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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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* 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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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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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>
 
<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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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''. 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.
  
 
*{{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.  
 
*{{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.  
 
*{{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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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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== 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]].
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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, its best if you grow [[cotton plant|cotton]].
  
 
  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.
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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
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* [[Hardcore SK]] - a modded overhaul gameplay style
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{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

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