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As you said you won't read guides, i won't bother listing any. But you are missing out on the best sources of information.
Francis John has some excellent tutorials, but they can be long. Around 20mins plus.
https://www.youtube.com/user/MrFranciscraven
Rimworld will not hold your hand as learning from your failures is part of the gameplay loop.
Other than that it's pretty straightforward, imho
Considering that world creation has less than 5 buttons, I don't think a tutorial is really needed here.
Characters are (mostly) randomized. Traits have tooltips where it is explained in detail what they do - some exceptions that aren't that straightforward though, like pawns with the Bloodlust trait not minding seeing corpses.
Isn't this covered in the tutorial? Although even when you start a new colony, you have reminders on the right-hand side among the alerts that tell you what you should focus on (No food source, defense needed, etc)
During the tutorial you already learn how to set grow zones and how to mine and cut down trees.
Is covered in the tutorial, where you set up a crafting bill on the cooking station.
During the tutorial you're tasked to build a research bench and select a research topic. Not sure what more there is to talk about that.
The tutorial includes a section where you have to defend against an attacker.
Not sure what exactly you find weird here, although since I've played many similar games I'm likely accustomed to the logic used here.
Construction logic is in this order:
1) Tearing down/building roofs
2) work on closest construction that already has all resources
3) deliver resources to closest construction site
4) Deconstruction
5) Repair damaged structures
6) Smooth floors
7) Smooth walls
Although 4 and 5 may be swapped, not sure there.
Not sure what your issue with storage management is though.
The tutorial is relatively barebones, but the game has usually enough information that you will be able to figure the rest out yourself if you pay attention. Every item in the game has an info window (the little 'i' when selected) with all the detailed information needed to know what it does.
If you have any specific questions, the community is usually pretty helpful - although occasionally you'll be bombarded with advanced information that doesn't really apply for beginners.
You want a tutorial, but won't read a guide?
OK, guess what?
Too bad.
The tutorial that is in the game is "good enough." It's not designed to give you the same play experience you'll find in a full playthrough. You want a "full tutorial?" Play the game. Armed with the basic mechanics you learn in that old tutorial, it is enough to get you started in a full playthrough. All of the basic UI handling is there and that and a dose of basic game intuition is all you need.
The game's intent has always been to thrust the player into an experience that they may not be prepared for. And, you won't be. Why remove the curtain?
In fact, the only way to actually get deep through game and certainly the only way to "win" has, and always has been, to prepare what you need before you need it. And, you can't do that without knowing from experience what it is you need to do. At best, you'll muddle through until you realize you "should have" done something, but you couldn't have known that at the time... For the most part, these things are not catastrophic failures - You can power through them. But, in knowing what they are, you can do much better the next time you play. And, you will.
Many other games use that principle and many other games just have very basic "tutorials" that introduce the UI, basic gameplay, etc.
Youtube has plenty of fare for you if you don't like reading. But, players have been asking for changes to the tutorial for years that are much more critical than the one you're demanding and... <crickets>
So, get thee to a youtuber.
PS: It's worth noting that the Tutorial hasn't substantively change since it was introduced way-back-when before the game was released. (Aside from a few fixes/attempts here and there.) It may be it was contrived before many mechanics were finalized and deemed best left to exactly what it does fairly well - Introduce the player to the UI and the basic, common, functions necessary for them to start exploring the rest of the game.
This may not be the game for a person who doesn’t believe in trial & error or market testing. Certainty in a game, as in life, is illusory. That’s what makes me smile at the game engine when it launches the next silly event!
ps. My latest quest has this offer: take on 56 entities (scythers, lancers, centipedes, etc) in a sleeping mech cluster. The catch? It wasn’t for my main colony which has 27 pawns but my 2-man sub colony which was created to mine slate. I didn’t realise committing suicide was part of the game objective, lol.
If you really want a hand holding tutorial then you can go to youTube to watch some made by players since you say you don't want to read a guide.
Good luck. Have fun.
It doesn't need to be a wall of text. Just one of those short step by step guide that sets up the basics for a base. The ones that go, create this and then click here etc. But I am not sure how easy this is to create in Rimworld.