I remember that time I started with the colonists I got first. Only one of them was capable of dumb labor, so when he was killed the rest lived knee deep in dirt and gnawed raw potatoes because they refused to refuel the generator, then the pawn incapable of violence went mad and downed the other one, then a raid happened immedately after and killed her. That was short and incredibly stupid.
these kind of stories always make me gasping for air out of laughter...stupidest story with stupidest plot, yet super funny and perfectly describing Rimworld
A hunter who refuses to haul, begins hauling muffalo back to base as a "hunting" activity. pet gets hunted nearby so i make the hunter colonist fight the cougar. let him leave combat and go to pick up the muffalo and he's just like "nah i dont do that shit"
"HOW!? How did you leave JUST the appendages and a head?" "Well, i tripped, and i accidentaly made an incission in the wrong place, and then one thing lead to another and now we're here." *_Meanwhile, in the social log..._* *Jane insulted Tom's mother, calling her a "hedgehog".* *Tom operated on Jane, but failed catastrophically.*
Not as terrifying as a turtle. *shudders* One time a turtle went mad when my hunter tried to kill 'em. Bastard BIT OFF HIS ARM AND GNAWED OUT HIS EYE. To this day i'm confused how he reached so high.
@@dydlus I was running a Prepare Carefully build with the three starters being myself and 2 of my brothers. I sent one to hunt to raise his skill and three times I had to save him from animal revenge procs that left him incap'ed. I still tease him about it today, how he lost an eye to a bunny rabbit and a finger to a squirrel. Eventually I just stopped trying to do that.
Why do you think Squirrel Girl is the mightiest superhero in the Marvel universe? Beat both Thanos and Galactus, with just herself and her squirrel army.
I just played my first game of Rimworld. I had 3 characters with really good qualities but I forgot to check their ages. 2 of them turned out to be over 80 biological years old and they both died. I only had a farmer incapable of violance left who soon died because of an alpaca attack.
The worst trait, by far, is pyromaniac. I like fire as much as the next fellow, but having it as your sole coping mechanism is insane. I always end up catering to those people, but the smallest hitch in their psychological state will drive them towards what is essentially terrorism. Whatever skills a pyro can have are inevitably offset by the fact that you need to put extra time and effort to make sure the little shitters don't torch half your colony by setting fire to the chemfuel stockpile. I had a four year Hardcore SK run ruined because I failed to notice one of the new recruits was a pyro, and he somehow set all the ammunition on fire. My colonists starved to death trying to wait out two thousand rounds of ammunition pelleting the only access to the kitchen. TlDr: Fucking pyromaniacs.
@@MyCrafcik I dug myself into beachside mountain. For some otherworldly reason, I thought putting the living quarters at the end of a really long singular tunnel encompassing all the rooms, with the armory in the middle, would be a good idea. In hindsight, this was on me as much as it was on the bastard pyro. None of this would have been a lot of trouble, if only I remembered to invest a bit in firefoam. That stuff is a life saver. Essential to dealing with infestations in your base.
I have 2 pyromaniacs in the colony and they seem fine, aye sometimes I have to take care of the mess they do but its never really to far for others to get to their fires on time (they haven't touched chemfuel though :D). Also their mental state lasts only a very short time. It seems much better than traits that reduce needs permanently (depressed or perma injured for example). Those colonists you have to watch 24/7 as they are prone to break in every minor situation. Or chemical interest was probably the worst trait I got, that was horrible...
First time I ever used chemfuel as a fuel source, I was unaware that it exploded when destroyed, so I stored it in my main stockpile room. Which I had in the center of my all wood base. Colonist went bezerk due to his wife dying, and attacked the Chem fuel. Everyone died. It was sad. I'm still sad.
i started feeling good finally being able to manage a working colony until winter came and i didnt have enough food, everyone killed each other and the last person died of hypothermia before he could consume the bodies, feels good
walmartian i had this one real fucked up rp game on rimworld where i took a chop doc from rifts megaverse and made him a secret lair on rimworld. a chop doc is a guy who kidnaps cyborgs and takes their parts for resale. only this guy took prisoners and harvested their organs. the extra special ones ie the ones with high brawl or high shooting he turned into cyborg guards. i made sure all 3 of the starting chars were cannibals while the chop doc had genius cannibal and high doctor skills. The other survivors where a nurse with ok doctor skills and growing. and a laborer. no prisoners ever made it out alive and by the end the chop doc had 4 full conversion borgs and 2 partially reconstructed ones. was one of the darker tales of rimworld. took along time to get the prosthetics.
I usually try to specialize, and so one character with no dumb labor is fine. And no violence is fine too. All raids can be handled by killbox and squirrels will not kill you colonist very fast.
I don´t really agree. If you have a Dumb Labor person that have a passion in pretty much everyone of the skilled one (i had one like that once) can pretty much make upp for everything else. You very rarely need 3 haulers. And if that is someone that is a contructor they kind of haul when they construct.
Through the Prepare Carefully mod, I've learned that the character's back story influences his or her capabilities. Characters with certain childhoods, for example, will be incapable of certain things. Certain stats will also be increased or decreased depending on the back story. Which ones vary with the back story.
You should never ever take a colonist with "Depressive" or other mood penalties. It's very possible that they will have a mental break and then these colonists are completely useless or even attack/insult other players, destroy items, set fire, torture prisoners or eat a ton of food. You also should first have a look at the Traits. Fast learner will give you a bonus of 75% to EACH skill. that means "no flame" skills are all at 100%. That's the same as the colonist would have a little flame on EACH skill. If your colonist is a fast learner and has a little flame he will progress on this skill with 175% (thats 25% FASTER than a 'non' fast learner with a doubble flame!!). A fast learner with a big flame will have a 225% skillgain speed. Trigger-Happy is indeed a great trait. The speed with guns is doubbles and the colonist only gets 25% (5.0) decrease in accuracy. That boosts the overall damage per second! Careful shooter instead has a 25% slower attack speed and only gains 25% acuracy. So there is no real advantage. Expecially if you use a master or legenfary sniper rifle the trigger-happy colonist will deal a really awesome ammount of damage because his accuracy is near cap with a really good sniper rifle. I also recommend also the traits "KIND" (he never will insult others), "TOUGH" (takes only 60% of the incoming damage), "TUNNELER" (you can keep this colonist all the time inside producing stuff or mining in the dark), "INDUSTRIOUS or HARD WORKE" (give a speedbonus for planting and crafting (that also increases the skill speed per second indirectly), "JOGGER or FAST WALKER" is great for haulers, cleaners, planting and hunting, "IRON WILLED or STEADFAST" will decrease the chance of a mental break. You shouldn't choose Colonists with psychic sensitive traits (they also suffer from negative effects), neurotic traits (higher chance of mental break), weak nerves (also will have a faster mental break), drug desires or teetotaler (if you have both in your colony they will become rivals and perhaps fight each other! - same goes for transhumaist and bodypurists), NEVER choose a pyromanic (explains itself!, they also will never do firefighting!). So the best colonist in my opinion is 20-50 yr old, incapable of nothing, no health penalties with the traits "fast learner" + "great memory" and a third positive trait like "trigger-happy"/"tunneler"/"kind"/"industrious". Great Memory is great for Skill-Levels 11-20. And you should have a closer look at the health. A scratch seems to be nothing but a scratch on the leg will permanently slow down your colonist. A scratch on an arm will slow down the workspeed and so on. (its shown as "efficiency"). If they are x% slower they never can escape raiders, wild animals or mechanoids. If they work x% slower the skill gain per second will also decrease. That's quite a deal deal in my opinion. You also shouldn't look that much at shooting skill in the beginning. Just let your lower colonists go hunting and they will reach +10 very soon because they gain skillpoints with every shot, even if they miss the animal (Trigger-Happy gains skillpoints even faster because they don't hit with a low gun or bow that often. They will be +10 very fast and after that they will become really great snipers). Crafting in the beginning is quite important for me. You can make stuff to sell and let your crafter gain skill very soon so he/she can make good/excellent/master cloths, weapons, armor in the early to mid game. That helps the whole colony performing much better right from the start.
I cannot agree with you on mood traits. While Depressive is ofc v.bad, Pessimist is not a deal breaker. If a colonist is otherwise v.good or even extraordinary, I wouldn't mind that much. You are wrong about the Fast-Learner trait. It rises Global Learning Speed which multiplies exp earned. No passion = 35%*175%=61.25%, so it's still much less; 1 flame = 100%*175% = 175%; 2 flames = 150%*175%=262.5%, which is much higher. You are right about Trigger-Happy vs Careful Shooter. TH is much better, especially with accurate weapons (in contrary to what Fruitbats has said). I agree with Kind, Tough traits as "overall good for every one", but I usually play with small, low-wealth colonies with mountain bases, so I rarely engage in melee, thus Though wouldn't be as good for me, personally. Industrious is great, Undergrounder (which replaced Tunneler trait) is v.good for all-time-busy colonists like researchers, cooks (not for me tho, nutrient paste ftw!), artists (idk, do people have designated artists? it was always "if you don't have anything better to do" kind of thing for me), crafters and maybe miners if you mine your base under a mountain (mining the resources in the wild is not much of a problem for not-undergrounders tho). Great Memory is nice, but not worth it imo when thinking of perfect traitset. Maybe for multi-taskers like constructor-miner-crafter or something, but in my experience my researchers, crafters, miners, constructors... they always have their primary skill at around 18-20, becasue they do their thing all the time, and even if there is an emergency and they do not do their main job for a while, those drops to 17 do not hurt that much. Maybe for gardener-doctor? That would be a good trait for such colonist, as medical is an emergency skill in most scenarios, given you do not commit any vile deeds like repeatedly installing and uninstalling peg legs to boost your skill. Instead of going Fast-Learner + Great Memory + Industrious, I would go for FL + Ind + Jogger / Quick Sleeper / Undergrounder for most of my one-job colonists, depending on if they actually run around, like constructors, or not, like researchers, FL/Ind + Jog + TH for my shooters, and of course Cannibal / TH / maybe Iron-Willed + Ind + Jog for my one-man playthroughs. You are right about the scars - those are bad, bad things, as they cap the efficiency. If I get one, esspecially in my one-man's, I usually try to mech serum them. For the crafting thing you've mentioned - yeah, high crafting is v.nice thing to have early on. I would say, that if you have a skilled-but-no-passion crafter, s/he is better than passionate-but-no-skill crafter, if you plan to get more colonists ASAP.
I've played this game 140 hours and despite the characters you had to choose from and their flaws, in my opinion, that was one of the best sets of recruits I've ever seen. Lots of potential and lots to consider.
I appreciate that thought. There have definitely been some runs where I find myself parroting Lethalfrag's phrase... "I'm not even mad; I'm just impressed" Most recently was my tribal ice sheet run where Randy slammed me with double infection and sad wander out the door into a newly hungry polar bear. Welp, rhat was fun.
@@starkilla55 I usually keep them somewhat balanced as well. I just edit them to the point where i have all the important skills present, so i don't have to cycle through 40 Colonists to find someone that fits.
@@0815Mann it takes over 50 to get a decent colonist for naked brutality and extreme dificulty and Randy random i seen characters with 20 in an useless Stat for early Game and seen characters with 3 áreas with 12 lvl but i died in these for asaults or an bear stack at the few seconds of start the party
I've had a lot of fun playing this game so far. My first attempt was a group of three who ultimately perished. No surprises. My second try saw me landing in a desert with a full group of 8. One of the first things that happened was I had dug into an ancient danger and the whole group were wiped out on day one. Third try, group of three to start with and the colony is going strong. Lost a few key members but gained others. Very, very happy that I bought this game.
Thank you SO much for posting this video! This is incredibly helpful. I learned more in 17 minutes watching this video than I did from the entire in-game tutorial.
9:00 lots of passions yeah but they probably won't have time to actually use them. IMO it's better to have characters with just 2 or 3 passions so you can do division of labor more easily
Great point! I like a lot of passions on my initial colonists because it gives me a bit more flexibility in the ones I choose to add later. I can more readily shuffle older colonists to new tasks if they have other available interests.
Occidentally true, but it allows you to stick them into tasks you don't have anyone else, or when the primary toon is injured/dead or even to add a second useful person to specific task for a bit. I find it extremely helpful to have one with a wide range of passions, especially when specializing the rest of my toons
The only time I'll take incapable of violence is if the pawn is really good at medical. Bit of a rougher early-early game, but having the dedicated medic not exposed to fire and able to patch up everyone quickly is good.
Nice video, your intro has really helped cement that Rimworld will be my next game purchase! I was worried it might be a little too complex, but it's deceptively simple!
Incapable of labor? Feed to Cambiar the cannibal lol, found this after watching Pete Complete's play through with a lone tribal cannibal living in the north pole of the planet under a mountain, well it's not over yet and he's getting close to building a spaceship as far as current videos uploaded. Been enjoying watching him play. I'd like to get the game, when I can. I might do something similar, at least being around mountains seems to promise a great deal of metals and stones early on. Though I feel like starting with only 1 character is more fun and interesting than starting with a group
On the shooting characters, you should actually look for someone who had trigger happy for the rifleman and such. Once they reach a high skill in shooting it will partially offset the accuracy, and with a good quality weapon even more so, so all they end up with in the end is a faster shooting weapon
Randomizing for two hours is the same thing, just more work and less playtime for you. Once I get my gaming computer up and running again i might give this game a go, and in that case there are two route to go: Pick from the 8 characters given. If I can't make a group from those, randomize until I have a decent starting group. This is when starting as a reasonably "easy" level. For challenges (like solo ice sheet, the video series that showed me this game) I would hand pick my first colonist using the mod and get a well suited intelligent cannibal. Nothing superhuman, just a decent roll of the dice distributed in a good way.
Very interesting! I'm a newbie who is interested in playing. Everything was clear and your voice was great. I did use CC for most of the video but I could make out most words without it.
@@mat5637 funny, how you consider this cheating, whereas randoming the same colonists over and over again just to get a decent start isn't. I never said you HAVE to use it, if you want to waste less time randoming, this mod saves you the pleasure of suffering through 20 minutes long of randoming. I live only once and would rather not waste my time on useless clicking IF i can avoid it. If you feel like this is cheating, than continue randoming, or go ahead and suffer with your colonists that are either mentally unstable,drug addicts, scarred to shit, incapable of doing the most important jobs because they were pampered sacs of excrement in their lives before or can't defend themselves from a squirrel since they can't do violence, and watch them get torn apart by one, hauling that little needed steel that you so badly require for that next solar panel before your freezer stops therefore your freezer dies, food rots and then you lose the game. I prefer doing runs that actually win the game, and not lose and die to cheapshots like these, thank you
@@mat5637 even more so, I have never mentioned , WHAT IF , and consider this, WHAT IF , I want to roleplay???? Mod my game to the point I want to roleplay a scenario ? HUH, that would be crazy right
I remember that when i first started i selected randy as my storyteller. The first night my colonists were sleeping when randy decided to spawn John Wick. Thanks randy.
Hey Bats. I notice you don't mention one benefit of your third pick, although that may be because this was recorded before the change that made it a benefit. Her double passion and high skill in both shooting and animal handling is even more amazing when (since 0.19?) both skills are averaged for hunting. I'm lucky if I get an average of 5-7 between the two on most of my randomized colonists.
If I start the tribal start most of my colonists have the gourmand trait which might cause them to go on a food eating spree which is not that bad unless you can arrest them before they eat all the food or your lucky if you have lots of food to spare for them to continue eating the food
Having too much fun with this game! my colony used to have 12 members, but almost half of them got the Flu and 3 of them died(including one of the three starters)i was very mad because of that, but i couldn´t really do anything, tried re-loading saves, but in the end i just couldn´t save them.
Ah, love that trait. We can give her a crappy bedroom to make her happy. Thanks for the video btw. I mainly focused on traits, so this helped. Other aspects are more important
I got an ascetic or however it's spelled in my colony but my constructors are all either legendary or masters and i had to remove his floors and stack rock chunks in his room. At first I gave him a tiny room too, but for some reason he still got a cramped mood debuff. "I like crappy rooms but they have to be spacious crappy rooms"
We seem to have vastly different opinions on what makes a good colonist. I focus on the skill passions first to quantify whether or not they're worth. Skill starting level means nothing to me, but passions mean everything. The more the merrier.
The way I recruit them is that I always look for 1 builder, 1 grower & 1 cook to make my start go as smooth as possible. If they have passions for medicine, research or crafting I strongly consider them. Social, animals and melee are all stats you can neglect and still do relatively fine without. Shooting is something I like to have on at least one person, possibly two. I can work with the non-violent or the unskilled. It's the ones who refuse to do dumb labor that irk me the most. Ultimately it boils down to the overall health of the pawn and what traits they come with. Pyromaniac and Chemical fascination are traits that have no benefit to my play style. Jogger, Fast learner and super-immune are traits that come with no downsides and always reflect positively on my opinion of that colonist. A clean bill of health and a young age is always preferred but never a mandatory factor for me.
There are a lot of things you need to be careful for: having atleast one dude good at an important job (construction, cooking, medical, plants) making sure they can haul stuff around (i like to start with a shitload of materials at the start) and that they don't have obnoxious traits (like psychopath or bloodlust)
I had a lot of macabre fun doing a tribal start where all 5 had psychopath & cannibal traits. Nobody was safe. They were destroyed by Randy after I ate all my allies and got raided every 2 seconds lol. It was like my former allies didn't appreciate fine dining.
Here's another tip:USE PREPARE CAREFULLY! And another: Check a hundred times for the incapable tab and spend your points accordingly. I had a constructor/miner/animal handler set up, but i didn't check for his backstory. He had sailor. He refused to do almost ANYTHING. It left me with an essentially useless mouth to feed through the beggining. Always check backstories before you set up your character.
As a kind of mid-experienced player of RimWorld, looking back at some of my first games, I was really dumb, I didnt really look at things like health issues, or traits, so sometimes my colonists were slow, and were very susceptible to mental breakdowns, or I lost an entire two thirds of my base to a pyromaniac, I mean I never get pyromaniacs now because obviously, they burn shit, but could you use them to burn an enemies base? I've never tried it but I'm curious. Also fun story, I remember it was one of my first games, so I got a crew with 2 incapable of dumb labor, and the only one who would do dumb labor got killed in a raid, so they ended up sitting in the dirtiest of places, and they didn't bother to do anything so all the minor tasks began to become major problems, because the 2 bastards refused to fucking do them.
I usually get a guy who can do healroots and one who can make solar panels. Then a good hunter and hope between the three of them one can cook and heal
I know I'm late on replying to this, but Francis John will argue heavily on how terrible the Gourmand trait is. The part you left out is that they will randomly go into mental breaks to binge eat. If you're low on food, that's a problem, but not as much of a problem as the constant mental breaks are. He had downloaded the Numbers Mod and found out that his Gourmand spent the most time on mental breaks. They were also a perfectly happy pawn other than that, and his pawns were pretty happy compared to most other playthroughs I've seen.
Video: "hey, I have four tips you might like" Me: "oh, cool, I'll watch the video" Video: Is almost 18 minutes long Me: "yikes, I didn't see that coming"
In practice a scar makes a colonists almost useless, they have the permanent pain debuff making them far more likely to mental break, in the case of a stab scar in the leg it makes them almost useless due to the movement speed decrease which reduces their productivity massively. A lot of Rimworld is sitting back and waiting, a scar makes it so there's a lot more waiting.
Excellent point! A scar also reduces the maximum hit points of that body part, making it more likely to be cut off or destroyed in a conflict. Definitely something to look out for.
When discussing scars, you forgot to mention pain. It means they'll go down sooner, even if those body parts aren't destroyed, and a couple scars can mean a permanent mood penalty. And if they reduce part efficiency, they'll be less effective at working or move slower, depending on which limb. And I hate the food binges from gourmand. They occur randomly even at high mood, if you have more than a minimum amount of food, but that minimum isn't very high, and a single food binge can go through five full meals in half a day. If that's your cook, they will then go sleep it off, while your other colonists might be out of prepared meals by morning. Last food binge, I had a couple other colonists carry all the fine meals away, so at least mostly simple meals were wasted.
Another plus to Blean (your cook) being a psychopath is that he will not go insane if your need to butcher some humans. The entire colony (except psychopaths and a couple other traits) gets a small, single-stack mood debuff when you butcher a human, but the butcher themselves get a stacking debuff for each human butchered that will quickly cause a breakdown in a normal colonist. Psychopaths don't give a shit.
Yeah, I know. When I saw that guy I was like "What rimworld god's dick did you suck to get a double fire passion cooking/psychopath?" Turn all those pesky raiders into kibble and leather chairs with almost no consequence.
The tutorial can be helpful to work through if you haven't already. Otherwise, you might find my second video in this Beginner's Series helpful where I cover the first 8 tasks you should look at completing: th-cam.com/video/avlxUeYiu-A/w-d-xo.html
There's a mod called prepare carefully that I recommend for ppl who want to actually make their characters, not randomize, also choose their abilities, health and stuff like that
Am i the only person who thinks Evan Blean sounds like sounds like a Raider in a dead world or somewhere like fallout?, reminds me of that bunker in Metro Exodus full of Cannibals and the cook was a medical officer.
my first save team was Depressive Cannibal who was good at fighting and animals, Psychically Sensitive and Steadfast who was the chef and farmer with little to no attack capabilities... Who was incapable of dumb labour. And the third was highly medical-building oriented kind person, yet her relationships weren't that good. Then I recruited a pyromaniac (also sickly) and just thought not to let him get into low mood. One day he set up a fire and now my base is completely down.
my tips: dismiss everyone with bad traits and health issues, look out for industrious. skills dont matter as much since eventually theyll learn from doing their tasks. try to have at least a small flame in the team for each profession though, except melee and art. one brawler doesnt hurt, if you want to minmax, reroll a brawler/nimble or a brawler/tough. there also is the prepare carefully mod.
Question: is there ever a situation where you see the other 7 colonists join your group? Or have I just not been able to make it far enough in the game to recruit them to my colony?
*If you're talking about the colonists that you leave behind* , you can use 'prepare carefully' to give those colonists different relations (brother, father, etc.). Then sometimes they might appear in a caravan, raid, or other world events. The game will tell you if any pawns have relations with your colonists when the event happens. You might have to capture them and try to recruit them as a prisoner, if it's a caravan or a raid.
Always make sure at leadt one of them starts with at least 5 contruction or it will take ahes to het it up to that so u can build sustainible power(i.e. a watermill/solar)) also all your beds will suck for like the first. Year lol
Having someone incapable of violence they can still go berserk and attack others when their mood breaks. I find it funny to try and get those incapable of violence a kill counter. They can still be meat shields with base melee DPS stats. let the downed pawn bleed out and your colonist incapable of violence gets a kill. It really should cause a permanent mood debuff though and a heavy one at that if they break something they swore off doing. Especially if done while not in control of themselves.
I haven't played more than few times in this game and it was a long time ago, but my best run had 4 players (I rescued one) and one of my og's went crazy and wandered about, I tried to get all my others to knock him out to arrest him and get him back, but even being the lowest melee (5) he still beat everybody else up (new guy I rescued was 15 melee too) and eventually I had two healers dragging each other to the beds till they were both unconscious. That made me so mad. An Ascetic who's amazing at construction... I love those silly little ironic problems, that's why this game and oxygen not included are some of my favourite games. I saw a character generated in someones video once in Oni (oohh oxygen not included is from Halo?!?) where they had really really high cooking but was incapable of cooking (phobia) I laughed so hard seeing it.
or you could install "EDB prepare carefully" so you don't have to scroll through the people for 10 min, i personally use it, but if you play vanilla then i guess can't do that
Me: *finds character with no incapabilities* *enters Prepare Carefully* *removes all medical issues* *gives max bionics* *gives all positive traits* *maxes all skills and passions* -repeats the same for the other 3- *enter scenario editor* *adds power armor* *adds charge lances* -start game-
Rim world is for me one of those games where I don’t care about being the optimum player, great fun can be had in managing a pyromaniac, a great test in patience not putting him against the wall, or removing his legs and assigning him to a small research room so he can only hurt himself
A 'Gourmand' character killed another pawn with his trait. Gourmands will go on binges where they will not stop eating, and when there is no prepared food, they will continuously cook, then eat all they cooked, and you can't order them to do anything. Had a pawn getting hungry but the gourmand pawn had eaten everything and since it requires huge amounts of food to keep a gourmand had nothing left on the map to fix... no berries, no animals, no nothing. Pawn stavred because the gourmand pawn ate everything. Whats worse is that the day after eating all day a gourmand will have the malnourished debuff. NEVER get a pawn with Gourmand.
Fire, make sure basic stuff is all a 4,, if your in mountainous, you should have a minor with at least skill level 4, tropics? Growing min 4. Desert? Maybe growing isn't important. Just make sure all your starting colonists have a lot of Fire. Never take more than 1 pyromaniac/aggressor. No addictions or bad health stuff.
you didn't look t the possibilities of relationships allowing players to know in advanced that they will eventually get someone with certain good skills. Or talked about what increases the chances of acquiring or interacting with someone with a relation to a current colonist of yours. If any influence those chances. It's there for a reason so should at least be mentioned. Even if it's not really useful or worth keeping an eye on.
I love just "letting things roll" and playing what the game gives me, because while frustrating it is kind of fun to have to balance people otherwise you're literally playing the same game with slightly different starting conditions if you custom pick everything you start with in a colonist. Except incapable of violence, I fricking hate that "trait", oh hey look your guys are getting slaughtered... and you're just going to stand around, oh hey you're rescuing someone whoops you're dead. I also like to play custom scenarios were I remove the Short Circuit as a problem, because seriously... Bzzzt is the worst thing they could have programmed into the game, batteries breaking down sure, batteries exploding if left in the rain sure, random explosions that take out half your colony just because you have a lot of batteries? Ummm no.
I swore off incapable of violence after having a grower peacefully harvesting ambrosia on the other side of the map. She got attacked by a mad squirrel, and no one was close enough to help. In her refusal to fight back, she lost both eyes and suffered permanent brain damage. Just Rimworld things!
The explosions are not random, they occur when the system is overloaded, increase the power load, or build more batteries or both. I think it's perfectly fine and not in the least unreasonable to be expected to keep your power grid healthy and happy :)
If your power grid is so strained and unreliable that you *NEED* bateries, then that's your fault, not the game's. Just build wood/chemfuel generators as a backup. Or as the main source, suplemented with water mills and geothermals.
I remember that time I started with the colonists I got first. Only one of them was capable of dumb labor, so when he was killed the rest lived knee deep in dirt and gnawed raw potatoes because they refused to refuel the generator, then the pawn incapable of violence went mad and downed the other one, then a raid happened immedately after and killed her. That was short and incredibly stupid.
It only takes 1 bad experience to swear off "Incapable of Dumb Labor" forever :D
But it was a story.
these kind of stories always make me gasping for air out of laughter...stupidest story with stupidest plot, yet super funny and perfectly describing Rimworld
So Rimworld is incredibly short and stupid?
@@Arkangel630 It certainly isn't short, nor it is stupid
"Incapable" of hauling hey? Didn't I see you single handedly carry a muffalo to the butcher bench?
He maybe sees it as retroactive handling?
@@matsv201 no i see it as "doing their job"
well I'm glad my no-dumb-labour doctor doesn't mind going to pick up medicine when it's time to save somebody.
A hunter who refuses to haul, begins hauling muffalo back to base as a "hunting" activity. pet gets hunted nearby so i make the hunter colonist fight the cougar. let him leave combat and go to pick up the muffalo and he's just like "nah i dont do that shit"
Incapable of hauling = I take them behind the shed and put a bullet in the back of their head.
i still remember the time my surgeon destroyed a torso.
"so here is the patient."
"...its just arms,legs and a head..."
"yeaaah... my bad"
"HOW!? How did you leave JUST the appendages and a head?"
"Well, i tripped, and i accidentaly made an incission in the wrong place, and then one thing lead to another and now we're here."
*_Meanwhile, in the social log..._*
*Jane insulted Tom's mother, calling her a "hedgehog".*
*Tom operated on Jane, but failed catastrophically.*
"Attacked by something as minor as a squirrel-" I'll have you know that squirrels can be absolutely vicious.
Not as terrifying as a turtle. *shudders*
One time a turtle went mad when my hunter tried to kill 'em. Bastard BIT OFF HIS ARM AND GNAWED OUT HIS EYE.
To this day i'm confused how he reached so high.
@@dydlus I was running a Prepare Carefully build with the three starters being myself and 2 of my brothers. I sent one to hunt to raise his skill and three times I had to save him from animal revenge procs that left him incap'ed. I still tease him about it today, how he lost an eye to a bunny rabbit and a finger to a squirrel. Eventually I just stopped trying to do that.
@@mattvoelker241 But have you ever had a manhunting pack of _cats_ maul 3 of your colonists to death?
@@heimskr2881 You guys ever had Randy Random send you a herd of manhunting hares,
The Grizzly Bear outside my base sure didn't.
Why do you think Squirrel Girl is the mightiest superhero in the Marvel universe? Beat both Thanos and Galactus, with just herself and her squirrel army.
I just played my first game of Rimworld. I had 3 characters with really good qualities but I forgot to check their ages. 2 of them turned out to be over 80 biological years old and they both died. I only had a farmer incapable of violance left who soon died because of an alpaca attack.
LUL an Alpaca LOL
The worst trait, by far, is pyromaniac. I like fire as much as the next fellow, but having it as your sole coping mechanism is insane.
I always end up catering to those people, but the smallest hitch in their psychological state will drive them towards what is essentially terrorism.
Whatever skills a pyro can have are inevitably offset by the fact that you need to put extra time and effort to make sure the little shitters don't torch half your colony by setting fire to the chemfuel stockpile.
I had a four year Hardcore SK run ruined because I failed to notice one of the new recruits was a pyro, and he somehow set all the ammunition on fire. My colonists starved to death trying to wait out two thousand rounds of ammunition pelleting the only access to the kitchen.
TlDr: Fucking pyromaniacs.
You coulnd't dig/disconstruct your walls?
. I like fire as much as the next fellow!! Lol!!
@@MyCrafcik I dug myself into beachside mountain. For some otherworldly reason, I thought putting the living quarters at the end of a really long singular tunnel encompassing all the rooms, with the armory in the middle, would be a good idea.
In hindsight, this was on me as much as it was on the bastard pyro.
None of this would have been a lot of trouble, if only I remembered to invest a bit in firefoam. That stuff is a life saver. Essential to dealing with infestations in your base.
I have 2 pyromaniacs in the colony and they seem fine, aye sometimes I have to take care of the mess they do but its never really to far for others to get to their fires on time (they haven't touched chemfuel though :D). Also their mental state lasts only a very short time. It seems much better than traits that reduce needs permanently (depressed or perma injured for example). Those colonists you have to watch 24/7 as they are prone to break in every minor situation. Or chemical interest was probably the worst trait I got, that was horrible...
First time I ever used chemfuel as a fuel source, I was unaware that it exploded when destroyed, so I stored it in my main stockpile room. Which I had in the center of my all wood base. Colonist went bezerk due to his wife dying, and attacked the Chem fuel. Everyone died. It was sad. I'm still sad.
i started feeling good finally being able to manage a working colony until winter came and i didnt have enough food, everyone killed each other and the last person died of hypothermia before he could consume the bodies, feels good
Gillian Daemon, what a tragic story
pro tip one. make sure their all cannibals.
they can never run out of food again
gorge on the blood of your enemies
instant corpse removal
butcher them first for some humanskin leather.
Fast food delivery service
i had a pawn who liked to eat raw food i need one who is also a cannibal, they can just eat corpses and not give af
walmartian youll never need to dig graves again thats for sure
walmartian i had this one real fucked up rp game on rimworld where i took a chop doc from rifts megaverse and made him a secret lair on rimworld. a chop doc is a guy who kidnaps cyborgs and takes their parts for resale. only this guy took prisoners and harvested their organs. the extra special ones ie the ones with high brawl or high shooting he turned into cyborg guards. i made sure all 3 of the starting chars were cannibals while the chop doc had genius cannibal and high doctor skills. The other survivors where a nurse with ok doctor skills and growing. and a laborer. no prisoners ever made it out alive and by the end the chop doc had 4 full conversion borgs and 2 partially reconstructed ones. was one of the darker tales of rimworld. took along time to get the prosthetics.
Traits like "No Dumb Labor" and "Violent" are such deal breakers that I never pick a colonist with either one.
I usually try to specialize, and so one character with no dumb labor is fine. And no violence is fine too. All raids can be handled by killbox and squirrels will not kill you colonist very fast.
i have like a month old colony which ruined just because of pschic ship and i have no helmet yet.
I randomed a psychopath non-violent doctor with frost bitten hands, metal as fuck, favorite character
I dunno but I got one colonist who is a jerk and a coward.... Get beated always with the other colonists... She's best trait is melee...
I don´t really agree. If you have a Dumb Labor person that have a passion in pretty much everyone of the skilled one (i had one like that once) can pretty much make upp for everything else. You very rarely need 3 haulers. And if that is someone that is a contructor they kind of haul when they construct.
Through the Prepare Carefully mod, I've learned that the character's back story influences his or her capabilities. Characters with certain childhoods, for example, will be incapable of certain things. Certain stats will also be increased or decreased depending on the back story. Which ones vary with the back story.
You should never ever take a colonist with "Depressive" or other mood penalties. It's very possible that they will have a mental break and then these colonists are completely useless or even attack/insult other players, destroy items, set fire, torture prisoners or eat a ton of food. You also should first have a look at the Traits. Fast learner will give you a bonus of 75% to EACH skill. that means "no flame" skills are all at 100%. That's the same as the colonist would have a little flame on EACH skill. If your colonist is a fast learner and has a little flame he will progress on this skill with 175% (thats 25% FASTER than a 'non' fast learner with a doubble flame!!). A fast learner with a big flame will have a 225% skillgain speed. Trigger-Happy is indeed a great trait. The speed with guns is doubbles and the colonist only gets 25% (5.0) decrease in accuracy. That boosts the overall damage per second! Careful shooter instead has a 25% slower attack speed and only gains 25% acuracy. So there is no real advantage. Expecially if you use a master or legenfary sniper rifle the trigger-happy colonist will deal a really awesome ammount of damage because his accuracy is near cap with a really good sniper rifle. I also recommend also the traits "KIND" (he never will insult others), "TOUGH" (takes only 60% of the incoming damage), "TUNNELER" (you can keep this colonist all the time inside producing stuff or mining in the dark), "INDUSTRIOUS or HARD WORKE" (give a speedbonus for planting and crafting (that also increases the skill speed per second indirectly), "JOGGER or FAST WALKER" is great for haulers, cleaners, planting and hunting, "IRON WILLED or STEADFAST" will decrease the chance of a mental break. You shouldn't choose Colonists with psychic sensitive traits (they also suffer from negative effects), neurotic traits (higher chance of mental break), weak nerves (also will have a faster mental break), drug desires or teetotaler (if you have both in your colony they will become rivals and perhaps fight each other! - same goes for transhumaist and bodypurists), NEVER choose a pyromanic (explains itself!, they also will never do firefighting!). So the best colonist in my opinion is 20-50 yr old, incapable of nothing, no health penalties with the traits "fast learner" + "great memory" and a third positive trait like "trigger-happy"/"tunneler"/"kind"/"industrious". Great Memory is great for Skill-Levels 11-20. And you should have a closer look at the health. A scratch seems to be nothing but a scratch on the leg will permanently slow down your colonist. A scratch on an arm will slow down the workspeed and so on. (its shown as "efficiency"). If they are x% slower they never can escape raiders, wild animals or mechanoids. If they work x% slower the skill gain per second will also decrease. That's quite a deal deal in my opinion. You also shouldn't look that much at shooting skill in the beginning. Just let your lower colonists go hunting and they will reach +10 very soon because they gain skillpoints with every shot, even if they miss the animal (Trigger-Happy gains skillpoints even faster because they don't hit with a low gun or bow that often. They will be +10 very fast and after that they will become really great snipers). Crafting in the beginning is quite important for me. You can make stuff to sell and let your crafter gain skill very soon so he/she can make good/excellent/master cloths, weapons, armor in the early to mid game. That helps the whole colony performing much better right from the start.
I cannot agree with you on mood traits. While Depressive is ofc v.bad, Pessimist is not a deal breaker. If a colonist is otherwise v.good or even extraordinary, I wouldn't mind that much. You are wrong about the Fast-Learner trait. It rises Global Learning Speed which multiplies exp earned. No passion = 35%*175%=61.25%, so it's still much less; 1 flame = 100%*175% = 175%; 2 flames = 150%*175%=262.5%, which is much higher. You are right about Trigger-Happy vs Careful Shooter. TH is much better, especially with accurate weapons (in contrary to what Fruitbats has said). I agree with Kind, Tough traits as "overall good for every one", but I usually play with small, low-wealth colonies with mountain bases, so I rarely engage in melee, thus Though wouldn't be as good for me, personally. Industrious is great, Undergrounder (which replaced Tunneler trait) is v.good for all-time-busy colonists like researchers, cooks (not for me tho, nutrient paste ftw!), artists (idk, do people have designated artists? it was always "if you don't have anything better to do" kind of thing for me), crafters and maybe miners if you mine your base under a mountain (mining the resources in the wild is not much of a problem for not-undergrounders tho). Great Memory is nice, but not worth it imo when thinking of perfect traitset. Maybe for multi-taskers like constructor-miner-crafter or something, but in my experience my researchers, crafters, miners, constructors... they always have their primary skill at around 18-20, becasue they do their thing all the time, and even if there is an emergency and they do not do their main job for a while, those drops to 17 do not hurt that much. Maybe for gardener-doctor? That would be a good trait for such colonist, as medical is an emergency skill in most scenarios, given you do not commit any vile deeds like repeatedly installing and uninstalling peg legs to boost your skill. Instead of going Fast-Learner + Great Memory + Industrious, I would go for FL + Ind + Jogger / Quick Sleeper / Undergrounder for most of my one-job colonists, depending on if they actually run around, like constructors, or not, like researchers, FL/Ind + Jog + TH for my shooters, and of course Cannibal / TH / maybe Iron-Willed + Ind + Jog for my one-man playthroughs. You are right about the scars - those are bad, bad things, as they cap the efficiency. If I get one, esspecially in my one-man's, I usually try to mech serum them. For the crafting thing you've mentioned - yeah, high crafting is v.nice thing to have early on. I would say, that if you have a skilled-but-no-passion crafter, s/he is better than passionate-but-no-skill crafter, if you plan to get more colonists ASAP.
I've played this game 140 hours and despite the characters you had to choose from and their flaws, in my opinion, that was one of the best sets of recruits I've ever seen. Lots of potential and lots to consider.
Feedback: You talked about helpful information, but you never concisely listed the four things to look for like the title of the video claimed.
I think it's age, traits, incapable and health
Thank you for the feedback! I have made sure to number the list more clearly in part 2 of the series here: th-cam.com/video/avlxUeYiu-A/w-d-xo.html
Vechs i actually like the way its laid out, I don't need everything numbered.
@@MrSpaceinvader95 Hopefully you can haul and clean, because people usually skip colonists with the Abrasive trait :D
@@FruitbatsTV sick burn ayyyy
I appreciate that thought. There have definitely been some runs where I find myself parroting Lethalfrag's phrase... "I'm not even mad; I'm just impressed"
Most recently was my tribal ice sheet run where Randy slammed me with double infection and sad wander out the door into a newly hungry polar bear. Welp, rhat was fun.
thank you for your professional, straightforward, and quick style. no rambling, no BS. I love it!
tfw you're watching this even tho you downloaded the Character Editor mod and often just start playing with superhumans
i always make my custom characters balanced
@@starkilla55 I usually keep them somewhat balanced as well. I just edit them to the point where i have all the important skills present, so i don't have to cycle through 40 Colonists to find someone that fits.
I always randomize till I get 3 decent and fitting ones. Never use the editor. It feels good to be surprised to get a good character.
@@0815Mann I assume you like loot boxes too.
@@0815Mann it takes over 50 to get a decent colonist for naked brutality and extreme dificulty and Randy random i seen characters with 20 in an useless Stat for early Game and seen characters with 3 áreas with 12 lvl but i died in these for asaults or an bear stack at the few seconds of start the party
Incapable of dumb labor is such a dumb trait. I wish if the character thinks they’re too good to haul or clean, they just get a mood debuff for it.
That's why the "not incapable" is a good mod
I've had a lot of fun playing this game so far. My first attempt was a group of three who ultimately perished. No surprises. My second try saw me landing in a desert with a full group of 8. One of the first things that happened was I had dug into an ancient danger and the whole group were wiped out on day one. Third try, group of three to start with and the colony is going strong. Lost a few key members but gained others. Very, very happy that I bought this game.
Sounds like a classic first-time Rimworld experience! Glad you're enjoying it so far :D
The way you explain things talks to me so deeply, everything gets so clear when you explain it .. man I wish you were my math teacher back in the day
“Sometimes losing and watching all of your colonists get poisoned and eaten by cobras is fun”
*his colonists*: 👀
Everyone: How do I get the best starting colonists I can
Me: Random starting pawn(s), random world gen, random location lets go.
The TRUE Randy Random experience
Thank you SO much for posting this video! This is incredibly helpful.
I learned more in 17 minutes watching this video than I did from the entire in-game tutorial.
I got a doctor who is always sick.
9:00 lots of passions yeah but they probably won't have time to actually use them. IMO it's better to have characters with just 2 or 3 passions so you can do division of labor more easily
Great point! I like a lot of passions on my initial colonists because it gives me a bit more flexibility in the ones I choose to add later. I can more readily shuffle older colonists to new tasks if they have other available interests.
Occidentally true, but it allows you to stick them into tasks you don't have anyone else, or when the primary toon is injured/dead or even to add a second useful person to specific task for a bit. I find it extremely helpful to have one with a wide range of passions, especially when specializing the rest of my toons
The only time I'll take incapable of violence is if the pawn is really good at medical. Bit of a rougher early-early game, but having the dedicated medic not exposed to fire and able to patch up everyone quickly is good.
Nice video, your intro has really helped cement that Rimworld will be my next game purchase! I was worried it might be a little too complex, but it's deceptively simple!
Easy to learn, hard to master.
I have 378 hours, and it still hurts to resist using dev mode when one of my good colonists die.
Incapable of labor? Feed to Cambiar the cannibal lol, found this after watching Pete Complete's play through with a lone tribal cannibal living in the north pole of the planet under a mountain, well it's not over yet and he's getting close to building a spaceship as far as current videos uploaded. Been enjoying watching him play. I'd like to get the game, when I can. I might do something similar, at least being around mountains seems to promise a great deal of metals and stones early on. Though I feel like starting with only 1 character is more fun and interesting than starting with a group
lol
Pete is a legend
"giving into chaos" sounds a lot like the "Losing is fun" mantra of Dwarf Fortress
On the shooting characters, you should actually look for someone who had trigger happy for the rifleman and such. Once they reach a high skill in shooting it will partially offset the accuracy, and with a good quality weapon even more so, so all they end up with in the end is a faster shooting weapon
Randomizing takes me an hour or 2
Use the Prepare Carefully mod
I dont want to it feels cheaty.
Alvin Tan use the point limit then
Still feels cheaty
Randomizing for two hours is the same thing, just more work and less playtime for you.
Once I get my gaming computer up and running again i might give this game a go, and in that case there are two route to go:
Pick from the 8 characters given. If I can't make a group from those, randomize until I have a decent starting group. This is when starting as a reasonably "easy" level.
For challenges (like solo ice sheet, the video series that showed me this game) I would hand pick my first colonist using the mod and get a well suited intelligent cannibal. Nothing superhuman, just a decent roll of the dice distributed in a good way.
Very interesting! I'm a newbie who is interested in playing. Everything was clear and your voice was great. I did use CC for most of the video but I could make out most words without it.
burning passion for cooking, psychopath
:thinking:
And medical.
Its called the " prepare carefully " mod :D
I glt it. And was so happy i mever got another
its also called cheating
@@mat5637 Hows it any different than randoming dozens of times till you get exactly what you want?
@@mat5637 funny, how you consider this cheating, whereas randoming the same colonists over and over again just to get a decent start isn't. I never said you HAVE to use it, if you want to waste less time randoming, this mod saves you the pleasure of suffering through 20 minutes long of randoming. I live only once and would rather not waste my time on useless clicking IF i can avoid it. If you feel like this is cheating, than continue randoming, or go ahead and suffer with your colonists that are either mentally unstable,drug addicts, scarred to shit, incapable of doing the most important jobs because they were pampered sacs of excrement in their lives before or can't defend themselves from a squirrel since they can't do violence, and watch them get torn apart by one, hauling that little needed steel that you so badly require for that next solar panel before your freezer stops therefore your freezer dies, food rots and then you lose the game. I prefer doing runs that actually win the game, and not lose and die to cheapshots like these, thank you
@@mat5637 even more so, I have never mentioned , WHAT IF , and consider this, WHAT IF , I want to roleplay???? Mod my game to the point I want to roleplay a scenario ? HUH, that would be crazy right
I remember that when i first started i selected randy as my storyteller. The first night my colonists were sleeping when randy decided to spawn John Wick.
Thanks randy.
You killed and ate a some Yorkshire terriers didn't you.
Your voice is so clear I can easily understand you even when I increase the video speed to 1.5x. That's awesome :).
You should do more of these. Very informative, I don't understand why you only did two.
Hey Bats. I notice you don't mention one benefit of your third pick, although that may be because this was recorded before the change that made it a benefit. Her double passion and high skill in both shooting and animal handling is even more amazing when (since 0.19?) both skills are averaged for hunting. I'm lucky if I get an average of 5-7 between the two on most of my randomized colonists.
Great video man. Trying to get into Rimworld again and this is a real help.
This was helpful and you're pleasant to listen to. Thank you.
Never can go wrong with a kind pawn. Tough pawns are amazing too
40 Cobras.
God, what a wild ride that must've been.
If I start the tribal start most of my colonists have the gourmand trait which might cause them to go on a food eating spree which is not that bad unless you can arrest them before they eat all the food or your lucky if you have lots of food to spare for them to continue eating the food
Having too much fun with this game! my colony used to have 12 members, but almost half of them got the Flu and 3 of them died(including one of the three starters)i was very mad because of that, but i couldn´t really do anything, tried re-loading saves, but in the end i just couldn´t save them.
Give into the chaos. That was my favorite part of the video
woah, well man, you totally deserve more subscribers, high quality content
Ah, love that trait. We can give her a crappy bedroom to make her happy. Thanks for the video btw. I mainly focused on traits, so this helped. Other aspects are more important
I got an ascetic or however it's spelled in my colony but my constructors are all either legendary or masters and i had to remove his floors and stack rock chunks in his room. At first I gave him a tiny room too, but for some reason he still got a cramped mood debuff. "I like crappy rooms but they have to be spacious crappy rooms"
my first game today went like this: 2nd day in everyone dies of heat stroke and a man in black shows up then gets killed by raiders. The end
Very nice tutorial!
We seem to have vastly different opinions on what makes a good colonist. I focus on the skill passions first to quantify whether or not they're worth. Skill starting level means nothing to me, but passions mean everything. The more the merrier.
Thank you, as an veteran rimworld player i was not expecting much new info, but you did give me some really good ideas for future colonies. :)
The way I recruit them is that I always look for 1 builder, 1 grower & 1 cook to make my start go as smooth as possible. If they have passions for medicine, research or crafting I strongly consider them. Social, animals and melee are all stats you can neglect and still do relatively fine without. Shooting is something I like to have on at least one person, possibly two. I can work with the non-violent or the unskilled. It's the ones who refuse to do dumb labor that irk me the most.
Ultimately it boils down to the overall health of the pawn and what traits they come with. Pyromaniac and Chemical fascination are traits that have no benefit to my play style. Jogger, Fast learner and super-immune are traits that come with no downsides and always reflect positively on my opinion of that colonist. A clean bill of health and a young age is always preferred but never a mandatory factor for me.
I never start without atleast one 8 skill medic.
Really helpful video, thanks @Fruitbats !!!
My pleasure! I'm happy it helps
There are a lot of things you need to be careful for: having atleast one dude good at an important job (construction, cooking, medical, plants) making sure they can haul stuff around (i like to start with a shitload of materials at the start) and that they don't have obnoxious traits (like psychopath or bloodlust)
Ups, I straight up started with two nonviolent ones (out of 4), lol. Oh well, let's see how long I last
Are you still alive
make both of them have an animal army
What does the left behind section do? It surely serves a purpose of some sort?
I had a lot of macabre fun doing a tribal start where all 5 had psychopath & cannibal traits. Nobody was safe. They were destroyed by Randy after I ate all my allies and got raided every 2 seconds lol. It was like my former allies didn't appreciate fine dining.
What i usually do is when i can just see this set of colonists dying soon, i just restart without waiting for that moment
Here's another tip:USE PREPARE CAREFULLY!
And another: Check a hundred times for the incapable tab and spend your points accordingly. I had a constructor/miner/animal handler set up, but i didn't check for his backstory. He had sailor. He refused to do almost ANYTHING. It left me with an essentially useless mouth to feed through the beggining. Always check backstories before you set up your character.
Your videos are so helpful!! Thank you!
As a kind of mid-experienced player of RimWorld, looking back at some of my first games, I was really dumb, I didnt really look at things like health issues, or traits, so sometimes my colonists were slow, and were very susceptible to mental breakdowns, or I lost an entire two thirds of my base to a pyromaniac, I mean I never get pyromaniacs now because obviously, they burn shit, but could you use them to burn an enemies base? I've never tried it but I'm curious. Also fun story, I remember it was one of my first games, so I got a crew with 2 incapable of dumb labor, and the only one who would do dumb labor got killed in a raid, so they ended up sitting in the dirtiest of places, and they didn't bother to do anything so all the minor tasks began to become major problems, because the 2 bastards refused to fucking do them.
I usually get a guy who can do healroots and one who can make solar panels. Then a good hunter and hope between the three of them one can cook and heal
Little tip: If you are playing with Royalty, you can use Non-violent Colonists as Psychic Casters.
I bought the game today. This is very helpful.
My favourite start is tribal start but lowered to 3 people :O
I know I'm late on replying to this, but Francis John will argue heavily on how terrible the Gourmand trait is. The part you left out is that they will randomly go into mental breaks to binge eat. If you're low on food, that's a problem, but not as much of a problem as the constant mental breaks are. He had downloaded the Numbers Mod and found out that his Gourmand spent the most time on mental breaks. They were also a perfectly happy pawn other than that, and his pawns were pretty happy compared to most other playthroughs I've seen.
The way i work with ascetics with high construction is just stockpile a couple of mecha oid corpses in there
Works like a charm +6 mood awful room~
Video: "hey, I have four tips you might like"
Me: "oh, cool, I'll watch the video"
Video: Is almost 18 minutes long
Me: "yikes, I didn't see that coming"
In practice a scar makes a colonists almost useless, they have the permanent pain debuff making them far more likely to mental break, in the case of a stab scar in the leg it makes them almost useless due to the movement speed decrease which reduces their productivity massively.
A lot of Rimworld is sitting back and waiting, a scar makes it so there's a lot more waiting.
Excellent point! A scar also reduces the maximum hit points of that body part, making it more likely to be cut off or destroyed in a conflict. Definitely something to look out for.
When discussing scars, you forgot to mention pain. It means they'll go down sooner, even if those body parts aren't destroyed, and a couple scars can mean a permanent mood penalty. And if they reduce part efficiency, they'll be less effective at working or move slower, depending on which limb.
And I hate the food binges from gourmand. They occur randomly even at high mood, if you have more than a minimum amount of food, but that minimum isn't very high, and a single food binge can go through five full meals in half a day. If that's your cook, they will then go sleep it off, while your other colonists might be out of prepared meals by morning. Last food binge, I had a couple other colonists carry all the fine meals away, so at least mostly simple meals were wasted.
Just came across this video. Nothing to say except you've got my sub and like. Thank you :)
Another plus to Blean (your cook) being a psychopath is that he will not go insane if your need to butcher some humans. The entire colony (except psychopaths and a couple other traits) gets a small, single-stack mood debuff when you butcher a human, but the butcher themselves get a stacking debuff for each human butchered that will quickly cause a breakdown in a normal colonist.
Psychopaths don't give a shit.
Yeah, I know. When I saw that guy I was like "What rimworld god's dick did you suck to get a double fire passion cooking/psychopath?" Turn all those pesky raiders into kibble and leather chairs with almost no consequence.
Can someone tell me what you are supposed to do in this game? I just got it, and i have a freezer and food. What now?
The tutorial can be helpful to work through if you haven't already. Otherwise, you might find my second video in this Beginner's Series helpful where I cover the first 8 tasks you should look at completing: th-cam.com/video/avlxUeYiu-A/w-d-xo.html
There's a mod called prepare carefully that I recommend for ppl who want to actually make their characters, not randomize, also choose their abilities, health and stuff like that
Are any mods used? Or is this how newer versions of the vanilla game function, showing the highest skills among the starting characters?
Am i the only person who thinks Evan Blean sounds like sounds like a Raider in a dead world or somewhere like fallout?, reminds me of that bunker in Metro Exodus full of Cannibals and the cook was a medical officer.
my first save team was Depressive Cannibal who was good at fighting and animals, Psychically Sensitive and Steadfast who was the chef and farmer with little to no attack capabilities... Who was incapable of dumb labour.
And the third was highly medical-building oriented kind person, yet her relationships weren't that good.
Then I recruited a pyromaniac (also sickly) and just thought not to let him get into low mood.
One day he set up a fire and now my base is completely down.
Gotta love this game. something as simple as a squirrel bite can kill your colonist if you don't treat it properly
What's the parentheses value by the age? Is that their total age accounting for cryptosleep or something else?
Thank you SO much for this!!!
my tips: dismiss everyone with bad traits and health issues, look out for industrious. skills dont matter as much since eventually theyll learn from doing their tasks. try to have at least a small flame in the team for each profession though, except melee and art. one brawler doesnt hurt, if you want to minmax, reroll a brawler/nimble or a brawler/tough. there also is the prepare carefully mod.
Question: is there ever a situation where you see the other 7 colonists join your group? Or have I just not been able to make it far enough in the game to recruit them to my colony?
*If you're talking about the colonists that you leave behind* , you can use 'prepare carefully' to give those colonists different relations (brother, father, etc.). Then sometimes they might appear in a caravan, raid, or other world events.
The game will tell you if any pawns have relations with your colonists when the event happens. You might have to capture them and try to recruit them as a prisoner, if it's a caravan or a raid.
Is crafting not really important so you can make AC units and stuff?
What is your opinion on prepare carefully? (Limited skill points)
this is incredible. great work making an easily understandable guide, i feel much more capable picking my colony now
Always make sure at leadt one of them starts with at least 5 contruction or it will take ahes to het it up to that so u can build sustainible power(i.e. a watermill/solar)) also all your beds will suck for like the first. Year lol
Great tip. Building a colony with only 1 poor constructor (or digging a cave base with only 1 poor miner) can be painfully slow.
Having someone incapable of violence they can still go berserk and attack others when their mood breaks.
I find it funny to try and get those incapable of violence a kill counter. They can still be meat shields with base melee DPS stats. let the downed pawn bleed out and your colonist incapable of violence gets a kill.
It really should cause a permanent mood debuff though and a heavy one at that if they break something they swore off doing. Especially if done while not in control of themselves.
I haven't played more than few times in this game and it was a long time ago, but my best run had 4 players (I rescued one) and one of my og's went crazy and wandered about, I tried to get all my others to knock him out to arrest him and get him back, but even being the lowest melee (5) he still beat everybody else up (new guy I rescued was 15 melee too) and eventually I had two healers dragging each other to the beds till they were both unconscious. That made me so mad.
An Ascetic who's amazing at construction... I love those silly little ironic problems, that's why this game and oxygen not included are some of my favourite games. I saw a character generated in someones video once in Oni (oohh oxygen not included is from Halo?!?) where they had really really high cooking but was incapable of cooking (phobia) I laughed so hard seeing it.
Nice tutorial!
Does it matter what the “left behind” pawns are?
or you could install "EDB prepare carefully" so you don't have to scroll through the people for 10 min, i personally use it, but if you play vanilla then i guess can't do that
Me:
*finds character with no incapabilities*
*enters Prepare Carefully*
*removes all medical issues*
*gives max bionics*
*gives all positive traits*
*maxes all skills and passions*
-repeats the same for the other 3-
*enter scenario editor*
*adds power armor*
*adds charge lances*
-start game-
Once I just wanted to fix a couple of traits and then IT started
Rim world is for me one of those games where I don’t care about being the optimum player, great fun can be had in managing a pyromaniac, a great test in patience not putting him against the wall, or removing his legs and assigning him to a small research room so he can only hurt himself
Trigger happy can be good with the minigun later in the game tho ! ;)
A 'Gourmand' character killed another pawn with his trait. Gourmands will go on binges where they will not stop eating, and when there is no prepared food, they will continuously cook, then eat all they cooked, and you can't order them to do anything. Had a pawn getting hungry but the gourmand pawn had eaten everything and since it requires huge amounts of food to keep a gourmand had nothing left on the map to fix... no berries, no animals, no nothing. Pawn stavred because the gourmand pawn ate everything. Whats worse is that the day after eating all day a gourmand will have the malnourished debuff. NEVER get a pawn with Gourmand.
which crop should we plant and what time?
Honestly, lost tribe is harder than glitterworld for me. I have issues with weaponry, research, temperature, etc. Just feels harder.
*edb prepare carefully* "fuck you RNG here have your own customizable colonists"
Fire, make sure basic stuff is all a 4,, if your in mountainous, you should have a minor with at least skill level 4, tropics? Growing min 4. Desert? Maybe growing isn't important. Just make sure all your starting colonists have a lot of Fire. Never take more than 1 pyromaniac/aggressor. No addictions or bad health stuff.
you didn't look t the possibilities of relationships allowing players to know in advanced that they will eventually get someone with certain good skills. Or talked about what increases the chances of acquiring or interacting with someone with a relation to a current colonist of yours. If any influence those chances.
It's there for a reason so should at least be mentioned. Even if it's not really useful or worth keeping an eye on.
I love just "letting things roll" and playing what the game gives me, because while frustrating it is kind of fun to have to balance people otherwise you're literally playing the same game with slightly different starting conditions if you custom pick everything you start with in a colonist. Except incapable of violence, I fricking hate that "trait", oh hey look your guys are getting slaughtered... and you're just going to stand around, oh hey you're rescuing someone whoops you're dead.
I also like to play custom scenarios were I remove the Short Circuit as a problem, because seriously... Bzzzt is the worst thing they could have programmed into the game, batteries breaking down sure, batteries exploding if left in the rain sure, random explosions that take out half your colony just because you have a lot of batteries? Ummm no.
I swore off incapable of violence after having a grower peacefully harvesting ambrosia on the other side of the map. She got attacked by a mad squirrel, and no one was close enough to help. In her refusal to fight back, she lost both eyes and suffered permanent brain damage. Just Rimworld things!
0/10 needs more gun turret
The explosions are not random, they occur when the system is overloaded, increase the power load, or build more batteries or both. I think it's perfectly fine and not in the least unreasonable to be expected to keep your power grid healthy and happy :)
If your power grid is so strained and unreliable that you *NEED* bateries, then that's your fault, not the game's.
Just build wood/chemfuel generators as a backup. Or as the main source, suplemented with water mills and geothermals.