RimWorld

RimWorld

Spookyea Jul 2, 2018 @ 3:10pm
Any tips for starting off?
I made a post here a few hours ago asking if I should get this game, and everyone said yes and why i should get it. So I going to get it and start playing tomorrow, is there anything I need to know before getting into it like what gamemode to play or if I should play with any mods just things like that. Thanks :).
< >
Showing 1-15 of 20 comments
Malthusians Jul 2, 2018 @ 3:22pm 
I would say start with no mods, get a feel for the base game. Just take the default options most of the time, don't put your colony in a too hot/too cold place. Just play for a while, your first games are gonna end in horrible death anyway, you'll get a feel for what you need to do to (try to) protect yourself from the various dangers.

Have fun, laugh at the absurd story your panicking burning dying colonists are making with your "help" :D
stevasaur Jul 2, 2018 @ 3:31pm 
Here's a few semi-random tips for a new player. I hope they help.

1: Suppress your ego: don't start on a particularly high difficulty. Some Challenge should be the maximum for your learning playthrough.

2: One of the most critical parts of base-building is the concept of Rooms. Any area that is completely enclosed with solid material is classified as a "Room," no matter how oddly-shaped. This "Room" has various stats which effect your Pawns' (colonists) activities while inside the room. The main stats that you want to watch out for are Beauty, Cleanliness and Space. You can look at the room's stats by clicking on the human-head icon in the lower-right hand corner of the screen and mousing over the room in question.

3: The strength of the threats you encounter is largely based on three factors (not counting difficulty): the "wealth" of everything in your colony, the number of Pawns you have, and how long it's been since the game's start. Accepting too many Pawns who can't fight and acquiring too much stuff too quickly may lead to Raids that are too big for you to handle without serious defenses.

4: Speaking of defences: don't fight fairly. The AI never runs out of Pawns, while yours are precious. If you can lure enemies into the open while you've got cover, do so! Maschismo(sp?) is secondary to survival.

5: When you're landing your colony, the biome you pick can be just as important as the difficulty you selected. Obviously, landing on the polar ice cap is a bad idea: Temperate Forest and Arid Shrubland are the two most straightforward biomes available.

6: Be prepared for your colony to suffer a terrible fate. There are a lot of things that can go wrong. No shame in reloading if something unexpected happens while you're still learning.

Welcome to the Rim, Spooki. Enjoy your stay.
desrtfox071 Jul 2, 2018 @ 3:38pm 
Too much food is just enough food.

Too much security is just enough security.

Everything else is secondary.
Spookyea Jul 2, 2018 @ 3:59pm 
Originally posted by Malthusians:
I would say start with no mods, get a feel for the base game. Just take the default options most of the time, don't put your colony in a too hot/too cold place. Just play for a while, your first games are gonna end in horrible death anyway, you'll get a feel for what you need to do to (try to) protect yourself from the various dangers.

Have fun, laugh at the absurd story your panicking burning dying colonists are making with your "help" :D
Ok thanks :)
brian_va Jul 2, 2018 @ 4:00pm 
Originally posted by Spooki:
Ior if I should play with any mods just things like that. Thanks :).

this is one of those games where the base gameplay is more than worth the asking price, but it also serves as a perfect host for mods, making it one of the few "great" games. play the base a bit, and figure out what you want from the game. odds are that whatever it is, that mod exists.
Spookyea Jul 2, 2018 @ 4:03pm 
Originally posted by stevasaur:
Here's a few semi-random tips for a new player. I hope they help.

1: Suppress your ego: don't start on a particularly high difficulty. Some Challenge should be the maximum for your learning playthrough.

2: One of the most critical parts of base-building is the concept of Rooms. Any area that is completely enclosed with solid material is classified as a "Room," no matter how oddly-shaped. This "Room" has various stats which effect your Pawns' (colonists) activities while inside the room. The main stats that you want to watch out for are Beauty, Cleanliness and Space. You can look at the room's stats by clicking on the human-head icon in the lower-right hand corner of the screen and mousing over the room in question.

3: The strength of the threats you encounter is largely based on three factors (not counting difficulty): the "wealth" of everything in your colony, the number of Pawns you have, and how long it's been since the game's start. Accepting too many Pawns who can't fight and acquiring too much stuff too quickly may lead to Raids that are too big for you to handle without serious defenses.

4: Speaking of defences: don't fight fairly. The AI never runs out of Pawns, while yours are precious. If you can lure enemies into the open while you've got cover, do so! Maschismo(sp?) is secondary to survival.

5: When you're landing your colony, the biome you pick can be just as important as the difficulty you selected. Obviously, landing on the polar ice cap is a bad idea: Temperate Forest and Arid Shrubland are the two most straightforward biomes available.

6: Be prepared for your colony to suffer a terrible fate. There are a lot of things that can go wrong. No shame in reloading if something unexpected happens while you're still learning.

Welcome to the Rim, Spooki. Enjoy your stay.

ok good to know, thank you very much :greatwhite:
tojosan Jul 2, 2018 @ 4:38pm 
Equip the weapons. Make sure pawns have the correct weapon type.
Build a room for raw food and cooked food items. Build a cooler on it. This will be a life saver.
Plant some food crop or crops immediately. Food takes a long time to grow.
burningmime Jul 2, 2018 @ 4:47pm 
overlap your autocannons -- ideally, have 3 that can fire at your front door from different angles, all of which cover each other.
stevasaur Jul 2, 2018 @ 4:53pm 
Autocannons aren't in the stable build yet. They're in the 1.0 beta.
Kasa Jul 2, 2018 @ 4:58pm 
1. Repeat after me: "Losing is fun too!"

2. When generating pawns try to have at least:
- 2 people with 6 in shooting or more
- 1 person with 8 growing
- 1 - 2 peoplewith medicine 5 or higher (higher the better)
- 1 - 2 people with construction, mining, crafting at 6 or better

3: avoid pawns with destructive traits and addictions you can't meet IE: Pyromaniacs and or wake up addication.

4. Grow rice or strawberries for food, rice grows faster but strawberries can be eaten raw at no penilty.

5.Try to build seperate rooms for you pawns 5x5 by that I mean tiles, not walls.

6. Despite what other people say don't play vanilla, it will drive you mad get these basic mods:
- HugsLib
https://steamcommunity.com/sharedfiles/filedetails/?id=818773962

- Allow Tool
https://steamcommunity.com/sharedfiles/filedetails/?id=761421485&searchtext=tool

- Colony Manager
https://steamcommunity.com/sharedfiles/filedetails/?id=715565262

This will give you a very Vanilla playthrough but allow you to control things easier. For example without Colony Manager you have to manually select animals to hunt with your pawns every time.

7. Lastly this is not required but may be of some help, if you look for temperate forests with growing period of "all year" you don't have to worry about crops or making winter clothes.

This should more or less be ok to get you feet wet, remember loosing is fun! And Randy is an @sshole that everyone loves.
Last edited by Kasa; Jul 2, 2018 @ 5:01pm
crgzero (Banned) Jul 2, 2018 @ 5:05pm 
I would reccomend playing vanilla as others have mentioned, but I also agree with the poster above me, a few Quality of Life mods like the above make things much more enjoyable.

I'd also reccomend a mod called "Prepare Carefully", it can be used to cheat with, but as a first time player it can help you set yourself up with some decent pawns and a better chance of survival. It's your choice whether you want to cheat or not with it.
Spookyea Jul 2, 2018 @ 5:11pm 
Originally posted by stevasaur:
Autocannons aren't in the stable build yet. They're in the 1.0 beta.

when does that come out?
Spookyea Jul 2, 2018 @ 5:14pm 
Originally posted by Kasa:
1. Repeat after me: "Losing is fun too!"

2. When generating pawns try to have at least:
- 2 people with 6 in shooting or more
- 1 person with 8 growing
- 1 - 2 peoplewith medicine 5 or higher (higher the better)
- 1 - 2 people with construction, mining, crafting at 6 or better

3: avoid pawns with destructive traits and addictions you can't meet IE: Pyromaniacs and or wake up addication.

4. Grow rice or strawberries for food, rice grows faster but strawberries can be eaten raw at no penilty.

5.Try to build seperate rooms for you pawns 5x5 by that I mean tiles, not walls.

6. Despite what other people say don't play vanilla, it will drive you mad get these basic mods:
- HugsLib
https://steamcommunity.com/sharedfiles/filedetails/?id=818773962

- Allow Tool
https://steamcommunity.com/sharedfiles/filedetails/?id=761421485&searchtext=tool

- Colony Manager
https://steamcommunity.com/sharedfiles/filedetails/?id=715565262

This will give you a very Vanilla playthrough but allow you to control things easier. For example without Colony Manager you have to manually select animals to hunt with your pawns every time.

7. Lastly this is not required but may be of some help, if you look for temperate forests with growing period of "all year" you don't have to worry about crops or making winter clothes.

This should more or less be ok to get you feet wet, remember loosing is fun! And Randy is an @sshole that everyone loves.

Ok thanks you :D
Morkonan Jul 2, 2018 @ 7:33pm 
Tips from a noob to a fellow noob:

(My only pre-experience was compulsively watching lots of Rimworld "Let's Plays" over the years. Favorite player is Aavak, great vids if you're interested, usually runs some mods, but provides lists.)

1) Picking your colonists/pawns:

SuperPawn is not going to save your colony by himself. He can, however, do a lot of things, but just don't get overconfident when you get the bestests, most awesomest, pawn possible - They can't do all those wonderful things at once. You need to be able to spread abilities out and have some overlap, too.

You want someone with a good Growing skill, preferably at least an 8 so you can grow Healroot and make basic herbal meds. Without that, every injury can be particularly dangerous.

You need at least one really good shooter or two decent shooters. Melee skills are great, but can result in a lot of danger for those in melee in the early game. Some of the most innocent seeming critters can kill you... (PS: Never hunt anything that starts with "Boom" since it brings the boom... not until you can snipe from a distance and, even then, it's better to... just not.)

You need a healer, someone with good doctor skills. Hopefully, they're a good researcher as well. Doctor as needed, do intellectual/research when they're not doctoring, fill in on crafting too, if possible.

2) Select your landing site carefully. Make it the easiest possible start that you can. Be very aware of temperatures, too, since you can get both Heat Waves and Cold Snaps wthat will drastically raise/lower it. This can kill your colony pretty darn fast if you're in a bad starting place and aren't prepared.

3) You must have shelter, immediately, and must start growing food as fast as you can as well as getting a place to prepare and store it. It's likely you're going to have multiple periods of food rotting in your storage areas and or dying off due to weather and seasonal conditions, so More Food is the Best Food - Food everywhere... do that.

4) Hunt. Do it as often as you can. Do it manually, so your pawns don't end up shooting each other or accidentally shoot something that's really dangerous. Conscript/draft them, move near animal, mark it for hunting so you don't have to mess with unforbidding and the delay in someone coming to get it, then shoot it until it's dead. Do that as often as you can, watch the pawn's needs, then release them and order them to prioritize picking up the nearest kill for their return back to the camp.

5) Manhunting animals won't break down the doors ...unless they see a pawn go through one of them. So, set up an emergency zone you can order all your pawns to when there's a manhunter pack warning. And, if you think one of the pawns was seen, prepare to defend the door they went through, immediately.

6) Raw materials - You need them. You need wood, first, of course, as your basic building material. But, you'll want to switch to some kind of stone when you can, since that won't catch on fire. And, fire is a big danger, thanks to "Zzzt" events, where power shorts and causes a fire. Because of that, make sure the first stone structures you create are the most critical, like a new food storage area. (Later, you'll get some devices to put fires out, but they can still be dangerous, especially with lots of power.)

You'll want steel, as much as you can get, always. You need this for many items, the most important of which is going to be Components when you get the ability to craft them. If you run out of steel for any period of time, you're likely gonna end up dead or, at the very least, extremely vulnerable. If you can't fix something, can't repair a power line, can't make a desperately needed weapon, can't construct a new heater/cooler that will save your colony/food, you're hosed... Don't run out! (Later, you can drill for it, but that can be slow and requires lots of power support, which requires steel. And, making the drills require steel for every one and you have to make a bunch if you've run out of steel on your map. (IIRC, they will be reinstallable in the full release ver 1.)

Buy all the components you can until you can make them, and even then you'll want to keep buying them. If you run out of components, you're risking death because you can't repair any of the mid-game devices you're counting on. You'll also need them for weapons and armor vests, so always keep a good stock level on hand.

Eventually, cloth, from cotton, is only going to be used for carpets. You'll want various leathers/wool from beasts you hunt, but also from beasts you tame. Taming beasts is IMPORTANT. Having animals that can haul your stuff for you is great, but be aware that many animals will eat your rations! And, for those that need meat, like some of the most useful ones, you need to make Kibble or feed them your own rations. IOW - Plan on setting up some animal husbandry stuff, training animals, and using them for their milk, which can be used in making meals, as well as their meat. (Slaughtering some every once-in-awhile.) Most of your better quality mid/late regular clothing is going to be made from their fur/leather. Devilstrand is good, too, and you can get it early with the appropriate growing skill. Once you end up with so much cloth and have plenty of clothing ready for your pawns, and you've got all the carpet you need, you won't need much cloth, so just sell it or, better, make clothes to sell to traders with it. (Lots of clothing takes up stockpile space, though.)

Note: Cloth is used in making Medicine, so you'll always want a little bit of cotton/cloth being made to keep up your Medicine stocks.

7) Stockpiles - Every stockpile should be covered by a roof to prevent deterioriation. May as well even cover your Dump stockpile too, since it will likely end up as overflow at some point. Plan out your stockpiles! Be advised that things like clothes and weapons DO NOT STACK, so every shirt you make is going to take up inventory space. But, clothes and weapons of any quality are still valuable items to trade, so you'll want to hold onto as many as you can in order to sell them.

Make sure you have planned out your stockpiles, especially your main cooler, so you can expand them when needed. Put items near where they'll be used, to limit time/travel. Some crops don't need much refrigeration for storage and some absolutely do - Make those differet if you wish. Make sure critical things like medicines are refrigerated and if you have power issues and your cooler goes down, rush some basic evaporative coolers in there and then seal the doors off unless you're critically short of food so you introduce the least amount of heat due to constantly opening doors. (Make "Airlocks" to minimize heat exchange. A set of auto doors, a space or two, then another set. Double-wall food storage areas, but dont' make 'em thicker than that. An "airgap" surrounding the cooler that is also air-quality controlled will help. (See the vid below on Temperature for some tricks.)

8) Every pawn is valuable, but not all pawns are worth recruiting. Pay attention to their faults. You have to feed them, so if they're likely going to cause more trouble than they're worth, release them or don't recruit them. (It's also worth looking at the raider's stats and being sure to kill off any that you don't want to take prisoner before combat is over. Killing prisoners or helpless pawns will give you a pretty big morale penality.)

9) The richer you are, the bigger of a target you are. Do not throw a lot of energy in doing much else than making good defenses and getting your pawns good gear and plenty of food and medical supplies. Invest in a hospital bed before you buy a large screen TV, for instance. Install art/carpets/decorations and such sparingly, in common places, before starting to add nifty furniture to all your pawn's rooms. That will minimize your wealth, but get you the best returns in terms of morale for all. In places where pawns spend a lot of time, like in the kitchen or at certain crafting benches, you might want to install some things to counteract "Ugly Environment" for them, since they'll be in that room most of their time.

10) Raiders will not happily walk into your kill zone of fifty turrets... Don't think that heavy defensive installations are going to help you until you have heavy defensive installations everywhere. Raiders will avoid turrets and if they have a Sapper, they'll just sap a wall and pour through, so put up defensive pillbox areas where your pawns can be protected by sandbags and cover - Cover is life. Cover will save you a lot of pain. If your pawns are out in the open, they're all wearing "Shoot Me" t-shirts. That being said, you want the enemy to not have any cover. So, "Cut Plants" , mine away any cover and Haul away chunks in areas where you plan to fight Raiders so they don't have any cover. Also - Basic deadfall traps are invaluable! A couple of deadfall traps, ideally a LOT of deadfall traps, can mean the difference betwee a defeat and a flawless victory. Use them in places where Raiders will likely seek to go or to take cover.

As soon as you start building defensive walls around your base, Raiders will start appearing with Sappers who will blow up those walls. Either lure sappers to a preferred doorway, where you've set up defenses, by running a pawn out that door so they can see then, or kill the Sapper before they get near your walls, to force the Raider to use the kill-zone entrance you have prepared for them.

11) Sniper rifles are great for picking off Sappers at range, rocket launcher pawns and counter-sniping, but that's it. At first, go for bolt-action rifles as soon as you can. Machine pistols, for defending doorways in close-quarters, aren't terrible in the early game. Later, you'll want light and heavy machine guns backed up by bolt rifles. Later, you'll really want charge rifles, but light machines guns, due to burst rates, still have a place. Assault rifles are good, too, and you'll probably have a scattering of charge rifles, a couple of assault rifles, a LMG, a sniper rifle (Maybe change that out once enemy is too close) and specialty weapons, like some grenades, mortars and a minigun, which you'll only use when the enemy are all coming through one area and are bunched up.

If your pawns are all within one square or so of each other, they can't shoot each other. But, further apart than that and they will end up shooting friendlies. And, if they're in a crossfire situation, they will end up shooting each other, so... don't do that. You want them always shooting in the same general direction, from behind cover if possible.

Prepare weapon caches in advance in areas that get repeatedly attacked. Use "Shelves" in bunkers or in places in your base that your pawns can quickly get to. Be advised, though, that escaping prisoners will sometimes look for weapons. I don't know if Raiders will pick up weapons, but it's likely, too, so if your overrun or your caches are easily accessible, be careful what you store there. A sniper can change out a weapon and take part in more close-quarter combat, which could be invaluable. Plus, there's always the chance you'll need to lob some grenades.

I haven't yet had much luck with "Melee Only" pawns. I usually end up giving them grenades. Later, if one gets Shield Belts and good armor as well as a great melee weapon, they'd probably be great for holding doorways, but they'll also need to be able to move fast to get out of danger, since they don't have any ranged preferences.


Anyway, it's a great game! It's always trying to kill you... It will introduce various challenges, likely in groups of events, at times, so be prepared for at least one serious nail-biting set of problems cropping up per play session. That's always a good thing! (Though, this is my first full playthrough to "end game" and I haven't yet lost any pawns. Cassandra/basebuilding I did lose everyone in my very first try, though. And... lost them all pretty quickly.

PS - Neutramaine! It's vital! You have to buy it from traders in the base game, so buy all of it you can, when you can. With it, and a drug bench and a pawn with appropriate skills, you can make Penoxicycline and standard Medicine. With Penoxicylcine, you can prevent plagues from spreading and can, importantly, prevent infections! So, if you have a seriously wounded pawn, choose a Medical Bill on them and administer Penoxicycline to prevent infection! ( Also, keep your hospital clean and don't allow animals in there.) Buy all the neutramine that you can until you have a very good stockpile of Medicine and Penoxicycline. Keep a bit of regular neutramine on hand, too. When you get 10 Medicine and have some extra, make a Hospital Bed as soon as you can. That should be your first goal as soon as you have 10+ Medicine!

Invaluable vids. Some slightly outdated info, but all still have application AFAIK:

https://www.youtube.com/playlist?list=PLYlBkCxUn55j1oukWQFfBFy8F31tW-JqC

Make sure to watch the ones about Raiders/Sappers and base defenses and the one on Weapon comparisons. Great info, there. (PS - Aavak's Let's Play Rimworld vids are great fun and you can pick up a lot of neat info and tricks, there.)

PPS - Why the long post? It's a great game and I'm enthusiastic... But, also, I want to be sure to remember all the basics myself! Writing it out and thinking about it helps a good deal.
Last edited by Morkonan; Jul 2, 2018 @ 7:41pm
Spookyea Jul 3, 2018 @ 8:04am 
Originally posted by Morkonan:
Tips from a noob to a fellow noob:

(My only pre-experience was compulsively watching lots of Rimworld "Let's Plays" over the years. Favorite player is Aavak, great vids if you're interested, usually runs some mods, but provides lists.)

1) Picking your colonists/pawns:

SuperPawn is not going to save your colony by himself. He can, however, do a lot of things, but just don't get overconfident when you get the bestests, most awesomest, pawn possible - They can't do all those wonderful things at once. You need to be able to spread abilities out and have some overlap, too.

You want someone with a good Growing skill, preferably at least an 8 so you can grow Healroot and make basic herbal meds. Without that, every injury can be particularly dangerous.

You need at least one really good shooter or two decent shooters. Melee skills are great, but can result in a lot of danger for those in melee in the early game. Some of the most innocent seeming critters can kill you... (PS: Never hunt anything that starts with "Boom" since it brings the boom... not until you can snipe from a distance and, even then, it's better to... just not.)

You need a healer, someone with good doctor skills. Hopefully, they're a good researcher as well. Doctor as needed, do intellectual/research when they're not doctoring, fill in on crafting too, if possible.

2) Select your landing site carefully. Make it the easiest possible start that you can. Be very aware of temperatures, too, since you can get both Heat Waves and Cold Snaps wthat will drastically raise/lower it. This can kill your colony pretty darn fast if you're in a bad starting place and aren't prepared.

3) You must have shelter, immediately, and must start growing food as fast as you can as well as getting a place to prepare and store it. It's likely you're going to have multiple periods of food rotting in your storage areas and or dying off due to weather and seasonal conditions, so More Food is the Best Food - Food everywhere... do that.

4) Hunt. Do it as often as you can. Do it manually, so your pawns don't end up shooting each other or accidentally shoot something that's really dangerous. Conscript/draft them, move near animal, mark it for hunting so you don't have to mess with unforbidding and the delay in someone coming to get it, then shoot it until it's dead. Do that as often as you can, watch the pawn's needs, then release them and order them to prioritize picking up the nearest kill for their return back to the camp.

5) Manhunting animals won't break down the doors ...unless they see a pawn go through one of them. So, set up an emergency zone you can order all your pawns to when there's a manhunter pack warning. And, if you think one of the pawns was seen, prepare to defend the door they went through, immediately.

6) Raw materials - You need them. You need wood, first, of course, as your basic building material. But, you'll want to switch to some kind of stone when you can, since that won't catch on fire. And, fire is a big danger, thanks to "Zzzt" events, where power shorts and causes a fire. Because of that, make sure the first stone structures you create are the most critical, like a new food storage area. (Later, you'll get some devices to put fires out, but they can still be dangerous, especially with lots of power.)

You'll want steel, as much as you can get, always. You need this for many items, the most important of which is going to be Components when you get the ability to craft them. If you run out of steel for any period of time, you're likely gonna end up dead or, at the very least, extremely vulnerable. If you can't fix something, can't repair a power line, can't make a desperately needed weapon, can't construct a new heater/cooler that will save your colony/food, you're hosed... Don't run out! (Later, you can drill for it, but that can be slow and requires lots of power support, which requires steel. And, making the drills require steel for every one and you have to make a bunch if you've run out of steel on your map. (IIRC, they will be reinstallable in the full release ver 1.)

Buy all the components you can until you can make them, and even then you'll want to keep buying them. If you run out of components, you're risking death because you can't repair any of the mid-game devices you're counting on. You'll also need them for weapons and armor vests, so always keep a good stock level on hand.

Eventually, cloth, from cotton, is only going to be used for carpets. You'll want various leathers/wool from beasts you hunt, but also from beasts you tame. Taming beasts is IMPORTANT. Having animals that can haul your stuff for you is great, but be aware that many animals will eat your rations! And, for those that need meat, like some of the most useful ones, you need to make Kibble or feed them your own rations. IOW - Plan on setting up some animal husbandry stuff, training animals, and using them for their milk, which can be used in making meals, as well as their meat. (Slaughtering some every once-in-awhile.) Most of your better quality mid/late regular clothing is going to be made from their fur/leather. Devilstrand is good, too, and you can get it early with the appropriate growing skill. Once you end up with so much cloth and have plenty of clothing ready for your pawns, and you've got all the carpet you need, you won't need much cloth, so just sell it or, better, make clothes to sell to traders with it. (Lots of clothing takes up stockpile space, though.)

Note: Cloth is used in making Medicine, so you'll always want a little bit of cotton/cloth being made to keep up your Medicine stocks.

7) Stockpiles - Every stockpile should be covered by a roof to prevent deterioriation. May as well even cover your Dump stockpile too, since it will likely end up as overflow at some point. Plan out your stockpiles! Be advised that things like clothes and weapons DO NOT STACK, so every shirt you make is going to take up inventory space. But, clothes and weapons of any quality are still valuable items to trade, so you'll want to hold onto as many as you can in order to sell them.

Make sure you have planned out your stockpiles, especially your main cooler, so you can expand them when needed. Put items near where they'll be used, to limit time/travel. Some crops don't need much refrigeration for storage and some absolutely do - Make those differet if you wish. Make sure critical things like medicines are refrigerated and if you have power issues and your cooler goes down, rush some basic evaporative coolers in there and then seal the doors off unless you're critically short of food so you introduce the least amount of heat due to constantly opening doors. (Make "Airlocks" to minimize heat exchange. A set of auto doors, a space or two, then another set. Double-wall food storage areas, but dont' make 'em thicker than that. An "airgap" surrounding the cooler that is also air-quality controlled will help. (See the vid below on Temperature for some tricks.)

8) Every pawn is valuable, but not all pawns are worth recruiting. Pay attention to their faults. You have to feed them, so if they're likely going to cause more trouble than they're worth, release them or don't recruit them. (It's also worth looking at the raider's stats and being sure to kill off any that you don't want to take prisoner before combat is over. Killing prisoners or helpless pawns will give you a pretty big morale penality.)

9) The richer you are, the bigger of a target you are. Do not throw a lot of energy in doing much else than making good defenses and getting your pawns good gear and plenty of food and medical supplies. Invest in a hospital bed before you buy a large screen TV, for instance. Install art/carpets/decorations and such sparingly, in common places, before starting to add nifty furniture to all your pawn's rooms. That will minimize your wealth, but get you the best returns in terms of morale for all. In places where pawns spend a lot of time, like in the kitchen or at certain crafting benches, you might want to install some things to counteract "Ugly Environment" for them, since they'll be in that room most of their time.

10) Raiders will not happily walk into your kill zone of fifty turrets... Don't think that heavy defensive installations are going to help you until you have heavy defensive installations everywhere. Raiders will avoid turrets and if they have a Sapper, they'll just sap a wall and pour through, so put up defensive pillbox areas where your pawns can be protected by sandbags and cover - Cover is life. Cover will save you a lot of pain. If your pawns are out in the open, they're all wearing "Shoot Me" t-shirts. That being said, you want the enemy to not have any cover. So, "Cut Plants" , mine away any cover and Haul away chunks in areas where you plan to fight Raiders so they don't have any cover. Also - Basic deadfall traps are invaluable! A couple of deadfall traps, ideally a LOT of deadfall traps, can mean the difference betwee a defeat and a flawless victory. Use them in places where Raiders will likely seek to go or to take cover.

As soon as you start building defensive walls around your base, Raiders will start appearing with Sappers who will blow up those walls. Either lure sappers to a preferred doorway, where you've set up defenses, by running a pawn out that door so they can see then, or kill the Sapper before they get near your walls, to force the Raider to use the kill-zone entrance you have prepared for them.

11) Sniper rifles are great for picking off Sappers at range, rocket launcher pawns and counter-sniping, but that's it. At first, go for bolt-action rifles as soon as you can. Machine pistols, for defending doorways in close-quarters, aren't terrible in the early game. Later, you'll want light and heavy machine guns backed up by bolt rifles. Later, you'll really want charge rifles, but light machines guns, due to burst rates, still have a place. Assault rifles are good, too, and you'll probably have a scattering of charge rifles, a couple of assault rifles, a LMG, a sniper rifle (Maybe change that out once enemy is too close) and specialty weapons, like some grenades, mortars and a minigun, which you'll only use when the enemy are all coming through one area and are bunched up.

If your pawns are all within one square or so of each other, they can't shoot each other. But, further apart than that and they will end up shooting friendlies. And, if they're in a crossfire situation, they will end up shooting each other, so... don't do that. You want them always shooting in the same general direction, from behind cover if possible.

Prepare weapon caches in advance in areas that get repeatedly attacked. Use "Shelves" in bunkers or in places in your base that your pawns can quickly get to. Be advised, though, that escaping prisoners will sometimes look for weapons. I don't know if Raiders will pick up weapons, but it's likely, too, so if your overrun or your caches are easily accessible, be careful what you store there. A sniper can change out a weapon and take part in more close-quarter combat, which could be invaluable. Plus, there's always the chance you'll need to lob some grenades.

I haven't yet had much luck with "Melee Only" pawns. I usually end up giving them grenades. Later, if one gets Shield Belts and good armor as well as a great melee weapon, they'd probably be great for holding doorways, but they'll also need to be able to move fast to get out of danger, since they don't have any ranged preferences.


Anyway, it's a great game! It's always trying to kill you... It will introduce various challenges, likely in groups of events, at times, so be prepared for at least one serious nail-biting set of problems cropping up per play session. That's always a good thing! (Though, this is my first full playthrough to "end game" and I haven't yet lost any pawns. Cassandra/basebuilding I did lose everyone in my very first try, though. And... lost them all pretty quickly.

PS - Neutramaine! It's vital! You have to buy it from traders in the base game, so buy all of it you can, when you can. With it, and a drug bench and a pawn with appropriate skills, you can make Penoxicycline and standard Medicine. With Penoxicylcine, you can prevent plagues from spreading and can, importantly, prevent infections! So, if you have a seriously wounded pawn, choose a Medical Bill on them and administer Penoxicycline to prevent infection! ( Also, keep your hospital clean and don't allow animals in there.) Buy all the neutramine that you can until you have a very good stockpile of Medicine and Penoxicycline. Keep a bit of regular neutramine on hand, too. When you get 10 Medicine and have some extra, make a Hospital Bed as soon as you can. That should be your first goal as soon as you have 10+ Medicine!

Invaluable vids. Some slightly outdated info, but all still have application AFAIK:

https://www.youtube.com/playlist?list=PLYlBkCxUn55j1oukWQFfBFy8F31tW-JqC

Make sure to watch the ones about Raiders/Sappers and base defenses and the one on Weapon comparisons. Great info, there. (PS - Aavak's Let's Play Rimworld vids are great fun and you can pick up a lot of neat info and tricks, there.)

PPS - Why the long post? It's a great game and I'm enthusiastic... But, also, I want to be sure to remember all the basics myself! Writing it out and thinking about it helps a good deal.

wow thanks for taking the time to write all this, has some really good tips thanks you :)
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Jul 2, 2018 @ 3:10pm
Posts: 20