RimWorld

RimWorld

test Aug 1, 2019 @ 2:13am
How do I butcher and cook killed animals and other questions.
So I did the tutorial, I killed a racoon at the cost of someones toes, I killed a maniac rabbit. So now I got corpses (plus a human attacker corpse, but I'm thinking to not eat that) . I figure it would be a good idea to butcher and cook them. I choose a colonist, right click a corpse, and I can have them eat it raw. Or... that's it. The other option says I can't carry it anywhere because I don't have any assigned spots for something.

So I assign an additional zone, I try to right click zones. I assign a butcher spot. I craft a butcher table. I choose a colonist, I right click corpse, "No assigned something..." DAMN IT!

Also, how do I move items from outside to inside so they don't decay from exposure?
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flu007 Aug 1, 2019 @ 2:21am 
A few quick links to get you started...

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.)



Last edited by flu007; Aug 1, 2019 @ 2:25am
Azunai Aug 1, 2019 @ 2:23am 
the default setting for storage zones excludes corpses, so you have to specifically set up a zone that allows animal corpses to make your pawns haul the killed animals 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.)
test Aug 1, 2019 @ 3:14am 
What's this psychic sensitive or insensitive about/do?
Originally posted by myconv:
What's this psychic sensitive or insensitive about/do?
Increases or decrease the impact of psychic events and the AI psychic ship parts. Sensitive and hypersensitive is great when a psychic sooth happens because they get a bigger morale buff, it is really bad when a psychic drone or ship part happens due to extreme morale debuff.
Last edited by Khan Boyzitbig of Mercia; Aug 1, 2019 @ 3:34am
test Aug 1, 2019 @ 3:49am 
Is that it, buff or debuff? Do you learn or gain access to anything quicker because of psychic powers?
flu007 Aug 1, 2019 @ 3:52am 
Nope, that's it, buff or debuff. There are other traits that influence learning speed etc.

https://rimworldwiki.com/wiki/Traits
test Aug 1, 2019 @ 5:16am 
Can one force them to work when they want to sleep?
SamtheCossack Aug 1, 2019 @ 5:42am 
Originally posted by myconv:
Can one force them to work when they want to sleep?
You can, but it is very much not recommended. You can use right clicks to tell a colonist to prioritize doing something, and they will do it even if they want to sleep. You can also change their sleep schedule by the work menu. If you have something critical to do (Like firefighting, clearing blighted crops, etc) then this is worth it, but don't get in a habit of disturbing their sleep too much unless you want them to start ripping each others faces off.
test Aug 1, 2019 @ 6:34am 
I got a colonist who's best with animals, so they should be assigned to hunting, right? But they are also best with melee. But with blade equipped it says I need ranged to hunt, I really can't hunt with melee?

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?
Last edited by test; Aug 1, 2019 @ 6:45am
flu007 Aug 1, 2019 @ 6:52am 
Originally posted by myconv:
I got a colonist who's best with animals, so they should be assigned to hunting, right? But they are also best with melee. But with blade equipped it says I need ranged to hunt, I really can't hunt with melee?

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.


Originally posted by myconv:
Do guns use/run out of bullets? Do bows use/run out of arrows?

Nope.


Originally posted by myconv:
Do items like dressers actually hold clothes?

Also nope. A dresser in a bedroom increases comfort for all nearby beds.

The shelf does hold a few items.
SamtheCossack Aug 1, 2019 @ 7:15am 
Originally posted by myconv:
I got a colonist who's best with animals, so they should be assigned to hunting, right? But they are also best with melee. But with blade equipped it says I need ranged to hunt, I really can't hunt with melee?
You cannot "Hunt" with melee. You can draft a colonist and have him attack animals. This is not a good idea under normal situations, as he can and will get his eyes gouged out by turtles. The animal skill is useful for hunting creatures that fight back, as it improves the Hunter stealth stat, which reduces the chances of a creature attacking you when you shoot it. Shooting is the much more important stat though, as hunting with a character with high shooting but little or no animal skill is perfectly viable.


Is there no way to have my colonists carry two different weapons on them?
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.

Do guns use/run out of bullets? Do bows use/run out of arrows?
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.

Do items like dressers actually hold clothes?
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.
test Aug 1, 2019 @ 1:30pm 
Is there any mods that do things like make dressers hold clothes?

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?
Last edited by test; Aug 1, 2019 @ 1:37pm
Morkonan Aug 1, 2019 @ 1:44pm 
Originally posted by myconv:
Is there any mods that do things like make dressers hold clothes?

Yes, but they use their own wardrobe type thing.

While we are talking about clothes, do all clothes fit everyone? Do shoes exist?

Yes. No.

Despite there being passionate about melee and brawl & agile traits, are you saying there is never a time to do melee?

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.)

Is there a way to train melee and range?

Every skill is trained as it is used. Also, when it is not used, it can slowly degrade.

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?

Yes. Many items can be "uninstalled." However, some built items can not and must be deconstructed.

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?

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."

Can one recruit or attack the seller?

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.
flu007 Aug 1, 2019 @ 1:56pm 
Originally posted by myconv:

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?

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.
Skills will not degrade below level 10, and the higher the skill level the faster it will degrade. Keeping skill level 20 will usually require passion or burning passion for the skill exceptions being shooting and melee, shooting will tend to get higher than normal levels because shooting people gives a lot of xp while melee can be too dangerous to maintain or enemies are all gunned down before melee can happen.
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.
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Date Posted: Aug 1, 2019 @ 2:13am
Posts: 65