RimWorld

RimWorld

TPTI Feb 21 @ 10:14am
Build order noob in a nutshell
0 adjust with character traits
1 small wooden storage for droppod items with shelf
2 small steel barracks - all items steel
3 small steel building with x2 steel stonecutter tables and rec room that barracks can't go outside without walking by
3B - set a schedule
4 farm and hunt while build 1000 blocks
5 build a killbox
6 build a freezer, store 200 meals
7 check character needs, adjust
7B Tech
8 Start using art, craft, or construction, etc. to make trade
9 - throughout - trade/harvest herbal medicine and organ harvest
10 - get to turrets, geothermal power, mortars, mortar shells
11 get to best gear

Any issues?
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Showing 1-14 of 14 comments
I built a Coliseum. :csd2smile:
plugwater Feb 21 @ 11:36am 
RimCraft II : Legacy of the Void ?? build orders... interesting
Why steel buildings, starting in a biome with little wood? So long as you have wood there's little point in building with steel: it's not much stronger than wood, it's still flammable, and it's used for more useful things like equipment.
Rex Feb 21 @ 11:51am 
I build more rooms than I need and a much larger prison than I need. Everytime. I don't learn from mistakes, I just fail faster.
Honestly, initial 12x12/10x10 storage room can fit for barracks and dining room for first few days. Farming and harvesting is more important than rec room, researching some initial techs (solar panels, batteries) also helps.
TPTI Feb 21 @ 10:26pm 
nice many thanks
Xaphnir Feb 21 @ 10:32pm 
Originally posted by whatamidoing:
Why steel buildings, starting in a biome with little wood? So long as you have wood there's little point in building with steel: it's not much stronger than wood, it's still flammable, and it's used for more useful things like equipment.

And steel walls also take 42% more work to build.
TPTI Feb 21 @ 10:46pm 
nice thanks - upgraded
Steel walls for a bit of fireproofing
I just seen randy b&d set 80% of a swamp marsh alight within 2 weeks
and wood furniture for now
12 x 12 first building
Last edited by TPTI; Feb 21 @ 10:46pm
Hoki Feb 22 @ 4:27am 
too detailed and too many unnecessary steps.

1. build 1 large room (like 7x7 or similar) and use it as multipurpose. storage, sleep and temperature are the main purpose.

2. setup workplaces (includes farming) and power. stations that use fuel or power belong into the room. those that require neither can be put outside for now.

3. setup simple defenses (remove cover from raiders and add cover for your pawns

4. expand the colony. the pawns need tabs give you an indication whats needed.


steel walls in vanilla do burn. (think of them having insulation thats imflammable).
Cheet4h Feb 22 @ 5:08am 
Originally posted by TPTI:
nice thanks - upgraded
Steel walls for a bit of fireproofing
I just seen randy b&d set 80% of a swamp marsh alight within 2 weeks
and wood furniture for now
12 x 12 first building

While steel is less flammable than wood, it can still catch fire.
If your base is in some kind of woodlands, it's much more efficient in the long-term to instead create firebreaks - strips of 3 tiles where nothing grows, so fire can't spread over that.
Either do that by cutting any vegetation in that area (short-term, if a fire already broke out nearby) or by placing a non-flammable floor (e.g. flagstone, quick and cheap to build)
Later on, upgrade all walls to stone.
cinless Feb 22 @ 5:51am 
Wouldn't build using steel unless there's no other choice. It might seem plentiful in the early game, but once you've depleted the deposits on your map you'll be kicking yourself for wasting it on housing.
Wood literally grows out of the ground in most places and does the job as well as steel.

I don't think building a barracks is a great idea either, the early game is when your settlement is most vulnerable to mental breaks, so having people get depressed because they have to share a hovel and get constantly woken up by people walking in while they're sleeping isn't ideal.

I don't personally use killboxes but no shade on folks who do. I think the game's more interesting without them.

Edit: Oh and a note about organ harvesting: Rimworld is fairly well balanced on the standard difficulties and you don't really need to think about managing your wealth unless you're doing a custom diff with an absurdly high threat scale. Organ harvesting is the sole exception to this I think, it's very easy to get way more wealth than you can handle if you get a few good hauls on organs.
Last edited by cinless; Feb 22 @ 5:56am
Add me to the 'do not build with steel's list for the most part. Wood is fine early on, until you can start with stone. Can reuse the wood and losing half of it matters less as more will grow. That steel will be needed for other things, even early game.
11x11 is the superior room size
TPTI Mar 3 @ 10:50am 
many thanks!
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Date Posted: Feb 21 @ 10:14am
Posts: 14