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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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: 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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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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