0:00 Try The Tile Inspection Key 0:21 Name Your Colonists After Their Best Skills 0:59 Plant Dandelions In Your Animal Pens 2:20 Cut Up Bodies For Kibble 3:40 The Benefits of Animal Kibble 4:49 Holding The Icon and Quick Selecting 5:33 Set up Several Butchery Spots While On Quests 7:04 Separate Spike Traps With Wooden Doors 8:12 Consider Making Patches of Spike Traps 8:52 Use Refrigeration Units to Warm Up Indoor Areas 9:28 Consider Different Freezer Designs 10:22 How to Set Animal-Only Zones 12:42 How to Separate Animals into Different Pens 13:30 Have Psychopaths Butcher Human Corpses While Others Dwellers Are Away 15:06 Have Characters Drop The Items They Produce 15:48 How To Create Heatwave Proof Freezers 16:56 Windmill Zones Can Overlap 17:59 Set Work Priorities to a Maximum of Two 19:40 Roofing Ambrosia To Keep It Alive 21:26 Keep Doors Open to Lower Dweller Travel Times 22:42 Set Your Colonists To Fight 23:07 Farming Egg Laying Creatures 28:38 Queue Up Tasks For Your Colonists 29:14 Rescue Downed Animals to Improve Your Medical Skill 29:39 Hospitals Should Have It All 30:15 Stone Floors Stop Fires From Spreading 30:59 Animals And Humans Are Auto-Treated When Traveling 31:43 Removing Dwellers Who Have Poor Quality Perks 32:51 Capturing Enemies With Great Perks 33:48 My Favorite Mid-Game Weapon 34:42 Take Control And Plan Your Ancient Attack 35:47 Happy Prisoners Are Easier To Recruit 36:50 Use Crafting and Butchery Spots During Quests 37:20 Butchery Spots Lose 30% of Materials 38:34 Taking Out Enemy Turrets 42:11 A Brief Overview of Diseases And Medicine 43:22 Dealing With Infections 45:28 Double Clicking to Select Items 45:51 Room Sizes and Roofing 46:59 Whom Let Out The Dogs? 47:28 Pack of Maddened Animals 47:54 Let Others Fight Your Battles 48:33 Dealing With Psy-Ships 49:06 Quickfire Tips
This must be the most amazing tutorial I have ever seen. No nonsense, no repeating obvious in-game tutorial, no insane micromanagement. All is about fully utilising game mechanics.
Great vid for tips. Here they are, summarized: 1. *Tile Inspection:* Use the `ALT` key to see detailed tile information. 2. *Naming Colonists:* Name colonists after their best skills for easy identification. 3. *Organ Harvesting:* Harvest one lung, one kidney, and either a liver or heart before the patient dies. 4. *Dandelion in Pens:* Plant dandelions in animal pens; they are not harvested and provide consistent grazing. 5. *Human Kibble:* Cut up dead bodies for kibble; it feeds pets without mood penalties. 6. *Insect Meat:* Use insect meat for kibble or chemfuel, not for colonist meals. 7. *Kibble Benefits:* Make kibble from meat and vegetables to train cooking and avoid wastage. 8. *Quick Select:* Hold and drag the mouse to quickly select and apply settings in menus. 9. *Butchery on Quests:* Set up multiple butchery spots and use the copy-paste function for efficiency. 10. *Spike Traps with Doors:* Place spike traps next to doors to force enemies over them while allowing colonists to pass safely. 11. *Refrigerator Exhaust:* Use refrigerator exhaust to heat rooms in winter. 12. *Freezer Design:* Consider different freezer designs to protect refrigeration units from attacks. 13. *Animal Zones:* Create zones to control where animals and colonists can go. 14. *Separate Animal Pens:* Use pen markers to separate different types of animals. 15. *Psychopath Butchers:* Use psychopaths to butcher human corpses to avoid mood penalties. 16. *Efficient Manufacturing:* Set work tasks to drop items at the work location to save time. 17. *Heatwave-Proof Freezers:* Use small, unroofed rooms for cooler exhaust and double-wall the freezer. 18. *Windmill Zones:* Windmill zones can overlap; use fireproof flooring to prevent tree growth. 19. *Work Priorities:* Set work priorities to a maximum of two for adaptability. 20. *Ambrosia Preservation:* Roof and wall ambrosia growing zones with sunlamps and heaters. 21. *Open Doors:* Keep doors open to reduce travel times unless managing temperature. 22. *Colonists Fight:* Set colonists to fight rather than flee to handle threats efficiently. 23. *Egg Farming:* Manage egg-laying creatures with controlled environments and egg boxes. 24. *Queue Tasks:* Hold `Shift` to queue up tasks for colonists. 25. *Rescue Animals:* Rescue downed animals to improve medical skills and tame them. 26. *Hospitals:* Keep hospitals clean, well-lit, and equipped with medical beds and vitals monitors. 27. *Fire Prevention:* Use stone floors or two-tile roofs to prevent fire spread. 28. *Hunt in Rain:* Hunt boom creatures in the rain to avoid fires. 29. *Auto Treatment:* Animals and humans are auto-treated while traveling. 30. *Remove Bad Colonists:* Arrest and release bad colonists to avoid mood penalties. 31. *Capture Good Enemies:* Capture enemies with good perks and skills for recruitment. 32. *Mid-Game Weapons:* Machine handguns are effective early to mid-game for wounding rather than killing. 33. *Plan Ancient Attacks:* Build shelters and use traps before breaching ancient ruins. 34. *Happy Prisoners:* Use drugs and high-quality statues to keep prisoners happy and easier to recruit. 35. *Crafting and Butchery:* Use spots for quick butchery and crafting during quests. 36. *Enemy Turrets:* Cut power lines or destroy batteries to disable enemy turrets. 37. *Dynamic Difficulty:* RimWorld adjusts difficulty based on your colony's state. 38. *Disease Management:* Medicine and doctor skill are crucial for managing infections. 39. *Select Items Quickly:* Double-click items to select all within range for quick actions. 40. *Room Sizes:* Max roofed room size is 16x16; use pillars for larger spaces. 41. *Travel Time:* Keep doors open and use automatic doors for faster travel. 42. *Egg Handling:* Manage fertilized and unfertilized eggs for efficient animal farming. 43. *Mood Management:* Use super bedrooms and fine/lavish meals to improve moods quickly. 44. *Efficient Storage:* Store materials like steel and plasteel outside; they don't need to be in defended areas.
I played this game for one thousand hours and my people being unorganized at the top annoyed me so much, now you say I can just RIGHT CLICK WOOOOOW I hate my life
On the tip you gave about indoor coolers On the unroofed tile, you wanna put down a sandbag or something. Else drop pods can fall there, and they tend to do so Raider or "alliy helpers" you get from quests I personally wouldnt give my colonists names based on their skills. I like to think of them having some humanity Right next to the pawn's name, you have a short title you can assign them. I personally use that instead. So its Spike, Engineer Or Spike, Combat Medic Or Spike, Lobotomized Maid
For the names, you can give titles to go with them. Like "Dr.Mika" or "Col. Kenny". But I segregate my colonists with clothing anyway. There are the nobles, soldiers, skilled workers, and peasants. They are restricted on their attire so I can easily prioritize injuries after a raid.
Personally I like the doctoral letters after the name, so P for plants, C for Construction, X for Crafting, K for Kitchen duty, etc but you can capitalize if they're really talented or lower case if they're just ok enough. So it'll be Arthen MCx, Capt. LuLu Pk, etc Started doing this with caravans and it's stuck ever since.
@@masterjedi80722nd this strat. Me, I give the best and freshest to my favorites and most useful, and everyone after gets the hand-me-downs til the crap reaches the animal herders out back. Can easily pick priorities based off clothing.
@@TedNipples It's really excellent. I've played the game enough to know of all the mechanics mentioned, but there's lots of ways of using them I've never thought of. I'm definitely bookmarking this to refer back to it later. Big thanks!
First time Rimworlder here, just bought it few days ago. Among many untold tooltip this game has to offer and as much as I have learned by myself on my own from my playthrough such as auto-slaughter, hold shift click to queue prioritize works and etc. This video has been extremely helpful, such as slaughtering human corpse for kibbles, extremely efficient duck fertilized egg farming, wooden door besides the trap. Thank you very much!
This is why i love rimworld so much, its a management game for management people. And its so rewarding to see that your policy, system, layout can automate without having you to micromanage
I clicked on this video not sure if I'd learn anything useful or fun, and literally from minute one my life has been positively changed forever 🤯🤯 Amazing work!
I'm not an expert, but one tip I could share is when there is a fire inside temperatures can go too 200ºC and your pawns will get injured and die. Pick one and deconstruct a wall connecting the room with the fire and the outside. The room will now count as "outside" and the temps will drop to normal outdoor fire. This is handy will inspecting those places with unstable fuel cells. Oddly, this doesn't work with "keep door open", so instead of going room to room opening doors, I just deconstruct walls
Hands down the best video I have seen and I have seen lots of 'tips' videos for the Rim. I am always hoping to find just another tidbit or too that I didn't know before. Tops tips that I didn't know: 1) Wildlife tab - never clicked on it before. LOL 2) Puttin the A/C units inside the freezers...Mind blown! 3) Did not realize that the hearts for the birds meant they were fertilizing. I thought that was just the mating ritual. Which means any unfertalized egg will never be fertilized and is safe to eat. 4) Arresting a colonist and letting them escape is suuuuucccchhhh a pro tip 5) Planning out the ancient danger attack with traps and what not makes so much sense!
A 2 tile wide trap tunnel, with alternating fences oppostite your traps is a much more efficient use of materials, it allows your colonists to "slalom" down the tunnel without setting off any traps, and without having to wait for doors opening, and enemies will avoid the path with fences, particularly if you build a concrete path where your traps are, as they prioritise the fastest route into your base.
Your tip with rooms could be expanded with a mention of how moods and needs work with sleep. Mood is locked during sleep, so having a nice bedroom giving a good mood bonus is fine, but covering it expensive statues to saturate the beautify need is somewhat pointless, and just increases wealth and thus raids. Statues are better off in recreational rooms, dining halls, high traffics zones, and busy workshops. Along with the best chairs you can manage. This way the comfort and beauty needs can be filled while the colonists are awake doing other activities like eating, socializing, crafting, or researching.
This guide is amazing. I thought I knew almost every trick in the game but I did not know about the dandelions or the alt key. And I’m only 3 minutes into the video I am very impressed
For the traps I like zig-zag trap and fence. Enemies will go through traps as they can't see them and your collonists/friends will dodge the traps diagonally through the fence's square without movement impairment of the doors :)
My favorite part other than the epic tips (I learned so much, seriously thank you!) was "plants-useless" as a named character lol! We all have that pawn
The naming one is useful, but it really takes away from the storybuilding aspect of the game. I would suggest less on the nose names. For a doctor you could do "Doc" for example.
I disagree with is usefulness, when I play with my colony I become engrained and just know that say Trobicergo is my doc while Camilla is my careful shooter and what not
Bro I have been seeking an answer to my crafters carrying stuff instead of just dumping it at their feet! Subbed for this and the other stuff I learned today.
I've got an insane amount of hours in this game and didn't know about a couple of these points. The glitterworld medicine curing muscle parasites was a big one. Thanks
Okay the spike trap setup in the most random of places seems really clutch. Especially since I have plenty idle colonists, taking the time to set up resources especially with drills to get stone chunks to turn into blocks for traps, that’s really damn nifty.
Yo.. these are so many good tips. I just started playing after a long time. Your tips will definately help me. Thank you. Also awesome editing. You had clear and concise visual demo for all the tips. Must have taken a lot of work. Hope it gets a lot of views. Cheers.
I post this tip in all the videos I see because I think it's quite useful but never mentioned. If you like to place farms exactly on fertile terrain, use your fertility overlay, but also use the Planning Zone tool so you can mark exactly where the fertile tiles are, and see that at any time even while the overlay is off. This also helps you to see if odd-visual crops like rice or hay are actually planted on a specific tile. The Planning Zone persists through plants/harvests (as opposed to building and other tasks where it disappears) so you can rely on it always being there. In general, if a tile's bounds are ever vague and you want something resembling a 'grid', just use Planning Zone.
This is intimidatingly masterful. I started playing 2 days ago it’s it’s just a mess. Watching this video is incredibly interesting and informative but also humbling and, as I said, intimidating. Great work. Thanks for putting it together.
Using freezer waste heat is such an almost good idea. It works really well about half the time. In summer you don't want the heat in the waste room and in hard winter the freezers turn off, so you don't have heat. The internal cooler design is very good but make sure to double wall it or that waste heat room will negatively impact your freezer room.
10:22 on the topic of hauling animals you generally want to avoid large animals hauling things inside your base because they track dirt everywhere. I have it setup so my elephants can access a low priority stockpile zone, then my carrier dyrads that are smaller but cleaner and can access both the low priority stockpile and the high priority stockpile will take it further into the base without making a big mess.
i got about 100 hours in the game. still feel like a noob. after watching this video i realize how right i am about be a noob lol. Love this video. You show, and explain everything as if i am first day player. but you do not drag anything out. great video. ty. every tip i watched i learned something.
15:00 re: dropping items on work bills, you can optionally create a stockpile zone over the area around the workbench. Set the stockpile to low priority and clear all items. All the dropped items produced will immediately be counted in your inventory because they drop in the stockpile. But b/c it's set to no items, your colonists will haul the items to the proper stockpiles eventually. Without this, I have had cases of workers overproducing hundreds of stone blocks, kibble, dozens of meals, etc because the dropped items weren't counted for purposes of fulfilling the workbill. Alternately, depending on a room and floor layout, the low priority zone can be set to allow some/all items, while the desired destination stockpiles are set to normal priority. This way, the low priority floor zone acts as an overflow stockpile in times when the proper stockpiles/shelves are full. And speaking of increasing productivity, it's helpful to not only drop finished items on the floor, but to stockpile input resources immediately adjacent to the worker pawn. You can use a 1-tile stockpile zone set to critical for storing e.g. vegetarian resources for cooking simple meeals. Later when your colony workers are more skilled, numerous, etc a 1- or 2-tile shelf can be used this way as well to hold 3-6 stacks of the same resource. I like to flank my stoves with multiple shelves dedicated to vegetarian, meat, etc resources. One meat shelf can be shared between 2+ stoves, minimizing the time for spoilage -- with proper work schedules set up, the cooks should use up all the meat before it spoils. Similar goes for drug, tailoring, machining, fabrication benches, biofuel refinery. Set stockpile tiles or shelves to critical and store one resource in each stockpile -- raw plant matter, neutroamine, cloth, herbal medicine, steel, plasteel, components, advanced components, gold, silver, etc. Proximity to the worker pawn for the latter tailoring, machining, and fabrication is more relaxed since it takes more time to craft most items than to cook food or make drugs.
Great video, I've got over 3000 hours and didn't know some of those. As a side note, cutting stone chunks hasn't used crafting skill nor given craft experience in a really long time. I think back in alpha. Back there are mods to fix that. The best early to mid-game means to grind up crafting, is to use a hand tailor in the dark and cold to make cloth and patch leather capes from spare leather you dont care about. Capes take a one of the longest times per the material cost. So you get skill from growing cloth or hunt/ranching animals. Then crafting xp from making the patchleather and the cape itself, which you can then sell. Alpaca are a great option since they are easy to tame and ranch.
Yeah, since late Alpha. So capes are the best. If you have no textile than make your crafter to make something from cheap materials (like wood) and/or preferably not weapons (as they count at full wealth in threat calculations but sell for a fraction of their value (I think it's only 30%).
Early game - Get a sniper rifle or bolt action rifle early so that you can defend against mortar raids. When raid comes WAIT for them to assemble their mortars then shoot at the raiders from a distance until they agro and run towards your base. Once you’ve dealt with the raiders you can then claim their mortars and reinstall them mortars in your base. This gives you access to mortars before you’ve researched them. You can buy shells from traders.
Thanks for the video, even though I consider myself an experienced Rimworld player, but I learned a lot and I even wrote down a few tips to use it later :)
kDecided to give the game another shot after not playing for a few years and so far it has been a blast, these tips are genuily useful specially since I want to keep my game mostly vanilla (at least till I get bored)
many really nice tips here. thanks. i would like to add this one i let my animals graze in vast area and it can really be a pain to gather them all when going adventuring. This can be solved by using sleeping spot for animals where my colonist will need them to be when starting a caravan. the animals will come to sleep there at night and then even if i don't set up a pen to keep them there they will be around in the morning. i can also schedule the sleeping time of the colonists that are caravaning so that they are fresh and ready to go by 4 AM while the animals are still sleeping right where i need them. if i am not afraid of dirt and the animal eating stuff in my storage i can also set sleeping post in my warehouse and let the door open. i then close the door for the night and am sure to have the animals as close to the goods as can be. In that spirit having a tiny storehouse next to your main one can also be useful. use the tiny storehouse as the storage for sleeping bags and your caravan gathering spot. if you want specific animals in front of your storehouse in the morning you can even assign the sleeping spot to the relevant animals.
For anyone playing the Anomaly expansion, you can use the area restricted corpse freezer (10:22) to ensure your ghouls only eat the corpses and not animal meat. Just make the inverted allowed area on your main food freezer rather than the corpse freezer, and the ghouls will only be able to seek out meat from the corpse freezer after assigning them to the allowed area.
absolutely useful and great video very soothing too im 100% using some of these tricks in my rimworld games specially the anti breach freezer system im so tired of having to waste components on rebuilding them after raids
Shock lances + thrumbos. One shock lance can down two of these and the cost from selling the horn alone is more than enough to pay for the shock lance + you get the meat and furs. This is a very easy way to earn money and get thrumbo fur during any part of the game.
Another tip for COLD biomes: Steam geysers can be used for more than just geothermal power. 1)You can build wall around a steam geyser and use that trapped heat to heat other rooms using vents. 2) I have my dining/recreation built around a geyser. I have an animal pen with a geyser inside. 3) I build walls around a geyser and put hydroponics inside. ***If you have Vanilla expanded Mushrooms mod, you use a regular grow zone and can grow stuff that doesn't need light. ***If you have a Skylights mod, then you can use this method to put skylights in the roof and grow normal plants and not worry about temps in the winter. Play around with the size of the 'room' to moderate the temps inside. You might need to open and close doors based on the season. REMEMBER: Geysers will be scattered around the map. If you use them for farming, be sure to build 'roads' to make it faster for your pawns to get to and from the area and be sure to designate those areas to be cleared of snow.
You may not be able to set your spike traps up next to each other horizontally and vertically but you can do it diagonally allowing for much dense and fuller coverage of an area.
The problem with “drop on floor” is that if your hauling pawns aren’t hauling the item right away, the item won’t count if you’re using the “do until you have X” option - therefore the crafter might make a lot more of the item than “X” and waste resources/time. EDIT: Also, (just got up to this in the video) stone cutting doesn’t give experience so not a good way to train your pawns. Other than that, really good video thank you:)
I find that the best compromise on that front is to set up a small, low priority stockpile right next to the workstation and set the work order to put the end product over there. It retains the advantage of your producing pawn not having to walk far, while also immediately making the items a part of the colony inventory.
I do something similar. I make the entire workshop a low priority stockpile for both its products and its source material. With nearby shelves with higher priority for the source material. Then drop on the floor just piles up stacks near the crafter until a hauler grabs a whole stack. The source material ensures that if the task was interrupted before being started, the source material is still counted. (For instance if you queue slag chucks for the smelter to keep a finite steel amount) As a bonus, if I end up with an accidental overflow of material, it doesn't end up in some random place on the map and I can then handle the issue.
Something really nice is that you can delete messages on your screen with right click, instead of opening all of them. (This is really good for when your barn catches on fire lol)
I want to see a Ted Nipples Rimworld series! I watch PeteComplete religiously and I think you could give him a run for his money as far as colony efficiency goes. Just subbed and will be looking out for more Rimworld contnet! Great video!!
Thanks for the video! Some great tips in here, my only critique is that crafting stone blocks yields no experience, so you can’t use that for low level crafting xp. It also isn’t even dependent on the pawns crafting level, just global work speed
I have some notes on this video. Frist things frist i don't find the usage of the heat produced by the frezer wortwhile, since it is only beneficial when the outdoors temperature is in a range of desired indoors temperature (ussualy around 20 C°) - set temperature in frezer(around 0 C°) if the temperature is higher them your other colers have to fight it, but if the temperature is lower them there is no heat being produced when you need it the most. This tip can be usefull in a enveriment were the temperature dosen't go above 23 C° in the summer but also is higher them 0, so you will safe a little bit of energy in summer, but in the winter you will have to buld a heater or you could turn your frezer into slighteli expensive emergenci heater. The stonecutting dosen't give any Exp so the best way is still crafting at the crafting spot in dark, outdoors, in heat or cold. And also i would use wood rather them stone blocks to level up art since wood is far essier to get and the buety modifere dosen't play a roler when i am going to tear it up anyways. All in all i relly enjoyed this video, the presentation was relly good and i can't wait to use some of these tricks.
5min in and this is already really helpful! I don't agree with everything, but it is nonetheless helpful. I don't agree with changing the pawn's name to their best skill because that would game-ify this 'story generator' a bit too much for my taste, instead I'll focus only on the medical pawns since you don't really need to know any of the other pawns's skills with exception to the combat ones which can probably be identified by who has the best gear, and then I'll simply add the Dr. suffix to those pawns. Example: Dr. Drew
@16:30 keeping in mind that during a heatwave the coolers will have to vent towards the heat, while here they're venting in a cool outdoors tile despite the fire.
you can hold alt to check what that tile you're hovering on is, useful for finding soft sand/sand tiles that you can't build (medium/heavy) structures in desert/extreme desert i use clean textures mod
16:20 (physics detail) 200°C is not 4x as much as 50°C because 0°C is not the point of "zero temperature". When calculating in Kelvin, it's only 1.46x more.
I have hundres and hundres of hours but still some tips I was unaware of. (I HAD NO CLUE THERE IS ANIMALS AUTO SLAUGHTERING TAB...). I would add using "Home" button to allow all items, especially useful when you raid!
More tips Making a grow lamp on ferile soil is more power efficent than hydroponics, also the plants dont die if you have a power cut. Having seperate power grids is typicallt more efficent. A lot of stuff dont need.power at night time. Also in decrease the effect of shorts.. Having heating in coridors or conecting rooms are more power and component efficent than on in every room Dont make heaters and coolers for heatwaves or cold. Have a pile of wood in every heat space and simple build a fire or a cooler when needed.
Thank you for this, some of these I knew (been playing on and off since it came out) but there were several I didn't know and will be implimenting as I've just started playing again! :D
38:20 Unfortunately, you don't get any exp cutting stone chunks into blocks, but it takes their skill level(Crafting) into account on how fast they do it.
0:00 Try The Tile Inspection Key
0:21 Name Your Colonists After Their Best Skills
0:59 Plant Dandelions In Your Animal Pens
2:20 Cut Up Bodies For Kibble
3:40 The Benefits of Animal Kibble
4:49 Holding The Icon and Quick Selecting
5:33 Set up Several Butchery Spots While On Quests
7:04 Separate Spike Traps With Wooden Doors
8:12 Consider Making Patches of Spike Traps
8:52 Use Refrigeration Units to Warm Up Indoor Areas
9:28 Consider Different Freezer Designs
10:22 How to Set Animal-Only Zones
12:42 How to Separate Animals into Different Pens
13:30 Have Psychopaths Butcher Human Corpses While Others Dwellers Are Away
15:06 Have Characters Drop The Items They Produce
15:48 How To Create Heatwave Proof Freezers
16:56 Windmill Zones Can Overlap
17:59 Set Work Priorities to a Maximum of Two
19:40 Roofing Ambrosia To Keep It Alive
21:26 Keep Doors Open to Lower Dweller Travel Times
22:42 Set Your Colonists To Fight
23:07 Farming Egg Laying Creatures
28:38 Queue Up Tasks For Your Colonists
29:14 Rescue Downed Animals to Improve Your Medical Skill
29:39 Hospitals Should Have It All
30:15 Stone Floors Stop Fires From Spreading
30:59 Animals And Humans Are Auto-Treated When Traveling
31:43 Removing Dwellers Who Have Poor Quality Perks
32:51 Capturing Enemies With Great Perks
33:48 My Favorite Mid-Game Weapon
34:42 Take Control And Plan Your Ancient Attack
35:47 Happy Prisoners Are Easier To Recruit
36:50 Use Crafting and Butchery Spots During Quests
37:20 Butchery Spots Lose 30% of Materials
38:34 Taking Out Enemy Turrets
42:11 A Brief Overview of Diseases And Medicine
43:22 Dealing With Infections
45:28 Double Clicking to Select Items
45:51 Room Sizes and Roofing
46:59 Whom Let Out The Dogs?
47:28 Pack of Maddened Animals
47:54 Let Others Fight Your Battles
48:33 Dealing With Psy-Ships
49:06 Quickfire Tips
😮😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢🎉🎉🎉🎉
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shed-yule
Also a timelapse list, very handy :0.
Thank you so much.
Dang, video just .... STARTS. How refreshing.
Same😂
Yeah, same. I swear some people think they're startin' a film production or charity telethon(for themselves) or something.
All gas no mass, I like it
This must be the most amazing tutorial I have ever seen. No nonsense, no repeating obvious in-game tutorial, no insane micromanagement. All is about fully utilising game mechanics.
Thank you 😊👍😊
1000hrs in game, and the first 3 tips blew my mind… Boy oh boy you beautiful person thank you
Thank you 😊
@@nemoninomario2901 🙂🙂🙂
Great vid for tips. Here they are, summarized:
1. *Tile Inspection:* Use the `ALT` key to see detailed tile information.
2. *Naming Colonists:* Name colonists after their best skills for easy identification.
3. *Organ Harvesting:* Harvest one lung, one kidney, and either a liver or heart before the patient dies.
4. *Dandelion in Pens:* Plant dandelions in animal pens; they are not harvested and provide consistent grazing.
5. *Human Kibble:* Cut up dead bodies for kibble; it feeds pets without mood penalties.
6. *Insect Meat:* Use insect meat for kibble or chemfuel, not for colonist meals.
7. *Kibble Benefits:* Make kibble from meat and vegetables to train cooking and avoid wastage.
8. *Quick Select:* Hold and drag the mouse to quickly select and apply settings in menus.
9. *Butchery on Quests:* Set up multiple butchery spots and use the copy-paste function for efficiency.
10. *Spike Traps with Doors:* Place spike traps next to doors to force enemies over them while allowing colonists to pass safely.
11. *Refrigerator Exhaust:* Use refrigerator exhaust to heat rooms in winter.
12. *Freezer Design:* Consider different freezer designs to protect refrigeration units from attacks.
13. *Animal Zones:* Create zones to control where animals and colonists can go.
14. *Separate Animal Pens:* Use pen markers to separate different types of animals.
15. *Psychopath Butchers:* Use psychopaths to butcher human corpses to avoid mood penalties.
16. *Efficient Manufacturing:* Set work tasks to drop items at the work location to save time.
17. *Heatwave-Proof Freezers:* Use small, unroofed rooms for cooler exhaust and double-wall the freezer.
18. *Windmill Zones:* Windmill zones can overlap; use fireproof flooring to prevent tree growth.
19. *Work Priorities:* Set work priorities to a maximum of two for adaptability.
20. *Ambrosia Preservation:* Roof and wall ambrosia growing zones with sunlamps and heaters.
21. *Open Doors:* Keep doors open to reduce travel times unless managing temperature.
22. *Colonists Fight:* Set colonists to fight rather than flee to handle threats efficiently.
23. *Egg Farming:* Manage egg-laying creatures with controlled environments and egg boxes.
24. *Queue Tasks:* Hold `Shift` to queue up tasks for colonists.
25. *Rescue Animals:* Rescue downed animals to improve medical skills and tame them.
26. *Hospitals:* Keep hospitals clean, well-lit, and equipped with medical beds and vitals monitors.
27. *Fire Prevention:* Use stone floors or two-tile roofs to prevent fire spread.
28. *Hunt in Rain:* Hunt boom creatures in the rain to avoid fires.
29. *Auto Treatment:* Animals and humans are auto-treated while traveling.
30. *Remove Bad Colonists:* Arrest and release bad colonists to avoid mood penalties.
31. *Capture Good Enemies:* Capture enemies with good perks and skills for recruitment.
32. *Mid-Game Weapons:* Machine handguns are effective early to mid-game for wounding rather than killing.
33. *Plan Ancient Attacks:* Build shelters and use traps before breaching ancient ruins.
34. *Happy Prisoners:* Use drugs and high-quality statues to keep prisoners happy and easier to recruit.
35. *Crafting and Butchery:* Use spots for quick butchery and crafting during quests.
36. *Enemy Turrets:* Cut power lines or destroy batteries to disable enemy turrets.
37. *Dynamic Difficulty:* RimWorld adjusts difficulty based on your colony's state.
38. *Disease Management:* Medicine and doctor skill are crucial for managing infections.
39. *Select Items Quickly:* Double-click items to select all within range for quick actions.
40. *Room Sizes:* Max roofed room size is 16x16; use pillars for larger spaces.
41. *Travel Time:* Keep doors open and use automatic doors for faster travel.
42. *Egg Handling:* Manage fertilized and unfertilized eggs for efficient animal farming.
43. *Mood Management:* Use super bedrooms and fine/lavish meals to improve moods quickly.
44. *Efficient Storage:* Store materials like steel and plasteel outside; they don't need to be in defended areas.
bro wrote a linkedin post
I played this game for one thousand hours and my people being unorganized at the top annoyed me so much, now you say I can just RIGHT CLICK WOOOOOW I hate my life
Bro! I literally have one thousand hours and that’s the exact tip I was excited about also!! 🤯
Just install a mod to display what profession they have lol
lol,我玩了四千小时,我想我们可以加一个蒸汽平台的好友,我非常想拥有一个来自这个平台的朋友,因为我准备在这个平台进行直播,我想知道你们对这个平台的rimworld方向的视频有什么建议
I tried moving them when a friend showed me the game years ago. He just looked so defeated.
And a guy named Ted Nipples had to tell us....
I have over 1000 hours in rimworld, and i have seen a lot of tips videos, and i say, this is one of the best ones
Thank you
On the tip you gave about indoor coolers
On the unroofed tile, you wanna put down a sandbag or something. Else drop pods can fall there, and they tend to do so
Raider or "alliy helpers" you get from quests
I personally wouldnt give my colonists names based on their skills. I like to think of them having some humanity
Right next to the pawn's name, you have a short title you can assign them. I personally use that instead. So its Spike, Engineer
Or Spike, Combat Medic
Or Spike, Lobotomized Maid
I recommend putting the AC units on either side of the entry door and unroof the door.
Put a piece of fence would work too
For the names, you can give titles to go with them. Like "Dr.Mika" or "Col. Kenny". But I segregate my colonists with clothing anyway. There are the nobles, soldiers, skilled workers, and peasants. They are restricted on their attire so I can easily prioritize injuries after a raid.
Personally I like the doctoral letters after the name, so P for plants, C for Construction, X for Crafting, K for Kitchen duty, etc but you can capitalize if they're really talented or lower case if they're just ok enough.
So it'll be Arthen MCx, Capt. LuLu Pk, etc
Started doing this with caravans and it's stuck ever since.
@@masterjedi80722nd this strat. Me, I give the best and freshest to my favorites and most useful, and everyone after gets the hand-me-downs til the crap reaches the animal herders out back. Can easily pick priorities based off clothing.
One of the best Rimworld tip videos I've seen! Thank you.
Thank you 😊
so much information.
@@TedNipples It's really excellent. I've played the game enough to know of all the mechanics mentioned, but there's lots of ways of using them I've never thought of. I'm definitely bookmarking this to refer back to it later. Big thanks!
First time Rimworlder here, just bought it few days ago. Among many untold tooltip this game has to offer and as much as I have learned by myself on my own from my playthrough such as auto-slaughter, hold shift click to queue prioritize works and etc. This video has been extremely helpful, such as slaughtering human corpse for kibbles, extremely efficient duck fertilized egg farming, wooden door besides the trap. Thank you very much!
Hope you have fun with your warcrimes :)
Are you addicted to it yet? 😆
This is why i love rimworld so much, its a management game for management people. And its so rewarding to see that your policy, system, layout can automate without having you to micromanage
No intro, no bullsh*t, just help. Legend.
I fkn agreed. like the video
I clicked on this video not sure if I'd learn anything useful or fun, and literally from minute one my life has been positively changed forever 🤯🤯
Amazing work!
Oh boy, so many bionics I could have salvaged if I'd only known that you could harvest them... Thank you
I'm not an expert, but one tip I could share is when there is a fire inside temperatures can go too 200ºC and your pawns will get injured and die. Pick one and deconstruct a wall connecting the room with the fire and the outside. The room will now count as "outside" and the temps will drop to normal outdoor fire. This is handy will inspecting those places with unstable fuel cells. Oddly, this doesn't work with "keep door open", so instead of going room to room opening doors, I just deconstruct walls
One minor tip, rooms with doors connected to the outside get dirty faster. Use a small threshold to catch alot of the filth.
Tight, concise, to-the-point. Great video!
Hands down the best video I have seen and I have seen lots of 'tips' videos for the Rim. I am always hoping to find just another tidbit or too that I didn't know before. Tops tips that I didn't know:
1) Wildlife tab - never clicked on it before. LOL
2) Puttin the A/C units inside the freezers...Mind blown!
3) Did not realize that the hearts for the birds meant they were fertilizing. I thought that was just the mating ritual. Which means any unfertalized egg will never be fertilized and is safe to eat.
4) Arresting a colonist and letting them escape is suuuuucccchhhh a pro tip
5) Planning out the ancient danger attack with traps and what not makes so much sense!
I’ve got over 1000hrs in the game. I’m not very good. And dang you taught me some good stuff!
Theres no good or bad way to play Rimworld, just different stories.😃
@@uhtred7860 ur right dude!
A 2 tile wide trap tunnel, with alternating fences oppostite your traps is a much more efficient use of materials, it allows your colonists to "slalom" down the tunnel without setting off any traps, and without having to wait for doors opening, and enemies will avoid the path with fences, particularly if you build a concrete path where your traps are, as they prioritise the fastest route into your base.
Woah some tips that aren't in every other video?? Phenomenal! Even as a 1000+ hour player this gave me some stuff to think about. Thank you good stuff
Your tip with rooms could be expanded with a mention of how moods and needs work with sleep.
Mood is locked during sleep, so having a nice bedroom giving a good mood bonus is fine, but covering it expensive statues to saturate the beautify need is somewhat pointless, and just increases wealth and thus raids.
Statues are better off in recreational rooms, dining halls, high traffics zones, and busy workshops. Along with the best chairs you can manage.
This way the comfort and beauty needs can be filled while the colonists are awake doing other activities like eating, socializing, crafting, or researching.
Outstanding, I learned a few things after 1000 hours of play time. I had no idea you could rearrange your colonists.
This guide is amazing. I thought I knew almost every trick in the game but I did not know about the dandelions or the alt key. And I’m only 3 minutes into the video I am very impressed
For the traps I like zig-zag trap and fence. Enemies will go through traps as they can't see them and your collonists/friends will dodge the traps diagonally through the fence's square without movement impairment of the doors :)
I know some of these tricks but definitely a great video! 😊
My favorite part other than the epic tips (I learned so much, seriously thank you!) was "plants-useless" as a named character lol! We all have that pawn
The naming one is useful, but it really takes away from the storybuilding aspect of the game. I would suggest less on the nose names. For a doctor you could do "Doc" for example.
I disagree with is usefulness, when I play with my colony I become engrained and just know that say Trobicergo is my doc while Camilla is my careful shooter and what not
Bro I have been seeking an answer to my crafters carrying stuff instead of just dumping it at their feet! Subbed for this and the other stuff I learned today.
I've got an insane amount of hours in this game and didn't know about a couple of these points. The glitterworld medicine curing muscle parasites was a big one. Thanks
Okay the spike trap setup in the most random of places seems really clutch. Especially since I have plenty idle colonists, taking the time to set up resources especially with drills to get stone chunks to turn into blocks for traps, that’s really damn nifty.
Wonderful I've played 5000 hours and leaned from this thanks
Yo.. these are so many good tips.
I just started playing after a long time.
Your tips will definately help me.
Thank you.
Also awesome editing. You had clear and concise visual demo for all the tips. Must have taken a lot of work. Hope it gets a lot of views. Cheers.
I post this tip in all the videos I see because I think it's quite useful but never mentioned. If you like to place farms exactly on fertile terrain, use your fertility overlay, but also use the Planning Zone tool so you can mark exactly where the fertile tiles are, and see that at any time even while the overlay is off. This also helps you to see if odd-visual crops like rice or hay are actually planted on a specific tile. The Planning Zone persists through plants/harvests (as opposed to building and other tasks where it disappears) so you can rely on it always being there.
In general, if a tile's bounds are ever vague and you want something resembling a 'grid', just use Planning Zone.
This is intimidatingly masterful. I started playing 2 days ago it’s it’s just a mess. Watching this video is incredibly interesting and informative but also humbling and, as I said, intimidating. Great work. Thanks for putting it together.
Using freezer waste heat is such an almost good idea. It works really well about half the time. In summer you don't want the heat in the waste room and in hard winter the freezers turn off, so you don't have heat.
The internal cooler design is very good but make sure to double wall it or that waste heat room will negatively impact your freezer room.
Great video. I've been playing Rimworld since beta and I still learned a ton
10:22 on the topic of hauling animals you generally want to avoid large animals hauling things inside your base because they track dirt everywhere. I have it setup so my elephants can access a low priority stockpile zone, then my carrier dyrads that are smaller but cleaner and can access both the low priority stockpile and the high priority stockpile will take it further into the base without making a big mess.
i got about 100 hours in the game.
still feel like a noob.
after watching this video i realize how right i am about be a noob lol.
Love this video. You show, and explain everything as if i am first day player. but you do not drag anything out.
great video. ty. every tip i watched i learned something.
Thank you 😊
I usually put a Caravan Hitching spot when I release my animals to feed so that they can just be roped around the hitching spot instead.
Such a good video, mr Nipples. I've learned a lot and I cannot wait to apply these to my game. thanks so much
Almost 500 hrs and i still learned something out of this video. Great work man, thank you!
15:00 re: dropping items on work bills, you can optionally create a stockpile zone over the area around the workbench. Set the stockpile to low priority and clear all items. All the dropped items produced will immediately be counted in your inventory because they drop in the stockpile. But b/c it's set to no items, your colonists will haul the items to the proper stockpiles eventually.
Without this, I have had cases of workers overproducing hundreds of stone blocks, kibble, dozens of meals, etc because the dropped items weren't counted for purposes of fulfilling the workbill.
Alternately, depending on a room and floor layout, the low priority zone can be set to allow some/all items, while the desired destination stockpiles are set to normal priority. This way, the low priority floor zone acts as an overflow stockpile in times when the proper stockpiles/shelves are full.
And speaking of increasing productivity, it's helpful to not only drop finished items on the floor, but to stockpile input resources immediately adjacent to the worker pawn. You can use a 1-tile stockpile zone set to critical for storing e.g. vegetarian resources for cooking simple meeals. Later when your colony workers are more skilled, numerous, etc a 1- or 2-tile shelf can be used this way as well to hold 3-6 stacks of the same resource. I like to flank my stoves with multiple shelves dedicated to vegetarian, meat, etc resources. One meat shelf can be shared between 2+ stoves, minimizing the time for spoilage -- with proper work schedules set up, the cooks should use up all the meat before it spoils. Similar goes for drug, tailoring, machining, fabrication benches, biofuel refinery. Set stockpile tiles or shelves to critical and store one resource in each stockpile -- raw plant matter, neutroamine, cloth, herbal medicine, steel, plasteel, components, advanced components, gold, silver, etc. Proximity to the worker pawn for the latter tailoring, machining, and fabrication is more relaxed since it takes more time to craft most items than to cook food or make drugs.
These tips helped me a lot. Thanks.
Great video, I've got over 3000 hours and didn't know some of those.
As a side note, cutting stone chunks hasn't used crafting skill nor given craft experience in a really long time. I think back in alpha.
Back there are mods to fix that.
The best early to mid-game means to grind up crafting, is to use a hand tailor in the dark and cold to make cloth and patch leather capes from spare leather you dont care about.
Capes take a one of the longest times per the material cost. So you get skill from growing cloth or hunt/ranching animals. Then crafting xp from making the patchleather and the cape itself, which you can then sell.
Alpaca are a great option since they are easy to tame and ranch.
Yeah, since late Alpha. So capes are the best.
If you have no textile than make your crafter to make something from cheap materials (like wood) and/or preferably not weapons (as they count at full wealth in threat calculations but sell for a fraction of their value (I think it's only 30%).
I have almost 1000 hours in RimWorld. How did I not know you could reorganize the colonist bar by holding right click. Good video!
I learned 3 things before the first minute of the video. Great work. Thanks.
Calming voice, charmingly professional tone, no-nonsense presentation, and then I look at the username and see "Ted Nipples"
Early game - Get a sniper rifle or bolt action rifle early so that you can defend against mortar raids. When raid comes WAIT for them to assemble their mortars then shoot at the raiders from a distance until they agro and run towards your base. Once you’ve dealt with the raiders you can then claim their mortars and reinstall them mortars in your base. This gives you access to mortars before you’ve researched them. You can buy shells from traders.
This was the very best Rimworld guide I've ever seen. And I've seen a lot. :) Thank you!
Thank You 👍👍👍
750+ hrs in game and I still learnt a few new tricks. Nice one
ı play super modded games but it helps to have a few new tips to be more efficient and stuff, thank you ted
Thanks for the video, even though I consider myself an experienced Rimworld player, but I learned a lot and I even wrote down a few tips to use it later :)
The dandelion trick is right up my alley, minmaxing without exploiting
kDecided to give the game another shot after not playing for a few years and so far it has been a blast, these tips are genuily useful specially since I want to keep my game mostly vanilla (at least till I get bored)
concise explanations instantly subscribed
Bringing the boombalopes inside a wooden building was a troll tip, I suspect ;-)
With all 4 batteries in it and plants with a chance of Zzt
As a person with 300h playing rim I would say it was quite handy
many really nice tips here. thanks.
i would like to add this one
i let my animals graze in vast area and it can really be a pain to gather them all when going adventuring.
This can be solved by using sleeping spot for animals where my colonist will need them to be when starting a caravan.
the animals will come to sleep there at night and then even if i don't set up a pen to keep them there they will be around in the morning.
i can also schedule the sleeping time of the colonists that are caravaning so that they are fresh and ready to go by 4 AM while the animals are still sleeping right where i need them.
if i am not afraid of dirt and the animal eating stuff in my storage i can also set sleeping post in my warehouse and let the door open. i then close the door for the night and am sure to have the animals as close to the goods as can be.
In that spirit having a tiny storehouse next to your main one can also be useful. use the tiny storehouse as the storage for sleeping bags and your caravan gathering spot.
if you want specific animals in front of your storehouse in the morning you can even assign the sleeping spot to the relevant animals.
I have 2500 hours+ and I got useable tips within two minutes.
Thank You 👍
For anyone playing the Anomaly expansion, you can use the area restricted corpse freezer (10:22) to ensure your ghouls only eat the corpses and not animal meat.
Just make the inverted allowed area on your main food freezer rather than the corpse freezer, and the ghouls will only be able to seek out meat from the corpse freezer after assigning them to the allowed area.
❤
absolutely useful and great video very soothing too im 100% using some of these tricks in my rimworld games specially the anti breach freezer system im so tired of having to waste components on rebuilding them after raids
Amazing video, hope you cover the DLCs as well at some point!
Shock lances + thrumbos. One shock lance can down two of these and the cost from selling the horn alone is more than enough to pay for the shock lance + you get the meat and furs. This is a very easy way to earn money and get thrumbo fur during any part of the game.
So many tips and tricks I didn’t know, thank you so much!
I've been playing the game since beta. There were several tricks I didn't even know about.
Great video!
This was really good. I been playing it for ages and got loads of new tips lol. Thank you.
Another tip for COLD biomes: Steam geysers can be used for more than just geothermal power.
1)You can build wall around a steam geyser and use that trapped heat to heat other rooms using vents.
2) I have my dining/recreation built around a geyser. I have an animal pen with a geyser inside.
3) I build walls around a geyser and put hydroponics inside.
***If you have Vanilla expanded Mushrooms mod, you use a regular grow zone and can grow stuff that doesn't need light.
***If you have a Skylights mod, then you can use this method to put skylights in the roof and grow normal plants and not worry about temps in the winter. Play around with the size of the 'room' to moderate the temps inside. You might need to open and close doors based on the season.
REMEMBER: Geysers will be scattered around the map. If you use them for farming, be sure to build 'roads' to make it faster for your pawns to get to and from the area and be sure to designate those areas to be cleared of snow.
👍👍👍
You may not be able to set your spike traps up next to each other horizontally and vertically but you can do it diagonally allowing for much dense and fuller coverage of an area.
Holy crap glitterworld meds just..... cure the parasites?! Mind blown!
The problem with “drop on floor” is that if your hauling pawns aren’t hauling the item right away, the item won’t count if you’re using the “do until you have X” option - therefore the crafter might make a lot more of the item than “X” and waste resources/time. EDIT: Also, (just got up to this in the video) stone cutting doesn’t give experience so not a good way to train your pawns. Other than that, really good video thank you:)
I find that the best compromise on that front is to set up a small, low priority stockpile right next to the workstation and set the work order to put the end product over there. It retains the advantage of your producing pawn not having to walk far, while also immediately making the items a part of the colony inventory.
I do something similar.
I make the entire workshop a low priority stockpile for both its products and its source material. With nearby shelves with higher priority for the source material.
Then drop on the floor just piles up stacks near the crafter until a hauler grabs a whole stack.
The source material ensures that if the task was interrupted before being started, the source material is still counted. (For instance if you queue slag chucks for the smelter to keep a finite steel amount)
As a bonus, if I end up with an accidental overflow of material, it doesn't end up in some random place on the map and I can then handle the issue.
I don't know how true this is because it counts everything that's in your home area, not just your benches/stockpiles.
Nice video. You should do another with all DLCs included. Some tips will change drastically with the DLCs.
Not even a minute in and i already went: YOU HAVE HEART, Remenber them names, jesus
Something really nice is that you can delete messages on your screen with right click, instead of opening all of them. (This is really good for when your barn catches on fire lol)
I didn't know that one.
I want to see a Ted Nipples Rimworld series! I watch PeteComplete religiously and I think you could give him a run for his money as far as colony efficiency goes. Just subbed and will be looking out for more Rimworld contnet! Great video!!
Thanks for the video! Some great tips in here, my only critique is that crafting stone blocks yields no experience, so you can’t use that for low level crafting xp. It also isn’t even dependent on the pawns crafting level, just global work speed
I didn't know drag-select was a thing in vanilla. I thought that's why modders made one lol
6:05 shedule .. nice. You reminded me Megamind :)
Very nice video .. checked many past few days and this is very nicely done. Good job.
My current playthrough I've been keeping bodies frozen in pig pens, pigs can eat corpses
That's a good idea.
Pen shifting helps at 47:30
I have some notes on this video. Frist things frist i don't find the usage of the heat produced by the frezer wortwhile, since it is only beneficial when the outdoors temperature is in a range of desired indoors temperature (ussualy around 20 C°) - set temperature in frezer(around 0 C°) if the temperature is higher them your other colers have to fight it, but if the temperature is lower them there is no heat being produced when you need it the most. This tip can be usefull in a enveriment were the temperature dosen't go above 23 C° in the summer but also is higher them 0, so you will safe a little bit of energy in summer, but in the winter you will have to buld a heater or you could turn your frezer into slighteli expensive emergenci heater. The stonecutting dosen't give any Exp so the best way is still crafting at the crafting spot in dark, outdoors, in heat or cold. And also i would use wood rather them stone blocks to level up art since wood is far essier to get and the buety modifere dosen't play a roler when i am going to tear it up anyways. All in all i relly enjoyed this video, the presentation was relly good and i can't wait to use some of these tricks.
This deserves more views! Good job.
5min in and this is already really helpful! I don't agree with everything, but it is nonetheless helpful.
I don't agree with changing the pawn's name to their best skill because that would game-ify this 'story generator' a bit too much for my taste, instead I'll focus only on the medical pawns since you don't really need to know any of the other pawns's skills with exception to the combat ones which can probably be identified by who has the best gear, and then I'll simply add the Dr. suffix to those pawns.
Example: Dr. Drew
@16:30 keeping in mind that during a heatwave the coolers will have to vent towards the heat, while here they're venting in a cool outdoors tile despite the fire.
Wow theres so many insanely useful things I didn't know 😍
Thanks man, this video was awesome!
super useful! 100hrs in and so many new tips
Thank you. :) Just started playing Rimworld, appreciate all the ideas.
7:14 IS GENIUS i love it, i never thought of that. +1 good sir
you can hold alt to check what that tile you're hovering on is, useful for finding soft sand/sand tiles that you can't build (medium/heavy) structures in desert/extreme desert
i use clean textures mod
Best Rimworld Video to date
best rimworld tips video on YT comes from a dude named Ted Nipples. 10/10
Really great tips, 500 hours in I didn't know you could press ALT for room stats 😅
16:20 (physics detail) 200°C is not 4x as much as 50°C because 0°C is not the point of "zero temperature". When calculating in Kelvin, it's only 1.46x more.
I have hundres and hundres of hours but still some tips I was unaware of. (I HAD NO CLUE THERE IS ANIMALS AUTO SLAUGHTERING TAB...).
I would add using "Home" button to allow all items, especially useful when you raid!
More tips
Making a grow lamp on ferile soil is more power efficent than hydroponics, also the plants dont die if you have a power cut.
Having seperate power grids is typicallt more efficent. A lot of stuff dont need.power at night time. Also in decrease the effect of shorts..
Having heating in coridors or conecting rooms are more power and component efficent than on in every room
Dont make heaters and coolers for heatwaves or cold. Have a pile of wood in every heat space and simple build a fire or a cooler when needed.
This was actually really helpful thank you
12:30 the mic filter malfunctioned. dude sounds like Securitron from Fallout
Thank you for this, some of these I knew (been playing on and off since it came out) but there were several I didn't know and will be implimenting as I've just started playing again! :D
38:20 Unfortunately, you don't get any exp cutting stone chunks into blocks, but it takes their skill level(Crafting) into account on how fast they do it.
Wow this video is actually quite helpful!