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
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.
Your first day
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.
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.
The next few days
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.
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
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:
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
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
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
Trading tips
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
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. |