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{{Rewrite|reason = Outdated/incorrect in many places. Needs full fact checking, updating, and [[Template: Verified|reverification]]. Also suggest: Replace some sections with links to the more specific guides than rehash existing guide content. E.g. [[Weapon Guide|Weapons]], [[Money making guide|Cash crop]], [[Defence tactics|Combat & defense tactics]] etc.}}
 
 
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* '''Production''': a dedicated area for crafting and creating.  This should be close to the warehouse, and made as comfortable and beautiful as is reasonable.
 
* '''Production''': a dedicated area for crafting and creating.  This should be close to the warehouse, and made as comfortable and beautiful as is reasonable.
 
* '''Prison''': if you get a lot of "visitors", some decent accommodation (a.k.a. brig) is in order.  The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier.
 
* '''Prison''': if you get a lot of "visitors", some decent accommodation (a.k.a. brig) is in order.  The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier.
* '''Prison''': Alternatively, you can use prisons as an experience farm by making it so the guests revolt as often as possible.  Stack those mood debuffs to the point where they have mental breaks while in catharsis from the last one to get Medical, Combat, Social (via Wardening) and Construction experience in much higher amounts than you would with a "nice" prison since your guests stay much longer before you can break their will, then recruit or release them.
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* '''Prison''': Alternately, you can use prisons as an experience farm by making it so the guests revolt as often as possible.  Stack those mood debuffs to the point where they have mental breaks while in catharsis from the last one to get medical, combat, social(wardening) and construction experience in much higher amounts than you would with a "nice" prison since your guests stay much longer before you can break their will, then recruit or release them.
  
 
In general:  
 
In general:  
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Rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely. Leaving a little extra room is almost always a good idea. While one-tile corridors to infrequently used locations are fine, you will probably want at least two tiles for the major travel paths.
 
Rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely. Leaving a little extra room is almost always a good idea. While one-tile corridors to infrequently used locations are fine, you will probably want at least two tiles for the major travel paths.
  
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=== Freezer ===
 
=== Freezer ===
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The recreation room is the fun room, not only for the colonists, but also you, the player.  It is the king piece, have fun with it and make it awesome.
 
The recreation room is the fun room, not only for the colonists, but also you, the player.  It is the king piece, have fun with it and make it awesome.
  
Having production or research buildings in this room does ''not'' lower its recreational value (as long as no dirt or clutter comes with it).  In fact, it can be a good idea to have buildings like the research bench, art bench, and other production buildings in this room – at least temporarily.  This is economical, and makes good use of the mood benefits that come with this area of your base.
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Having production or research buildings in this room does ''not'' lower its recreational value (as long as no dirt or clutter comes with it).  In fact, it can be a good idea to have buildings like the research bench, sculptor's table, and other production buildings in this room – at least temporarily.  This is economical, and makes good use of the mood benefits that come with this area of your base.
  
 
=== Workshop ===
 
=== Workshop ===
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=== Power ===
 
=== Power ===
==== Renewable power ====
 
[[Geothermal generator|Geothermal power]] is an important source of power from mid-game onward, as it is constant and high-powered. You will need to research Geothermal Power first before you can unlock it, and the generator itself is quite costly (though affordable in midgame). However, once researched and built you can have a constant power supply; you can even have some excess power until lategame. [[Watermill generator|Water generators]] have similar advantages and drawbacks, but are only possible on certain maps.
 
  
Make sure your generators and their connecting conduits are well-protected as they often have to be placed far from base. Take care, however, not to enclose your generator within a room without supplying ventilation to the outside.
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==== Geothermal power ====
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[[Geothermal generator|Geothermal power]] is an important source of power from mid-game onward, as it is constant and high-powered. You will need to research Geothermal Power first before you can unlock it, and the generator itself is quite costly (though affordable in midgame). However, once researched and built you can have a constant power supply; you can even have some excess power until lategame.
  
==== Biopower ====
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Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Take care, however, not to enclose your generator within a room without suppling ventilation to the outside.
[[Boomalope|Boomalopes]] can provide tremendous amounts of [[Chemfuel|chemfuel]] power with a large enough herd, as well as being more labor-efficient than burning wood or plant-based biofuel. However, this requires a biome that supports easy grazing space, so it will not be possible everywhere. It also takes some work to milk and haul the fuel. Most seriously, fuel stockpiles should be placed and fireproofed carefully, unless you want to detonate your entire power station at once.
 
  
 
=== Laboratory ===
 
=== Laboratory ===
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Create redundancies for important facilities of your base.
 
Create redundancies for important facilities of your base.
* Power can be stored in disconnected batteries.  They will discharge at 5W, which will deplete a full battery over 120 days.  Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile.  Their main use comes immediately after a short ("[[Events#Zzztt...|Zzztt...]]"), when all main batteries will be completely empty, often leading to a brown out if you depend on wind or solar energy.
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* Power can be stored in disconnected batteries.  They will discharge at 5W, which will deplete a full battery over 120 days.  Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile.  Their main use comes immediately after a short ("Zzzt..."), when all main batteries will be completely empty, often leading to a brown out if you depend on wind or solar energy.
 
* Strategically placed stockpiles of wood can provide backup heating during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.  
 
* Strategically placed stockpiles of wood can provide backup heating during a solar flare or cold snap.  Mark these wood stacks "forbidden", so your colonists will not use them during regular operation.  
 
* Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup.  If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals and extend the shelf life of the ingredients.
 
* Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup.  If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals and extend the shelf life of the ingredients.
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If you want meat you should raise some [[chicken]]s. They rise in numbers extremely fast, laying eggs rapidly and growing in the span of a little more than 1 season. Raising chickens requires some heavy population management but is rewarding if done right.
 
If you want meat you should raise some [[chicken]]s. They rise in numbers extremely fast, laying eggs rapidly and growing in the span of a little more than 1 season. Raising chickens requires some heavy population management but is rewarding if done right.
  
[[Pig]]s are another good option for livestock and are one of the more efficient animals in terms of food consumed versus food produced. They also have the special advantage of offering free corpse disposal.
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[[Pig]]s are another good option for livestock, particularly if you have several skilled animal handlers. They can be trained to haul and release, and are one of the more efficient animals in terms of food consumed versus food produced.
  
 
=== Agriculture ===
 
=== Agriculture ===
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Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing.
 
Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing.
  
Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the [[chemical interest]] or [[chemical fascination|fascination]] traits will binge on drugs if given access to them.
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Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the chemical interest or fascination [[traits]] will binge on drugs if given access to them.
  
 
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs.
 
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs.
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You need a large supply of components for building and crafting.
 
You need a large supply of components for building and crafting.
  
The best way to obtain components is by trading. Call friendly factions to send bulk goods traders, which always sell components. As well, they can buy a lot of your raw materials. Other traders can also sell components at an increased price.
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The best way to obtain components is by trading. Call friendly factions to send bulk goods traders, which always sell components and also buys a lot of your raw materials. Some other traders also sell components at an increased price.
  
Even after you've researched it, making them at the [[fabrication bench]] is not a good source as it is cost and labor intensive (25 steel and 134 work required for just 1 component). It does train your craftsmen very fast, however, you can consider making some for practice while solving your shortage at the same time.
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Even after you've researched it, making them at the [[component assembly bench]] is not a good source as it is cost and labor intensive (25 steel and 134 work required for just 1 component). It does train your craftsmen very fast though, so you can consider making some for practice, while solving your shortage at the same time.
  
 
=== [[Drugs|Drugs & Chemicals]] ===
 
=== [[Drugs|Drugs & Chemicals]] ===
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Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver.
 
Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver.
  
Be careful with drugs, especially when you have colonists with the [[chemical interest]] or [[chemical fascination|fascination]] traits; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]].
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Be careful with drugs, especially when you have colonists with the Chemical Interest or Fascination [[traits]]; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]].
  
 
[[Neutroamine]] can only be purchased from traders, and is needed to make [[medicine]], [[penoxycyline]] and [[wake-up]]. Consider carefully how much of each drug you will need when deciding how to use this resource.
 
[[Neutroamine]] can only be purchased from traders, and is needed to make [[medicine]], [[penoxycyline]] and [[wake-up]]. Consider carefully how much of each drug you will need when deciding how to use this resource.
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To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made.
 
To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made.
  
Due to the minimum tolerance to addict, beer can be safely consumed once every 1 day without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule. Alternatively if more is drastic intervention is required, a body size 1 human starting from 0% tolerance can drink 15 beers over any time period without risk of addiction. Note however that at least one day without beer is required before the 1/day schedule can be restarted and 15 full days of abstinence is required to reset to 0% tolerance and allow this strategy to be used again.
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Colonists can enjoy a beer occasionally (every 2.5 days or so) without risk of addiction. They can also drink quite a lot in one go without getting addicted, but then they will need to wait longer before their next drink, and they risk getting a hangover.
  
 
==== [[Smokeleaf joint]] ====
 
==== [[Smokeleaf joint]] ====
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While in early game you may need to scavenge what equipment you could, or craft some very rudimentary equipment such as [[tribalwear]] or [[knife|knives]]. Now that you're in midgame, however, you should have the ability to manufacture your own equipment. Good equipment means that you stand a chance against raiders, even when outnumbered.
 
While in early game you may need to scavenge what equipment you could, or craft some very rudimentary equipment such as [[tribalwear]] or [[knife|knives]]. Now that you're in midgame, however, you should have the ability to manufacture your own equipment. Good equipment means that you stand a chance against raiders, even when outnumbered.
  
You should have a [[fueled smithy]] or an [[electric smithy]] to craft melee weapons, [[electric tailor bench]] for sewing clothes (faster than a [[hand tailor bench]]), and a [[machining table]] for armor and guns.
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You should have a [[fueled smithy]] or an [[electric smithy]] to craft melee weapons, [[electric tailoring bench]] for sewing clothes (faster than a [[hand-tailoring bench]]), and a [[machining table]] for armor and guns.
  
 
=== Apparel ===
 
=== Apparel ===
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Wool is best for insulation.
 
Wool is best for insulation.
  
For your soldiers, you should always have [[flak vest]]s and [[flak helmet]]s. Just this can protect against a large part of the damage taken. If you're short on materials you can always use the [[simple helmet]], which is significantly cheaper though providing less protection.<br>
+
For your soldiers, you should always have [[armor vest]]s and [[advanced helmet]]s. Just this can protect against a large part of the damage taken. If you're short on materials you can always use the [[simple helmet]], which is significantly cheaper though providing less protection.<br>
 
Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often.
 
Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often.
  
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*'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much.
 
*'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much.
 
*'Soldier' allows colonist to wear armor and some clothes beneath them.  
 
*'Soldier' allows colonist to wear armor and some clothes beneath them.  
**By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your flak vests.
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**By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your armor vests.
 
*'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only.
 
*'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only.
  
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For melee:
 
For melee:
 
*[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game.
 
*[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game.
*[[Mace]]s are cheaper and deal blunt damage. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma.
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*[[Spear]]s or [[gladius]] are cheaper but deal less damage, as such you should leave these for lower-skilled colonists.
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*[[Mace]]s are cheaper and deal blunt damage, best used by wardens for taking down escaping prisoners or berserk colonists without killing them. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma.
  
 
=== Prosthetics & Organ Replacements ===
 
=== Prosthetics & Organ Replacements ===
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[[Bionic leg]]s give +12.5% moving; two of them means a total of 125% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br>
 
[[Bionic leg]]s give +12.5% moving; two of them means a total of 125% moving. Good for caravaneers, kiters, first respondents or anyone who needs to move fast.<br>
[[Bionic arm]]s give +12.5% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting. If you are relying on your colonists to produce components and advanced components, give these crafters bionic arms to speed up their work so that you can produce more bionics.<br>
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[[Bionic arm]]s give +12.5% bonus to manipulation; they are good at a large variety of tasks, from shooting to mining to crafting.<br>
 
[[Bionic eye]]s give +12.5% on average to sight; it's the only eye replacement so far, meaning you will have to depend on it to replace colonists' missing or damaged eyes. Sight isn't very important for most tasks, with bonuses from sight capping at 100% sight for most tasks (except medicinal or combat tasks), meaning that enhanced sight is obsolete in many cases. Shooting however relies greatly on sight, so you may consider giving your gunners (especially snipers or marksmen) bionic eye replacements before they actually need them. Melee also depends on sight but the impact isn't so large.
 
[[Bionic eye]]s give +12.5% on average to sight; it's the only eye replacement so far, meaning you will have to depend on it to replace colonists' missing or damaged eyes. Sight isn't very important for most tasks, with bonuses from sight capping at 100% sight for most tasks (except medicinal or combat tasks), meaning that enhanced sight is obsolete in many cases. Shooting however relies greatly on sight, so you may consider giving your gunners (especially snipers or marksmen) bionic eye replacements before they actually need them. Melee also depends on sight but the impact isn't so large.
  
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==== Organs ====
 
==== Organs ====
You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations.
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You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[Traits|psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations.
  
 
As of 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game.
 
As of 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game.
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====Kiting====
 
====Kiting====
Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a shield belt that protects them from bullets. Note: Colonists incapable of violence can still act as bait.
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Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a personal shield that protects them from bullets. Note: Colonists incapable of violence can still act as bait.
 
<pre>
 
<pre>
 
         R
 
         R
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Hauling becomes a rather important job in midgame as you gather more and more resources and thus need more manpower to haul them to your warehouses, but can't divert colonists from other jobs to haul.
 
Hauling becomes a rather important job in midgame as you gather more and more resources and thus need more manpower to haul them to your warehouses, but can't divert colonists from other jobs to haul.
  
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[[Pig]]s can be farmed for both food and hauling purposes.
  
 
For offensive purposes, there are a few choices available.
 
For offensive purposes, there are a few choices available.
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Caravans have a weight capacity which determines how much each character can carry. Each colonist or [[alpaca]] carries 35 kg at most; [[muffalo]]s can carry up to 73.5 kg, while [[dromedary|dromedaries]] carry 70.
 
Caravans have a weight capacity which determines how much each character can carry. Each colonist or [[alpaca]] carries 35 kg at most; [[muffalo]]s can carry up to 73.5 kg, while [[dromedary|dromedaries]] carry 70.
  
Caravans are somewhat slow, taking days, or sometimes seasons to reach their destination; remember to pack enough food that does not rot easily. Animals that can eat grass/ other plants do not need food when grazing is available, but all others do. You can speed it up by having faster colonists or animals such as [[horse]]s in the caravan, this brings up the average speed of the caravan allowing it to travel faster.
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Caravans are somewhat slow, taking days, or sometimes seasons to reach their destination; remember to pack enough food that does not rot easily. Animals that can eat grass/ other plants do not need food when grazing is available, but all others do. You can speed it up by having faster colonists or animals in the caravan, this brings up the average speed of the caravan allowing it to travel faster.
  
 
Sometimes hostile random events can occur such as an ambush; remember to bring a suitable escort if needed.
 
Sometimes hostile random events can occur such as an ambush; remember to bring a suitable escort if needed.
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This method is extremely fast; it takes up to 1 in-game hour at most to reach its destination.
 
This method is extremely fast; it takes up to 1 in-game hour at most to reach its destination.
  
However, it's also expensive; each pod costs 80 [[steel]] and 1 [[component]], in addition to the [[chemfuel]] required to power it. It also requires research before it becomes buildable. [[Chemfuel]] can be produced by researching Refining, allowing the construction of a Refinery that refines chemfuel using wood or organic matter.
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However, it's also expensive; each pod costs 80 [[steel]] and 1 [[component]], in addition to the [[chemfuel]] required to power it. It also requires research before it becomes buildable. Chemfuel can be produced by researching Refining, allowing the construction of a Refinery that refines chemfuel using wood or organic matter.
  
 
Each pod carries 150 kg, just enough for 2 barely clothed humans. If colonists land on an empty tile they will form a caravan. Remember to take into account the carrying capacity of its members as if you put too much inside the pods, the colonists will be unable to carry it all, and will be immobilized.
 
Each pod carries 150 kg, just enough for 2 barely clothed humans. If colonists land on an empty tile they will form a caravan. Remember to take into account the carrying capacity of its members as if you put too much inside the pods, the colonists will be unable to carry it all, and will be immobilized.
 
[[Transport pod]]s are best used for urgent missions, but these are uncommon unless you have yourself badly delayed by troubles at home. Some mods provide events which benefit from fast arrival. (For instance, quickly launching a few soldiers and a pack elephant to a wealthy base in the Real Ruins mod will leave you facing fewer raiders than if you took two days to arrive on foot.)
 
  
 
==== Crossing oceans ====
 
==== Crossing oceans ====
Unfortunately, there's no way to navigate over the deep sea. If you happened to have chosen your starting point on an island (intentionally or not), the only way to get to the mainland is by launching transport pods. You will need to construct additional transport pods in order to return; this can be done with [[steel]] mined on site if you send [[chemfuel]] for the return trip.
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Unfortunately, there's no way to navigate over the deep sea. If you happened to have chosen your starting point on an island (intentionally or not), the only way to get to the mainland is by launching transport pods.
  
 
== Trade ==
 
== Trade ==

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