As a new fan of yours through PZ, I have over 2000 hours in Rimworld. I'd always recommend making your freezers and rooms that you want controlled temperatures in, double layer your walls. It keeps the temperatures easier to keep at your target goal, and during events like heat wave or other power outs related, it keeps the temperature in them longer. It's also good to keep an emergency wood cooler in every freezer for emergencies when you need that temp to have a lower base than a normal room for whatever reason.
I'd also recommend learning or building a Nutrient paste dispenser as a top priority. At least for early game. It keeps your food stores longer, as well helps 100% eliminates the food sickness chances. Once you have a better cook, or a sustainable food source via the nutrient paste dispenser, you can then expand into cooking. It's always MORE IMPORTANT early game to have an extra hauler, than a cook.
I love your PZ guides when I was first getting into the game, and now I see that you have picked up a game that I've sunk many hours into, so its my chance to give a few tips in return. There's a reason why the RW community calls the first 1000 hours played "the tutorial", you can play for so long and still not know everything there is to know. There are few parts of the video that bugged me, but overall I think new players would find this very useful. Although having the butcher table in a separate room is a great tip, the best spot for it is in the freezer. The speed decrease from the cold isn't that important when your pawn can save on travel time, and you won't have the problem of heat getting in every time the pawn walks in to grab a corpse. Although it is a good idea to keep batteries in a safe space, fireproofing it isn't a must. The ZZT event that causes an explosion and fires is tied to the conduits, not the batteries. so a better tip would be to place conduits in walls, as the wall would absorb most of the explosion and minimize any potential damage. The only time you'd see specifically your batteries blowing up, is if you forget to put a roof over them, batteries and any electric workbench will short circuit and catch fire in the rain.
@@danishaqil151 ALTHOUGH, if he forgoes batteries and instead gets a chemfuel or wood generator to cover any shortages, he can avoid the zzzt event completely. It will never proc in vanilla settings if you don't have batteries. So even though it's the power lines themselves that zzzt, it's having a battery that causes it. So the game for some reason if you never build a battery, will never give you a zzzt event. Also depending on biome or time of year, you can arrange it that your generators are also a heat source using vents to vent the heat into your colony.
Two things that can really help at the start is remembering to go into the outfits tab and making sure that wearing tainted clothing is DISALLOWED, and also going into food restrictions and DISALLOWING raw food(except for berries) and kibble.
@@sigmaerdogan If you're intentionally wearing tainted clothing then my advice can be ignored. It was mostly intended for those starting new games who might've forgotten or not known about default preset settings.
There's a menu for that?! Omfg thank you. These idiots in my main colony have been eating baby food and kibble every time they run out of regular food and making themselves crazy way before the 'low food' notification goes off so I know to manually prioritize meal production. 😒
@@EebyDeeby413 One thing that I started doing to help with meal management was to set the meal-making bills to Make Until X with X = to 3 meals per 1 pawn.
I remember my first prisoner turned colonist was this guy who was a bit needy at first, but then became the hardest worker in the colony. Even when his leg got blasted off during a raid, he still put in the most work each and every day and made things actually get done. R.i.p. Condor. Bled out after the worst battle in our colony, but fought like a warrior until the very end.
Just some clarification on wealth management. Selling items to traders mainly converts your wealth from one type to another. That is one valuable item becomes another valuable item or silver. Though overall wealth is usually reduced a bit because you rarely have enough negotiation to trade 1:1 or better. Veteran players will often destroy(burn/grenade/drop from caravan) or gift items to actually REMOVE excessive wealth from your tile. Also, contrary to a lot of other peoples advice to pick great pawns... I usually recommend people not be too picky with pawns. Rimworld first and foremost is a story generator. It is what separates it from it's imitations. I can't remember the god-pawns I rolled. Cochroach the chemical interest miner made me learn about the drug system. Wolle the 70year old 1 legged, bad back, super crafter taught me about bionics. Gaog the Jealous taught me how to build a impressive bedroom. No one remembers smooth sailing but there are great tales of stormy seas. The most memorable moments in this game are borne from sheer chaos. Embrace it.
That second point is exactly why I didn't really go into depth with who to choose as your colonists when recruiting new pawns. Like you say, the game is a story, picking the "best" pawns sorta ruins the appeal of that story in my opinion.
The best way to learn is through hardship. Plus it’s that much more gratifying when you accomplish something using sub-par pawns. If I wanted easy i’d open dev mode🤷🏻
I have over 1,700 hours in this game and this video taught me about the SHIFT + Right Click to queue up immediate tasks for a colonist. This would have saved SO MANY headaches. Thank you.
Oh really? It's possible I've never played the scenario because I've been playing for so long... Or just learned from watching twitch streamers. But good to know
@@frakinggeminon6224 The tutorial is always in the upper right corner? XD In work tab you also can up the numbers by right clicking... Left click numbers go down, right click numbers go up. The video made me so nervous at that point :D
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another tip - the "wealth" of area is also produced by the abandoned structures (and their floors) in the map, so it is a good idea to deconstruct them as soon as you have some time (and it also will give you steel and stone blocks)
@@MrAtomicDuck I really appreciate how you lay out the information in these videos. You very succinctly and eloquently layer simple, complex and advanced tactics together in a way which is incredibly helpful. 👌
Although I believe you have to 'claim' the items before it is calculated into colony wealth for raids, no..?
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@@Justout133 that might be for "buildings" but definitely is not for "floors" (I have not actually researched it too deeply: "deconstruct everything" = "less map value" is about far as I was willing to)
Word on growing plants. The golden three are rice, cotton and healroot. This provides you with quick food, basic clothing material and health items. Your starting food is not going to last long, and early on hunting is kind of risky - rice grows quickly. BUT you should change it for something else - like corn, which is very efficient, but grows slowly, and is thus vulnerable to blight. It is a good idea to have a second, faster crop type as well, if you are not sure your food stocks will last. Cotton sucks as a clothing material but is better than nothing, can be provided steadily and can be used for some comfortable furniture and some entertainment items, like pool table. Healroot is the most basic healing item, but with exception of some most dangerous maladies, it is perfectly sufficient. A word on cooking - NUTRIENT PASTE - make a dispenser early on - small mood debuff (unless your guys are transhumanists) in exchange for a very food-efficient meals that are also sterile and come with no risk of food poisoning. Food poisonings are not lethal, but can slow your early development to a crawl and make you vulnerable to raids. Another thing - research Devilstrand early - it is a wonderful material to craft your clothing from - it is the third best clothing material, behind thrumbofur and hyperweave, but it is VASTLY more accessible. Devilstrand clothing of good quality can even substitute some of the armour - pants and dusters made of this material are BETTER than flak armour equivalents (you will still want helmets and vests, though) - and are made of easily renewable material. Another useful thing to research early are... Cocoa trees. Chocolate is an inefficient food, but it boosts recreation with no drawbacks, never spoils and counts as fine food. Another thing to note - DO NOT underestimate tribal weapons. You may laugh at their primitive nature, thinking they are no threat when you have rifles and such. Pila are deadly - short ranged, but can potentially one-shot a pawn. Longbow is also deceptively dangerous - it is one of the longest ranged weapons - outranged only by assault rifles, miniguns, bolt action rifles, sniper rifles and missile launchers - be aware.
Best tip I learned a bit late… You can revisit past messages even after you close them by going to the wealth graph page and selecting ‘Messages’. I seriously had 500hrs played before I learned that. Great when you forgot if a raid was prepping for a while or breaching!
One tip for prisons - if you're looking to convert prisoners to your ideology first, and in most cases you would be, then keep a bad prison room (no bed, no table, no heater/cooler). They loose faith faster when they're miserable. They might even have a crisis of faith which usually drops their faith by a solid 20-30%. There's a small risk of crisis of faith switching their ideology, which resets its level, but in my experience that's pretty rare. Once you converted them move them to the nice prison cell to recruit.
This is a really bad idea, it has been proven, by many people on YT, that happy prisoners are easier and faster to recruit and convert. If a prisoner is having constant mental breaks because he is being kept in a bad room, then he is not being talked to by your recruiters. Forcing a prisoner to have a crisis of faith merely prolongs the time it will take him to convert to your religion, yes he may convert to your religion after his first crisis, but his morale is usually too low to prevent him from having another crisis of faith, or a mental break, and changing to another one soon after. Besides which, some ideologies are harder to convert than others. If you have a pawn with a high social skill, 12 or above, make him a priest and he will gain the convert ability, which he can then use to reduce the certainty of another pawn by as much as 95%, and this ability can be used every 3 days. There is also a ritual that you can use to attempt to convert a pawn to your ideoligy, but I do not recommend this as it has a very high chance to fail, and can increase the pawns certainty instead, whilst also putting your priests' convert ability on cooldown. In short, you can choose to be evil in Rimworld, if you wish, but it may not have the effect that you desire.
Shelving is S tier for storage. When I first started playing I never used them just made a stock zone in a room and dumped stuff on the floor. Shelves hold three stack of anything: 75 units of rice X 3 or X 3 marine armors. Single and double shelves. Having a shelf set to critical store with your best textiles next to your tailor bench increases production, same goes with your other basics like steel, plasteel, components etc for armor and guns at the fab and machining table. Set your production tables to Drop on Floor let your unskilled pawns worry about hauling.
@@Palocles No it isn't a mod thing. Each production building has the option of Drop on Floor or Take to Best Storage or specific selected Shelf. When the dupe is finished with the production if you have (take to storage) on they will pick it up and take it to highest priority. Drop on floor means they will just set it down on the floor and continue on with the next build and if you have the raw materials close to hand on a shelf it's not a long trip. Your storage dupes can then come by and take the finished item when they can. Storage zones and shelves can be set to except durability and quality standards. So if you draw as small storage zone were the dupes drop the production you can in a sense automate production. Set the production table to make 1 item of any item and the zone to accept the item dropped as well as the durability and quality levels you want your dupes to have. This is critical because if you don't want your dupes to wear tattered set the limit at which they will wear clothing at 51% and have a shelf in storage set up to take the 51% the dupes drop. Placing in your trade beckon room is best. Those can still be sold for profit, not at 50%. Set the dupes range for what they will equip from 52% to 100% durability and anything over normal quality you like. The dupes will then look for a new items to use going for the highest quality they can and above the durability min. If you don't want your dupes wearing certain Legendary cause you want to sell, set the top end quality slider below legendary. Same with trade mission quests which are normal quality or better. If your best craft dupe can consistently make good quality then have the limit your dupes wear excellent the goods and normals will be set aside for sale or trade missions. At the table select, Count Equipped and the table will call for a craft dupe to make a new Armor, Gun, Clothing etc if none in storage or on the dupes matches 52% -100% normal to legendary or how ever set. They will keep building that 1 item till no dupe has the item or the 1 made available on the floor. Note this will not work if you force to wear things on dupes, they will wear till it falls off. I always set my dupe up with a unique clothing and equipment set based on combat and what their roles are in base and make those items accordingly. I hoped this helped.
Work orders are prioritized from left to right. This can be useful to know if you for example set both Firefighting and research to 1. If any other task is set to 1 between them they will therefore do that before any research is done.
One thing ive never heard anyone actually say yet, you can make your rooms impressive by filling them with flowers. My first room is usually a big area with with the beds and a storage area, half is storage zone the other is flower growing zone. Keeps them trained on plants and not throwing a fit because it makes the room extremely beautiful
I usually employ that idea for the workshop too, but not recommended for the research room, as the dirt will slow the research speed. A single statue in a smallish research room, big enough to hold 2 or 3 research benches, will be enought to give the prettty or beautiful environment buff, depending on the quality of the statue, and a wooden floor will ensure full research speed, so long as it is kept clean. Oh and the best flower to plant are roses, they have a much longer living time than daylilies, which means your planters can actually be available to harvest your food crops, rather than spend most of their time replanting daylilies. I know that roses are less beautiful, but they live for 9 days before needing resowing, rather than 3 days for daylilies. For your killbox area I recommend dandelions, which live for 18 days, and will prevent trees from growing which would otherwise allow enemies to take cover behind. Dandelions are also great to plant in the wind capture area of your wind turbines, again to prevent trees growing and blocking power production, or you could plant psychoid plants instead, to start you on your way to becoming the drugs kingpin of the rim. :)
One tip I recommend when you are playing on a more difficult playthrough is be picky about which colonists you rescue and recruit. The difficulty of events and raids is determined by the wealth of your colony and colonists make up a massive chunk of that wealth, and the majority of it in the early to mid game. As you get into more difficult playthroughs you really only want to recruit people that are going to provide good value to you until you've gotten into the late game where you might just need more bodies to haul and stand in line to put out more bullets. However, until then, each colonists needs to be worth the extra effort it's going to be to keep them alive, through feeding, shelter, and protection. Things like injuries, and bad/conflicting traits need to be heavily weighed, lower skills are usually fine if they have a passion, and if you're missing someone to do a task well, try to get one as soon as you can. Any gaps in your skills can really hinder your progress, and you don't want every bed being taken up by some mediocre joe-shmoe when that one really good doctor or craftsman finally comes along.
Noticed this as well during my first games! Having some colonists with negative social traits can make things so much harder for you. Sometimes it's fun to play that out though.
I tried warning him to never take a pyro during his live stream. But automic said "THAT WOULDN'T BE INTERESTING" so here's in memory of his first colony taken out by a pyromaniac at the worst time :P
It can occasionally be useful to have a clear first colonists to die. Somebody with mediocre skills can be useful to die first. At least that's what my boss at the factory said
I rely heavily on taming carnivorous animals early game. Occasionally your colonists will get inspired buffs, one of which is a taming success buff. I immediately go out and tame a warg, wolf, muffalo, etc when that buff is active because it will be successful on the very first try. Carnivores can be trained to rescue you, attack on command, guard you while you're taming other dangerous animals, and help defend the colony when their bonded colonist is drafted. It's definitely risky to tame carnivores, but once you have a breeding pair, you are massively set. Cougars have been my favorite so far. They breed quickly, and can learn every trained behavior. INCLUDING hauling. This may seem minor but once all your colonists are specialized in their skills, it's a bit painful to prioritize grunt work like hauling. Having 15 cougars ready to help me bring in a big harvest, or charge ahead during attacks has made a massive difference earlier game. Schedules. You can alter the schedules your colonists follow. I tend to stagger everyone in pairs so there's usually someone working for all daylight hours. Couples always get put on matching schedules so they can share recreation time and they go to bed at the same time. They lose mood when sleep is interrupted so having them both go to bed together helps. I schedule in 3-5 hours of work, with two slots of protected recreation time, and I spread those out through the day. The unassigned time between can be used however they see fit. You can sort of encourage couplings too even with a staggered schedule by pairing colonists up with their preferred gender. I also like to find one colonist who does NOTHING except haul on priority 2, and clean on priority 1. Even when all your flooring is tiled, and you have the sanitized flooring through your freezer, kitchen, butcher room, etc, everything gets gross so quickly. This colonist is usually the one I have go to bed much later
Late shift cleaner… I had a cougar self tame but didn’t even know about training as I just bought the game. She got attacked by a bear and I didn’t know if I should help her so I didn’t. Rip cougar.
@@Palocles We know this is your proto-cougar 'cause she didn't have a name =) It'll make your next wild animal tames and work more memorable now. Meanwhile I spent, I donno, 20 minutes at least rolling a perfect three chars. No bad/conflicting traits. Ridiculously high passionate skills with little or no overlap and no glaring dashes or zeroes, a high animal skill, a high artist skill, a high social. I sat there marveling at the combined score, then hit back when I was ready. No, wait, God, not _back_. Oh, forward gives me a new 8 randos.... RIP you legends, you all disintegrated on re-entry. You know it's a good game when you look up at the ceiling, swear once, then start rolling a new set.
@@ACESandElGHTS I spent ages rolling good pawns too, then they did shit. Next game just took three presents and did way better.. 🤷🏽♂ Btw; did you used to play Warmachine?
A breeding pair of pawns do not interrupt eachother sleep. So when they become lovers they no longer get that debuf.. irl this ends after marriage... but hey.. I learned that I breathe to loud.. so yea..
@@ACESandElGHTS check out the mod: prepare carefully.. this will destroy the game for you for ever... since it enables you to customize everything about the pawn... every.. thing. And once tried.. you have a hard time going back 😅
An added tip to the butcher table/stove one. Don’t make your kitchen a room that has to be walked through to get to other things because you will get unnecessary filth. Say walking from outside into the kitchen like in your build shown or walking from the butcher table to freezer. In your build shown an easy fix for this would have been switching the stove and butcher table rooms that way you won’t have to manually tell colonist to clean up the kitchen as much.
I usually do a dirt floor in the kitchen for the early game. Dirt can get blood spatters and other fluids tracked in but not trash or dirt oddly enough.
Sterile tiles can make your room cleanliness go off the chart. And that is a good thing sometimes. Specifically: kitchen - less food poisoning chance. Hospital beds - less risk of infection if in bed and with bleeding wound/burn. Research table - up to 15% research speed bonus. Biosculptor pod (Ideology DLC) up to 12% work speed. If you don't have sterile materials researched yet, but have smiting researched, metal tiles will also give smaller cleanliness bonus. When setting up work bills you can specify ingredient search radius. Setting small radius and dedicated storage nearby will prevent your crafters spending more time running across the map for stray steel or berries. Also if you have a large area with trees/berries growing you can cover it with a growing zone, and disable sowing. This will make your plant workers automatically harvest any fully grown wild plants.
Great list for those starting out! A useful tip for very early game defence is to setup storage zones for stone (Of which there's a near limitless supply) in places where the enemy are going to funnel through - it slows pawns down, giving you more time to shoot at them (Assuming they don't decide to tunnel through your walls instead). Lone wall sections also make very fast, cheap and far better than nothing defensive cover - station your pawns with ranged weapons behind them, and they'll automatically peak out from either side of the wall section to shoot when the enemy are in range.
So much this, Rimworld's raids could easily be described as a tower defense game. You can send enemies through mazes to slow them down, but best in my experience is to force them through a bottleneck that opens into a defensive position where your fighters can fire from defilade.
As someone who just picked up Rimworld a couple nights ago, I appreciate this and all the comments. Going to start a new playthrough with everything I've learned.
A tip related to stone chunks. You can check which types of stone will be available to you on a map before you select a starting location because as you said granite and marble are usually considered the two best
Always a good idea. Nothing like queuing up a bunch of blocks to be made, queuing up things to be made from granite, only to find there's almost no granite on your map tile.
Granite is no longer the stone of choice, because of the introduction of the breach axe, a sapper can cut down any wall with just one hit. Instead, sandstone is now the stone of choice, because it is easier and faster to build with. Or you could build your outer wall by using doors only, as 3 hits are needed to destroy a door.
@@wolfen210959 Not every raid is gonna have breach axes. in large regular raids sandstone can easily be broken by bullets and grenades where granite would survive. All stones have their pros and cons but I'd definitely recommend making fighting areas out of granite if available
I personally have never seen a bad event related to a campfire or a torch causing a fire. The big problem with those is that people have to refuel them, which can cause a lot of lost time. Also, I do recommend you start with rice, yes, but change/start working on corn later after you reach a reasonable buffer . Corn demands much less work from the colonists. Which, if you have few colonists, is a big hassle: can take a lot of your time.
Corn is great, so long as it is not your only food source, blight can be devastating when your corn is about to ripen. I recommend 2 food crop fields, of corn and strawberries, seperated by 3 tiles to prevent blight spreading between them. Strawberries are less labour intensive than rice, and have a higher yield, and can be eaten raw without a mood debuff. Your excess raw food can be turned into chemfuel, which you will need a lot of in the mid/end game.
Yeah I've never had a torch or campfire ignite something else, even indoors. Upgrading to electric lights removes the need to refuel wood, the tradeoff being the Zzzt event and solar flares making it dark. Not sure they can cause fires
I found jungles with their year round growing season to be quite nice as a start location. Just have a pawn who knows plants and make a 5x5 healroot field as soon as you start.
There are a few problems with jungles, very high disease chance, including 2 diseases that are exclusive to jungles, malaria and sleeping sickness, lots of marshy terrain that only wooden walls can be built on, lots of predators, lots of heatwaves, increased caravan travel time. Temperate forest is your friend, until you are ready to try something a bit more challenging, such as the ice sheet for example, rather than the jungle. This is all just my opinion of course, and mileage may vary, but jungles are not recommended for beginners.
Jungle goes really well for tribal starts. Plenty of manpower to gather wood, fight fires and the best growers at the start to exploit that year round growing season. Disease is your biggest problem here so buying as much good medicine as you can early is essential. I raise animals for transport and sell them when they get too numerous, and meditate at the anima tree for my tribal witch army.
One thing I would mention for new players is to try different play styles. When starting out you will likely naturally play the game as a normal colony game where you build a colony and want everything to be running smoothly and optimized. It can be devastating to lose your favorite pawn or maybe a pet dog. Later though, I would urge you to try something different if you find yourself getting bored or frustrated when a series of disasters ruin your awesome colony. Even changing your mindset going into a new game can lead to a whole new experience. An example could be to treat a new game as a glimpse into the lives of your pawns. Whatever happens was meant to be and you're just an observer that will move onto experiencing the fate of another colony if everything goes to hell. This mindset can help when trying out harder difficulties or a harder starting area. Your game is an interactive story that plays out and failure is just another possible outcome, neither negative or positive. Also, remember that you can save the game to try out different things. If you're intimidated by caravans, certain quests or raiding other settlements you can save and try it out. If it didn't work nothing is lost. You can combine this with starting a new game with the specific goal of making caravans and trading with other colonies, trying a more combat orientated playstyle, making new settlements through caravans or maybe creating a drug empire. There are so many possibilities in Rimworld and that's without even touching on mods. Create your own story. If you're dreading losing your colony in your games then make a game where loss is inevitable, so there's no pressure to succeed. That would be my advice at least.
I just had my while gigantic potato field destroyed by blight now I'm starving because I've been trying to make hydroponics work for quite some time with no success lol. Thankfully I spent a lot of time researching geothermal energy so it should get better soon... I hope, because I'm running low on wild animals
I don't know about the speed penalty but there is definitely a penalty on the percentage of resources you are able to harvest from any slaughtered animal if you do it outside, about a 40% reduction if I'm not mistaken.
I'm not a huge expert but I've a few tips 1) healroot grows wild in most temperate biomes, so you can forage for it until you're able to grow your own. 2) devilstrand is very powerful, you have to research it then grow it and it takes ages but devilstrand dusters are top tier armour for the mid-game and don't slow you down 3) there are loads of mods worth using, a lot are quality of life stuff. My own favourites are the ones that allow you to mend and recycle gear/clothes etc. 4) if you're playing for the first time you are better off just playing the vanilla game without the 2 expansion packs, those make the game a lot more complex 5) some prisoners like pyromaniacs aren't worth recruiting, you're better off taking a lung or an eye and then letting them go, or just taking a bunch of their organs if you can afford the mood debuff 6) you can train some animals to haul for you, like dogs and big cats which is very handy
Sweet list of tips, and great job explaining the significance of each one! I haven't played enough to get any good tips of my own but I think I'll be firing it up again very soon to put these in place. I'm sure I'll have a much better experience than before.
I’ve played the game 200 hours but never made it past the mid game (mostly cause I got bored and started over) but for my current colony (a carnivorous tribal colony) I wanted to actually try and get to late game. So I’m watching this as a refresher!
Roofing can only extend 6 tiles away from a supporting wall so an enclosed space (interior dimensions of 13x13 cannot be fully roofed.) This can be important when digging out areas that have natural roofs or replacing walls. (If you remove the last support for a roof, that roof will collapse, damaging or destroying what it lands on, sometimes killing an animal or pawn)
Support columns will show the area they allow to be roofed, and can greatly extend buildings. They also don't block light sources, so are useful add-ons to sunlamp greenhouses.
My main problem was always "too much work, too few people". Even if I made ONE building at a time and tried to make as few work tasks as possible, it always felt like there was never enough people for everything. My main mistake when I started, I thought I would grow my colony by immigration, all I had to do was make a couple of buildings with beds, have enough food and clothes and they would come to me, it took me 2 plays and a YT help to find out about converting prisoners. So that would be my number *ONE* tip: 10:22 is the start of *THE* most important part of this video.
Here's a tip, avoid the dlcs if you aren't sure about them. Some of them are pretty expensive for something that can be easliy replicated or done better by free mods.
Really helpful man, thank you. I just started my first file and an hour i realize I’ve done everything wrong 😅😂 excited to start again knowing this now
I originally subscribed a couple years ago for your Project Zomboid videos. I have recently started playing Rimworld again and was pleasently surprised to see you have moved into this space as well. keep up the good work.
Unlike most Survival Games and or Strat Games, u can Pause in Rimworld and still check the ENTIRE Map - Including Animals / Pawns / Raiders - their Gear etc , everthing. Maybe it can happen ((when playing with the Story Teller Randy - he´s the best)) that u have a Raid / Siege and an Infestation at the same time. Do NOT Panic in such situations. Pause the Game (under Options u can set this - while being attacked, that the Game imidiatly pauses) - and take your time to look at the Threats and then decide which ones you feel are more important to handle. Heck, even take a deep breath - take a sip from your favorite Drink and relax for a moment. For Example: Raiders wait before their assault / while the infestation most likly is somewhere in your Base. While being in break mode - give orders to your Pawns (wich you also can do already in the Break Mode - That is a huge function) to strategic positions to deal with the more urgent threat first. Shooters besides the Door , they still shoot into the Room. A near Combat Fighter in the Door Frame to block enemies / running wild into your Base. This helped me so often , so many times - I cannot count that. But my first move is to use the Break mode to analize the Situation. Don´t even need Mods for that. In my opinion one of the most underrated features. Simple , but extremly effectiv.
Making zones to keep my colonists away from danger helped a ton, as well as building next to a river for hydropower. I had been wasting a ton of time getting to geothermal before, since it is constant power and it does generate a lot of it, although the hydropower is much easier to do early on. Also I had been growing rice, but I didn't think about growing cotton right off the bat, which caused me to have clothing issues later on. Also I realized that trying to mine out an area for a base straight off the rip isn't exactly a good option due to the amount of time it takes. My pawns do not have high enough growing levels to plant heal root yet, so I have been harvesting it in the wild instead. I bought 2 pigs from a trader, and I now have 6. The ideology can either make or break you as well I noticed, some of them don't allow mining, harvesting, or murder, which can make things very hard. For defenses I setup a basic trap hall with 3 steel traps, with a steel door for my colonists to bypass it. Whenever a raid begins I send my colonists inside. I also limited my map to only have tribes, mechanoids, and insects. Although I increased the number of tribes to match the number of advanced civilizations I removed to even things out. It's a lot easier to let them just run through my traps and die or get injured. I can then capture the ones who survive and enslave them(which my ideology loves). I can also expand this setup a lot if I needed.
One tip I recommend if you’re coming into rimworld, don’t watch videos like this until you’ve played your first few games! So much of the fun of rimworld is trying to figure out what the hell is happening, don’t spoil that for yourself so soon!
don't spoil yourself? lol i have only done only one playthrough. Even after the tutorial, I had no idea how to keep them alive or how to recruit more. I was about to give up, so to me this is invaluable. But then again, I'm coming from Stardeus which is a lot less detail oriented.
The nutrient paste is the best early-game meal. It never causes food poisoning and the paste dispenser eliminates the need for a dedicated cook and kitchen, plus it's the most resource-efficient meal source, so you can plant fewer crops. I always use nutrient paste until I have built a nice clean kitchen, have recruited a skilled cook, and have enough food production to switch to fine meals. The only downside is dispenser needs power to work, meaning it will not work during solar flares. But you can stockpile paste by pausing the game when colonists are grabbing paste and drafting them. Then forbids the paste and repeatedly drafts colonists, that way you'll be able to stockpile paste for when the power goes out. Just don't forget to take to the freezer and forbid it.
Great video! I’ve been playing rimworld for 6 months now and I’ve definitely learned a lot of stuff over time but u talked about stuff I never even thought of, u should fs keep making content like this
Sorry for writing 2 comments in 1 video but I learned something by following one of your tips that I thought was interesting, when you tell someone to do something with the right click you can hold shift and que priority's in that order. I told him to build the 3 beds first with it.
@@MrAtomicDuck experienced players are always fun to watch. There are a few TH-camrs with excellent insight and skills who do so much with it, from gameplay tips to generated stories/films. I can't speak for the algorithm but I can say I continue to search for videos about RW to hear a nice voice and a new perspective regardless of what's coming out.
I"ve been meaning to play this game! Maybe 2023 will finally be the year for it :D I did sub for the Zomboid content, so I hope you keep doing it. It's awesome that your content will extend to a game that I know I'll eventually play. I know I'll make use of your videos when the time comes :)
I tend to settle near friendly settlements (but not close enough to offend them) so I can quickly sell items to them and buy components when I really need them. If you put grow zones on the wild healroot and Ambrosia (when it spawns) and deny sowing your colonists will automatically harvest them when ready. I tend to use the strongest stone (Granite in vanilla) to build perimeter walls while leaving a slight gap which raiders want to pass through so I can concentrate my defenses in that area. I tend to build my dining rooms/ recreational facilities close to the bedrooms so the colonists will most likely eat with a table when they wake up.
Granite walls are no longer necessary, the breach axe will destroy a granite wall with just one hit, and a termite will destroy 3 walls, so it's actually better to choose a tile with sandstone as it's faster to build with than granite. No need to leave gaps in your walls, just leave one door open to a zoneable animal and most enemy raids will head there, so just set up defenses in front of, or behind that open door. Breach raids will also head there, but won't use the open door, they will head straight to an animal/pawn sleeping spot/bed, in an almost straight line, cutting through walls, mountains, fences on their way. A zoneable animal is an animal that can be assigned to a zone, such as dogs, cats, monkeys, wargs, panthers, elephants etc, rather than an animal that has to be kept in a pen. Make sure that the door is always kept open, as raiders decide their attack route immediately upon spawning in, but they can also be persuaded to change their attack route by opening up a different door, before closing the initial open door. You can use this tactic to delay if your pawns are not yet ready to fight, or they need a breather during the fight. The best way to deal with breach raids is to engage them in the field, as soon as you possibly can, to prevent them opening alternate routes for other raids and to keep your walls intact, so stock up on low shield packs, assault and sniper rifles for when those pesky centipedes, termites and sappers show up. Last tip, if you can afford to buy the Royalty dlc, it is a game changer, as it will allow your pawns to learn psycasting spells, such as Stun and Burden to stop/slow enemies for a few seconds, Skip will allow you to move your own pawns, instantly, to any other square they can see, which is incredibly useful to move them to where they can be more effective, or remove them from danger, and your enemies can be moved closer, or farther away, depending on the circumstances, Berserk and Berserk Pulse can force enemies to fight each other, Blinding Flash causes enemy shooters to be less accurate, Focus causes your pawns to move faster and be more effective in combat, and there is a whole range of utility spells for creating light, fighting fires, erecting temporary walls, summoning stone chunks to your location which can also be utilised in combat. :)
If you're new, and have a prisoner/rescuee, _check their faction alignment._ Provoking people is a bad idea. Permanently hostile bandits however are fair game for medical training. Take a kidney, take an eye, take a lung. Take two legs, take two arms. If they survive, send 'em on their way. They may show up as raiders later :D
I like to research batteries and then geothermal power because when you build 1 geothermal generator in the beginning you'll never need to worry about power
Haha, until the mid game, when you discover that one geothermal generator isn't enough to keep the lights on, due to the plethora of power hungry machines that you need to build, and that's when you realise that you can't rely on just one source of power, but will need a few different sources, solar, if you go the indoor greenhouse route, wind, chemfuel, water, even wood generators should not be discounted. In fact, one route you could take is chemfuel, which requires far less research, and is easily supplied by an extra field of crops, or one boomalope will keep 2 chemfuel generators topped up, forever.
I am new, a helpful tip ive picked up is building in mountains and making my base into the rock face. It increases the chances of infestation apparently but its hard to get raided, make mining and hauling metals to build your early base really fast and easy, as well as wood since there are trees right outside your front door. There might be better things to do but its been working well for me, so long as you have decent to good soil, and it doesnt get into extreme temps
@@JohnYoga The quality of their beds can also throw them out of their sleep schedule, a legendary bed will cause them to sleep for 3 hours less each night, but has no effect on how quickly they become tired, so they will quickly end up out of phase with the schedule. The best quality bed to use, to keep to their schedule, is a normal quality bed, as even a good quality bed causes them to sleep about 20 minutes less than their schedule dictates, so they will eventually end up out of phase too, it will just take longer for that to happen. The only differences between a normal and a legendary bed are how long they will sleep, beauty and comfort (which have no real effect when they are asleep, as their mood is frozen), surgery success chance (only important for hospital beds), and wealth value(which can have a large effect on raid sizes). Please note that this is only important for small colonies, less than 10 pawns, as with large colonies, more pawns will be available to do the work that needs done, no matter how many are out of phase with the schedule. At the start of the game it can be useful to designate a pair of researchers to be on a night shift, which has 2 major advantages for the early game, it allows you to pair up 2 of your pawns, as they will be sitting side by side all night, and getting to "know" each other, and allows you to have 24 hour research for those all important heavy smgs'. :)
I add something to the road topic, if u start on a tile with a road going from multiple colonies to each other, there will be a bunch of merchants just passing by So, you can make a roleplay friendly Motel + spa for travelers or be a bandit and rob them (Also, get the landform and biome transition mods)
One thing I learned in regards to crop selection: rice grows fast but is labor intensive for the nutrition it provides, so if you need food fast and don't worry about other work you can grow rice. But corn also works well because it provides more nutrition with a longer growing cycle, meaning it requires less labor at the cost of waiting longer for food and risking something happening to the crops. Potatoes are a good middle of the ground crop. I generally start with rice and keep some rice growing always, but transition to corn as time passes and things are more secure, and always have some potatoes growing as well.
Another tip: first and foremost this is a story generator game. Even if you colony dies horribly and goes up in flames, write down the significant events that happened! Who knows, it could turn into a good book or movie some day. There are heartbreaking and heart warming moments that happen in the colonies history and i have seen many you tubers post those stories into videos. Case in point: I have two colonists named Hanyou and Engie. Hanyou is a highborn humanoid (someone who was genetically modified to be handsome but a non combatant, a sexual plaything to royalty and escaped his captors) who was my colonies non combatant doctor. He proposed to Engie, a horribly disfigured Waster woman who was one of my soldiers of the tribe. He was so kind to her that they fell in love and got engaged. Soon after their engagement, Engie got pregnant with their first child. Three days before they were to get married, she had the baby but unfortunately it was stillborn. Despite this, they still chose to go along with the wedding and ended up taking their vows alongside the sarcophagus of their little one buried in the tribes temple. This is their story so far within a very strange tribe themselves.
found you a couple months back when i got back into State of Decay 2 after not playing since release - you were a HUGE help to get back on track. now, after finally picking up RW i searched in TH-cam for tips.... imagine how stoked i was to see you near the top!!! anyways, time to watch the vid - thanks for the content, mate (:
@@MrAtomicDuck since posting this I have lived through the eventual failure of dozens of colonies - and I loved every single fucking minute of it (: thanks for your help, stay fresh mate!
I knew all this and i wish i could discover the game mechanics one more time. These videos are good but its always better to check it out without, learn and get tips if problems appear
So I thought I would know all of these but the shift + click kinda blew me away! Thank you for that! Great video! Things like pawn selection and defense/combat strategy are very important. You could probably make a video just on those with the amount of depth they have. To avoid writing a tonne, I'll say sandbags/barricades are super important even in the early game. (Turrets are as well in mid late game at least) You generally don't want to group your colonists together during combat. I find ranged is better than melee until you get shields. If you do have melee (without shields) go all melee because mixing them could result in friendly fire! Picking colonists with skill passions is more important than picking them with high skill levels because if they enjoy them they will be happier. Positive mood= Less breaking, easier gameplay. Try to avoid picking colonists with negative traits, if possible. Take your time picking them to get your ideal team! (I usually spend a good 20-30 mims!) Hope this helps! :D
6:35 : there is no fire risk in rimworld, at least without mods. You can put as many torches as you want. However this is work to cut down trees and refill the torches so it's still better to put electric lamps. 14:00 : if there is no more hostiles on the map you can click on the door and claim. Allowing your pawn to walk through it.
Braziers are better than torches, they only need refilling every 15 days, and give off the same light and can be built out of stone blocks, I recommend marble, as it's pretty. :)
Once you get the hang of the game the mods out there will take your experience to a whole other level. I can't even imagine playing the game without at least some mods, right now I have 150, most are cosmetic, others tweak a few things others are complete game changers(like combat extended which I really enjoy).
If you are raided and your pawns don´t have any weapons, you can always use a wood log as one, it´s not good but it´s better that fist. Also, use the terrain to your advantage. Rivers are great because they slow your enemies and doesn´t provide them cover, but other terrain (like swamps) are also great in this regard and while you always want to fight in a fortified position, if you are force to move trees and rocks can be used as cover. Finally, if you have another danger in your map (like insects or mechs), it´s a good idea to try your enemies fight one another, but be wary because bad timing and/or placement of your pawn may easily backfire.
5:50 you can check first one to herbal then click and drag it down for the rest 9:31 you dont need that big of a kitchen, more dirt will spawn, you can use common sense mod to let pawn clean before cooking 10:07 too mircro intensive when you have more pawns 12:20 you can use replace stuff mod
one tip i found for getting more out of prisoner without the massive mood penalty of organ harvesting is to only harvest the heart or liver when they are considered guilty. that way you only get the -2 mood from justified execution and nothing else and it only stacks up to -6 for 5 justified execution. if your doc got too busy to do it in time after the raid and the guilty status expire you can just throw your prisoner into the worse condition you can until they go berserk and just let them hurt one of your colonist for a second chance. also as someone who started his first game in a rainforest i can confirm it isn't always the easiest. can't even burn down those damn tree much because it rain so often and they regrow quite quickly as well. on the upside i will never run out of wood.
I just started playing Rimworld, never having played any strategy or city/colony building games before so micromanaging is a pain. I picked the start where i start with a sanguphage and my lord was this tiring. I thought small rooms (small = less cleaning) would be good and decoration isnt as necessary as it actually is. The tutorial taught to build more different rooms instead of one massive for everything to prevent fires. So i build many different small houses, but now that ive seen your video I'll change that. My baseline starter was unable to socialize, which made keeping prisoners for feeding a nightmare as my sanguphage (Zach) had to interupt his deathrest to feed them. Im tempted to start a new run based on your video, but I've already spent so much time...
1. Manual priorities and queuing can only be done when the colonist is drafted. 2. Parkas aren't really necessary for winter in a temperate climate. 3. Wooden floors are a potential disaster with fire; I'd honestly rather either smooth the floor if stone or leave as is until stonecutting tiles. I've lost colonies repeatedly due to fires getting out of control due to floors being wooden, never again! 4. The nutrient paste dispenser is worth the negative debuff early on, rather than bothering with cooking. It frees up a pawn to do something else too. 5. With prisoners, if you have Ideology expansion, try to convert them to yours first before recruiting - saves having loads of different ideologies and constant fights.
I'm surprised you didnt bring up that slave collars and slave bodywear makes it practically impossible to have a prisoner revolt. I found that so useful when I found that out
3 tiles wide and 6 tiles high for rooms is pretty ideal only add a single bed and two large statues. huge statues do not help in increasing the room because they take up a lot of room. so its depriciating returns
Don´t miss the Drugs Tab. Smokeleaf can raise your Mood but it will slow down the whole work of the Colonist. But with a few adjustments you can use them as great Way to make lots of Money out of it. SmoKeleaf and Psychite Tea are easy to build, very light to carry in Caravans, and give a good amount of Money. So you can get your Hands on better Stuff. Like TV, Blueprints, Gold (with Roaylity a must have) and Arcotech Level upgrades.
I have the number 1 suggestion: use MODS! There are an incredible amount of quality of life mods that makes the suggested tasks much easier: cleaning and research have the potential of never getting done. During the night it is ideal to have the pawns cleaning the base and making research. Both to avoid the darkness debuf, and to have that research going. To avoid having to change priorities all the time, the mod "Fluffy work tab" can specify that during certain hours of the day your colonist should be doing cleaning and researching. The mod "Replace Stuff" makes it very easy to make the change construction stuff from wood to stone. Mods that make your pawns to haul to inventory makes hauling absurdly faster. And the list goes on.
While I wouldn't recommend going to overboard with mods from the get go...I would say for first time players (if on PC) to pick up a few QoL mods to help while learning to understand the game. A really great one is the Prepare Carefully mod which allows you to fully customize your pawns from the ground up from their starting apparel, backgrounds, traits, health conditions, skills, as well as what resources you start with and how much. This mod is perfect for first time players because it allows them to start off with some of the best conditions while getting a better understanding of how the game plays. Another couple of great mods are the Rim Fridge and Deep Storage mods because they allow you to build various storage containers/structures such as cabinets, shelves, and refrigerators which allow you to manage your resources and how you store them instead of just making entire rooms/areas be storage areas where you just throw everything on the floor.
@@mihaimercenarul7467 perhaps. I have stopped playing at Rimworld 1.4. I don't know how the modding ecosystem is at Rimworld 1.5, and the overall project quality with that version. And there is a known issue of some mods breaking when changing versions. So yes, I may have an obsolete response for this.
im brand new to rimworld after watching a couple playthroughs and challenges, and i was so confused as to why my passive cooler didnt seem to be working in my first base. i had no idea that they were supposed to go on the INSIDE of buildings/rooms, NOT the outside like the other cooler seemed to
Thank you for this video. I’m about to drop the $40 on PS5. Usually I wait for sales, but I need a game, I love complicated games. I have 800 Stellaris hours, I feel like this will be up there too some day 😊
I really suck at progressing in Rimworld. There is a certain point where I just don’t progress at all. So what happens is that I usually just play naked brutality and enjoy the early game. But now I’m trying to see if I can try to progress better this time using slaves and what not. My biggest weakness is my production. I always research with one researcher, or cut stones with one stonecutter. I’m trying to work on that. My most successful colony has been when I got myself 2 stonecutters. I had never produced so many stone bricks so quickly. Took me a bloody year until I learnt that.
This video is great but one little thing you could do better, you mentioned some things that slow work down, one you mentioned about 6 minutes in was lighting, you said it slows work down but you didn’t specify by how much, maybe it’s just me but it would be great if you were to specify the modifying number, thank you so much though, this video is really really good
Torches and campfires don't have any risk of fires (unfortunately - I wish it was a thing) but you still should switch to electricity when possible because the primitive sources of light and heat consume copious amounts of wood over time.
Please feel free to drop any tips in the comments below for other players!
Why not other players and you as well,or have you mastered everything???.....
As a new fan of yours through PZ, I have over 2000 hours in Rimworld. I'd always recommend making your freezers and rooms that you want controlled temperatures in, double layer your walls. It keeps the temperatures easier to keep at your target goal, and during events like heat wave or other power outs related, it keeps the temperature in them longer. It's also good to keep an emergency wood cooler in every freezer for emergencies when you need that temp to have a lower base than a normal room for whatever reason.
I'd also recommend learning or building a Nutrient paste dispenser as a top priority. At least for early game. It keeps your food stores longer, as well helps 100% eliminates the food sickness chances. Once you have a better cook, or a sustainable food source via the nutrient paste dispenser, you can then expand into cooking. It's always MORE IMPORTANT early game to have an extra hauler, than a cook.
I love your PZ guides when I was first getting into the game, and now I see that you have picked up a game that I've sunk many hours into, so its my chance to give a few tips in return. There's a reason why the RW community calls the first 1000 hours played "the tutorial", you can play for so long and still not know everything there is to know.
There are few parts of the video that bugged me, but overall I think new players would find this very useful. Although having the butcher table in a separate room is a great tip, the best spot for it is in the freezer. The speed decrease from the cold isn't that important when your pawn can save on travel time, and you won't have the problem of heat getting in every time the pawn walks in to grab a corpse.
Although it is a good idea to keep batteries in a safe space, fireproofing it isn't a must. The ZZT event that causes an explosion and fires is tied to the conduits, not the batteries. so a better tip would be to place conduits in walls, as the wall would absorb most of the explosion and minimize any potential damage. The only time you'd see specifically your batteries blowing up, is if you forget to put a roof over them, batteries and any electric workbench will short circuit and catch fire in the rain.
@@danishaqil151 ALTHOUGH, if he forgoes batteries and instead gets a chemfuel or wood generator to cover any shortages, he can avoid the zzzt event completely. It will never proc in vanilla settings if you don't have batteries. So even though it's the power lines themselves that zzzt, it's having a battery that causes it. So the game for some reason if you never build a battery, will never give you a zzzt event.
Also depending on biome or time of year, you can arrange it that your generators are also a heat source using vents to vent the heat into your colony.
Two things that can really help at the start is remembering to go into the outfits tab and making sure that wearing tainted clothing is DISALLOWED, and also going into food restrictions and DISALLOWING raw food(except for berries) and kibble.
Oh Tysm😮 my colonist have been wearing tainted clothes but they aren’t in poor quality so it’s been making my head spin
What about armor? I use only stolen armor from the raids for profit.
@@sigmaerdogan If you're intentionally wearing tainted clothing then my advice can be ignored. It was mostly intended for those starting new games who might've forgotten or not known about default preset settings.
There's a menu for that?! Omfg thank you. These idiots in my main colony have been eating baby food and kibble every time they run out of regular food and making themselves crazy way before the 'low food' notification goes off so I know to manually prioritize meal production. 😒
@@EebyDeeby413 One thing that I started doing to help with meal management was to set the meal-making bills to Make Until X with X = to 3 meals per 1 pawn.
I remember my first prisoner turned colonist was this guy who was a bit needy at first, but then became the hardest worker in the colony. Even when his leg got blasted off during a raid, he still put in the most work each and every day and made things actually get done. R.i.p. Condor. Bled out after the worst battle in our colony, but fought like a warrior until the very end.
RIP Condor🫡
RIP Condor 🥺
RIP Condor 🫡
RIP Condor🫡
Rip the homie Condor.
Just some clarification on wealth management. Selling items to traders mainly converts your wealth from one type to another. That is one valuable item becomes another valuable item or silver. Though overall wealth is usually reduced a bit because you rarely have enough negotiation to trade 1:1 or better. Veteran players will often destroy(burn/grenade/drop from caravan) or gift items to actually REMOVE excessive wealth from your tile.
Also, contrary to a lot of other peoples advice to pick great pawns... I usually recommend people not be too picky with pawns. Rimworld first and foremost is a story generator. It is what separates it from it's imitations. I can't remember the god-pawns I rolled. Cochroach the chemical interest miner made me learn about the drug system. Wolle the 70year old 1 legged, bad back, super crafter taught me about bionics. Gaog the Jealous taught me how to build a impressive bedroom.
No one remembers smooth sailing but there are great tales of stormy seas. The most memorable moments in this game are borne from sheer chaos. Embrace it.
That second point is exactly why I didn't really go into depth with who to choose as your colonists when recruiting new pawns. Like you say, the game is a story, picking the "best" pawns sorta ruins the appeal of that story in my opinion.
The best way to learn is through hardship. Plus it’s that much more gratifying when you accomplish something using sub-par pawns. If I wanted easy i’d open dev mode🤷🏻
Well said
bro... this comment is quite profound hahhahaha. Well said.
Well said
I have over 1,700 hours in this game and this video taught me about the SHIFT + Right Click to queue up immediate tasks for a colonist. This would have saved SO MANY headaches. Thank you.
Glad it helped!
Same!
It's literally part of the tutorial though... (played yesterday for the first time)
Oh really? It's possible I've never played the scenario because I've been playing for so long... Or just learned from watching twitch streamers. But good to know
@@frakinggeminon6224 The tutorial is always in the upper right corner? XD In work tab you also can up the numbers by right clicking... Left click numbers go down, right click numbers go up. The video made me so nervous at that point :D
another tip - the "wealth" of area is also produced by the abandoned structures (and their floors) in the map, so it is a good idea to deconstruct them as soon as you have some time (and it also will give you steel and stone blocks)
I did NOT know this! Super useful info!
@@MrAtomicDuck I really appreciate how you lay out the information in these videos. You very succinctly and eloquently layer simple, complex and advanced tactics together in a way which is incredibly helpful. 👌
Although I believe you have to 'claim' the items before it is calculated into colony wealth for raids, no..?
@@Justout133 that might be for "buildings" but definitely is not for "floors" (I have not actually researched it too deeply: "deconstruct everything" = "less map value" is about far as I was willing to)
Word on growing plants. The golden three are rice, cotton and healroot. This provides you with quick food, basic clothing material and health items.
Your starting food is not going to last long, and early on hunting is kind of risky - rice grows quickly. BUT you should change it for something else - like corn, which is very efficient, but grows slowly, and is thus vulnerable to blight.
It is a good idea to have a second, faster crop type as well, if you are not sure your food stocks will last.
Cotton sucks as a clothing material but is better than nothing, can be provided steadily and can be used for some comfortable furniture and some entertainment items, like pool table.
Healroot is the most basic healing item, but with exception of some most dangerous maladies, it is perfectly sufficient.
A word on cooking - NUTRIENT PASTE - make a dispenser early on - small mood debuff (unless your guys are transhumanists) in exchange for a very food-efficient meals that are also sterile and come with no risk of food poisoning.
Food poisonings are not lethal, but can slow your early development to a crawl and make you vulnerable to raids.
Another thing - research Devilstrand early - it is a wonderful material to craft your clothing from - it is the third best clothing material, behind thrumbofur and hyperweave, but it is VASTLY more accessible. Devilstrand clothing of good quality can even substitute some of the armour - pants and dusters made of this material are BETTER than flak armour equivalents (you will still want helmets and vests, though) - and are made of easily renewable material.
Another useful thing to research early are... Cocoa trees. Chocolate is an inefficient food, but it boosts recreation with no drawbacks, never spoils and counts as fine food.
Another thing to note - DO NOT underestimate tribal weapons. You may laugh at their primitive nature, thinking they are no threat when you have rifles and such.
Pila are deadly - short ranged, but can potentially one-shot a pawn. Longbow is also deceptively dangerous - it is one of the longest ranged weapons - outranged only by assault rifles, miniguns, bolt action rifles, sniper rifles and missile launchers - be aware.
Best tip I learned a bit late… You can revisit past messages even after you close them by going to the wealth graph page and selecting ‘Messages’. I seriously had 500hrs played before I learned that. Great when you forgot if a raid was prepping for a while or breaching!
Good tip for sure!
Ooh that's a good one, glad I'm hearing it only a week in! No more frustratingly disappearing messages, thank you kind stranger! :)
One year on and your Tip has come in handy. Thank you.
One tip for prisons - if you're looking to convert prisoners to your ideology first, and in most cases you would be, then keep a bad prison room (no bed, no table, no heater/cooler). They loose faith faster when they're miserable. They might even have a crisis of faith which usually drops their faith by a solid 20-30%. There's a small risk of crisis of faith switching their ideology, which resets its level, but in my experience that's pretty rare. Once you converted them move them to the nice prison cell to recruit.
damn that’s kinda messed up 😂
@@Samskings bro, this is Rimworld, where that is more tame than child soldiers, babies as food, and more heinous crimes
Lose not loose
This is a really bad idea, it has been proven, by many people on YT, that happy prisoners are easier and faster to recruit and convert. If a prisoner is having constant mental breaks because he is being kept in a bad room, then he is not being talked to by your recruiters. Forcing a prisoner to have a crisis of faith merely prolongs the time it will take him to convert to your religion, yes he may convert to your religion after his first crisis, but his morale is usually too low to prevent him from having another crisis of faith, or a mental break, and changing to another one soon after. Besides which, some ideologies are harder to convert than others. If you have a pawn with a high social skill, 12 or above, make him a priest and he will gain the convert ability, which he can then use to reduce the certainty of another pawn by as much as 95%, and this ability can be used every 3 days. There is also a ritual that you can use to attempt to convert a pawn to your ideoligy, but I do not recommend this as it has a very high chance to fail, and can increase the pawns certainty instead, whilst also putting your priests' convert ability on cooldown. In short, you can choose to be evil in Rimworld, if you wish, but it may not have the effect that you desire.
@@wolfen210959 I did not want to read that but I did
Shelving is S tier for storage. When I first started playing I never used them just made a stock zone in a room and dumped stuff on the floor. Shelves hold three stack of anything: 75 units of rice X 3 or X 3 marine armors. Single and double shelves. Having a shelf set to critical store with your best textiles next to your tailor bench increases production, same goes with your other basics like steel, plasteel, components etc for armor and guns at the fab and machining table. Set your production tables to Drop on Floor let your unskilled pawns worry about hauling.
Is setting priority storage and dropping on floor a mod thing?
@@Palocles No it isn't a mod thing. Each production building has the option of Drop on Floor or Take to Best Storage or specific selected Shelf. When the dupe is finished with the production if you have (take to storage) on they will pick it up and take it to highest priority. Drop on floor means they will just set it down on the floor and continue on with the next build and if you have the raw materials close to hand on a shelf it's not a long trip. Your storage dupes can then come by and take the finished item when they can. Storage zones and shelves can be set to except durability and quality standards.
So if you draw as small storage zone were the dupes drop the production you can in a sense automate production.
Set the production table to make 1 item of any item and the zone to accept the item dropped as well as the durability and quality levels you want your dupes to have. This is critical because if you don't want your dupes to wear tattered set the limit at which they will wear clothing at 51% and have a shelf in storage set up to take the 51% the dupes drop. Placing in your trade beckon room is best. Those can still be sold for profit, not at 50%.
Set the dupes range for what they will equip from 52% to 100% durability and anything over normal quality you like.
The dupes will then look for a new items to use going for the highest quality they can and above the durability min. If you don't want your dupes wearing certain Legendary cause you want to sell, set the top end quality slider below legendary. Same with trade mission quests which are normal quality or better.
If your best craft dupe can consistently make good quality then have the limit your dupes wear excellent the goods and normals will be set aside for sale or trade missions.
At the table select, Count Equipped and the table will call for a craft dupe to make a new Armor, Gun, Clothing etc if none in storage or on the dupes matches 52% -100% normal to legendary or how ever set. They will keep building that 1 item till no dupe has the item or the 1 made available on the floor. Note this will not work if you force to wear things on dupes, they will wear till it falls off. I always set my dupe up with a unique clothing and equipment set based on combat and what their roles are in base and make those items accordingly.
I hoped this helped.
Work orders are prioritized from left to right. This can be useful to know if you for example set both Firefighting and research to 1. If any other task is set to 1 between them they will therefore do that before any research is done.
Firefighting and Rescue should be set to 1. At least one pawn should have Cleaning set to 1 as well, to ensure that the home is always clean.
One thing ive never heard anyone actually say yet, you can make your rooms impressive by filling them with flowers. My first room is usually a big area with with the beds and a storage area, half is storage zone the other is flower growing zone. Keeps them trained on plants and not throwing a fit because it makes the room extremely beautiful
I usually employ that idea for the workshop too, but not recommended for the research room, as the dirt will slow the research speed. A single statue in a smallish research room, big enough to hold 2 or 3 research benches, will be enought to give the prettty or beautiful environment buff, depending on the quality of the statue, and a wooden floor will ensure full research speed, so long as it is kept clean. Oh and the best flower to plant are roses, they have a much longer living time than daylilies, which means your planters can actually be available to harvest your food crops, rather than spend most of their time replanting daylilies. I know that roses are less beautiful, but they live for 9 days before needing resowing, rather than 3 days for daylilies. For your killbox area I recommend dandelions, which live for 18 days, and will prevent trees from growing which would otherwise allow enemies to take cover behind. Dandelions are also great to plant in the wind capture area of your wind turbines, again to prevent trees growing and blocking power production, or you could plant psychoid plants instead, to start you on your way to becoming the drugs kingpin of the rim. :)
One tip I recommend when you are playing on a more difficult playthrough is be picky about which colonists you rescue and recruit. The difficulty of events and raids is determined by the wealth of your colony and colonists make up a massive chunk of that wealth, and the majority of it in the early to mid game. As you get into more difficult playthroughs you really only want to recruit people that are going to provide good value to you until you've gotten into the late game where you might just need more bodies to haul and stand in line to put out more bullets. However, until then, each colonists needs to be worth the extra effort it's going to be to keep them alive, through feeding, shelter, and protection. Things like injuries, and bad/conflicting traits need to be heavily weighed, lower skills are usually fine if they have a passion, and if you're missing someone to do a task well, try to get one as soon as you can. Any gaps in your skills can really hinder your progress, and you don't want every bed being taken up by some mediocre joe-shmoe when that one really good doctor or craftsman finally comes along.
Noticed this as well during my first games! Having some colonists with negative social traits can make things so much harder for you. Sometimes it's fun to play that out though.
Oo, I did not know this, thank you kind sir
I tried warning him to never take a pyro during his live stream. But automic said "THAT WOULDN'T BE INTERESTING" so here's in memory of his first colony taken out by a pyromaniac at the worst time :P
It can occasionally be useful to have a clear first colonists to die. Somebody with mediocre skills can be useful to die first. At least that's what my boss at the factory said
@@David-wj3tg you're a monster! I approve.
I rely heavily on taming carnivorous animals early game. Occasionally your colonists will get inspired buffs, one of which is a taming success buff. I immediately go out and tame a warg, wolf, muffalo, etc when that buff is active because it will be successful on the very first try.
Carnivores can be trained to rescue you, attack on command, guard you while you're taming other dangerous animals, and help defend the colony when their bonded colonist is drafted.
It's definitely risky to tame carnivores, but once you have a breeding pair, you are massively set.
Cougars have been my favorite so far. They breed quickly, and can learn every trained behavior. INCLUDING hauling. This may seem minor but once all your colonists are specialized in their skills, it's a bit painful to prioritize grunt work like hauling. Having 15 cougars ready to help me bring in a big harvest, or charge ahead during attacks has made a massive difference earlier game.
Schedules. You can alter the schedules your colonists follow. I tend to stagger everyone in pairs so there's usually someone working for all daylight hours. Couples always get put on matching schedules so they can share recreation time and they go to bed at the same time. They lose mood when sleep is interrupted so having them both go to bed together helps. I schedule in 3-5 hours of work, with two slots of protected recreation time, and I spread those out through the day. The unassigned time between can be used however they see fit. You can sort of encourage couplings too even with a staggered schedule by pairing colonists up with their preferred gender.
I also like to find one colonist who does NOTHING except haul on priority 2, and clean on priority 1. Even when all your flooring is tiled, and you have the sanitized flooring through your freezer, kitchen, butcher room, etc, everything gets gross so quickly. This colonist is usually the one I have go to bed much later
Late shift cleaner…
I had a cougar self tame but didn’t even know about training as I just bought the game. She got attacked by a bear and I didn’t know if I should help her so I didn’t. Rip cougar.
@@Palocles We know this is your proto-cougar 'cause she didn't have a name =)
It'll make your next wild animal tames and work more memorable now.
Meanwhile I spent, I donno, 20 minutes at least rolling a perfect three chars. No bad/conflicting traits. Ridiculously high passionate skills with little or no overlap and no glaring dashes or zeroes, a high animal skill, a high artist skill, a high social.
I sat there marveling at the combined score, then hit back when I was ready. No, wait, God, not _back_. Oh, forward gives me a new 8 randos.... RIP you legends, you all disintegrated on re-entry.
You know it's a good game when you look up at the ceiling, swear once, then start rolling a new set.
@@ACESandElGHTS I spent ages rolling good pawns too, then they did shit. Next game just took three presents and did way better.. 🤷🏽♂
Btw; did you used to play Warmachine?
A breeding pair of pawns do not interrupt eachother sleep. So when they become lovers they no longer get that debuf.. irl this ends after marriage... but hey.. I learned that I breathe to loud.. so yea..
@@ACESandElGHTS check out the mod: prepare carefully.. this will destroy the game for you for ever... since it enables you to customize everything about the pawn... every.. thing.
And once tried.. you have a hard time going back 😅
An added tip to the butcher table/stove one. Don’t make your kitchen a room that has to be walked through to get to other things because you will get unnecessary filth. Say walking from outside into the kitchen like in your build shown or walking from the butcher table to freezer. In your build shown an easy fix for this would have been switching the stove and butcher table rooms that way you won’t have to manually tell colonist to clean up the kitchen as much.
and putting down some straw matting, which is a bit ugly but almost as dirt resistant as sterile tiles.
@@ZanathKariashi straw is very flammable, more flammable than normal wood tiles if I recall. It’s a big risk doing that.
I usually do a dirt floor in the kitchen for the early game. Dirt can get blood spatters and other fluids tracked in but not trash or dirt oddly enough.
Sterile tiles can make your room cleanliness go off the chart. And that is a good thing sometimes.
Specifically: kitchen - less food poisoning chance.
Hospital beds - less risk of infection if in bed and with bleeding wound/burn.
Research table - up to 15% research speed bonus.
Biosculptor pod (Ideology DLC) up to 12% work speed.
If you don't have sterile materials researched yet, but have smiting researched, metal tiles will also give smaller cleanliness bonus.
When setting up work bills you can specify ingredient search radius. Setting small radius and dedicated storage nearby will prevent your crafters spending more time running across the map for stray steel or berries.
Also if you have a large area with trees/berries growing you can cover it with a growing zone, and disable sowing. This will make your plant workers automatically harvest any fully grown wild plants.
Great list for those starting out! A useful tip for very early game defence is to setup storage zones for stone (Of which there's a near limitless supply) in places where the enemy are going to funnel through - it slows pawns down, giving you more time to shoot at them (Assuming they don't decide to tunnel through your walls instead). Lone wall sections also make very fast, cheap and far better than nothing defensive cover - station your pawns with ranged weapons behind them, and they'll automatically peak out from either side of the wall section to shoot when the enemy are in range.
Very helpful stuff!
So much this, Rimworld's raids could easily be described as a tower defense game. You can send enemies through mazes to slow them down, but best in my experience is to force them through a bottleneck that opens into a defensive position where your fighters can fire from defilade.
As someone who just picked up Rimworld a couple nights ago, I appreciate this and all the comments. Going to start a new playthrough with everything I've learned.
A tip related to stone chunks. You can check which types of stone will be available to you on a map before you select a starting location because as you said granite and marble are usually considered the two best
Good tip!
Always a good idea. Nothing like queuing up a bunch of blocks to be made, queuing up things to be made from granite, only to find there's almost no granite on your map tile.
Granite is no longer the stone of choice, because of the introduction of the breach axe, a sapper can cut down any wall with just one hit. Instead, sandstone is now the stone of choice, because it is easier and faster to build with. Or you could build your outer wall by using doors only, as 3 hits are needed to destroy a door.
@@wolfen210959 Not every raid is gonna have breach axes. in large regular raids sandstone can easily be broken by bullets and grenades where granite would survive. All stones have their pros and cons but I'd definitely recommend making fighting areas out of granite if available
I personally have never seen a bad event related to a campfire or a torch causing a fire. The big problem with those is that people have to refuel them, which can cause a lot of lost time. Also, I do recommend you start with rice, yes, but change/start working on corn later after you reach a reasonable buffer . Corn demands much less work from the colonists. Which, if you have few colonists, is a big hassle: can take a lot of your time.
Corn is great, so long as it is not your only food source, blight can be devastating when your corn is about to ripen. I recommend 2 food crop fields, of corn and strawberries, seperated by 3 tiles to prevent blight spreading between them. Strawberries are less labour intensive than rice, and have a higher yield, and can be eaten raw without a mood debuff. Your excess raw food can be turned into chemfuel, which you will need a lot of in the mid/end game.
Yeah I've never had a torch or campfire ignite something else, even indoors. Upgrading to electric lights removes the need to refuel wood, the tradeoff being the Zzzt event and solar flares making it dark. Not sure they can cause fires
I found jungles with their year round growing season to be quite nice as a start location. Just have a pawn who knows plants and make a 5x5 healroot field as soon as you start.
There are a few problems with jungles, very high disease chance, including 2 diseases that are exclusive to jungles, malaria and sleeping sickness, lots of marshy terrain that only wooden walls can be built on, lots of predators, lots of heatwaves, increased caravan travel time. Temperate forest is your friend, until you are ready to try something a bit more challenging, such as the ice sheet for example, rather than the jungle. This is all just my opinion of course, and mileage may vary, but jungles are not recommended for beginners.
Jungle goes really well for tribal starts. Plenty of manpower to gather wood, fight fires and the best growers at the start to exploit that year round growing season. Disease is your biggest problem here so buying as much good medicine as you can early is essential. I raise animals for transport and sell them when they get too numerous, and meditate at the anima tree for my tribal witch army.
@@wolfen210959i think that depends on playstyle. In jungles I always had an essier time than in temperate forests
One thing I would mention for new players is to try different play styles. When starting out you will likely naturally play the game as a normal colony game where you build a colony and want everything to be running smoothly and optimized. It can be devastating to lose your favorite pawn or maybe a pet dog.
Later though, I would urge you to try something different if you find yourself getting bored or frustrated when a series of disasters ruin your awesome colony. Even changing your mindset going into a new game can lead to a whole new experience.
An example could be to treat a new game as a glimpse into the lives of your pawns. Whatever happens was meant to be and you're just an observer that will move onto experiencing the fate of another colony if everything goes to hell. This mindset can help when trying out harder difficulties or a harder starting area. Your game is an interactive story that plays out and failure is just another possible outcome, neither negative or positive.
Also, remember that you can save the game to try out different things. If you're intimidated by caravans, certain quests or raiding other settlements you can save and try it out. If it didn't work nothing is lost. You can combine this with starting a new game with the specific goal of making caravans and trading with other colonies, trying a more combat orientated playstyle, making new settlements through caravans or maybe creating a drug empire.
There are so many possibilities in Rimworld and that's without even touching on mods. Create your own story. If you're dreading losing your colony in your games then make a game where loss is inevitable, so there's no pressure to succeed.
That would be my advice at least.
No
You should also gap your growing zones by at least 4 tiles, if not more, it'll help with blight
I just had my while gigantic potato field destroyed by blight now I'm starving because I've been trying to make hydroponics work for quite some time with no success lol. Thankfully I spent a lot of time researching geothermal energy so it should get better soon... I hope, because I'm running low on wild animals
Pro tip! Butcher outside (preferably on dirt) to minimize bloody messes also minimizes cleanup detail after butchering.
But isn't there a speed penalty for butchering outdoors?
@@ethernet764 I do not think so, if there is it is negligible debuff. but this will save you time on cleaning.
I don't know about the speed penalty but there is definitely a penalty on the percentage of resources you are able to harvest from any slaughtered animal if you do it outside, about a 40% reduction if I'm not mistaken.
I'm not a huge expert but I've a few tips
1) healroot grows wild in most temperate biomes, so you can forage for it until you're able to grow your own.
2) devilstrand is very powerful, you have to research it then grow it and it takes ages but devilstrand dusters are top tier armour for the mid-game and don't slow you down
3) there are loads of mods worth using, a lot are quality of life stuff. My own favourites are the ones that allow you to mend and recycle gear/clothes etc.
4) if you're playing for the first time you are better off just playing the vanilla game without the 2 expansion packs, those make the game a lot more complex
5) some prisoners like pyromaniacs aren't worth recruiting, you're better off taking a lung or an eye and then letting them go, or just taking a bunch of their organs if you can afford the mood debuff
6) you can train some animals to haul for you, like dogs and big cats which is very handy
Some of these are great tips! Will have to start growing some devilstrand myself!
Its about the Royalty & Ideology dlc right? Theres a 3rd one, Biotech... I haven't tried it
@@MrAtomicDuck i advise you do indoors, since they take a long time, often you don't have time to grow them and harvest them before winter arrive
@@aldvier Oh yeah I should have said the 3 expansions, I forgot about biotech
Can you please tell me the name of the mod you mentioned for mending clothes? 🙏
Sweet list of tips, and great job explaining the significance of each one! I haven't played enough to get any good tips of my own but I think I'll be firing it up again very soon to put these in place. I'm sure I'll have a much better experience than before.
Good to hear, thank you for that! Def come back and share some if you learn things :)
Thanks to this video I froze to death in a cave while starving and craving drugs. Never had more fun!
LOL
I’ve played the game 200 hours but never made it past the mid game (mostly cause I got bored and started over) but for my current colony (a carnivorous tribal colony) I wanted to actually try and get to late game. So I’m watching this as a refresher!
Roofing can only extend 6 tiles away from a supporting wall so an enclosed space (interior dimensions of 13x13 cannot be fully roofed.) This can be important when digging out areas that have natural roofs or replacing walls. (If you remove the last support for a roof, that roof will collapse, damaging or destroying what it lands on, sometimes killing an animal or pawn)
Support columns will show the area they allow to be roofed, and can greatly extend buildings.
They also don't block light sources, so are useful add-ons to sunlamp greenhouses.
My main problem was always "too much work, too few people".
Even if I made ONE building at a time and tried to make as few work tasks as possible, it always felt like there was never enough people for everything.
My main mistake when I started, I thought I would grow my colony by immigration, all I had to do was make a couple of buildings with beds, have enough food and clothes and they would come to me, it took me 2 plays and a YT help to find out about converting prisoners.
So that would be my number *ONE* tip: 10:22 is the start of *THE* most important part of this video.
Not Gonna lie been on the fence for Rimworld. Going to give it a shot finally. Keep the videos coming! Good info
Hope you enjoy it!
Here's a tip, avoid the dlcs if you aren't sure about them. Some of them are pretty expensive for something that can be easliy replicated or done better by free mods.
Really helpful man, thank you. I just started my first file and an hour i realize I’ve done everything wrong 😅😂 excited to start again knowing this now
I originally subscribed a couple years ago for your Project Zomboid videos. I have recently started playing Rimworld again and was pleasently surprised to see you have moved into this space as well. keep up the good work.
Thanks! :D
Unlike most Survival Games and or Strat Games, u can Pause in Rimworld and still check the ENTIRE Map - Including Animals / Pawns / Raiders - their Gear etc , everthing.
Maybe it can happen ((when playing with the Story Teller Randy - he´s the best)) that u have a Raid / Siege and an Infestation at the same time.
Do NOT Panic in such situations. Pause the Game (under Options u can set this - while being attacked, that the Game imidiatly pauses) - and take your time to look at the Threats and then decide which ones you feel are more important to handle. Heck, even take a deep breath - take a sip from your favorite Drink and relax for a moment.
For Example: Raiders wait before their assault / while the infestation most likly is somewhere in your Base.
While being in break mode - give orders to your Pawns (wich you also can do already in the Break Mode - That is a huge function) to strategic positions to deal with the more urgent threat first. Shooters besides the Door , they still shoot into the Room. A near Combat Fighter in the Door Frame to block enemies / running wild into your Base.
This helped me so often , so many times - I cannot count that. But my first move is to use the Break mode to analize the Situation. Don´t even need Mods for that.
In my opinion one of the most underrated features. Simple , but extremly effectiv.
Making zones to keep my colonists away from danger helped a ton, as well as building next to a river for hydropower. I had been wasting a ton of time getting to geothermal before, since it is constant power and it does generate a lot of it, although the hydropower is much easier to do early on. Also I had been growing rice, but I didn't think about growing cotton right off the bat, which caused me to have clothing issues later on. Also I realized that trying to mine out an area for a base straight off the rip isn't exactly a good option due to the amount of time it takes. My pawns do not have high enough growing levels to plant heal root yet, so I have been harvesting it in the wild instead. I bought 2 pigs from a trader, and I now have 6. The ideology can either make or break you as well I noticed, some of them don't allow mining, harvesting, or murder, which can make things very hard. For defenses I setup a basic trap hall with 3 steel traps, with a steel door for my colonists to bypass it. Whenever a raid begins I send my colonists inside. I also limited my map to only have tribes, mechanoids, and insects. Although I increased the number of tribes to match the number of advanced civilizations I removed to even things out. It's a lot easier to let them just run through my traps and die or get injured. I can then capture the ones who survive and enslave them(which my ideology loves). I can also expand this setup a lot if I needed.
One tip I recommend if you’re coming into rimworld, don’t watch videos like this until you’ve played your first few games!
So much of the fun of rimworld is trying to figure out what the hell is happening, don’t spoil that for yourself so soon!
don't spoil yourself? lol i have only done only one playthrough. Even after the tutorial, I had no idea how to keep them alive or how to recruit more. I was about to give up, so to me this is invaluable. But then again, I'm coming from Stardeus which is a lot less detail oriented.
The nutrient paste is the best early-game meal. It never causes food poisoning and the paste dispenser eliminates the need for a dedicated cook and kitchen, plus it's the most resource-efficient meal source, so you can plant fewer crops.
I always use nutrient paste until I have built a nice clean kitchen, have recruited a skilled cook, and have enough food production to switch to fine meals.
The only downside is dispenser needs power to work, meaning it will not work during solar flares. But you can stockpile paste by pausing the game when colonists are grabbing paste and drafting them. Then forbids the paste and repeatedly drafts colonists, that way you'll be able to stockpile paste for when the power goes out. Just don't forget to take to the freezer and forbid it.
Great video! I’ve been playing rimworld for 6 months now and I’ve definitely learned a lot of stuff over time but u talked about stuff I never even thought of, u should fs keep making content like this
Glad I could help!
Decided to really get serious and start my first run. On the Steam Deck too! Great vid!
Have fun!
The only thing i learned after my 2500 hours of play time is that i should have never started playing cuz now i cant stop
Sorry for writing 2 comments in 1 video but I learned something by following one of your tips that I thought was interesting, when you tell someone to do something with the right click you can hold shift and que priority's in that order. I told him to build the 3 beds first with it.
Your video was clear, straight to the point, and helpful. Thank you.
My pleasure!
Yes to more RW! It's one of my favourite games. I have over 2k hours on Steam 😅
Good to know! Would love to play more but might need to wait for a new DLC to try and catch those new players.
@@MrAtomicDuck experienced players are always fun to watch. There are a few TH-camrs with excellent insight and skills who do so much with it, from gameplay tips to generated stories/films. I can't speak for the algorithm but I can say I continue to search for videos about RW to hear a nice voice and a new perspective regardless of what's coming out.
I"ve been meaning to play this game! Maybe 2023 will finally be the year for it :D
I did sub for the Zomboid content, so I hope you keep doing it.
It's awesome that your content will extend to a game that I know I'll eventually play. I know I'll make use of your videos when the time comes :)
Thanks! PZ won't be going anywhere I assure you of that.
Started playing rimworld recently and this video clarified some things, so thanks mate!
No worries!
I tend to settle near friendly settlements (but not close enough to offend them) so I can quickly sell items to them and buy components when I really need them. If you put grow zones on the wild healroot and Ambrosia (when it spawns) and deny sowing your colonists will automatically harvest them when ready. I tend to use the strongest stone (Granite in vanilla) to build perimeter walls while leaving a slight gap which raiders want to pass through so I can concentrate my defenses in that area. I tend to build my dining rooms/ recreational facilities close to the bedrooms so the colonists will most likely eat with a table when they wake up.
Granite walls are no longer necessary, the breach axe will destroy a granite wall with just one hit, and a termite will destroy 3 walls, so it's actually better to choose a tile with sandstone as it's faster to build with than granite. No need to leave gaps in your walls, just leave one door open to a zoneable animal and most enemy raids will head there, so just set up defenses in front of, or behind that open door. Breach raids will also head there, but won't use the open door, they will head straight to an animal/pawn sleeping spot/bed, in an almost straight line, cutting through walls, mountains, fences on their way. A zoneable animal is an animal that can be assigned to a zone, such as dogs, cats, monkeys, wargs, panthers, elephants etc, rather than an animal that has to be kept in a pen. Make sure that the door is always kept open, as raiders decide their attack route immediately upon spawning in, but they can also be persuaded to change their attack route by opening up a different door, before closing the initial open door. You can use this tactic to delay if your pawns are not yet ready to fight, or they need a breather during the fight. The best way to deal with breach raids is to engage them in the field, as soon as you possibly can, to prevent them opening alternate routes for other raids and to keep your walls intact, so stock up on low shield packs, assault and sniper rifles for when those pesky centipedes, termites and sappers show up. Last tip, if you can afford to buy the Royalty dlc, it is a game changer, as it will allow your pawns to learn psycasting spells, such as Stun and Burden to stop/slow enemies for a few seconds, Skip will allow you to move your own pawns, instantly, to any other square they can see, which is incredibly useful to move them to where they can be more effective, or remove them from danger, and your enemies can be moved closer, or farther away, depending on the circumstances, Berserk and Berserk Pulse can force enemies to fight each other, Blinding Flash causes enemy shooters to be less accurate, Focus causes your pawns to move faster and be more effective in combat, and there is a whole range of utility spells for creating light, fighting fires, erecting temporary walls, summoning stone chunks to your location which can also be utilised in combat. :)
I just downloaded Rimworld earlier today! And now I’m recommending this XD
Thanks for the super helpful video!
Thanks for the tips Ducky! RimWorld hurt brain But I love watching others suffer trying to keep their colony alive.
Rimworld hurt my brain too 😂 Still, fantastic fun to play. Thanks Melon!
I had no idea you could manually change the priority order, this changes everything!
Love the tips, will help me with all the rimworld I've been playing lately
Glad to hear it!
Thank You.... That first 4 minutes helped me. I understand the Work Tab. But you showed me how to set the numbers. I did not realize that yet. Tyty 👍
If you're new, and have a prisoner/rescuee, _check their faction alignment._ Provoking people is a bad idea. Permanently hostile bandits however are fair game for medical training. Take a kidney, take an eye, take a lung. Take two legs, take two arms. If they survive, send 'em on their way. They may show up as raiders later :D
Nice to see you branching out!
Like to try new things where I can, not sure this will be a permanent thing but not all new ventures work out ^^
Great video! Just started playing rim world so got a lot out of this.
Glad I could help!
Pretty well rounded tip video! Most of what I can think of would probably be more for an advanced tips video.
Thanks!
I like to research batteries and then geothermal power because when you build 1 geothermal generator in the beginning you'll never need to worry about power
Haha, until the mid game, when you discover that one geothermal generator isn't enough to keep the lights on, due to the plethora of power hungry machines that you need to build, and that's when you realise that you can't rely on just one source of power, but will need a few different sources, solar, if you go the indoor greenhouse route, wind, chemfuel, water, even wood generators should not be discounted. In fact, one route you could take is chemfuel, which requires far less research, and is easily supplied by an extra field of crops, or one boomalope will keep 2 chemfuel generators topped up, forever.
Are you an omniscient being? I was just thinking of needing this exact video since I just started playing Rim World for the first time.
Omnipotent too!
Appreciate the pawn names! 😅 Might steal that for my next game, be quite fun to see Thatcher and Corbyn get into a social fight...
May and Bojo are having an affair in my game and I regret everything
I came to the comments to find someone mentioning this, but finding out May and Bojo are lovers was not what I expected
Great Vid! Watched this to see if there was any old tricks I had forgotten about in all the hours playing haha.
I am new, a helpful tip ive picked up is building in mountains and making my base into the rock face. It increases the chances of infestation apparently but its hard to get raided, make mining and hauling metals to build your early base really fast and easy, as well as wood since there are trees right outside your front door. There might be better things to do but its been working well for me, so long as you have decent to good soil, and it doesnt get into extreme temps
This was pretty dang good. I've seen dedicated RW channels get more wrong in tips and tricks videos.
Good stuff. Hope to see more RW content
As of 1.4 your pawns won't die of starvation or sleep deprivation, they simply ignore your commands and go to bed.
@@JohnYoga The quality of their beds can also throw them out of their sleep schedule, a legendary bed will cause them to sleep for 3 hours less each night, but has no effect on how quickly they become tired, so they will quickly end up out of phase with the schedule. The best quality bed to use, to keep to their schedule, is a normal quality bed, as even a good quality bed causes them to sleep about 20 minutes less than their schedule dictates, so they will eventually end up out of phase too, it will just take longer for that to happen. The only differences between a normal and a legendary bed are how long they will sleep, beauty and comfort (which have no real effect when they are asleep, as their mood is frozen), surgery success chance (only important for hospital beds), and wealth value(which can have a large effect on raid sizes). Please note that this is only important for small colonies, less than 10 pawns, as with large colonies, more pawns will be available to do the work that needs done, no matter how many are out of phase with the schedule.
At the start of the game it can be useful to designate a pair of researchers to be on a night shift, which has 2 major advantages for the early game, it allows you to pair up 2 of your pawns, as they will be sitting side by side all night, and getting to "know" each other, and allows you to have 24 hour research for those all important heavy smgs'. :)
I add something to the road topic, if u start on a tile with a road going from multiple colonies to each other, there will be a bunch of merchants just passing by
So, you can make a roleplay friendly Motel + spa for travelers or be a bandit and rob them
(Also, get the landform and biome transition mods)
I feel way more confident going into my first try after watching this and reading a bunch of the comments. 👍
One thing I learned in regards to crop selection: rice grows fast but is labor intensive for the nutrition it provides, so if you need food fast and don't worry about other work you can grow rice. But corn also works well because it provides more nutrition with a longer growing cycle, meaning it requires less labor at the cost of waiting longer for food and risking something happening to the crops. Potatoes are a good middle of the ground crop.
I generally start with rice and keep some rice growing always, but transition to corn as time passes and things are more secure, and always have some potatoes growing as well.
Another tip: first and foremost this is a story generator game. Even if you colony dies horribly and goes up in flames, write down the significant events that happened! Who knows, it could turn into a good book or movie some day. There are heartbreaking and heart warming moments that happen in the colonies history and i have seen many you tubers post those stories into videos.
Case in point: I have two colonists named Hanyou and Engie. Hanyou is a highborn humanoid (someone who was genetically modified to be handsome but a non combatant, a sexual plaything to royalty and escaped his captors) who was my colonies non combatant doctor. He proposed to Engie, a horribly disfigured Waster woman who was one of my soldiers of the tribe. He was so kind to her that they fell in love and got engaged. Soon after their engagement, Engie got pregnant with their first child. Three days before they were to get married, she had the baby but unfortunately it was stillborn. Despite this, they still chose to go along with the wedding and ended up taking their vows alongside the sarcophagus of their little one buried in the tribes temple. This is their story so far within a very strange tribe themselves.
the first 2 tips already helped, you get a like.
Glad to hear! Thank you!
Im getting this game next week and really looking forward to it!
found you a couple months back when i got back into State of Decay 2 after not playing since release - you were a HUGE help to get back on track. now, after finally picking up RW i searched in TH-cam for tips.... imagine how stoked i was to see you near the top!!!
anyways, time to watch the vid - thanks for the content, mate (:
My pleasure!
@@MrAtomicDuck since posting this I have lived through the eventual failure of dozens of colonies - and I loved every single fucking minute of it (: thanks for your help, stay fresh mate!
Such a helpful and satisfying lesson video! tysm!
Glad it was helpful!
I knew all this and i wish i could discover the game mechanics one more time. These videos are good but its always better to check it out without, learn and get tips if problems appear
So I thought I would know all of these but the shift + click kinda blew me away! Thank you for that! Great video!
Things like pawn selection and defense/combat strategy are very important. You could probably make a video just on those with the amount of depth they have.
To avoid writing a tonne, I'll say sandbags/barricades are super important even in the early game. (Turrets are as well in mid late game at least)
You generally don't want to group your colonists together during combat. I find ranged is better than melee until you get shields. If you do have melee (without shields) go all melee because mixing them could result in friendly fire!
Picking colonists with skill passions is more important than picking them with high skill levels because if they enjoy them they will be happier. Positive mood= Less breaking, easier gameplay. Try to avoid picking colonists with negative traits, if possible. Take your time picking them to get your ideal team! (I usually spend a good 20-30 mims!) Hope this helps! :D
Great video as always, cheers
Thanks Edward :)
Great video! I am excited to see more content from you!
6:35 : there is no fire risk in rimworld, at least without mods. You can put as many torches as you want. However this is work to cut down trees and refill the torches so it's still better to put electric lamps.
14:00 : if there is no more hostiles on the map you can click on the door and claim. Allowing your pawn to walk through it.
Braziers are better than torches, they only need refilling every 15 days, and give off the same light and can be built out of stone blocks, I recommend marble, as it's pretty. :)
sadly a game i've started a lotta times, but never had the dedication to really get into it :< might give it another try with those tips in mind
You should! Very tough game to play, but once you get it, it's a blast.
it's one of the most fun games to fail it, seeing things go wrong in horrible ways sometimes has to happen to learn how to avoid it next time lol
Once you get the hang of the game the mods out there will take your experience to a whole other level. I can't even imagine playing the game without at least some mods, right now I have 150, most are cosmetic, others tweak a few things others are complete game changers(like combat extended which I really enjoy).
If you are raided and your pawns don´t have any weapons, you can always use a wood log as one, it´s not good but it´s better that fist.
Also, use the terrain to your advantage. Rivers are great because they slow your enemies and doesn´t provide them cover, but other terrain (like swamps) are also great in this regard and while you always want to fight in a fortified position, if you are force to move trees and rocks can be used as cover. Finally, if you have another danger in your map (like insects or mechs), it´s a good idea to try your enemies fight one another, but be wary because bad timing and/or placement of your pawn may easily backfire.
You can make the temple, rec and dining room the same room to start. If it's extremely impressive from a statue or two it gives 3 mood buffs.
5:50 you can check first one to herbal then click and drag it down for the rest
9:31 you dont need that big of a kitchen, more dirt will spawn, you can use common sense mod to let pawn clean before cooking
10:07 too mircro intensive when you have more pawns
12:20 you can use replace stuff mod
Yo i needed this. Thx bro
Np!
one tip i found for getting more out of prisoner without the massive mood penalty of organ harvesting is to only harvest the heart or liver when they are considered guilty. that way you only get the -2 mood from justified execution and nothing else and it only stacks up to -6 for 5 justified execution. if your doc got too busy to do it in time after the raid and the guilty status expire you can just throw your prisoner into the worse condition you can until they go berserk and just let them hurt one of your colonist for a second chance.
also as someone who started his first game in a rainforest i can confirm it isn't always the easiest. can't even burn down those damn tree much because it rain so often and they regrow quite quickly as well. on the upside i will never run out of wood.
I just bought the game, you have saved my sanity, thank you XD
You're very welcome.
I just started playing Rimworld, never having played any strategy or city/colony building games before so micromanaging is a pain. I picked the start where i start with a sanguphage and my lord was this tiring. I thought small rooms (small = less cleaning) would be good and decoration isnt as necessary as it actually is. The tutorial taught to build more different rooms instead of one massive for everything to prevent fires. So i build many different small houses, but now that ive seen your video I'll change that. My baseline starter was unable to socialize, which made keeping prisoners for feeding a nightmare as my sanguphage (Zach) had to interupt his deathrest to feed them.
Im tempted to start a new run based on your video, but I've already spent so much time...
1. Manual priorities and queuing can only be done when the colonist is drafted.
2. Parkas aren't really necessary for winter in a temperate climate.
3. Wooden floors are a potential disaster with fire; I'd honestly rather either smooth the floor if stone or leave as is until stonecutting tiles. I've lost colonies repeatedly due to fires getting out of control due to floors being wooden, never again!
4. The nutrient paste dispenser is worth the negative debuff early on, rather than bothering with cooking. It frees up a pawn to do something else too.
5. With prisoners, if you have Ideology expansion, try to convert them to yours first before recruiting - saves having loads of different ideologies and constant fights.
I'm finally ready to harvest my friend's organs
Lmao Wendy, these will never get old. Don't forget skin hats!
I'm surprised you didnt bring up that slave collars and slave bodywear makes it practically impossible to have a prisoner revolt. I found that so useful when I found that out
That's either from a DLC or a mod, it isn't in the base game.
3 tiles wide and 6 tiles high for rooms is pretty ideal only add a single bed and two large statues. huge statues do not help in increasing the room because they take up a lot of room. so its depriciating returns
Don´t miss the Drugs Tab. Smokeleaf can raise your Mood but it will slow down the whole work of the Colonist. But with a few adjustments you can use them as great Way to make lots of Money out of it.
SmoKeleaf and Psychite Tea are easy to build, very light to carry in Caravans, and give a good amount of Money. So you can get your Hands on better Stuff. Like TV, Blueprints, Gold (with Roaylity a must have) and Arcotech Level upgrades.
I have the number 1 suggestion: use MODS! There are an incredible amount of quality of life mods that makes the suggested tasks much easier: cleaning and research have the potential of never getting done. During the night it is ideal to have the pawns cleaning the base and making research. Both to avoid the darkness debuf, and to have that research going. To avoid having to change priorities all the time, the mod "Fluffy work tab" can specify that during certain hours of the day your colonist should be doing cleaning and researching.
The mod "Replace Stuff" makes it very easy to make the change construction stuff from wood to stone. Mods that make your pawns to haul to inventory makes hauling absurdly faster. And the list goes on.
While I wouldn't recommend going to overboard with mods from the get go...I would say for first time players (if on PC) to pick up a few QoL mods to help while learning to understand the game. A really great one is the Prepare Carefully mod which allows you to fully customize your pawns from the ground up from their starting apparel, backgrounds, traits, health conditions, skills, as well as what resources you start with and how much. This mod is perfect for first time players because it allows them to start off with some of the best conditions while getting a better understanding of how the game plays.
Another couple of great mods are the Rim Fridge and Deep Storage mods because they allow you to build various storage containers/structures such as cabinets, shelves, and refrigerators which allow you to manage your resources and how you store them instead of just making entire rooms/areas be storage areas where you just throw everything on the floor.
Worst suggestion ever
@@mihaimercenarul7467 perhaps. I have stopped playing at Rimworld 1.4. I don't know how the modding ecosystem is at Rimworld 1.5, and the overall project quality with that version. And there is a known issue of some mods breaking when changing versions. So yes, I may have an obsolete response for this.
Great video, subscribed.
Awesome, thank you!
Would love to see you play a rim world save !
Have done a stream of it so far but all depends if there's enough demand :D Right now not looking likely sadly
I just installed it so I am watching this first
Good luck!
im brand new to rimworld after watching a couple playthroughs and challenges, and i was so confused as to why my passive cooler didnt seem to be working in my first base. i had no idea that they were supposed to go on the INSIDE of buildings/rooms, NOT the outside like the other cooler seemed to
Thank you for this video. I’m about to drop the $40 on PS5. Usually I wait for sales, but I need a game, I love complicated games. I have 800 Stellaris hours, I feel like this will be up there too some day 😊
this was so helpful thank you soo much
Glad it helped!
I really suck at progressing in Rimworld. There is a certain point where I just don’t progress at all.
So what happens is that I usually just play naked brutality and enjoy the early game. But now I’m trying to see if I can try to progress better this time using slaves and what not.
My biggest weakness is my production. I always research with one researcher, or cut stones with one stonecutter. I’m trying to work on that.
My most successful colony has been when I got myself 2 stonecutters. I had never produced so many stone bricks so quickly. Took me a bloody year until I learnt that.
This video is great but one little thing you could do better, you mentioned some things that slow work down, one you mentioned about 6 minutes in was lighting, you said it slows work down but you didn’t specify by how much, maybe it’s just me but it would be great if you were to specify the modifying number, thank you so much though, this video is really really good
Torches and campfires don't have any risk of fires (unfortunately - I wish it was a thing) but you still should switch to electricity when possible because the primitive sources of light and heat consume copious amounts of wood over time.
Press shift + left or right click on the work itself, it will modify all priorities in a column. :D