melee fighters as well. What counts towards their learning is "practice", which means to let your pawns to shoot many times or swing their weapons many times. For shooters, the smaller the target, the harder to hit. Which is wise and convenient, since your colony is still small, untrained, and maybe you leave someone good in Doctoring behind to tend the wounded later, it would be too dangerous to risk your men against large animals that could leave your people with permanent health problems.
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<gallery widths="300px" heights="300px" class="center" mode="nolines">
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File:Mad animal.png|'''Friendly fire safety tactic vs mad animal, once downed melees can practice some swinging.'''
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File:Melee ed.png|'''Mad animal finished off by melee fighters only.'''
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</gallery>
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As taught at the "learning helper" on the top right of the screen, Friendly fire safety tactic is a good start. Basically, your ranged characters will be shooting over their melee friends' shoulders, who will be guarding them when hostiles reach their position. But of course, melee characters don't need to wait until enraged animals get close. After shooters have downed a target, instead of making the shooters keep firing, just order the melee to finish them and practice more swinging. Remember to tell the shooters to stop firing.
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Don't waste your practiced target (unforbid their corpses), and deliver them to your butcher to take as much as possible meat and fur from them.
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 +
===== Shooting skill leveling =====
 +
 
 +
You can make your characters improve their shooting ability by making them practice at rocks or walls as if they were dummies.{{Check Tag|Verification|Does this still work}} Draft your shooter to a location that doesn't have a frequent passage of others or is close enough to the target that the shooter will fire over passersby, and fire at rocks or walls by clicking "'''B'''", a red circle with your weapon icon will select the chosen target to fire at.
 +
 
 +
This grants Shooting XP gain at the same rate as shooting non-hostile animals but requires constant attention while hunting doesn't. For faster XP gain, choose a fast-firing weapon such as your starter [[revolver]].
 +
 
 +
Constructed walls can be shot at, and this gives the benefit of allowing constructors to repair the walls for construction XP gain.
 +
 
 +
[[File:Shooting practice at rocks.png]]
 +
{{clear}}
 +
 
 +
=== Hunting ===
 +
 
 +
You may need meat for food or fur for apparel. Consider your current situation and pick a target accordingly. Don't go against a [[Thrumbo]] with just 3 poorly equipped dudes. Of course, the smaller the target, the lesser the gain, but it's still best to play it safe.
  
 
When you select animals to be hunted, the game will assign one pawn to go after it, and considering your character may be unskilled, it's best if more than one can go hunt for the needed items. Instead of just assigning targets to hunt, use the alternative method of [[drafting]] multiple characters and then right-click, the red cross equals the hunting task. This also allows you to use melee weapons, which have a much better chance at hitting and killing smaller animals (though more of a death wish against large ones).
 
When you select animals to be hunted, the game will assign one pawn to go after it, and considering your character may be unskilled, it's best if more than one can go hunt for the needed items. Instead of just assigning targets to hunt, use the alternative method of [[drafting]] multiple characters and then right-click, the red cross equals the hunting task. This also allows you to use melee weapons, which have a much better chance at hitting and killing smaller animals (though more of a death wish against large ones).
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[[File:Picking up left overs.png|300px|thumb|none|Picking up left overs]]
 
[[File:Picking up left overs.png|300px|thumb|none|Picking up left overs]]
  
Meat can be cooked into [[fine meal]]s in conjunction with plant-based foods. They provide +5 mood for a day, which is good for lifting colonists' spirits, even well into the mid-game.
+
Meat can be cooked into [[fine meal]]s in conjunction with plant-based foods. They are slightly more nourishing than a simple meal and provide a +5 mood which is good for lifting colonists' spirits, even well into the mid-game.
  
 
Leather provides better protection than [[cloth]] and almost the same as [[synthread]], making it a decent replacement for your Synthread starter clothes, which can only be obtained through trading.
 
Leather provides better protection than [[cloth]] and almost the same as [[synthread]], making it a decent replacement for your Synthread starter clothes, which can only be obtained through trading.
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{{clear}}
 
{{clear}}
  
== Apparel ==
+
=== Apparel ===
 
[[File:Wardrobe.png|thumb|500px|center|Tailor bench nearby the materials store and the wardrobe, with a cotton plantation surrounding it.]]
 
[[File:Wardrobe.png|thumb|500px|center|Tailor bench nearby the materials store and the wardrobe, with a cotton plantation surrounding it.]]
The Crashlanded scenario starts with characters wearing [[synthread]] gear, which is resistant enough to last a year before deteriorating. So making new clothes isn't a high priority. But it can be done. If you don't plan on hunting animals, it's best if you grow [[cotton plant|cotton]].
+
Either Tutorial or Crash-landed scenarios start with characters wearing [[Synthread]] gear which is resistant enough to last a year before deteriorating, so it's not a high priority. For a pawn assigned to Tailor work swiftly, it's convenient if both the fabric storage is somewhat close and with a next room designated to store finished wear. Characters react faster to available clothing if the product is listed in the items column instead of just lying by the bench.
 
 
For a pawn assigned to Tailor work swiftly, it's convenient if both the fabric storage is somewhat close and with a next room designated to store finished wear. Characters react faster to available clothing if the product is listed in the items column instead of just lying by the bench.
 
  
== Fire Handling ==
+
=== Fire Handling ===
 
Fire can cause severe damage to your colony, especially if built mainly of wood, it can quickly spread through your base. Be watchful when Dry thunderstorms or flashstorms start to hit the ground. Rainy thunderstorms are less dangerous as the fires quickly get put out by the rain.
 
Fire can cause severe damage to your colony, especially if built mainly of wood, it can quickly spread through your base. Be watchful when Dry thunderstorms or flashstorms start to hit the ground. Rainy thunderstorms are less dangerous as the fires quickly get put out by the rain.
  
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</gallery>
 
</gallery>
  
== Mining ==
+
=== Mining ===
While you won't mine at the very beginning of a game, it's wise to take a look at the map for exposed ore. [[Steel]], compacted [[component|machinery]], and [[plasteel]] can all be very useful throughout the game. When you want to mine: click on the ores, and then press on Mine.
+
Mining can be ignored at the very beginning of the game. However, it's still wise to pause the game at the start to take a careful look around the map by checking the borders of each mountain. [[Metals]] like [[Gold]], [[Silver]], [[Steel]] and [[Plasteel]] will turn very useful as well as [[Jade]]. While you need just wood to build most of your beginning improvisations, these materials are valuable enough to let you buy items that cannot be crafted by players and are only available from traders such as [[Medicine]]. You won't have much currency at first, so these materials can come in very handy. [[Component|Compacted machinery]] provide components when mined out.
 +
 
 +
Click on the ores and then press on Mine.
  
 
<gallery class="center">
 
<gallery class="center">
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== Temperature control ==
+
=== Temperature control ===
 +
{{stub}}
 
Only rooms that are both enclosed by walls and have more than 75% of the un-walled, internal tiles roofed can be temperature controlled.
 
Only rooms that are both enclosed by walls and have more than 75% of the un-walled, internal tiles roofed can be temperature controlled.
  
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You can use [[cooler]]s to keep cool in hot biomes and for your freezer (blue side faces in). Remember to set the target temperature below {{Temperature|0}} for freezers. Before electricity or in rooms where the temperature need to be lowered but have no easy access to unroofed tiles to vent heat, such as under a mountain, you can use the [[passive cooler]]. Although not as powerful as the [[Cooler]] and unable to cool rooms below {{Temperature|20}}, it does not require power nor components to maintain.
 
You can use [[cooler]]s to keep cool in hot biomes and for your freezer (blue side faces in). Remember to set the target temperature below {{Temperature|0}} for freezers. Before electricity or in rooms where the temperature need to be lowered but have no easy access to unroofed tiles to vent heat, such as under a mountain, you can use the [[passive cooler]]. Although not as powerful as the [[Cooler]] and unable to cool rooms below {{Temperature|20}}, it does not require power nor components to maintain.
  
== Performing an operation ==
+
=== Performing an operation ===
 
Normally you won't need to operate on someone that early in-game, but you should always get prepared in case you do.
 
Normally you won't need to operate on someone that early in-game, but you should always get prepared in case you do.
  
 
You will need a healthy high-skill surgeon, a clean room for your surgeons to operate, and decent-quality medicine. Herbal medicine won't do any kind of surgery except if your surgeon has received mid-late game bionic enhancement.
 
You will need a healthy high-skill surgeon, a clean room for your surgeons to operate, and decent-quality medicine. Herbal medicine won't do any kind of surgery except if your surgeon has received mid-late game bionic enhancement.
  
== Quality Furniture ==
+
=== Stonecutting ===
{{See also|Quality}}
+
To cut stone blocks, you need a [[stonecutter's table]] and a craftsman. Each chunk provides 20 blocks, enough for 4 walls.
[[File:Quality furniture.png|300px|thumb|right|Royal bed example. Note that it's best to leave royal beds to the mid-late game.]]
 
[[Quality]] is a feature that can impact the function of the building:
 
  
* Higher quality [[bed]]s are more comfortable, and colonists in a high quality bed will require less sleep.
+
Stone blocks are fireproof, thus it becomes a favorite material to build external walls. It's safer to consider any colonist with the pyromaniac trait and prioritize building its most frequented locations with stone rather than wood to reduce fire spread within the colony. For example, if you assigned your pyromaniac as a chef, then make the kitchen from stone and wherever he/she goes on a binge, then it won't be such a threat.
* Higher quality [[dining chair]]s and [[armchair]]s are also more comfortable.
 
* Higher quality [[chess table]]s, [[poker table]]s, etc. give more [[Recreation]] at a time, meaning your colonists need less time to recreate.
 
* All furniture is more beautiful at higher qualities.
 
  
The beauty of non-[[sculpture]] furniture is almost negligible. For example, there isn't much point to a high quality [[table]], as it is doesn't function any better than a regular table. However, it may be worthwhile to "farm" for high quality beds or other impactful items. To do this, construct and deconstruct a desired furniture until you get the quality you want.
+
Building stone structures is a key part of upgrading your base to becoming more durable. It is not essential to survival however and is best done mid-game. Stone also has its shortcomings; stone structures take ages to build, and stone furniture is less comfortable. Unless you really need your beds or other furniture to be fireproof, build them out of wood instead.
  
== Decoration ==
+
Depending on your situation you may or not need stone blocks, however cutting stones can prove worthwhile if you start this practice from early days as later in-game, you may need a craftsman to make components, a material needed in abundance to build your spaceship and the only character with crafting skill 10 or above can do so, and cutting stones can improve your craftsmen's crafting skill (albeit slowly). Having more than one person able to work at the [[fabrication bench]] 24/7 will considerably halve the time needed to complete the ''enterprise''.
[[Beauty]] is a stat that all pawns desire. The more beautiful the room is, the more impressive it is. In addition, pawns have their own beauty requirements. Raising beauty of a common area can make a big impact on overall colonist mood.
 
  
For example, if you can reach 85 impressiveness in 1 room, you can get:
+
=== Quality Furniture ===
* {{+|5}} ''Very impressive dining room''
+
{{See also|Quality}}
* {{+|5}} ''Very impressive recreation room'' (place [[horseshoes pin]] in your dining room)
+
[[File:Quality furniture.png|300px|thumb|none|Royal bed example. Note that it's best to leave royal beds to the mid-late game.]]
* Extra mood for colonists while they are in the area.
+
While finished furniture provides their intended purpose, colonists take into consideration its beauty, which affects their mood. Once your characters achieve a high construction skill level, consider building better quality samples of the same item and replacing them based on their beauty superiority. Used furniture can be deconstructed to salvage materials or even sold through trade. Colonists rest faster in better beds.
  
Beauty can be increased by the following ways:
+
=== Decoration ===
 +
A feature that targets aesthetically the mood of your colonists. Some can be more [[Traits#General Traits|demanding]] and may specify their desire in their needs tab. There are three different categories which improve based on the material used:
  
* Furniture: [[Plant pot]]s, can be placed anywhere and requires a [[Skills#Growing|gardener]] to fill the pot. Watch out for plant pots in bedrooms, as the gardener can interrupt the occupant's sleep.
+
* Furniture: [[Plant pot]]s, can be placed anywhere and requires a [[Skills#Growing|gardener]] to fill the pot, who may enter rooms without care if occupants are sleeping, interrupting their rest.
  
 
* Flooring: can be laid on any ground except water. Gives a movement bonus and most are non-flammable (except wood floors and carpets). Requires a considerable amount of material, except when smoothing rough stone areas. A player can access carpets after researching [[Research#Carpet making|carpet making]] and harvesting cotton, which demands plantation wait. There's also stone flooring by using bricks cut at the stonecutter's table meaning a prior step and hauling pick-ups.
 
* Flooring: can be laid on any ground except water. Gives a movement bonus and most are non-flammable (except wood floors and carpets). Requires a considerable amount of material, except when smoothing rough stone areas. A player can access carpets after researching [[Research#Carpet making|carpet making]] and harvesting cotton, which demands plantation wait. There's also stone flooring by using bricks cut at the stonecutter's table meaning a prior step and hauling pick-ups.
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* [[Intermediate Midgame Guide]] - continuing expansion of your base
 
* [[Intermediate Midgame Guide]] - continuing expansion of your base
 
* [[War crimes]] - the different war crimes you may commit
 
* [[War crimes]] - the different war crimes you may commit
 +
* [[Hardcore SK]] - a modded overhaul gameplay style
 +
  
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

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