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Set job radious to only cover the fridge so they dont keep heading out into the field. I have the first job as Packaged survival meals set to 'forever' and can use all ingredients except insect and human meat. Second job on list is Simple meal, 'forever', no meat or animal product.
Even with a 'Cook 4 meals' mod you will mostly be churning out simple meals. You can smash out hundreds of them in a day but they go real quick (you haulers will probably wreck them too, which is ok for SM). PSM's can be stored around the base in convenient or novel spots, used to travel and are also sold for a good price if you need to.
You may want a stockpile limit mod too. Like ogrestack.
I'm not a fan of keeping lots of cows - animal handlers spend half their day milking them which stifles everthing else. Maybe if you had an army of dedicated handlers for dairy, but I think chickens are pushing this stuff enough.
Keep 3 adult/juvenile males and cull the rest periodically or let them fatten up first maybe in case of pigs. I keep most of my females until the population starts getting unstable (via the CPU or your hay stocks diminishing rapidly). Then I cull back to at most what I can see on the list without scrolling.
You gonna need haulers for this. And youre gonna have to cull them too, probably. Same as above applies, and they can sleep with the pigs in the barn as well as nicer spots. Keep em away from the chook eggs, remember.
One more mod suggestion - an auto cleaning mod that periodically cleans a radial area. I have one in my kitchen, couple in my lab, hospital and the BARN. This does not take away from your cleaners being cleaners, they will never GET to clean if they keep running into these huge filth piles every day. With these filth spots covered, they will zip around the base and paths doing their thing just right. Also the cleaning stations tend to come with power requirements etc - it fits in quite well with base game. Also........ I reckon it gives the game a notable boost when it isnt tracking 79045 overlayed piles of grot.
Hope all this loose info helps, but be sure to experiment - I'm not the God of Rimworld Efficiency or anything (:
I should probably go play on my computer now ciao!
Place a couple of shelves in your barn to store Herbal Medicine. Unzone the livestock animals from it so they dont graze on it. This is also where you might place a shelf of PSM's for smoko and tending to sick animals too (:
as above but also don't be scared to strip raiders bodies and chuck them to the walkin freezer for the piggos and doggos they are not colonists and will more than happily munch on that pesky raider... fyi this also removes the need for cremation a army of pigs will more than happily remove all the corpses in a few days.
This is the Ol' McDonald setup (;
Set your cooking bills to 'Drop on floor'. So the haulers cart it whilst the cooks rip away at the stove/shelf.
Define a large population first, then organize your pawns into "shift work". (days, swings, midnight shift). Starting with that, you can then determine how much of everything else you need on a 24-hour basis.
Janitor on night shift? ... Wakes up, eats in kitchen, cleans kitchen first (nearby). If the recreation room is adjacent to kitchen, then pawn wakes up, eats in kitchen, moves to rec room to get joy, then cleans the rec room with a good chance to clean the kitchen (nearby again).
Cook on night shift? ... Wakes up after the janitor, eats in kitchen, works in kitchen to complete all the bills not finished by the day-shift.
Handler/Cook/Crafter on night shift? .... Pawn wakes up, eats in kitchen, animals now asleep so forget about handling them, pawn cooks then crafts all night long (while animal sleeps). Come morning, animals wake up, now your pawn runs and handles the animals ... Meanwhile, the day cook wakes up and cooks or whatever (pick another job), and the cycle continues.
Overall, organize your pawns before declaring what you actually require in the base-design or farm-design department. Every scenario and map is different, so be flexable and patient.
If you don't want to use mods replace the fridges near the stove with stools and set the cook to drop on floor, then haul the meals to the freezer. The cook stands in one place churning out meals really quickly, haulers refresh the ingredient stacks near them and carry the meals away. One cook can feed almost any size colony with this setup, especially once you get bionics and they are a decent skill level. You'd probably need over 100+ population to require a second cook.
Also usually there should be a chair behind the stove for the cook to sit on, I don't know why I didn't have one in this screen.