my favorite rimworld moment is still a group of refugees living at my colony for almost a year, waiting until most of the colony went on a caravan/mission leaving 2 people and 3 children behind then claiming "We planned to take over all along!" setting their barracks on fire and then dying in the guest house
Today I had a group help me fight off some mechs and one of them had both their legs burned off. Her name is Gumpy. I gave her 2 peg legs and now she is Gumpy with two stumpies.
Writer here: Had a lot of fun writing this one. hard to believe that so many years ago a friend introduced me to this game, and now I get to help introduce others to it and guide them. Feels great ya know
ever since 1.5 came out, you can avoid ZZZTs from ever happening again by using all hidden power conduits rather then regular ones. they're programmed to never ZZZT so they can be normally placed outside, where your best power generators will typically be i.e. geothermals that are far off from the main base, without fear when it rains. but there's also no check for if the hidden ones are also under a wall, etc. and while retain this property
Antigrain warheads are best kept in your pyromaniac's wood-floored or carpeted bedroom; along with the rest of your ammo and chemfuel supplies. Tempting Randy never goes wrong.
So, an interesting moment I had recently. I had a single person raid (I tend to play on low difficulties) and the raider, walked right past my base, went around a mountain, and walked right into an insect colony where they subsequently died after throwing a molotov at the nest.
Some are missing: - Double walls will keep temps more stable which is awesome for fridges, especially not underground. - switches near the bats are fine, as well as encasing them in 2x1 brick walls and door so the flames won't touch anything else, with the switch outside the door. If you want to do it good: one battery per mini-room. - split the power grid but keep them "connected" to the rest using switches so when something goes down due low energy, you can use the other compartment energy. - if you've spare ore, split the map sections with 4 wide concrete lines, the random fires won't spread thru all the map. - the best place to lay corpses is in long dark corridors in a killbox. They'll decompose, give lung rot to the enemies so it's a win-win - make random little lunch rooms thru the map, maybe encased in mountains. They will have multiple effects: A- distract attackers; especially mortars. B- eliminate that mood debuff for eating not on a table when running around. C- they're easy bunkers if you get caught flatfooted by an attack of wild animals. - make a dedicated fireproof chemfuel storage. 4 blocks of bricks or else detached from the base. It catches fire for whatever reason? just block the door and lay it burn. It will eventually stop burning on it's own. Quoting handsome jack: "I could go on but I won't... ...but I can!"
walls don't actually affect temperature beyond being encased. A room that is roofed and walled off with no door will not change in temperature. What stabilizes temps is a second door/airlock, since doors slowly leak heat.
@@ninjanyan1579 wrong, double walls do affect temperature rather than single walls. Feel free to try. Single walls dissipates more. About airlocks you're correct tho.
My first 15 or so colonies were all ended by fire in some way, even when I was absolutely sure that I'd built my whole base out of things that don't typically burn.
@AcilandreF It's almost as flammable as my sanity after choosing Randy as the storyteller. Back to back to back to back heatwaves doesn't feel very random, Randy.
Also another tip in terms of the scheduling, if it's a giant super colony you might need to have an extra 2 hours to recreation, in case it takes your pawn a whole hour to walk to the arcade station lol.
Random thing about how batteries and electricity I've learnt over time: They won't explode randomly if your giving enough out put, meaning DO NOT HOARD POWER: It WILL cause it to go off at worse time. Instead if you have a massive input with little output, start building turrets randomly, they are a effective method of draining power besides they can help in raider emergencies Also keep it roofed if you have your batteries out doors otherwise it can explode in the rain, though that Bzzt event will directly tell you on the event log it self, but I doubt that many players read them.
A big one I learned recently: Weapons do not reduce in effectiveness with lower durability but they do lose most of their value especially when below 50%. This means you can lower your colony wealth considerably by just damaging your weapons. The biggest difference in value comes between 60% and 50%, so you can leave some weapons outside in the rain and Randy will go a little easier on you.
Another one, un-powered turrets and turrets surrounded with doors will activate enemy collision. You can use this to your advantage by making a small box with an un-powered turret inside at the entrance to you killbox maze. Make sure to have a door on the side facing the entrance to your killbox. Also, place tox traps outside the entrance so they step on it while waiting to get into the maze.
I always like to have my pawns recreate at the same time. It increases their chances of doing so together and builds their social interactions. which is really helpful since I run with Psychology and their social status with each other matters more. For defense perimeters, in addition to clearing cover, I also like to intentionally give enemies BAD cover. In my head, it prevents them from rushing me looking for cover. As far as I can tell, plant pots provide the worst at 20% cover.
@@joewilson3393 that's genius, I'm gonna try that now lol. My main Hunter/guard had his left arm destroyed by a raider who bum rushed him with a club lol. Good thing he's a body modder though, now he has something to look forward to in a bionic arm 😅😆
I suppose I knew the "cook right before expiration" thing, because that's how video games work, but that's still god-tier advice that I never would have thought of.
24:56 this fact actually makes sense IRL, because you gain more calories from cooking ingredients because it takes fewer calories to break down the proteins and is one of the reasons humans are more efficient than many other mammals
Highmates make great traders, if you send a fighter with them on caravans thanks to their social buff. In early game, that might be costly, but my late game caravans are so big I need two people collecting items and animals anyway.
Highmates, tho often overlooked and are far too rare, should always focus Cooking Construction (rarely) Doctors (rarely) Researchers Moral Guides Traders Wardens Being that hot makes traders nicer to you, prisoners fold quick (beauty contributes to these things) and after being recruited by them, are obsessed with them If you're running VE Psycast, Highmates can use the ice Psycast, that ish is OP af but I prefer to do themed runs, so I usually give them protector, they can join combat with psy shields and Regrow Limbs, plus their naturally high psy sense makes their shields last longer Starting with a high mate can be fun too, because sometimes they show up with Construction with passion but it is challenging since only two ppl can fight
When hunting animals that will retaliate if hurt, but won't attack when being tamed (like muffalo) set your colonists to tame them instead, and set auto slaughter for that animal to 0 (or however many you actually want to keep) that way your colonists won't get hurt, you can give your pacifist colonists something to do, and you don't have to waste time hauling corpses from the middle of nowhere
@@kyleglendinning9414 yeah if you have absolutely nothing it's not great bc you won't b able to tame them, but if you have a little bit then big animals like muffalo will give more more meat when butchered than the nutrition it takes to tame them, so I have resorted to this in desperate times too
"I have over 200 hours of Rimworld, I'll check these out but I think I'm g- oh that first tip is actually really helpful, and the second tip is good to know, and the third tip-"
Love these videos...i got this game in May and i already have over 1200 hours...i dont think ive ever done this with any other game in this short amount of time lol
That last part about saving. I agree. In fact, I always choose the hardcore option. There is something about it where every decision matters and there is no going back.
8:39 You can do the reverse of this strategy. Build buffer structures like simple stone walls, trees, or grass-sowing zones far outside the base to occupy raiders, buying you precious to prepare for defense. Because the worst raid is always the ones in the middle of a mental break or recovering colonists.
I have to say that your choice of music here is subtle and is so perfect for vids like this.. way better than the -energetic- too much energetic music of previous vids. Your work is much appreciated!
6:37 to avoid the debuff they get for seeing a body, you could set the stockpile settings for the area near the buther table to only store animal corpses that havent started rotting yet, and then have a separate stockpile further away for rotting animal bodies, and a third one even further for human bodies, so they only have to see those when they drop more off
I've been Thinking of heading back on the Rim. A dwarf powering death traps is nice, but nothing beats raider-powered generators. Well geos are good too I guess. Anyway...thanks Noobert n Crew for the massive set of tips. More in the comments too. Great refresher.
i remember jumping in blind and i didn't know you could select what crop you can grow. so i ended up searching the whole map to look for other crops to grow than potatoes lol
One thing I've figured out is that for greenhouses with hydroponics, rice is your best choice for food plants. It grows far faster than potatoes (You get a harvest nearly every day) and it's better for long-term bulk food. Don't do potatoes unless you want diversity in your meals or other niche reasons you might have.
for the first rule you should keep abraise and disturbing pawns in a different schedule at least till you feel like you can make everyone happy regardless of a few annoying fellas. Also i thanks for these vids man.
Having a night shift can be useful to fully utilize your base. Just put couples on the same shift, and keep entertainment moments synchronized for all shifts.
I found a nice rhythm with the game to the point I have a consistent food supply: The crops grow in the spring-Fall I hunt all predators so grazing animals can grow in pop for food all winter And if I run out, the raiders never stop attacking
Hears a tip for poker cave tribals, you can use nutrifungas and fungus gravel to make subterainian pastures for animals in the very early game. Just mind the bugs.
The boomalope, drop pod idea isn't bad for dealing with a 'oversized mortar' threat mid game. I've run into situations where I've got a mortar setup and can do counter fire, but the enemies numbers makes actually saddling up and going for an attack 'kind of too dangerous to be reasonable'. The amount of time it takes in the artillery duel to actually get a solid hit in base game to take out those mortars and get them coming into my bases defenses isn't negligable. This actually is worth it in regards to time/damage that my defenses will suffer as it's a precision strike, rather then RNG mortar that can lead to a bunch of damage / lost defenses, ext, in the interim. That's actually probably the most solid tip that even experienced players wouldn't think of immediately.
The more wealth you have and the more pawns you have, the more raiders you’ll get. Pawns can defend themselves, but wealth cannot. Limit your wealth as much as possible. Live in squalor if you are getting overwhelming raid sizes. You can adjust difficult at any time. Losing is part of Rim World.
I'm not sure if this is true for everyone, but when hunting muffalos, I always do it one beast at a time. Reduces chances of getting attacked, but also if they do, you have a better chance of defending yourself/fleeing. edit: I'm new to the game & I've only tried it on muffalos & bison. Not sure about other herds.
Some drugs raise the chance to get cancer in certain organs (tobacco > general cancer chance rise + additional lung cancer chance. Alcohol > liver cancer chance increase, etc), even if you use them less often than the safe dose interval. I think other ones also might but the high end manufactured (ex: yayo) and buy-only (go-juice, wake-up, etc) drugs don't give increased cancer chance.
Thanks Noobert! I’m 250 hours in (stick a noob) and I picked up a lot from this video - I can’t believe I’ve been making stone beds and interior doors!
Use climate control to lower the temperature in that room with the pigs just below zero. Turn raiders to pork meat in an efficient way with that. Also, use an intersection and stack the dead out of sight so not every pawn gets the maximum corpse debuff when entering the area.
I bought this game 3 years ago. Played for about an hour. My settlement got mauled by a bear. I quit and refunded the game. I never thought about this game again, but every time I look for a game with a good settlement builder with good NPCs this game somehow always came up. I might need to try it again.
I don't even bother cooking normal meals. My colonists only eat paste all the way thru the end game. More efficient. The only time I cook is for survival meals when I travel.
It would be amazing if you did this style of video but on how to save frames! Settings/mods/avoiding certain buildings. I'd be interested to know what you come up with and I think it's a very typical question people have.
Rec doesn't decrease while sleeping, so there's no point using rec after waking up, just before sleep. Both greenhouses and freezers should be double walled for power efficiency. You can often get away with 1 cooler with double wall, versus 3 coolers on a single wall. Double walling bases also helps keep bases cool(or warm) in extreme environments. On centre-drop raids, if there is an open door leading to a turret, they will charge out of your base to kill the turret. Trade ship dropping info you are giving is wrong. They drop in the nearest open area to the LAST beacon you placed. Regarding treating injured pawns in the field. There is no need to place a medical spot, just use a drafted tend on a pawn that is currently drafted. Fire also only needs a 2 space gap, not 4. You also do a 2 space roof around your first wooden base and cut plants under that, so fire can not jump to the wooden building.
cargo pods get sent to a *rooved* beacon in one of my saves so they routinely have an exterior wall destroyed because gifts are sent crashing into the base
Combo Rec, dining AND your Temple. same room gets all best art. Use stone doors on outside doors you DON'T want your pawns to preference as the slower opening door time is taken into account when pawns are planning their routes. I use them to keep pawns wandering through doors I want closed but not forbidden. Make an area in deep moving water for all gear you can't burn and want to get rid of, the items will degrade quickly and thus reducing your wealth and cleaning up your base. Give slaves a joywire implant and when they rebel just toss an EMP and end the rebellion faster than the Empire. If you get a Fog generator event DO NOT complete it....instead keep the weather on your tile fixed to fog forever and never worry about flash storms again.
My guess is create a small zone with beer near their animals, when they get hungry they'll take it. Set the zone to beer only before excited haulers drop something their u won't have much time since traders won't stay long
current game used up my last components building an Assembly table, at least now I can make components. Highest crafting skill pawn is at 5... Components take 8.. well F me.. time to go hunting and make hats for a while..
@@corruptedmask4911 I'm convinced many people's IQ have fallen below room temp at this point too many people can't tell the difference anymore and are blaming real people haha or are y'all just saying my mic sounds awful haha
having batteries on a different line will allow you to keep your power. in the event of a zzt so long as the switch is disabled which disconnects your charged batteries from the main grid
@@Noobert zzt event can't happen at all with hidden conduit , so the battery will never be discharged , i still use a switch and extra battery in case of raid if my power situation isn't great
Actually as long as the filth is not over 2 on a kitchen you will not get sick because of filth so It doesn't make sense to use sterile tiles as well as taking out the butchers table, when my pawn get sick is always because of incompetent skill and not because of dirty kitchen
Noobert the time has come
My spurs have never jingled more than
XD
Couldn’t be me 👀
Noobert spittin fire
my favorite rimworld moment is still a group of refugees living at my colony for almost a year, waiting until most of the colony went on a caravan/mission leaving 2 people and 3 children behind then claiming "We planned to take over all along!" setting their barracks on fire and then dying in the guest house
Today I had a group help me fight off some mechs and one of them had both their legs burned off. Her name is Gumpy. I gave her 2 peg legs and now she is Gumpy with two stumpies.
I lost my first colony ( after the tutorial) to betrayal, I lost because I didn't know how to fight properly so heh 😅
Writer here: Had a lot of fun writing this one. hard to believe that so many years ago a friend introduced me to this game, and now I get to help introduce others to it and guide them. Feels great ya know
I thought you were a split personality of Noobert.
@@reefa781 no you are mistaking sseth as a split personality of mandalore, and civie with Gman LOL
@@reefa781 it's one of those split personalities, that doesn't know it's a split personality! It's sad really.
@@BrenTenkage good stuff I got 500 hours thanks to yall
damn this bozo doesn't even write his own scripts?
ever since 1.5 came out, you can avoid ZZZTs from ever happening again by using all hidden power conduits rather then regular ones. they're programmed to never ZZZT so they can be normally placed outside, where your best power generators will typically be i.e. geothermals that are far off from the main base, without fear when it rains. but there's also no check for if the hidden ones are also under a wall, etc. and while retain this property
Also, raiders don’t attack hidden conduit
I actually just... Use it on my entire base... But thanks, noted
Antigrain warheads are best kept in your pyromaniac's wood-floored or carpeted bedroom; along with the rest of your ammo and chemfuel supplies. Tempting Randy never goes wrong.
Trying this rn, one sec
It's a problem that solves itself, I'll give you that.
So, an interesting moment I had recently. I had a single person raid (I tend to play on low difficulties) and the raider, walked right past my base, went around a mountain, and walked right into an insect colony where they subsequently died after throwing a molotov at the nest.
@@digifreak90 so it's not just me that's happened to? 😂
Some are missing:
- Double walls will keep temps more stable which is awesome for fridges, especially not underground.
- switches near the bats are fine, as well as encasing them in 2x1 brick walls and door so the flames won't touch anything else, with the switch outside the door. If you want to do it good: one battery per mini-room.
- split the power grid but keep them "connected" to the rest using switches so when something goes down due low energy, you can use the other compartment energy.
- if you've spare ore, split the map sections with 4 wide concrete lines, the random fires won't spread thru all the map.
- the best place to lay corpses is in long dark corridors in a killbox. They'll decompose, give lung rot to the enemies so it's a win-win
- make random little lunch rooms thru the map, maybe encased in mountains. They will have multiple effects: A- distract attackers; especially mortars. B- eliminate that mood debuff for eating not on a table when running around. C- they're easy bunkers if you get caught flatfooted by an attack of wild animals.
- make a dedicated fireproof chemfuel storage. 4 blocks of bricks or else detached from the base. It catches fire for whatever reason? just block the door and lay it burn. It will eventually stop burning on it's own.
Quoting handsome jack:
"I could go on but I won't...
...but I can!"
I wouldn't recommend leaving enemies corpses on the killbox, it can mess up collision when they come on the map
@@Glombor they will still path thru it if walls are thick enough.
@TheIceThorn wasn't expecting a borderlands reference at the end but I'm not mad about it
walls don't actually affect temperature beyond being encased. A room that is roofed and walled off with no door will not change in temperature. What stabilizes temps is a second door/airlock, since doors slowly leak heat.
@@ninjanyan1579 wrong, double walls do affect temperature rather than single walls. Feel free to try. Single walls dissipates more.
About airlocks you're correct tho.
imagine watching this with 2,000 hours of playtime 😂😂😂😂
I'm only watching with 1000 so I guess I'm still starting
@@Thewaster-yp3uhyo whatup me too lol
me with 1400 here
Haha I'm closer to 4000 just to see if I can learn something
im on 1500 hrs and just learnt sterile tiles help research. So thanks Noobert.
My first 15 or so colonies were all ended by fire in some way, even when I was absolutely sure that I'd built my whole base out of things that don't typically burn.
Remember, steel burns like fuel soaked paper on the rim
@AcilandreF It's almost as flammable as my sanity after choosing Randy as the storyteller. Back to back to back to back heatwaves doesn't feel very random, Randy.
Also another tip in terms of the scheduling, if it's a giant super colony you might need to have an extra 2 hours to recreation, in case it takes your pawn a whole hour to walk to the arcade station lol.
Random thing about how batteries and electricity I've learnt over time: They won't explode randomly if your giving enough out put, meaning DO NOT HOARD POWER: It WILL cause it to go off at worse time. Instead if you have a massive input with little output, start building turrets randomly, they are a effective method of draining power besides they can help in raider emergencies
Also keep it roofed if you have your batteries out doors otherwise it can explode in the rain, though that Bzzt event will directly tell you on the event log it self, but I doubt that many players read them.
A big one I learned recently: Weapons do not reduce in effectiveness with lower durability but they do lose most of their value especially when below 50%. This means you can lower your colony wealth considerably by just damaging your weapons. The biggest difference in value comes between 60% and 50%, so you can leave some weapons outside in the rain and Randy will go a little easier on you.
Another one, un-powered turrets and turrets surrounded with doors will activate enemy collision. You can use this to your advantage by making a small box with an un-powered turret inside at the entrance to you killbox maze. Make sure to have a door on the side facing the entrance to your killbox. Also, place tox traps outside the entrance so they step on it while waiting to get into the maze.
ya know...I never even thought about that, thats a good point
Yeah, this was a change in a recent version. Before that, durability did impact the accuracy. Or something.
@@joewilson3393 Well it was same in at least November of 2023
@@gumikin8706 Yeah, I want to say it was changed in either biotech or anomaly.
I always like to have my pawns recreate at the same time. It increases their chances of doing so together and builds their social interactions. which is really helpful since I run with Psychology and their social status with each other matters more. For defense perimeters, in addition to clearing cover, I also like to intentionally give enemies BAD cover. In my head, it prevents them from rushing me looking for cover. As far as I can tell, plant pots provide the worst at 20% cover.
@@joewilson3393 that's genius, I'm gonna try that now lol. My main Hunter/guard had his left arm destroyed by a raider who bum rushed him with a club lol. Good thing he's a body modder though, now he has something to look forward to in a bionic arm 😅😆
Always check, which enemy pawn is carrying a doomrocket....always.....
My guys have bionic arms, assault rifles, starting to get marine armor.
But still eating that nutrient paste 👌
I suppose I knew the "cook right before expiration" thing, because that's how video games work, but that's still god-tier advice that I never would have thought of.
24:56 this fact actually makes sense IRL, because you gain more calories from cooking ingredients because it takes fewer calories to break down the proteins and is one of the reasons humans are more efficient than many other mammals
1000+ hours, will still always watch a Noobert hints video!
26:00 The bigger the pack, the more likely they are to go manhunter.
Muffalo just have big packs compared to their size and agression.
Highmates make great traders, if you send a fighter with them on caravans thanks to their social buff. In early game, that might be costly, but my late game caravans are so big I need two people collecting items and animals anyway.
Traders and moral guides.
A Highmate's massive social skill makes conversions easy.
Highmates, tho often overlooked and are far too rare, should always focus
Cooking
Construction (rarely)
Doctors (rarely)
Researchers
Moral Guides
Traders
Wardens
Being that hot makes traders nicer to you, prisoners fold quick (beauty contributes to these things) and after being recruited by them, are obsessed with them
If you're running VE Psycast, Highmates can use the ice Psycast, that ish is OP af but I prefer to do themed runs, so I usually give them protector, they can join combat with psy shields and Regrow Limbs, plus their naturally high psy sense makes their shields last longer
Starting with a high mate can be fun too, because sometimes they show up with Construction with passion but it is challenging since only two ppl can fight
Damn nice collection. If forgotten a few of these so it's a good refresher
11:33
Especially since German, Zippy and Kit back there are using your ultra-expensive invisible medicine!
When hunting animals that will retaliate if hurt, but won't attack when being tamed (like muffalo) set your colonists to tame them instead, and set auto slaughter for that animal to 0 (or however many you actually want to keep) that way your colonists won't get hurt, you can give your pacifist colonists something to do, and you don't have to waste time hauling corpses from the middle of nowhere
Wouldn't this method also train animal skill?
@@michaelrichards5340 yup
Obviously don’t do this if everyone is starving, because you will need food to tame the animals
@@kyleglendinning9414 yeah if you have absolutely nothing it's not great bc you won't b able to tame them, but if you have a little bit then big animals like muffalo will give more more meat when butchered than the nutrition it takes to tame them, so I have resorted to this in desperate times too
"I have over 200 hours of Rimworld, I'll check these out but I think I'm g- oh that first tip is actually really helpful, and the second tip is good to know, and the third tip-"
Love these videos...i got this game in May and i already have over 1200 hours...i dont think ive ever done this with any other game in this short amount of time lol
noobert: nutrient paste is the best!
me who plays naked brutality with no tech: what is nutrient paste?
How u manage to survive????
@@MrWhito455 cannibalism
That last part about saving. I agree. In fact, I always choose the hardcore option. There is something about it where every decision matters and there is no going back.
8:39 You can do the reverse of this strategy.
Build buffer structures like simple stone walls, trees, or grass-sowing zones far outside the base to occupy raiders, buying you precious to prepare for defense.
Because the worst raid is always the ones in the middle of a mental break or recovering colonists.
I have to say that your choice of music here is subtle and is so perfect for vids like this.. way better than the -energetic- too much energetic music of previous vids.
Your work is much appreciated!
glad the easier method was better haha
20:33 how can you build that close to the edge of the map? Isn't there usually a margin in which you can't build?
mine mountain, than smooth the rock
Well uh... Dev mod can make you build beyond the margin if you're into that
6:37 to avoid the debuff they get for seeing a body, you could set the stockpile settings for the area near the buther table to only store animal corpses that havent started rotting yet, and then have a separate stockpile further away for rotting animal bodies, and a third one even further for human bodies, so they only have to see those when they drop more off
I've been Thinking of heading back on the Rim. A dwarf powering death traps is nice, but nothing beats raider-powered generators. Well geos are good too I guess. Anyway...thanks Noobert n Crew for the massive set of tips. More in the comments too. Great refresher.
i remember jumping in blind and i didn't know you could select what crop you can grow. so i ended up searching the whole map to look for other crops to grow than potatoes lol
Thank God I saw this at 12:30 am 🙏
One thing I've figured out is that for greenhouses with hydroponics, rice is your best choice for food plants. It grows far faster than potatoes (You get a harvest nearly every day) and it's better for long-term bulk food. Don't do potatoes unless you want diversity in your meals or other niche reasons you might have.
This video is an improvement compared to the recent qol video.well done!
for the first rule you should keep abraise and disturbing pawns in a different schedule at least till you feel like you can make everyone happy regardless of a few annoying fellas. Also i thanks for these vids man.
Having a night shift can be useful to fully utilize your base. Just put couples on the same shift, and keep entertainment moments synchronized for all shifts.
I found a nice rhythm with the game to the point I have a consistent food supply:
The crops grow in the spring-Fall
I hunt all predators so grazing animals can grow in pop for food all winter
And if I run out, the raiders never stop attacking
1:24 Also works in real life..... I hope.
Hears a tip for poker cave tribals, you can use nutrifungas and fungus gravel to make subterainian pastures for animals in the very early game. Just mind the bugs.
Ayyyyy, it's gonna be a great day!
Orbital Traders drop your stuff at an unroofed beacon. Then commences to putting a roof over the beacon... WTF for?
The boomalope, drop pod idea isn't bad for dealing with a 'oversized mortar' threat mid game. I've run into situations where I've got a mortar setup and can do counter fire, but the enemies numbers makes actually saddling up and going for an attack 'kind of too dangerous to be reasonable'. The amount of time it takes in the artillery duel to actually get a solid hit in base game to take out those mortars and get them coming into my bases defenses isn't negligable.
This actually is worth it in regards to time/damage that my defenses will suffer as it's a precision strike, rather then RNG mortar that can lead to a bunch of damage / lost defenses, ext, in the interim.
That's actually probably the most solid tip that even experienced players wouldn't think of immediately.
There was a fabrication bench!! I got to know that after 3 days of playing, had to wait for space traders or caravans for them
I just started a world and naturally got a lot of these things to fall out for me
The more wealth you have and the more pawns you have, the more raiders you’ll get. Pawns can defend themselves, but wealth cannot. Limit your wealth as much as possible. Live in squalor if you are getting overwhelming raid sizes. You can adjust difficult at any time. Losing is part of Rim World.
You’re my favorite rimworld channel! 😊.
Wow, thanks!
@@Noobert You’re welcome! When taking a break from the game I watch your vids for tips and tricks!
This is How i Play Rimworld for Years.
When someone is Dead he is Dead there is no Loading Button!
17:40 You can draft a pawn and R-click to "tend without medicine" on the spot.
I'm not sure if this is true for everyone, but when hunting muffalos, I always do it one beast at a time. Reduces chances of getting attacked, but also if they do, you have a better chance of defending yourself/fleeing.
edit: I'm new to the game & I've only tried it on muffalos & bison. Not sure about other herds.
I learned so much from this video. Thank you.
Tiene tiempo que no juego Rimworld, ojala pueda este fin de semana.
10:20
How can there be health complications? The required tolerances for health complications is higher than what is needed to cause a new addiction.
Some drugs raise the chance to get cancer in certain organs (tobacco > general cancer chance rise + additional lung cancer chance. Alcohol > liver cancer chance increase, etc), even if you use them less often than the safe dose interval. I think other ones also might but the high end manufactured (ex: yayo) and buy-only (go-juice, wake-up, etc) drugs don't give increased cancer chance.
Im not far enough in the game for 99 of these tips.
I always store my artillery shells with my boomalopes and batteries
Thanks Noobert! I’m 250 hours in (stick a noob) and I picked up a lot from this video - I can’t believe I’ve been making stone beds and interior doors!
Use climate control to lower the temperature in that room with the pigs just below zero. Turn raiders to pork meat in an efficient way with that.
Also, use an intersection and stack the dead out of sight so not every pawn gets the maximum corpse debuff when entering the area.
I bought this game 3 years ago. Played for about an hour. My settlement got mauled by a bear. I quit and refunded the game. I never thought about this game again, but every time I look for a game with a good settlement builder with good NPCs this game somehow always came up. I might need to try it again.
Can anyone name the mod for the Pawn UI at 22:48? I love how clean and uniform it makes that tab!
Rimhud
@@mectic5149 awesome, thank you
I don't even bother cooking normal meals. My colonists only eat paste all the way thru the end game. More efficient. The only time I cook is for survival meals when I travel.
14:02 here comes the sun🎵🎵🎵🎵
just got this game and the dlc a couple days ago i got a pyromaniac pawn and he blew himself up but didnt destroy anything else…10/10 game
Fun fact if you want to save space in your kitchen place straw flooring under the butcher's table and it will decrease the amount of filth it produces
3:22 I’m new to the game, how do you stack multiple things on 1 shelf?
17:50 or use your vampire to close the wounds xD
25:50 fun story: hours ago a hunter party came to my base and shot a muffalo group. the hunters died and the muffalos killed all my colonists
5:11 the dirt under the main door is painful on so many levels
hehe
It would be amazing if you did this style of video but on how to save frames! Settings/mods/avoiding certain buildings. I'd be interested to know what you come up with and I think it's a very typical question people have.
3:37 Wait, what ? Its funny sign that you created.
Rec doesn't decrease while sleeping, so there's no point using rec after waking up, just before sleep.
Both greenhouses and freezers should be double walled for power efficiency. You can often get away with 1 cooler with double wall, versus 3 coolers on a single wall.
Double walling bases also helps keep bases cool(or warm) in extreme environments.
On centre-drop raids, if there is an open door leading to a turret, they will charge out of your base to kill the turret.
Trade ship dropping info you are giving is wrong. They drop in the nearest open area to the LAST beacon you placed.
Regarding treating injured pawns in the field. There is no need to place a medical spot, just use a drafted tend on a pawn that is currently drafted.
Fire also only needs a 2 space gap, not 4. You also do a 2 space roof around your first wooden base and cut plants under that, so fire can not jump to the wooden building.
2:54 How are there multiple stacks of different items per shelf?
What language are you speaking at 3:39?
cargo pods get sent to a *rooved* beacon in one of my saves so they routinely have an exterior wall destroyed because gifts are sent crashing into the base
Very good video 👍 love them
is this an ai voice, or does it have some sort of correction using a software, i find it so robotic and hard to understand, im esl tho.
It's just very regular, and somewhat 'monotone', which can be really hard to understand for ESL or hearing impaired.
Combo Rec, dining AND your Temple. same room gets all best art. Use stone doors on outside doors you DON'T want your pawns to preference as the slower opening door time is taken into account when pawns are planning their routes. I use them to keep pawns wandering through doors I want closed but not forbidden. Make an area in deep moving water for all gear you can't burn and want to get rid of, the items will degrade quickly and thus reducing your wealth and cleaning up your base. Give slaves a joywire implant and when they rebel just toss an EMP and end the rebellion faster than the Empire. If you get a Fog generator event DO NOT complete it....instead keep the weather on your tile fixed to fog forever and never worry about flash storms again.
Does that Beer on Trader thing work in version 1.5?
Non uno pinata (no one is a pinata) prevents the hammered muffalo from dropping items
2:23 don't put the butcher table in the same room as the cooking station. 😮💨
you don't need backup batteries in case of zzzt.
just use hidden conduits. they can't have zzzt events.
NIce list man!
I'm quite sure fire can only jump one tile, so 2-wide restrictive corridor works.
i got a Neanderthal because i thought cool disease resistance not realizing her trait was sickly
I love making a walk in corpse freezer in my barns using animal flaps.
smokeleaf is bad for your pawns aim fyi, also can use hay flooring in kill box.
Do you guys start research geothermal generator as your first research project?
how does one make the caravan muffalos drunk? asking for a friend 😅
My guess is create a small zone with beer near their animals, when they get hungry they'll take it. Set the zone to beer only before excited haulers drop something their u won't have much time since traders won't stay long
current game used up my last components building an Assembly table, at least now I can make components. Highest crafting skill pawn is at 5... Components take 8.. well F me.. time to go hunting and make hats for a while..
Ive watched your content, for some reason your voice sounds ai generated tho-
@@corruptedmask4911 definitely sounded ai like
definitely not an ai XD I'm very concerned about people thinking real voices are Ai because that means people def can't pick out the actual ai voices.
same here, there are some parts in his speech where you can here it come through
@@corruptedmask4911 I'm convinced many people's IQ have fallen below room temp at this point too many people can't tell the difference anymore and are blaming real people haha or are y'all just saying my mic sounds awful haha
there was definently weird inflictions on some of the words, 3:39 - 3:45 was a bit weird 🤷
watching this with like 2k hours playtime 😂
"I encourage you not to save scum"
Tell that to all the colonists I lost because of RNG bullsh*t.
I wish I could understand what U were saying at some points
I've literally sent corpses back to the people who've attacked me
I need a break from rimworld. Got 40 pawns and its overwhelming keeping up with multiple colonies. Norland releases next week
Start a new colony. Play it in a way that is fun to you. There’s no wrong way to play RimWorld.
I just had a save where 2 of my it’s were super injured annnd the one who was able to walk was a pacifist… that did not turn out well
ZZZt events can be avoid by using hidden conduit only
having batteries on a different line will allow you to keep your power. in the event of a zzt so long as the switch is disabled which disconnects your charged batteries from the main grid
@@Noobert gigachads dont use batteries or conduits altogether😛
@@Noobert zzt event can't happen at all with hidden conduit , so the battery will never be discharged , i still use a switch and extra battery in case of raid if my power situation isn't great
Now make vid about organ harvesting and all usage of humans bcs yes
how to recycle your human in RimWorld 101
Actually as long as the filth is not over 2 on a kitchen you will not get sick because of filth so It doesn't make sense to use sterile tiles as well as taking out the butchers table, when my pawn get sick is always because of incompetent skill and not because of dirty kitchen
Did they just now switch to noobert-ai or was noobert always an ai voice
that greenhouse is looking pretty sus