The reason I said to search for scattered items is so you don’t allow everything and end up losing a colonist because your colonist tried to haul meals that were on the other side of an infested cave or something like that. It’s better to make sure you allow the right items that have a safe passage to them.
JuniorTheJust I was going to comment about that, but you've already addressed it :) and infestations start with a stack of forbidden insect jelly Btw, I've only just started watching your stuff. Nice videos, they're very enjoyable!
Right clicking on the allow button lets you unforbid everything on the map so you don't have to go looking for all that steel and crap scattered everywhere.
The reason why I said to look around is so you make sure that there’s not any obstructions or infestations in between you and what you’re trying to go haul
1)If you pick mountain's map then start a colony by using the mountain as part of the structure - it will save time for construction and if you have a nice place between 2 rocks, even better, cause it will be much easier and faster to just build 2 walls and then separate inner space to different rooms. 2)the time and resources that were sparred by option 1 will allow you to build a defense wall all around your inner yard, again don't build it in open field, but connect big rocks to block the paths for enemy. BUT leave 1 part of the base open and set defenses/traps there. This will make most of enemies funnel to the kill box and any manhunting animal will get caught in traps. 3)With secured space you can build up and when you need more space, you just wall off more space outside your 1st one. This multilayered defence will help to stop enemies and buy you some time
2:25 Something worth mentioning here is how someone should set up their grow zones; on open fertile land there are lots of hazards to your crops. A blight may come and wreak havoc, especially in areas with lots of dead plant life, deserts, tundra's, ice sheet, sea ice, extreme desert, etc, animals will come in to eat your crops. In those situations, cordon off your farm or enclose it with a barrier. Seperate your grow zones and make them relatively small so that fires or blight can't easily jump between them. Space is necessary to make a more durable farm. Blight will jump from cell to cell, as will fire. Put flagstone or tiles between your farms to tidy them up and keep weeds from growing in the cracks. I seperate every crop and grow a wide variety every play through, usually I'll have a large patch of 6 or 8 small seperate growing zones for an efficient farm.
Hello, the part about the pawn selection and the map are great, but later on i have are a few disagrees and suggestions: - Building so much out of wood, is dangerous, only build the very first buildings out of wood. After that, deconstruct some ruins and use stone - preferadly sandstone, because you can build quite fast with it. - Make 2 stockpiles. one regular stockpile - and another one outdoors for steel, stoneblocks and silver (no deterioration). You can save the space for important things. - Dont plant potatoes on the fertile ground, they dont receive the bonus! Potatoes are best for desert maps where you can only plant on gravel. Start with rice and berries, later plant corn. - Just put your research bench in your regular production room, it makes no difference. Later make a sterile room with the hightech bench - Flooring isnt something to care about the first days. The room will still be seen as "awful". Better get some stonewalls. I never place floors in my freezer, but its up to you - That location for the left(west) sandbags is critical - enemys might use it, in case you have to fall back. With the wall its ok, but leave only 1 tile free between, so you still receive the cover bonus, while shooting from the door - Yes, i´m no fun at partys
No you're completely right. I'm no expert on rimworld, but I found a lot of things in this video that I personally don't agree on. For example all the wood buildings, the tiny prison cell (recruiting will be harder if their condition is worse) and growing zones right next to each other can be bad if disease or fire hits your crops. Also I always like to build a «street» 3 layers thick of concrete floor in tight spaces to hinder fires spreading too much
1:56 No, when you start, make *one* small common room with beds, a small table and a two stools. You need everything up before the night, you don't need a big one, it can be 4x4(inside space) for up to four colonists. Put your meals and medecine inside of it. Don't forget to add a horsepin outside for joy. By the same day, if possible, you should have a 10x10 field of herbal medecin fully planted and growing. Bonus point if you get a 2x1 prisoner room. By the second day, all of your fields should be planted, don't forget about cloth fibers, clothing IS IMPORTANT. By the third day you should start a common 11x11 area, which will be the dinning/joy room. At first it will also be used as a crafting room. From now on, crafting bows and swords and armors should be your absolute priority. Clothin work as armor too, go hunting for leather if needed! By then, you'll have plenty of time and choices, it's up to you. My choice would always be to append to the dinning room a 6x7 dormitory, it can accomodate 8 beds, full upgraded with Dresser and end tables (one for two beds). It's easy to make it very impressive!
1.The common room only slow down your base efficiency,if you construct individual rooms instantly,the colonists wont get any sharing room debuff,and you will have to deconstruct it or make it a fridge,which is already sorted if you planned your base. 2.Clothing is as important as you wear them off,if you landed with a few clothing,then its just not urgent to plant cotton fiber,besides,hunting will give you any fur or leather necessary. 3.By the thrid day,you will already have a recreation/dining room,also you'll be dead if you already didnt make any weapons. 4.The impressiveness of any room doesnt actually matter,the effort you put into it isnt worth the minimal +4 or +6 your colonists will get by sleeping a dormitory which gives a -5 debuff for sharing a room with anyone,the disturbed sleep x3 also will make the beauty and decoration of the room useless. you should think more about writing these ´´tips``,all of them are flawed. :)
@@ferdnerd291 1. You don't need individual bedrooms. It is too much work. very impressive dormitory = -1 and is dumb cheap to build. The first building is a 4x4 dining/dormitory/med and food storage room... not just a dormitory. It prevents your most valuable things from rotting and keep your panws at minima comfort 2. You never have enough leather. Lether is used for the 'armor' it provides, it has a poor insulation. Lether is only valuable when used for clothing >= 'good' quality. If lower, just sell it (except if you have nothing else). 3. Most people start with the survival rifle, it's an incredible wearpon. By the 2nd day you get the crappiest raid ever, no need to worry. Wearpons are only required 1st day on naked brutality 3b. Yes, you can have a 11x11 joy/dinning/crafting room by day one, but a good builder in not packaged with every crash pods. the 3rd it the upper limit to start before pawns start to fuck things up. 4. Very impressive rooms are very very easy to make, especially compared to having 'good' rooms for all of your colonists. One common room serves the need of 20 people. It's can be used for most of the colony's jobs, ensuring they spend most of their time in a very beautiful, clean and very impressive room. Only exception being the kitchen, the hospital and the storage rooms, which should not be put in the common room.
@@tsunamio7750 1.Building a permanent room for -1 mood for all of your colonists? a single bedroom which can be only 5x5external walls(3x3 inside space) can be built fast and only occupying a 10x10 area(assuming you start with 4 colonists) and will give a +0 mood,making very impressive dormitories for -1 mood just make your colonists one step nearer into mental break risk in horrible situations(just before a raid and the colonists might just have a sad wander into the raiders range,learned that the hard way)(also,if two colonists become lovers they get mood buff by sleeping together alone in a bedroom so they can ´´have a good night( ͡° ͜ʖ ͡°) ). 2.Yes,you have enough leather/fur as you hunt animals,as i said,clothing is as important as you wear them off,by the time your clothing gets below %50,you'll already have fur to make enough clothes for everybody again(not enough leather to all but a bit to your most likely to get hurt colonists{meele}). 3a.A few people dont start with the survival rifle,almost all dont start with a second weapon,to defend your base,the best option is to make weapons for everyone that dont have one(even if your only option are {short}bows) having all of your colonist train as much combat skills as early as possible might save you on your first 15 days. 3b.What the hell do you mean(didnt actually understand due to your poorly written argument)? 4.You dont actually need to build a ´´good`` bedroom,just a dull or mediocre room are already getting better mood than your common room.
@@ferdnerd291 Bedroom (Walls included): 9x9 dormitory (81m^2) for 8 pawns vs 5x5 x8 pawns (200m^2), corridors not included. Take into account that the dormitory only needs 1 end table per two beds (tot:4) and 2 dressers vs 8 end tables and 8 dressers. 2 flower pots will do the job. Common room 11x11: +6 constant dinning room tought and +6 rec room tought. If you keep your workshops in it too, use shelves. While toughts are important, the direct buff from pawn needs are ofter disregarded. A pawn in a beautiful environement all the time will have a very strong mood, even with bad toughts. Sleep disregards the needs stats (they don't go berserk while sleeping) and only provide direct toughts modifiers, so anything you add in bedrooms is only used after the sleep of your pawns. It is better to have a huge, beautiful, spacious and comfortable common room than to spend time on sleeping quarters. Sleep is overrated and the sleep need only depends on bed quality. The smaller your base footprint, the less work needed to fortify it. The less work you do to build, the more work you put into making armors and guns. Individual bedrooms are a luxury. Needs are very important and when well managed, have a greater impact than most toughts. Need may also provide a tought modifier when high enough.
It's a lot more efficient to put real effort early game into making a large barrack for housing around 4 or 5 colonists. Barracks are superior to single room layouts for a variety of reasons: they take up less resources. They are more easily heated and cooled to prevent "slept in heat" or "slept in cold" mood modifiers. If you make them big enough, colonists won't feel as cramped or constrained as with single small rooms. It's easier to improve the room quality of a barracks than it is to improve the quality of many seperate rooms. With an apartment complex design, you may have trouble figuring out an efficient place to build it. Barracks can have one easy entrance and exit, you dont need to build 8 seperate doors, etc. The issues with spending extra resources to inefficiently heat and cool seperate rooms makes them superior or equivalent once you make a decently sized high quality barrack. You are trading the slept in heat/cold debuff for the "disturbed sleep" debuff but this rarely occurs once your colonists are adjusted to an identical sleep/wake cycle. Barracks are just better once you make them high quality. A barracks of equal quality to a good bedroom is many times more efficient in terms of space usage as well, they are much smaller and make room for other buildings that must be built large. Place your kitchen outside of a travel path that your colonists use to get to the freezer. A decent sized hallway airlock about 4 or 5 cells long is necessary as well to make a really truly effective freezer. You can not have your butcher table anywhere near your cooking stoves and you can't have colonists using your cooking area as a hallway, this will cause food poisoning on occasion.
I always settle on a mountainous river tile with a growing period atleast 40/60. I find rivers crucial as watermills are very very useful sources of power.
Agreed. I finally found a map with: Mountains, marble/sandstone/slate, large river, asphalt road, and four geothermal vents. Seed: mugger /small map size 23.15s 28.51e Mods could play with the road, but the rest stays the same.
I find a barracks usually works fine, it only takes a few months to get it up to very impressive, via art, or gold floors etc, and you can save on individual rooms.
You can right click the unforbid tool's menu item and unforbid everything on the map without having to hunt for it. I have over 2000 hours in rimworld (I have a problem) and learning this last week was a game changer.
so inside your base selection design, an important note is to acount for those mountains as natural barriers. You can have a base in a corner that isn't bad due to raiders having to cross the map to get to you. Also the cluster of mountains in the lower part of your map is most likely a better spot due to the beauty and durability of marble walls and the prebuilt walls, only needing to be mined and smoothed which doesn't require expending resources.
To see if you missed something? :D Yeah this is basic info. Sometimes not efficient and I suppose things like Tool Cabinets which "Increases work speed" are an advanced tip. But if you don't provide enough space to add this at a later date... well you might be restarting. I only have 300 hours and still struggle, still learning.
Great video, very helpful! One thing I heard while watching a Let's Play is that having double walls on your freezer room doesn't help anymore. I don't know if it's true, the youtuber said the information came from a commenter.
my tips. ( currently have a base that cant be destroyed no turrets used ) mechs dont stand a chance. raiders never make it close. last raid was 120+ lagged the shit out of me game though xD 1. research geothermal as quik as possible. windmills are not worth it they just take up space. ( solar panels are fine but also meh ) 2. have 1 person work ( pref. marble blocks / granite blocks. ) marble for beaty granite for wall defences. ( for example. rooms build in marble. colony defense wall build in granite. ) 3. not sure on this. but i thought having 3 tiles apart from growing zones decreases blight chance. 4. if you want alot of money. produce yayo. i use it to create go-juice. its super strong. and have 2 butcher tables. 1 for the normal cook. and the 2nd on in a different area for the psychopath. 4.1 use the 2nd butcher table to cut up humans. and have the ''fresh body's'' in a different fridge. only allow the psychopath to butcher humans though. ( no mood debuff ) 4.2 now that you have alot human meat. you can sell it. OR save it to produce kibble for your animals. human leather sells for quite a bit aswell. 5. go to the ''food restrictions'' and disable raw meat / and veggies. raw corn doesnt give a mood debuff i think. 6. when you create a ''allow zone for animals'' drag the box over the fridge and your hospital. then click on revert. ( this keeps it from getting dirty alot ) 7. this is a personal thing. i use quite alot of mod to improve gameplay. but 1 that doesnt affect vanilla game is ''more planning'' it gives more colours to plan with. making it easier. 7.1 and do plan ahead. ive been planning for 3 hours in my latest base and still had some space issues later on. 8. play how you want it. not the most ''efficient'' way. off topic. idk how to place a modlist here. but if people are interessted i have one for 1.1.2654 all mods work together without any errors. ( i think if i list my steam workshop modlist here you get errors since some are updated and some not. i created a backup from the mods before everything got a update ( lucky me xD )
when i first started off rimworld, i put myself near a bandit camp, i survived just 2 years in game but the bandits would raid me, i'd pick up they stuff. Wait a tremendous ammount of time to get new colonists (i only got men with good building and shooting stats so no babies) and raided them! It gone quite bad but i still won, thing is only 2 out of 5 survived... then there were more raids from insects with where easy to beat but then... the mechanoids attacked so rip. The main and the most dificult problem was mood... pepole gone beserker and it was madness
1. Leave the ship parts for much later. Get them when you are out of minable steel or components (compact machinery). You do run the risk of a fire killing them, but it's worth it as more will constantly fall. 2. Freezers are very much both not needed and a huge waste early on despite the point of them being to not waste food. They are a waste of power, resources (mainly components) and experience to get too early. Sure, the meat rots, big deal, more hunting experience, more cooking experience for the butchering, more leather for stuff. Vegetables will last indoors and roofed plenty long for at least one more harvest of potatoes grown in rocky soil which is the slowest way to grow food without refrigeration. You will have to keep a smaller amount of cooked meals on hand since while the vegetables will last a month or two, the meals only last 3 days. 3. To hell with 8x9 bedrooms. 5x5 is the largest you should have, dump an awful stone statue or 2 potted plants in them and call it close enough since it will be better for their mood than a 50x50 bedroom without any art at all in it, no matter how bad the art is.
I disagree with 2 and 3. You get cramped room debuff for 5x5 rooms. Better to get 7x7 wall dimensions. Getting a freezer early on can make you relaxed upon food situation
@@MuditJhawar how do you get cramped with 5x5... I run 4x4 and get only mood bonuses (usually +4) are you loading the entire thing with art dressers and the like? The less free tiles there are the more likely you get the cramped room negative
Hey Junior, good video! I kind of disagree with the priority on individual rooms first, I think creating a bigger room and letting them sleep there together isn't too bad of a debuff and you can comfortably build proper rooms for everyone. but I guess that's up for preferation. But why exactly do you use generators? Why not use wind turbines to use aaalll the planting space you have anyway?
Turbines are inefficient because you don’t have a battery to store all the power during times that the wind isn’t powerful. Turbines use to be great before they changed to were you have to research batteries.
Rainforest gang - Unlimited wood - Guaranteed all-year growing cycle - Lots of animals, also cool animals (and elephants) - By the time your pawns get some disease you'll be prepared - Permanent summer, you only need a single set of clothes - More rich soil
8х9 rooms? On what kind of maps are you playing to make that a rational use of space? Build 4x4. Room for light, art piece, cabinet, dresser and big bed. No debuf for being to small, no wasted space.
@@sniper1k223 What about symmetry I wont be able to place the bed prefectly in the middle and I dont think colonists get the spacious interior buff from a 4x4
@@99.twister85 you place it right beside the door for maximum efficiency when a raid comes in they get there quicker. There is probably a reason i find merciless easy and now only play no pause...
There's a little thing on the work tab that says "manual priority" or something like that. Click on it and it'll show the numbers. 1 is top priority, and 4 is the least priority.
You forgot one (important to me at least) thing : While searching for a spot, look for marble/granite combo, because marble is the most beautiful stone and can be easily used as a building material for that sweet +1 beauty and granite is the hardest of them all, being great for outer walls that might be shot by raiders.
And two minutes in one of your settlers has died and others are arguing, the end. I can see the potential of this game but i cant get a decent start. Constant food shortage, constant injuries, and like i said one death and it all falls apart.
real guide: remember to check mark 325x325 map if you dont have a toaster randy random temperate forest or just have a mod that changes nature once in a while climate 20/60 season is fine its survivable if not go cannibalism for a bit and several mods like map reroll and more power source try to build in center or area that raids wont spawn like at the edge that already have stone that fills the edge where you cant build
dont make the same mistake as me, for your first play through avoid temperate swamps, my first game i thought i selected a temperate forest but i clicked on a slightly darker shade of green, so moment game started the whole map was filled with trees. it took forever to get a base set up and a growing zone so my colonists did not make it.
Allow all items on the map... by searching for them? Hey man, didnt you know that you can right click on the Allow-Button to Allow everything on the map?
There’s a reason I said search for them. Imagine allowing a meal that’s on the other side of an infested cave and now you have to restart Because you lost a defenseless colonist
@@juniorthejust Well, thats life, i guess :D Also, you scanned the map before doing this, so you should now the dangers of your map by the time you are doing this, leaving your colonists unobserved is never a good thing ;)
Your sandbags are BAD, but why? When you pack colonists together, you expose them to missed shots. *Pawns have a flat 40% chance to intercept a bullet.* source: www.reddit.com/r/RimWorld/comments/6uwr4f/what_it_is_and_how_it_works_forced_miss_radius/ What are missed shots and why are they BAD BAD BAD? When aiming, a pawn might have, let's say, a 0.8% chance of hitting his target. The missed bullet will go next to its target, most likely trough one of your other pawns or animals. so if a bullet goes trough two pawns, it has only a (1-0.6)^2 = 16% chance of hitting no one... You get a hit every 84% of the time... it is BAAAAAD! NB: A missed shot will NEVER hit its intended target. That is why miniguns are cheezy as hell to use.
Thanks, but your type of creat a colony is different for me, i play for 4 mounths and in this video i see what i make wrong. (Sorry for my bad english, i'm brazilian)
Lots of really bad advice in here. Don't build tons of separate rooms in the early game or your guys will be sleeping outside for ages trying to get it all done. Don't build separate bedrooms in the early game. In the early game everybody and everything can go in one big room.
@@juniorthejust the point isn't wether you can make it work in one game or not. The point is wether it's good advice for beginners. The best advice for beginners is to put everything in on big room.
The reason I said to search for scattered items is so you don’t allow everything and end up losing a colonist because your colonist tried to haul meals that were on the other side of an infested cave or something like that. It’s better to make sure you allow the right items that have a safe passage to them.
JuniorTheJust I was going to comment about that, but you've already addressed it :) and infestations start with a stack of forbidden insect jelly
Btw, I've only just started watching your stuff. Nice videos, they're very enjoyable!
I always disallow the area inside infested caves first thing.
Really loving your videos! Good to see a quality RimWorld content creator who is still active.
Right clicking on the allow button lets you unforbid everything on the map so you don't have to go looking for all that steel and crap scattered everywhere.
The reason why I said to look around is so you make sure that there’s not any obstructions or infestations in between you and what you’re trying to go haul
Thanks for this little tip.
200+ hours in and I learn new things all the time.
1)If you pick mountain's map then start a colony by using the mountain as part of the structure - it will save time for construction and if you have a nice place between 2 rocks, even better, cause it will be much easier and faster to just build 2 walls and then separate inner space to different rooms.
2)the time and resources that were sparred by option 1 will allow you to build a defense wall all around your inner yard, again don't build it in open field, but connect big rocks to block the paths for enemy. BUT leave 1 part of the base open and set defenses/traps there. This will make most of enemies funnel to the kill box and any manhunting animal will get caught in traps.
3)With secured space you can build up and when you need more space, you just wall off more space outside your 1st one. This multilayered defence will help to stop enemies and buy you some time
Amazing video, I've been playing rimworld for a few years, but I still love videos like this because I always learn something different
Diggo, tu por aqui? Kkkkkkkk que aleatório aaaaaaa
Por essa eu não imaginava
Nao sabia que o diggo era um fa de canibalismo tmb
DIGGO ?!
meu deus... isso foi uma surpresa! não fazia ideia de que o diggo curtia rimwarudo tmb!
2:25 Something worth mentioning here is how someone should set up their grow zones; on open fertile land there are lots of hazards to your crops. A blight may come and wreak havoc, especially in areas with lots of dead plant life, deserts, tundra's, ice sheet, sea ice, extreme desert, etc, animals will come in to eat your crops. In those situations, cordon off your farm or enclose it with a barrier.
Seperate your grow zones and make them relatively small so that fires or blight can't easily jump between them. Space is necessary to make a more durable farm. Blight will jump from cell to cell, as will fire. Put flagstone or tiles between your farms to tidy them up and keep weeds from growing in the cracks. I seperate every crop and grow a wide variety every play through, usually I'll have a large patch of 6 or 8 small seperate growing zones for an efficient farm.
Thank you just, very cool!
i have played rimworld for like 3-4 years and this is a very good starting guide
Hello, the part about the pawn selection and the map are great, but later on i have are a few disagrees and suggestions:
- Building so much out of wood, is dangerous, only build the very first buildings out of wood. After that, deconstruct some ruins and use stone - preferadly sandstone, because you can build quite fast with it.
- Make 2 stockpiles. one regular stockpile - and another one outdoors for steel, stoneblocks and silver (no deterioration). You can save the space for important things.
- Dont plant potatoes on the fertile ground, they dont receive the bonus! Potatoes are best for desert maps where you can only plant on gravel. Start with rice and berries, later plant corn.
- Just put your research bench in your regular production room, it makes no difference. Later make a sterile room with the hightech bench
- Flooring isnt something to care about the first days. The room will still be seen as "awful". Better get some stonewalls. I never place floors in my freezer, but its up to you
- That location for the left(west) sandbags is critical - enemys might use it, in case you have to fall back. With the wall its ok, but leave only 1 tile free between, so you still receive the cover bonus, while shooting from the door
- Yes, i´m no fun at partys
Nah you are the guy I LOOK for at parties
No you're completely right. I'm no expert on rimworld, but I found a lot of things in this video that I personally don't agree on. For example all the wood buildings, the tiny prison cell (recruiting will be harder if their condition is worse) and growing zones right next to each other can be bad if disease or fire hits your crops. Also I always like to build a «street» 3 layers thick of concrete floor in tight spaces to hinder fires spreading too much
Food poisoning chance increases if the freezer isn't floored with sterile Tiles
@@chanceross2286 Wrong. I even made a test with 100 meals from a -5 dirty room. 0 Food poisons. Read the wiki
Katzengold Balthasar i butcher in the freezer and theres blood everywhere and nobody ever gets poisoned
Better than the in game tutorial, I was so lost on how to start
My biggest problem with rimworld is that my colonies always come out like hideous patchwork, and never the clean looking buildings other people have.
Sempi Traum I have the opposite problem, I always plan everything out and then I just have a grid base which looks boring
Make use of the plan tool. It is really helpful in setting up your overall layout.
I like the Shanty town, squatter look
you can always just cannibalize old structures and build new ones once you have a proper border wall.
That's a you problem
1:56 No, when you start, make *one* small common room with beds, a small table and a two stools. You need everything up before the night, you don't need a big one, it can be 4x4(inside space) for up to four colonists. Put your meals and medecine inside of it. Don't forget to add a horsepin outside for joy.
By the same day, if possible, you should have a 10x10 field of herbal medecin fully planted and growing. Bonus point if you get a 2x1 prisoner room.
By the second day, all of your fields should be planted, don't forget about cloth fibers, clothing IS IMPORTANT.
By the third day you should start a common 11x11 area, which will be the dinning/joy room. At first it will also be used as a crafting room. From now on, crafting bows and swords and armors should be your absolute priority. Clothin work as armor too, go hunting for leather if needed!
By then, you'll have plenty of time and choices, it's up to you. My choice would always be to append to the dinning room a 6x7 dormitory, it can accomodate 8 beds, full upgraded with Dresser and end tables (one for two beds). It's easy to make it very impressive!
1.The common room only slow down your base efficiency,if you construct individual rooms instantly,the colonists wont get any sharing room debuff,and you will have to deconstruct it or make it a fridge,which is already sorted if you planned your base.
2.Clothing is as important as you wear them off,if you landed with a few clothing,then its just not urgent to plant cotton fiber,besides,hunting will give you any fur or leather necessary.
3.By the thrid day,you will already have a recreation/dining room,also you'll be dead if you already didnt make any weapons.
4.The impressiveness of any room doesnt actually matter,the effort you put into it isnt worth the minimal +4 or +6 your colonists will get by sleeping a dormitory which gives a -5 debuff for sharing a room with anyone,the disturbed sleep x3 also will make the beauty and decoration of the room useless.
you should think more about writing these ´´tips``,all of them are flawed. :)
@@ferdnerd291 1. You don't need individual bedrooms. It is too much work. very impressive dormitory = -1 and is dumb cheap to build. The first building is a 4x4 dining/dormitory/med and food storage room... not just a dormitory. It prevents your most valuable things from rotting and keep your panws at minima comfort
2. You never have enough leather. Lether is used for the 'armor' it provides, it has a poor insulation. Lether is only valuable when used for clothing >= 'good' quality. If lower, just sell it (except if you have nothing else).
3. Most people start with the survival rifle, it's an incredible wearpon. By the 2nd day you get the crappiest raid ever, no need to worry. Wearpons are only required 1st day on naked brutality
3b. Yes, you can have a 11x11 joy/dinning/crafting room by day one, but a good builder in not packaged with every crash pods. the 3rd it the upper limit to start before pawns start to fuck things up.
4. Very impressive rooms are very very easy to make, especially compared to having 'good' rooms for all of your colonists. One common room serves the need of 20 people. It's can be used for most of the colony's jobs, ensuring they spend most of their time in a very beautiful, clean and very impressive room. Only exception being the kitchen, the hospital and the storage rooms, which should not be put in the common room.
@@tsunamio7750
1.Building a permanent room for -1 mood for all of your colonists? a single bedroom which can be only 5x5external walls(3x3 inside space) can be built fast and only occupying a 10x10 area(assuming you start with 4 colonists) and will give a +0 mood,making very impressive dormitories for -1 mood just make your colonists one step nearer into mental break risk in horrible situations(just before a raid and the colonists might just have a sad wander into the raiders range,learned that the hard way)(also,if two colonists become lovers they get mood buff by sleeping together alone in a bedroom so they can ´´have a good night( ͡° ͜ʖ ͡°) ).
2.Yes,you have enough leather/fur as you hunt animals,as i said,clothing is as important as you wear them off,by the time your clothing gets below %50,you'll already have fur to make enough clothes for everybody again(not enough leather to all but a bit to your most likely to get hurt colonists{meele}).
3a.A few people dont start with the survival rifle,almost all dont start with a second weapon,to defend your base,the best option is to make weapons for everyone that dont have one(even if your only option are {short}bows) having all of your colonist train as much combat skills as early as possible might save you on your first 15 days.
3b.What the hell do you mean(didnt actually understand due to your poorly written argument)?
4.You dont actually need to build a ´´good`` bedroom,just a dull or mediocre room are already getting better mood than your common room.
@@ferdnerd291 Bedroom (Walls included): 9x9 dormitory (81m^2) for 8 pawns vs 5x5 x8 pawns (200m^2), corridors not included.
Take into account that the dormitory only needs 1 end table per two beds (tot:4) and 2 dressers vs 8 end tables and 8 dressers.
2 flower pots will do the job.
Common room 11x11: +6 constant dinning room tought and +6 rec room tought. If you keep your workshops in it too, use shelves.
While toughts are important, the direct buff from pawn needs are ofter disregarded. A pawn in a beautiful environement all the time will have a very strong mood, even with bad toughts. Sleep disregards the needs stats (they don't go berserk while sleeping) and only provide direct toughts modifiers, so anything you add in bedrooms is only used after the sleep of your pawns. It is better to have a huge, beautiful, spacious and comfortable common room than to spend time on sleeping quarters. Sleep is overrated and the sleep need only depends on bed quality.
The smaller your base footprint, the less work needed to fortify it. The less work you do to build, the more work you put into making armors and guns. Individual bedrooms are a luxury.
Needs are very important and when well managed, have a greater impact than most toughts. Need may also provide a tought modifier when high enough.
I've been binging your videos man, can't thank you enough. Rimworld is simple enough starting out but these tips are gonna be very beneficial!
Thanks! legend!
1:05 Why do I never get such awesome natural layouts!
"Chonks in your way" How did you know I play with crazy cat person traits? Lol
It's a lot more efficient to put real effort early game into making a large barrack for housing around 4 or 5 colonists. Barracks are superior to single room layouts for a variety of reasons: they take up less resources. They are more easily heated and cooled to prevent "slept in heat" or "slept in cold" mood modifiers. If you make them big enough, colonists won't feel as cramped or constrained as with single small rooms. It's easier to improve the room quality of a barracks than it is to improve the quality of many seperate rooms. With an apartment complex design, you may have trouble figuring out an efficient place to build it. Barracks can have one easy entrance and exit, you dont need to build 8 seperate doors, etc. The issues with spending extra resources to inefficiently heat and cool seperate rooms makes them superior or equivalent once you make a decently sized high quality barrack. You are trading the slept in heat/cold debuff for the "disturbed sleep" debuff but this rarely occurs once your colonists are adjusted to an identical sleep/wake cycle. Barracks are just better once you make them high quality. A barracks of equal quality to a good bedroom is many times more efficient in terms of space usage as well, they are much smaller and make room for other buildings that must be built large.
Place your kitchen outside of a travel path that your colonists use to get to the freezer. A decent sized hallway airlock about 4 or 5 cells long is necessary as well to make a really truly effective freezer. You can not have your butcher table anywhere near your cooking stoves and you can't have colonists using your cooking area as a hallway, this will cause food poisoning on occasion.
I always settle on a mountainous river tile with a growing period atleast 40/60. I find rivers crucial as watermills are very very useful sources of power.
Agreed. I finally found a map with: Mountains, marble/sandstone/slate, large river, asphalt road, and four geothermal vents.
Seed: mugger /small map size
23.15s 28.51e
Mods could play with the road, but the rest stays the same.
@@gmfreeman4211 epic, thanks
@@z0orb Yes sir. Glad to share such a gem of a seed/location.
Man, you made this so simple. I subscribed and liked the video. You got a new follower, bud.
I find a barracks usually works fine, it only takes a few months to get it up to very impressive, via art, or gold floors etc, and you can save on individual rooms.
Water. Water is life.
Hydroelectric is so important.
At least to me anyway. Thanks for the straight forward content.
You can right click the unforbid tool's menu item and unforbid everything on the map without having to hunt for it. I have over 2000 hours in rimworld (I have a problem) and learning this last week was a game changer.
Same, it's such an amazing tool for new playthroughs lol
so inside your base selection design, an important note is to acount for those mountains as natural barriers. You can have a base in a corner that isn't bad due to raiders having to cross the map to get to you. Also the cluster of mountains in the lower part of your map is most likely a better spot due to the beauty and durability of marble walls and the prebuilt walls, only needing to be mined and smoothed which doesn't require expending resources.
the most anticipated video ever
Great job man!!
Thank you so much this was way bettrr than all those long and boring videos this helped alot
I have over 500 hours in RimWorld why am I watching this
To see if you missed something? :D Yeah this is basic info. Sometimes not efficient and I suppose things like Tool Cabinets which "Increases work speed" are an advanced tip. But if you don't provide enough space to add this at a later date... well you might be restarting. I only have 300 hours and still struggle, still learning.
bahaha, i have 1300 hours and learned about chairs infront of workstations this morning.
Thats why im watching atleast....
There's always something
I have alot of hours as well but I just now got the idea to tweak the schedule of my nightowls... So retarded that I didnt think about that before..
Because you're the Kaiser?
Great video, very helpful!
One thing I heard while watching a Let's Play is that having double walls on your freezer room doesn't help anymore. I don't know if it's true, the youtuber said the information came from a commenter.
I haven’t seen a difference but this video was in 1.0 so it worked back then
my tips. ( currently have a base that cant be destroyed no turrets used ) mechs dont stand a chance. raiders never make it close. last raid was 120+ lagged the shit out of me game though xD
1. research geothermal as quik as possible. windmills are not worth it they just take up space. ( solar panels are fine but also meh )
2. have 1 person work ( pref. marble blocks / granite blocks. ) marble for beaty granite for wall defences. ( for example. rooms build in marble. colony defense wall build in granite. )
3. not sure on this. but i thought having 3 tiles apart from growing zones decreases blight chance.
4. if you want alot of money. produce yayo. i use it to create go-juice. its super strong. and have 2 butcher tables. 1 for the normal cook. and the 2nd on in a different area for the psychopath.
4.1 use the 2nd butcher table to cut up humans. and have the ''fresh body's'' in a different fridge. only allow the psychopath to butcher humans though. ( no mood debuff )
4.2 now that you have alot human meat. you can sell it. OR save it to produce kibble for your animals. human leather sells for quite a bit aswell.
5. go to the ''food restrictions'' and disable raw meat / and veggies. raw corn doesnt give a mood debuff i think.
6. when you create a ''allow zone for animals'' drag the box over the fridge and your hospital. then click on revert. ( this keeps it from getting dirty alot )
7. this is a personal thing. i use quite alot of mod to improve gameplay. but 1 that doesnt affect vanilla game is ''more planning'' it gives more colours to plan with. making it easier.
7.1 and do plan ahead. ive been planning for 3 hours in my latest base and still had some space issues later on.
8. play how you want it. not the most ''efficient'' way.
off topic. idk how to place a modlist here. but if people are interessted i have one for 1.1.2654 all mods work together without any errors. ( i think if i list my steam workshop modlist here you get errors since some are updated and some not. i created a backup from the mods before everything got a update ( lucky me xD )
Very well done thanks!
when i first started off rimworld, i put myself near a bandit camp, i survived just 2 years in game but the bandits would raid me, i'd pick up they stuff. Wait a tremendous ammount of time to get new colonists (i only got men with good building and shooting stats so no babies) and raided them! It gone quite bad but i still won, thing is only 2 out of 5 survived... then there were more raids from insects with where easy to beat but then... the mechanoids attacked so rip. The main and the most dificult problem was mood... pepole gone beserker and it was madness
Is there a keybind I can press to quickly unforbid stuff?
1. Leave the ship parts for much later. Get them when you are out of minable steel or components (compact machinery). You do run the risk of a fire killing them, but it's worth it as more will constantly fall.
2. Freezers are very much both not needed and a huge waste early on despite the point of them being to not waste food. They are a waste of power, resources (mainly components) and experience to get too early. Sure, the meat rots, big deal, more hunting experience, more cooking experience for the butchering, more leather for stuff. Vegetables will last indoors and roofed plenty long for at least one more harvest of potatoes grown in rocky soil which is the slowest way to grow food without refrigeration. You will have to keep a smaller amount of cooked meals on hand since while the vegetables will last a month or two, the meals only last 3 days.
3. To hell with 8x9 bedrooms. 5x5 is the largest you should have, dump an awful stone statue or 2 potted plants in them and call it close enough since it will be better for their mood than a 50x50 bedroom without any art at all in it, no matter how bad the art is.
I disagree with 2 and 3. You get cramped room debuff for 5x5 rooms. Better to get 7x7 wall dimensions. Getting a freezer early on can make you relaxed upon food situation
@@MuditJhawar how do you get cramped with 5x5... I run 4x4 and get only mood bonuses (usually +4) are you loading the entire thing with art dressers and the like? The less free tiles there are the more likely you get the cramped room negative
Hey Junior, good video!
I kind of disagree with the priority on individual rooms first, I think creating a bigger room and letting them sleep there together isn't too bad of a debuff and you can comfortably build proper rooms for everyone. but I guess that's up for preferation.
But why exactly do you use generators? Why not use wind turbines to use aaalll the planting space you have anyway?
Turbines are inefficient because you don’t have a battery to store all the power during times that the wind isn’t powerful. Turbines use to be great before they changed to were you have to research batteries.
@JuniorTheJust What do you think of wood buildings? Don't they burn easily? Is it worth it to use steel walls?
Wood walls are alpha
@@juniorthejust What does that mean? "Wood Walls are alpha" means that you use wood first?
I only use woods walls unless I’m building an exterior border wall. If I don’t have wood on the map, I will use stone
Really good channel on Rimworld
Every time I play something causes my colonists to get life threatening injuries really early on
Rainforest gang
- Unlimited wood
- Guaranteed all-year growing cycle
- Lots of animals, also cool animals (and elephants)
- By the time your pawns get some disease you'll be prepared
- Permanent summer, you only need a single set of clothes
- More rich soil
*With the praise of this video, I shall reclaimed the planet for the Imperium!*
YA 'ERE DAT BOYZ?! DA 'UMIES WANNA TAKE OUR WORLD
thanks for this, i needed this to show a friend how to play rimworld
are u saying ice sheet is not the ideal starting location
8х9 rooms? On what kind of maps are you playing to make that a rational use of space? Build 4x4. Room for light, art piece, cabinet, dresser and big bed. No debuf for being to small, no wasted space.
I always build bedrooms 5x5 and I think 8x9 is a bit overkill
4x4 and slap a art piece in it
@@sniper1k223 What about symmetry I wont be able to place the bed prefectly in the middle and I dont think colonists get the spacious interior buff from a 4x4
99_Twister use double beds for symmetry and the spacious interior isn’t that big of a buff anyway
@@99.twister85 you place it right beside the door for maximum efficiency when a raid comes in they get there quicker.
There is probably a reason i find merciless easy and now only play no pause...
Great video Junior. Keep it up!✌
Nice video Junior. I checked your Livestream a little while and instantly recognized that rec room.
Thank you for making this
Thank you for saying God bless at the end of your video. I'm happy to sub just for that.
I always have one big base without things outside apart from the growing zone
Superstructures are great, just that outer walls should be stone walls to avoid forest fires
Also kids, make sure your walk in freezers nearby your kitchen and butchery, and don't worry about recreation early on, a horse shoe pin works fine
@JuniorTheJust can you make a video guide on animal farms?
how do I see the work priority as numbers? Is it worth to download mods?
There's a little thing on the work tab that says "manual priority" or something like that. Click on it and it'll show the numbers. 1 is top priority, and 4 is the least priority.
You forgot one (important to me at least) thing :
While searching for a spot, look for marble/granite combo, because marble is the most beautiful stone and can be easily used as a building material for that sweet +1 beauty and granite is the hardest of them all, being great for outer walls that might be shot by raiders.
And two minutes in one of your settlers has died and others are arguing, the end. I can see the potential of this game but i cant get a decent start. Constant food shortage, constant injuries, and like i said one death and it all falls apart.
Outro music name?
I wish I could make patchwork colonies, my bases are always really boring and efficient
real guide:
remember to check mark 325x325 map if you dont have a toaster
randy random
temperate forest or just have a mod that changes nature once in a while climate 20/60 season is fine its survivable if not go cannibalism for a bit
and several mods like map reroll and more power source
try to build in center or area that raids wont spawn like at the edge that already have stone that fills the edge where you cant build
dont make the same mistake as me, for your first play through avoid temperate swamps, my first game i thought i selected a temperate forest but i clicked on a slightly darker shade of green, so moment game started the whole map was filled with trees. it took forever to get a base set up and a growing zone so my colonists did not make it.
Building a base on a budget. I only cold store my prepared meals. Saves me a lot of space and power drain early game/mid game.
If you right click the "allow" button, there is a secret option to allow all and it will show you the number of forbidden items.
right click on allow, and select allow all. much easier
EDGEING IM SO CLOSE JUNIOR KEEP TALKING
about growing zones, i am playing for half a year and i still grow only rice
If I had built 8x9 rooms for each colonist I wouldn't have any space on the map left, I think I'll just continue with 4x4
Am I the only one here who's curious on what seed and coordinates does junior make this base at?
4:31 2:50 why dont you just use stone chunks to slow down enemies why would you waste time and steel
Might as well do earlier than later
Allow all items on the map... by searching for them?
Hey man, didnt you know that you can right click on the Allow-Button to Allow everything on the map?
There’s a reason I said search for them. Imagine allowing a meal that’s on the other side of an infested cave and now you have to restart Because you lost a defenseless colonist
@@juniorthejust Well, thats life, i guess :D
Also, you scanned the map before doing this, so you should now the dangers of your map by the time you are doing this, leaving your colonists unobserved is never a good thing ;)
image doing all that .. and raid be like.. drop pod in the middle of the base
Your sandbags are BAD, but why?
When you pack colonists together, you expose them to missed shots.
*Pawns have a flat 40% chance to intercept a bullet.* source: www.reddit.com/r/RimWorld/comments/6uwr4f/what_it_is_and_how_it_works_forced_miss_radius/
What are missed shots and why are they BAD BAD BAD?
When aiming, a pawn might have, let's say, a 0.8% chance of hitting his target. The missed bullet will go next to its target, most likely trough one of your other pawns or animals.
so if a bullet goes trough two pawns, it has only a (1-0.6)^2 = 16% chance of hitting no one... You get a hit every 84% of the time... it is BAAAAAD!
NB: A missed shot will NEVER hit its intended target. That is why miniguns are cheezy as hell to use.
It's like prison architect
Am I the only person who makes lavish prisons?
Supreme Ultimate Tip
Install Prepare Carefully because God Forbid your colonists not be medieval lords and minstrels....
No double beds, unsubscribed
Thanks, but your type of creat a colony is different for me, i play for 4 mounths and in this video i see what i make wrong. (Sorry for my bad english, i'm brazilian)
bendy and the ink machine
Lots of really bad advice in here. Don't build tons of separate rooms in the early game or your guys will be sleeping outside for ages trying to get it all done. Don't build separate bedrooms in the early game. In the early game everybody and everything can go in one big room.
Watch the video again, I built separate bedrooms and everything was perfectly fine.
@@juniorthejust the point isn't wether you can make it work in one game or not. The point is wether it's good advice for beginners. The best advice for beginners is to put everything in on big room.