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The first thing you'll be able to pick is picking a story scenario, there are 3 prebuilt scenarios to choose from. This guide assumes that you're choosing the classic "three crashlanded survivors" scenario.

Choosing a storyteller

You can pick a storyteller and a difficulty level. The AI Storytellers only determine the random events that occur during your game. It is recommended to choose Cassandra Classic on Rough to get a feel for how the game is designed to play out.

Creating a world

You can play with the seed and map size of the world, but it isn't anything that will make a big difference to you yet. The default dimensions is a good size that won't cause too much lag. You should pick a temperate forest biome to start. You want a map with a growing season that lasts from at least spring to fall, if not all year. You will also want to pay attention to the terrain type. Flat terrain lack ores to mine and is difficult to defend. Small hills have more ores but the hills still do not provide much protection. Large hills have plenty of ores and hills to build against. A mountain base is also a good option, it's easy to defend and will give you plenty of stone chunks, but takes longer to dig in the beginning and tend to suffer from bug infestations later on.

Choosing your characters

You can click randomize on your colonists as many times as you want. You want a good mix of skills. Remember, your characters can only do one thing at a time and they need time to eat and sleep. Stay away from colonists incapable of many tasks, especially dumb labour. Rolling for passion (two flames) is just as important as rolling for a high skill, because they will level up faster. The most important skills to have in the beginning are: medicine, growing, and shooting. Try to have at least one colonist covering those skills. It also helps to have someone at least halfway decent at cooking, research, social, construction, and mining (if you have a mountain base). Traits do not matter too much, you can try to roll for good traits, but that could be very tedious. The traits that you should avoid are ones that give a permanent mood penalty or speed penalty: Lazy, Slothful, Slowpoke, Pessimist, and Depressive. Also try not to roll characters who have a lot of health ailments such as cataracts and bad back.

Getting started

  • PAUSE THE GAME! - wait for the colonists to emerge from their pods, then press spacebar.
  • Arm Yourselves: You'll start with a Survival Rifle, a Pistol, and a Plasteel Knife. Select the pawn with the best Shooting skill and then right-click the Survival Rifle and select Equip. Equip the next best shooter with a pistol, then equip the knife on the last pawn.
  • Prioritize: Go into your "Work" tab, and turn on manual priorities. Firefight, Patient, and Flick should be set to priority 1 on everyone. Set doctoring, warden, growing, and cooking to 1 on the colonist with the highest skill and disable them for everyone else. Set priority 2 on anything else they're passionate or interested in, set 4 on everything else.
    Nguyên văn bởi PapaBear (Kate):

Never put too much priorities on the colonists, doing so will tie up your colonists and nothing would be basically done. The work tab might be simple to look at, but is very hard to master. Only time and experience will teach you how to properly use the work tab.

Recon: Take a look around and get a feel for the terrain. Where are the steam geysers for potential geothermal power later? Where are natural choke points to create kill zones? Where are there veins of steel, silver, and gold? Where are standing structures that you can make use of? You should also unforbid any of your starting resources lying around by selecting them, double clicking to select all nearby items. and hitting the F key. Prepare: Decide on a site for your initial base camp. You need to get a single building up ASAP so your colonists can sleep under a roof, and you can haul materials inside to stop them from deteriorating. Even if you plan on digging a mountain base, throwing up some walls is much faster to get settled in quickly. Find a spot on the map relatively close to the landing site where you feel you can set up in a reasonably short period of time. If there are abandoned buildings or a hill nearby, consider taking advantage of them by building against them.

Go into the Architect menu to start to get familiar with it. You can change the material of a building by right clicking on it in the menu and selecting the desired material. Wood will be a sufficient building material for now. Construct a decent sized room 9 by 9 or larger, and place 3 wooden beds inside. Walls and doors are in the "Structure" submenu, and beds are in "Furniture". Remember to unforbid the wood lying on the ground, or your colonists will not use them to build.

  • Unpause the game: Enjoy watching your colonists working on the building. Remember you can always pause or change the speed.

Your first day

  • Stocking Up: Materials (except for metals) will deteriorate when left outside, so you need to put them under a roof. In the architect menu, select "Zone/Area", "Stockpile zone", and make a stockpile that covers the entire floor of your building. You can specify exactly what is allowed in the stockpile by selecting it and then clicking "Storage", but for now this is not necessary. Selecting a character and then right-clicking on something that needs going will make them prioritize the task.
    Nguyên văn bởi Wraith:

Instead of creating my main stockpile inside, I just put up 4 pillars at the corners of where I want my stockpile to be and then create a roofing zone over it, it only takes 4-6 wall pieces, building roofs don't cost any supplies, and most things will stop deteriorating if they are just under a roof. That's saved me a lot of hassle over building a whole building just for a stockpile!

Farming: You now need to start farming. If there is rich soil nearby (darker colour, and is labeled "rich soil" on the bottom left corner of your screen when you mouse over it), use that. If rich soil is too far away, then just plant on regular soil. Use "Architect -> Zone/Area -> Farming zone" and create two or three plots at least 5 by 7 each. Potatoes are planted by default, but you can change the crop by clicking on the plot, then "Growing". Potatoes and corn are good starting crops, you can also plant healroot (if you have a colonist with a growing skill of 8 or higher) in one of the plots. Sowing/Hauling: Your colonists will go about the business of planting and hauling things on their own, seeds are in infinite supply in this game. Take a moment to observe them so you get a feel for how fast they move around. For now you want to keep everything fairly close by, so your colonists don't waste a whole day walking across the entire map and back again because they got hungry.
  • Food: Your characters will need to eat, but for now they can survive on packaged survival meals.

Your first night

Not much happens at night time, so you can pass the time by letting the game fast forward while you familiarize yourself with the controls and check up on your colonists.

  • Reviewing colonists: You can check out a colonist's mood in their Needs tab. There's nothing you can do about the "Shared bedroom" mode debuff for now, but see if there are any easily addressable debuffs, like a nudist wearing clothes or a brawler with a ranged weapon. Try not to give them commands right now or they will get the "disturbed sleep" debuff. Allow them to wake up naturally.
  • Reviewing schedules: By default, your characters are all set to go to bed at the same time every evening. You can change it under the Restrictions tab, but you don't need to change it for now unless you have a character with the Night Owl trait. If you have a colonist with the Abrasive trait you may also consider putting them on a night shift so they don't interact with other colonists as much. You don't need to schedule their joy and work hours, they will engage in joy when they need to.

The next few days

  • Getting more supplies: Gather some more wood by going to "Orders -> Chop wood" and selecting some nearby trees to chop. Gather steel with "Orders -> Mine" and selecting some veins of compacted steel. Be sure that your colonists have plant cut and mining turned on in the Work tab.
  • Getting more food: Your packaged survival meals will likely run low before your crops are ready to harvest. You can tide yourself over by hunting and gathering in the meantime. If you see raspberry bushes ready to harvest, you can use "Order -> Harvest" to gather them.
  • Manual hunting: You can select animals and mark them for hunting, and any colonists with hunting enabled will go and hunt them. Do NOT hunt boomrats, boomalopes, or predators! It is a bad idea, don't do it. However, hunting has some flaws because your hunter tends to stand too far away from the animal, decreasing their accuracy and making them waste a whole day trying to shoot a turtle. Sometimes they might even accidentally shoot another colonist walking in front of them. If you're willing to micromanage a little, you can hunt manually. Select the colonist with the rifle, draft them, then right click on a spot nearby the prey to make them walk there. Click their weapon, then the animal to make them start shooting. Walk closer to the animal if it moves away. If the animal is downed but not dead (twitching on the ground with exclamation mark), keep shooting at it. When the animal is dead, unforbid the corpse so that a hauler can take it back to the base. Remember to undraft your hunter when you're done, or they'll just stand there.
  • Set up electricity: Packaged survival meals can sit forever but other food will spoil if not frozen. You will need a freezer to preserve your food, but before that, you must set up a power supply. Build a small 5x5 room, then build a battery inside. Build a solar panel nearby, then build power conduits connecting the battery to the solar panel. Conduits can be put inside constructed walls, but not through natural mountain stone. All of this is the the Power submenu under Architect. One solar panel and one or two batteries will suffice for now, if you need more electricity later, you can build more solar panels, but for now you want to conserve your supply of components.
  • Build a freezer: Build a room about 7x7 with a single gap in the wall. If it's too big, a single cooler will have problems keeping it cold. Under Architect->Temperature, build a cooler in the gap, make sure the cold side points into the room (rotate with Q and E keys), then connect the cooler to your power grid with conduits. Set the temperature to 0°C/32°F. Make another stockpile inside, set it to allow food and animal corpses, and set the stockpile's priority to "important". Your cooler will also eat less electricity if you build an airlock - just build a second door and a tiny room in front of the entrance. Note: If you're digging a mountain base, make sure the hot side of the cooler points either outside or into a very large room. Otherwise it may overheat and even start a fire.
    Nguyên văn bởi Mage:

Relating to Freezers - Even in a situation where your coolers can manage to keep the room frozen, warm temperatures outside may still cause the inside temperature to rise by one or two degrees between ticks before the cooler kicks in. This will cause the room to be considered refrigerated for quite a significant time overall and may cause rotted meat, especially when combined with temperature lost when opening the door (even if you have an airlock.) I've found it best to set the temperature goal to -1C/-30.2F so that it is still freezing at all times.

Putting your stove inside the airlock room causes less travel time for your chef and less air lost to whatever is outside. You may also want to untick 'Allow Rotten' as rotten animal corpses cannot be butchered for meat, but will still be brought inside and simply waste space if it's allowed.

Get cooking: Eating raw food (except for berries) will give a mood penalty, so you want to build a butcher table and fueled stove (under Production) - switch to wooden to save on steel. It's a good idea to build a separate kitchen close to the freezer so your cook does not have to walk as far. Your cook will not do anything until you add a bill, so click on the butcher table, click Bills -> Add Bill -> Butcher creature, then click Do X Times and change it to Do forever. Add a Cook simple meal bill to the stove, and change it to Do until you have X. 10 to 20 is a decent number. Forget about nutrient paste dispensers, they are not worth the components, electricity, and mood cost. Start research: Build a research bench under Production. You can put this in your main room for now. The first research item you want to rush ASAP is Stonecutting(for tribal runs), this will finally allow you to stop building with flammable wood or valuable steel. It does not take very long, so turn up the researching priority on your researcher. After this, you can research at a more leisurely place. Microelectronics basics should be the next thing you research. Now you can probably afford to put a standing lamp (under Furniture) inside your main room, so your colonists don't get the "in darkness" mood debuff when they're inside.
  • New colonist: Cassandra may decide to gift you with a wanderer who randomly joins your colony. Remember to set their work priorities and build another bed for them. A sleeping spot will also do in a pinch.

Your first battle

Hopefully, everything has been uneventful so far, but inevitably the first threat will arrive. It will either be a local animal gone mad or a single raider with a crappy shiv or club - it will not be very dangerous and easily handled by your starting weapons.

Combat basics:

Draft your colonists and make them stand in an open area with a clear view of the direction your enemy seems to be coming from. Your melee colonist is more likely to be injured by friendly fire than by the enemy, so make sure they're not standing in the line of fire. When the enemy approaches, start shooting. If the enemy has made it all the way close up to your shooters, engage with your melee colonist, and move the shooters back.

Alternatively, if your shooters suck but you have an amazing melee pawn, just go ahead and stab 'em.

Tending to wounds:

If a colonist gets injured in the fight, you want to make them go rest. If they're not resting, then increase their Bed Rest priority. You can check the colonist's injuries in the health tab. If there are just a few bruises and scratches, you don't have to waste precious medicine on them, so select no medicine in the Overview tab. If there are worse injuries and/or moderate blood loss, then you can allow medicine. You don't have to set a medical bed, they can rest in their own beds just fine. Cleaning up any blood and dirt in the room will decrease the chance of infection. The colonist should heal without any complications.

Taking a prisoner:

If the enemy was a raider, they may not have been killed in the fight, only downed. You can capture them and either try to recruit them, or release them for faction relationship points. You can make a prison by putting a bed/sleeping spot inside a room and setting the bed for prisoners. Prisoners cannot sleep outside or in the same room with colonists, you may have to put them inside your kitchen temporarily while you build a prison cell. Don't worry about prisons being very nice, but if you want to be nice to them, you can put a bed, table, and chair in the cell. In their prisoner tab you can examine their recruitment difficulty: ~30 is easy, ~70 might take a while, and ~99 is extremely difficult. If you think they are worth recruiting, select "Chat and Recruit". Make sure you have a colonist with Wardening enabled, and they will regularly deliver food and try to recruit them. If you think the prisoner's not worth recruiting (e.g. too difficult, chronic conditions (e.g. Frail or Cataracts), drug addictions etc.), there are several options. The kindest is to wait until they're fully healed, then release them. This will slightly improve your relationship with their faction - unless they're pirates. Otherwise you can euthanise them (gives less of a mood penalty than execution, and also medical experience,) or sell them to traders, but this will give every colonist a mood penalty that lasts several days. If you did not capture them you could simply kill them or let them die on their own - preferably the latter as killing them means a higher risk of 'Witnessed Outsider's Death' mood penalty (although you can do the former if you feel you really need to, as it's humane).

Burying corpses:

You can butcher a mad animal's corpse without worry, they do not have a contagious disease. However, colonists get a mood penalty if they see a human corpse. Construct a grave somewhere out of the way under Architect -> Misc and bury the corpse in it. Strip the corpse first if you want its clothes. Don't put the grave too far away, because colonists will occasionally visit graves as a joy activity, and you do not want them to waste the whole day walking there.

Your first winter

  • Food - By the beginning of winter you should try to have at least a thousand units of food stored. As winter progresses, your outside crops will die (hydroponics can be used to farm indoors but it is more difficult to sustain a colony this way) and, depending on the local climate, most plants on the map will die. Hunting is still a viable option.
  • Warmth - Make sure your living areas are heated to around 70 degrees Fahrenheit (21 degrees Celsius). If they are colder than this, your colonists may complain about the cold. Significantly colder, and they will contract hypothermia and/or frostbite if they are exposed for too long. Parkas and tuques will help keep colonists warm in cold weather, but heaters are still necessary for indoor areas.
  • Joy - When it snows, colonists can build snowmen, providing a joy bonus.

Trading in Rimworld

Colonies can trade with orbital trade ships (via a comms console) or with other factions by using caravans. Tradeable commodities include slaves/prisoners, furniture, gear, resources, food, drugs, and works of art.

The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.

Caravans consist of one or more faction members often with pack animals and/or tamed animals in tow. Players can either form their own caravan or wait for others to visit their own colony. To trade with a foreign passing caravan, direct a colonist (preferably with high social skill as he/she can get better prices) to speak with the caravan member who has a yellow question mark above the head. Stored items will be eligible to sell and appear in the trade window. Purchased items will be dropped in the location where the trader was standing and will need to be hauled. Sometimes, foreign caravan members may fight each other and accidentally drop items from their gear inventory.

After finishing the required research, a comms console and an orbital trade beacon can be built, which allow:

  • Satellite calls to request caravans to friendly faction at the costs of 1100 silver, which can be reduced to 700 silver if goodwill is above 40. You can only call for a caravan from a given friendly faction once every four days.
  • Interaction with orbital trade ships which will stay around for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. After it's gone, a simple notice at the top of the screen will note when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type, which determines its inventory.

To trade, order a colonist to interact with the comms console. Only items located within range of an orbital trade beacon can be traded. Purchases will be sent via drop pods to a beacon's open-air tiles, drop pods will phase through constructed roofs otherwise. If all beacon tiles are covered, drop pods will land at the nearest eligible tile. Prisoners can be sold directly from their cell even if not in range of a beacon and tamed animals can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their capabilities, injuries and skills.

Trade Prices

Hovering over an item's price opens a tooltip that displays price modifiers.

Usually, goods from the colony are sold at 50% market value, and bought at 150% market value. Certain difficulty levels modify trade prices.

Trade prices may also be modified by the Trade Price Improvement stat of chosen colonist, listed on the tooltip as "Your negotiator bonus: -x%".

Some traders will charge 2x the price of a good, in addition to the 150% multiplier on buying. Selling remains at normal price.

Faction bases don't have any goods-specific price penalties and will even offer a 4% discount when trading at a base.

Types of Traders

Land Convoy

  • Visitors are small groups that carry all of their goods on their person. They may or may not have items for trade; even if they do, they often have few items and little silver to trade with.
  • Trade caravans are large groups that carry their goods on pack muffalo or dromedaries, depending on climate. They have a moderate amount of items and silver to buy trade with.

Land convoys will leave the area if the temperature is deemed too dangerous for them to continue trading.

Technological Level

Neolithic traders are tribal in nature and will be limited to selling neolithic level items. Bulk goods traders

  • Slavers sell slaves, and some other miscellaneous items at a high price.
  • War merchants are essentially combat suppliers.
  • Shaman merchants are essentially renamed pirate merchants (see above), except they only sell neolithic items.

Outlander traders come from other faction settlements and are not restricted to a specific technology level of items.

Faction Bases

Large faction settlements that engage in trading. They buy/sell everything within their technology level, have the most extensive stocks and offer a 4% discount.

Outlander or Orbital

  • Outlander traders have a physical presence on the map and offer a small to medium amount of items and silver.
  • Orbital traders have no physical presence. They have large amounts of items and silver to trade with, and have the same trader types as outlanders.
  • Bulk goods traders buy and sell basic materials such as steel, wood, components, gold, textiles, and food.
  • Combat suppliers buy and sell melee weapons, ranged weapons, armor, medicine, and implants.
  • Exotic goods traders buy and sell artifacts, apparel, non-craftable joy items, furniture, and some other exotic items.
  • Pirate merchants buy and sell slaves, armor, implants, medicine, and rare animals.

Trading tips

  • Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (0.5% per social skill point).
  • Likewise, colonists with a higher social skill will negotiate for higher selling prices for everything but the commodities (0.5% per social skill point).
  • Trade is influenced by your trader's ability to speak and hear. Damage to any such parts will ruin trade prices, and conversely bionic enhancements (no such enhancements exist as of vanilla Alpha 16) will improve trade.
  • Selling a prisoner is profitable, but has a negative impact on the happiness of all colonists (excludes psychopaths). To prevent exploiting a recruiting loophole, you cannot buy back a prisoner you just sold.
  • Food and textiles can be quickly grown on hydroponics basins, or in large amounts from large growing zones, which makes farming a viable income source, provided there's enough manpower to tend to the crops.
  • It is recommended to put your comms console in or near the bedroom of the colonist with the highest social skill for convenient trading.
  • All traders carry a limited amount of silver, so they may not be able to buy everything you wish to sell. You can still give them things but everything they receive will be for free, as they cannot afford to pay.
  • Sculptures can be created with a sculptor's table and sold to traders. Since trade ships carry a limited amount of silver, though, you may find that you cannot sell a very expensive sculpture while obtaining the full value in silver.
  • You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store.

Time in Rimworld

Time in RimWorld passes as a series of ticks. On normal game speed, there are 60 such ticks to a real second; there are always 2,500 ticks to one in-game hour.

The game starts in the year 5500. The in-game clock is in 24-hour format with the hours displayed in military time from 0H to 23H.

Time proceeds as one would expect except that there are no individual months displayed, but instead the four seasons. (Summer, Spring, Winter, and Fall) Each individual season is always 15 days, after which you proceed into the next season.

1 Day / 24 Hours

60.000

16m 40s

1 Season / 15 Days

900.000

4h 10m 0s

1 Year / 4 Seasons

3.600.000

16h 40m 0s

Note: as of Alpha 16 (December 20th, 2016), time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.

Other tips

  • Wild and Tamed animals will eat your crops and food if you let them. Kill the wild animals and restrict your animals in a zone that only contains hay or kibble.
  • Visitors will get into your freezer and drink your beer regardless if you forbid doors.
  • The notification when a hungry predator attacks a colonist is easily missed, only manhunters trigger the red flashing envelope notification. Be wary if there's a wild predator hanging around your base.
  • If a person crash lands in an escape pod and you want to recruit them, you must capture them and then recruit them like any other prisoner, even if they're a colonist's family member. If you choose rescue, they will simply be released when they're healed.
    Nguyên văn bởi TacticalWolf:

Not always true. There's a chance when they've been healed up, they'll automatically join your colony.

Thanks to Nodge Ball for this tip:

Nguyên văn bởi Nodge Ball:

You can't just build roofs somewhere; roofs can only be built in a 6 tile radius from a wall. This can lead to problems when creating larger rooms as some portions will be more than 6 tiles away. To fix this, build supports, or 1x1 walls. An optimal support pattern is a grid pattern with 8 tiles between them.

Remember, if you don’t know what something is or what it does, you can almost always click the 'i' button somewhere on its panel to get more information. This is also how you get detailed information. If you click on a Colonist, you can get various bits of information about them by using the tabs above their panel, but the most useful ones are Character and Needs. Character gives their skills and unique traits. Needs will tell you their mental state. At first, you can’t do much to alleviate needs like a personal bedroom (always at least 5 by 5 in size!) or a desire for robot limbs, but it’s easy to make a Nudist happy by going to the Assign menu and giving them permission to never wear clothes. Using the Power section in the Architect menu, build Wind Turbines and Solar Panels, then connect them to batteries to store up energy. Make sure to keep your batteries indoors—they get disastrous when wet. Once you’ve done that, Wall off or dig out a good size room near your common area and install Coolers, under Temperature with their blue side facing inwards. Make sure the red side points outdoors. Set their target temperature to 0 Celsius, make the inside of the room a Stockpile for raw food, to-be-butchered animal bodies, and prepared meals. Voila, you have a freezer. Now you won’t starve when winter comes. Prepare for your first winter by ensuring that you’ve made a tailoring bench and a few Parkas and Tuques—unless you’re in the tropics or the desert, where you should be focusing on Dusters and Cowboy Hats to keep off the heat. You’ll want to build a Research bench early on so you can get Stonecutting and start putting up strong stone walls. From there, your priorities are going to depend on what you need most—but Microelectronics is going to be key, allowing you to trade with passing space ships, communicate with other factions, and research faster. > Nguyên văn bởi Bawan:

People can't stand on graves put them behind some sandbags so you can only be melee attacked from the sides.

Don’t make doors out of stone. They’re heavy and take forever to open. Colonists with traits like Night Owl or Annoying Voice can be given an alternative schedule using the Restrict menu. Night Owls so they sleep during the day and get a happiness buff. Annoying Voice, Belligerent, and the like can benefit from sleeping during the day, too—it keeps them from pissing off everyone else and starting fights. I also like to use Restrict to keep Colonists with traits like slowpoke, or those who lost a leg in a fight, limited to the Home area. That way they’re not caught out too far in the event of a sudden pirate raid or echoing psychic scream that drives every squirrel on the map into a man-eating frenzy. Sooner or later you’re going to get raided. By clicking on a Colonist and pressing 'R', or the crossed swords button, to draft them you get manual control of their position. Get them into cover, as a group, and let the enemy come to you. Build sandbags, under the Security heading of Architect, for easy cover. If you have time, make sure you’re cutting down trees and moving stone chunks to give yourself a clear field of fire in the direction enemies will approach from. Position melee weapon using colonists in ambush behind doors or as a second line if the enemy charges you. RimWorld’s character economy is driven entirely by beds. To take prisoners from those who crash nearby or only get disabled when attacking you, and thereby get new converts to your settlement, you’ll need to put beds or sleeping spots in an enclosed room and mark them as prisoner beds along the bottom. Then, under each prisoner’s unique tab, tell your Wardens to recruit them. Take care not to crowd too much or you’ll end up with the same kinds of problems that crowding your Colonists gives! Oh, and, if their recruitment difficulty is too high go to the Health tab and harvest their organs for sale on the black market. Or let them go to gain goodwill with their tribe. Or just execute them if they’re filthy pirates. Got a good Animals skill among your crew? Tame some of the local beasts like alpaca or muffalo for a source of wool and milk that your Colonists will automatically harvest. If you’re feeling particularly daring you can try to tame wolves or lions. Under the Animals tab you can set restrictions on where your creatures are allowed to go. (Keep them out of your food stores. They’ll eat your food and drink your beer.) You can also set specific animals to be trained in specific ways—camels as hauling creatures and huskies as companion and rescue dogs, for example. Don’t forget to get creative! Some of the best moments in games like this are because you used something in a way it wasn’t intended to be used. Make a death trap using steam vents! Build an empire based on raising and selling dogs to passing trade ships! Build stasis capsules and use them to keep prisoners in suspended animation until you can sell them off! The best way to learn RimWorld is to play and find the fun in failure. Maybe your whole colony will burn to the ground, but something funny will probably happen in the process.

Mods

Mods used in this guide from RimWorld Workshop, mod 0.17:

Additional Joy Objects

This mod adds new objects and activities that bring joy to colonists.

Allow Tool ***

Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.

Animals Logic

Adds options and funktions like rename button, animals can own beds, prevents animals from eating random stuff and much more.

Camera+ ***

This little mod enhances the in-game camera so you can zoom in much more than usual.

Centralized Climate Control

Centralized Air Cooling/Heating System for RimWorld. Build Large Piped Air Climate Systems away from your buildings.

Colony Leadership A17

Colony Leadership Mod! Elect specialized leaders with increased stats and capacity to teach others.

Dubs Hygiene and Central Heating

Adds a sewage system, toilets, showers, baths, hygiene related needs and mood effects. And a central heating system.

EdB Prepare Carefully ***

Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing!

[A17] Expanded Prosthetics and Organ Engineering 2.0

This mod gives you the ability to craft your own prostheses and artificial organs.

Facial Stuff 0.17.1.2

This mod aims to provide more visual individuality for your colonists.

Gas Trap

Adds two types of traps (each with several variants); The Gas trap and the Insect Trap.

HugsLib ***

This is a library that provides shared functionality for other mods.

Medical Tab

Adds a comprehensive medical overview tab, showing your colonists’ health at a glance.

[T] MoreFloors

Adds a wide selection of new flooring to decorate your colony.

More Furniture (A17)

A small mod that adds in several items into the game to allow for greater customization.

Preset Filtered Zones

Adds six new stockpile zones.

QualityBuilder ***

With QualityBuilder all buildings that have quality (beds, tables etc) will only be build by the best builder to ensure the best outgoing quality.

Quarry

This mod adds a quarry for collecting rocks and resources in flat terrain.

Relations Tab

Replaces the faction tab with a relations tab. The relations tab shows, in a very graphical way, relations between your colonists and with other factions.