Going Medieval

Going Medieval

View Stats:
Krazzy K Nov 14, 2024 @ 3:05pm
questions
Had this game for a while just held off on it until some updates. So new to the game enjoying most of it so far. I have a couple of questions. I have quite a few hours on rimworld to I am familiar with alot going on.

Is cleanliness a factor for the wounded?

Do you place blazers inside ? Seems fire hazard with straw house lol

Any minor tips on research

Are shelves worth building it says storage 3, is that max qty?
I know I should just try but I'm doing decent on my first real play through and don't want to waste research points for furniture just for shelves that don't hold anything

I started in the middle of map which some what great but not best position
so
If I build a walled off area at the corner of a map next to a river coming in. I'd like part of this flowing river by in my walls, can bandits still enter through the river ? Where I want to build is on a hilltop w/a river flowing down like little waterfalls. Looks nice thought is be strategic spot place the beauty of the river flowing. But it is the edge of the maps where bandits can enter.

I'm just some what held up on expanding my buildings if I can relocate
< >
Showing 1-6 of 6 comments
foij00 Nov 14, 2024 @ 3:58pm 
To my knowledge, cleanliness doesn't have an impact on wounds.
Braziers and heat sources are necessary indoors during cold weather. Fire risk is not yet implemented in game.
Kaelroth Nov 14, 2024 @ 4:17pm 
Cleanliness isn't a factor for wounds. Just tending them with someone with the medicine skill.

Braziers will increase the temperature inside a building. At the moment there's no risk of starting a building fire, but that may change as the devs intend to add a fire hazard mechanic.

Shelves are worth it. It's basically a stockpile square with 3 levels to it, So 1 shelf is the same as 3 stockpile squares. Not all resources can be placed in shelves though.

Raiders will swim across a river if there's access to your settlement. If your walls are just on top of the water and not submerged at least one elevation into water then your settlers, raiders and wild animals can enter your town through that area.

Adjusting the flow of a river can be tricky. I recommend making a save before any river modifications so you can reload that save if things go awry. Having flowing water inside your town without raiders and wild animals having access is possible but a bit complicated to orchestrate, A simple method would be to use windows in the water at the bottom of your walls. Water will flow in through the windows, but it will keep settlers, raiders and wild animals from using the spot as an entrance/exit. Though in my opinion, the aesthetics of this don't look the greatest.

As a second and more complex option, you can excavate a channel that is 2 elevations deep for the water to travel into your town. Make sure that the channel is fully excavated before you mine the blocks that are at the banks of the river. You can't excavate the bottom of a river once it is underwater. Once this is done, you can terraform over the top of the channel with dirt and build a wall on this. As long as the channel of water entering your settlement is at least 1 elevation below the top of the river, it won't be considered an entrance to your settlement.
Krazzy K Nov 14, 2024 @ 4:44pm 
How do I show a screen shot? I'd like to show the river entering my map. I wasn't really planning on changing the flow of the river. So would like to show the river entering in the top corner
Kaelroth Nov 14, 2024 @ 5:33pm 
Web browser search engines are your friend: "How to post screenshots in steam"

The complexity of what is required when dealing with water really depends on what you are trying to do. Your original post didn't really convey what you were intending to do.

The simplest method to have a river flow inside your settlement's walls is to use the window method I described in my earlier post.
Krazzy K Nov 15, 2024 @ 10:16am 
https://steamuserimages-a.akamaihd.net/ugc/51322921728076642/4B2B1B26767D9507ABD574E6C576540BBE377200/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

I thought I hit the share button on the screen shot, but I'm still pretty much window XP experience. When it comes to computers. :steamsad:

I read original post again, and yeah I don't think it'll to work like thought. Just thought that would look cool with the river flowing through. I'll save and try a couple of things, but if it has any physics my outer walls will act like a dam.

So I plan was to just block off the whole north west corner, river and all. Hill top, water supply/safe fishing. So hopefully that shows up, if not. I still appreciate all the responses. Thank you
Last edited by Krazzy K; Nov 15, 2024 @ 10:21am
Jambie Lionheart Nov 15, 2024 @ 1:08pm 
@OP: It's impossible to build on the very edge of the map. There's an unbuildable zone surrounding the edge to prevent people from just shutting out raids altogether by simply blocking them from entering the map. (So you could still get enemies spawning directly behind your base in that corner). You or someone else could probably mod that out sooner or later.

Q1: No, cleanliness is not a factor but you can create infirmery beds to help with recovery and segregate the injured,

Q2: Typically yes. I've also found they (braziers) look really good dotted atop of a wall or other fortification. Sticking them on during a raid feels pretty epic to me anyways. If you stick multiple braziers in a room, the space in between the braziers becomes quite warm too. I haven't found a range limit yet though. I ain't gone bigger than 5 spaces with it yet.

Q3: There isn't really a right or wrong way to do research. If you enable raids then try not to neglect defense and weapons. That'll bite ya sooner or later. Main thing in my mind is to be aware that setting a research bench to produce 'until' is setting the desired amount of available research material not the actual total amount you have (including alloted). You'll see in the research screen. Available and alloted. If you set an amount instead they'll stop as soon as they make a particular number instead of just whenever you use the research materials up.

Q4: Shelves are defo not a waste, in my opinion. It triples the amount of storage on a single tile. I find the particularly useful for storing textiles or using them in pantries (for food storage). They vastly reduce needed storage space and eliminate the need to place floor tiles down (which helps with temperature management) and enables the player to build a pantry quicker.

Q5: I'm actually building something similar to what you're thinking. You're probably on a valley/plains though. I'm on a mountain.
https://steamcommunity.com/sharedfiles/filedetails/?id=3366342782

This is just the beginnings. I'm building the fortress on the right and bedrooms on either side of the river underground. While I was at it I experimented with the water a bit. All walls will stop water from entering new areas so long as it's still standing.

Also found out the limestone block floor tiles also block water. But you gotta be real careful with it because the water does not block treb shots. The incoming attack in my screen shot is probably going to flood my entire pantry.So if you have water flowing on top of your base, there is a potential for enemy raids to entirely flood out your base.
I dunno if stairs can block 'flow' and I'm not going to test that :D Which leads me to my other point, which is that once water does enter an area, it is impossible to get rid of it again easily. Once you cut off flow, you basically have to build walls in every single water tile, from the entry point up until the exit point on that elevation. I'm also still experimenting with river redirection and exactly what might be possible.

Also worth pointing out that water doesn't flow into the map as it appears to, it just spreads outward from neighbouring tiles. If ya give it a two tile ledge it'll spread until the ledge ends and dips down. If only one tile ledge, it will eventually taper off. It's somewhere between 4 and 12 tiles until flow stops completely, I can't exactly remember now.

I also tried surrounding a pantry with water. Because I figured maybe the temperature with the water might rub off inside a room. Doesn't work, makes no difference to the temperature. It does look beautiful though.

Also >: ] I had some close calls in order to find this out (thankfully no deaths) but it is possible to drown your settlers while constructing over the water surface. Sometimes they're dumb lil ♥♥♥♥♥ and dive into the water and underneath other, adjacent constructions. If they stay there long enough, you produce a corpse. It takes a full minute or two before they're unconscious another minute after to die, I suspect. A notification pops up. So it's unlikely to go unnoticed.

6) It doesn't really matter where on the map you go. There's no perfect or golden spot every player aspires too, honestly. Especially if you're in peace mode. If you have raiders there is a need to be a little sneaky with your base set up to create 'murder' holes and set lots of traps for dumb enemies to run over.
Freebie you didn't ask for: If you really wanna be a ♥♥♥♥ about it, create a two tile wide path from the edge of the map to where you want enemies to head towards (the aforementioned murder hole) and just set traps spaced out in a checkers board like pattern the whole way. Even the stick traps go a long way to slowing them down.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Nov 14, 2024 @ 3:05pm
Posts: 6