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Work at workstations (like a butcher table) gets done by creating bills. (work orders, basically)
https://rimworldwiki.com/wiki/Bill
(If you select the workbench, on the bottom left, above the info box, is the Bills tab.)
Then to store items...
https://rimworldwiki.com/wiki/Stockpile_zone
Organize the zones with the Storage tab - there you pick which items can or can't be stored there, and the priority of the zone (whether that zone will be favored over others to store the same type of item.)
Once a zone is configured to hold a particular item, you can manually order the pawns to store it by right clicking on the item, or they'll get to it automatically eventually.
(To move items inside, simply create a stockpile zone indoors and configure it to hold the items you want stored there.)
and then you have to add a job at the butcher spot or butcher table to butcher animals. someone should then pick up the corpses and carry them to the corpse storage zone you designated. and someone will pick them up and butcher them into leather and meat.
and then you set up a bill to turn raw food into meals at a campfire or cooking stove so they turn the raw meat into meals.
you can control what stuff is stored outside or inside with the settings of the storage areas. some stuff won't decay outside (stone, steal) so you can leave those enabled for the outside zone. everything you want to keep indoors should only be enabled in that specific indoor storage zone (like raw meat in a room/house with cooling etc.)
https://rimworldwiki.com/wiki/Traits
Is there no way to have my colonists carry two different weapons on them?
Do guns use/run out of bullets? Do bows use/run out of arrows?
Do items like dressers actually hold clothes?
If I'm not mistaken, the "animals" skill is a secondary skill which influences hunting ability, but it's mainly important for taming and training animals.
Needing a ranged weapon to hunt is one of those "that's just how it is" things. You can always "draft" the colonist, which gives you direct control over them, and make them attack an animal, of course. But to hunt on their own, they need a ranged weapon.
Nope.
Also nope. A dresser in a bedroom increases comfort for all nearby beds.
The shelf does hold a few items.
In vanilla, not really. Ok, there is, but... lets just say there isn't, as it really isn't practical. However there is a very good mod called simple sidearms that allows it if you want.
No. But again, mods can add that. If you are using mods that might not be true any more, as mods like Combat Extended (Ok, mostly just Combat Extended) add that feature. If you aren't using mods, don't worry about it.
Nope, Dressers don't really do much that you would notice. They make beds more comfortable, but do not improve sleep efficiency. Shelves do hold two items, and have the unique ability to keep items from decaying outdoors.
While we are talking about clothes, do all clothes fit everyone? Do shoes exist?
Despite there being passionate about melee and brawl & agile traits, are you saying there is never a time to do melee?
Is there a way to train melee and range? Can one train anything other than just doing it? Like can one character teach another or spar or anything?
How do I actually get a unit to hunt? I gave the person with animal skill a bow I bought (quieter so better for hunting? Doesn't damage meat as much?) and assigned them to hunt. But I have yet to see any such behavior. Is it better to have the person with some range skill hunt?
Can one move things? How? Like if a chair is in a bad place, does one really need to dismantle it and rebuild just to place it somewhere else?
I got a loner seller guy selling me stuff. But I couldn't figure out how much money I had. And how does one make more money anyway? Sell him stuff you've made? No bartering?
Can one recruit or attack the seller?
Yes, but they use their own wardrobe type thing.
Yes. No.
Melee is a valuable skill. There are also Shield Belts which can protect pawns from ranged fire, which are great for melee pawns. (Generally, melee are used to close with ranged enemies to put them into melee mode, so they can't use their ranged weapon.)
Every skill is trained as it is used. Also, when it is not used, it can slowly degrade.
Yes. Many items can be "uninstalled." However, some built items can not and must be deconstructed.
Your total is on the far left, how much your trade will cost is in the middle and the far right shows the trader's money.
You make money by selling things. You can also mine silver deposits. You can sell to traders that visit you, other encampments on the world map, or to passing ships once you get a Communications Console. You can also sometimes find silver at bandit camps and colonies you raid.
Bartering is based on the value in silver of the item. Trading an item to a trader will show a net silver amount before the transaction is complete, which you can use to buy goods. So, in that way, it is a "barter trade."
Yes, you can attack the trader. If you capture them, you can try to recruit them. But, this will, of course, anger the trader and the faction that they are from.
I suspect that the step you're missing is, you need to mark a wild animal for hunting. (Select the animal, then there will be a hunt and a tame button.)
The Wildlife tab gives an overview of all the wild animals on the map.
As far as I know, the noise a weapon makes has no impact on anything.
"Doesn't damage the meat as much."... Kinda sorta. The late game weapons (charge weapons) have a tendency to destroy the odd bodypart, which means you get a little bit less meat from its corpse. But I wouldn't worry about that too much.
Melee is still useful for dealing with unruly prisoners and buying time when fighting bugs for your gunline behind the melee guys to mow the bugs down.