RimWorld

RimWorld

Tutorial - Can I Skip It? Also, Why Does It Put You Near Enemies?
I've heard so many amazing things about RimWorld that I want to play it. However, I'm such a perfectionist that I can't even get started and I struggle to get into the game. By "perfectionist," I'm not using the term as a humble brag or compliment. I'm actually obsessed with optimizing every little thing to the point where I can barely play games like these despite knowing how fun it is to see crazy failures.

For example, why does this happen?

https://steamuserimages-a.akamaihd.net/ugc/1876337554548863425/91CEFB282F220165BA7E8140345F7DCB1C5D6580/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

The tutorial puts me right on top of a hostile faction. And then there are hostile factions all around me.

When it comes to colonists, I have spent hours just randomizing colonists for the tutorial. I get a solid team who has almost everything except medical. So, I start rerolling one character and then I find somebody who might be able to replace one of my other characters. And it feels like an endless cycle until I realize nobody on my team is well versed in combat. Really good colonists wind up being too old or sometimes colonists who have burning passions tend to be too young for an adult life experience.

I do realize this is kind of the point, and I also realize that having the perfect group of individuals might actually make the game uninteresting. After all, if everybody were perfect, the unique events would be impossible to experience.

I think if I were to skip the tutorial entirely, it would take some of the pressure off of me. I realize that I would be absolutely clueless about the basic mechanics of the game if I skip it, but I've also seen people who have put dozens (if not hundreds) of hours in the tutorial alone. On one hand, that's awesome that it's that fun. On the other hand, if a tutorial is too in depth, I get overwhelmed. Factorio is a great example. I skipped it and it turned out fine.

I know what you're thinking. "This guy will disregard any answer and is just looking for reassurance of his already made decision." Yeah, I suppose that is true. I can acknowledge that. However, since that's the case, my question then becomes, "How bad would it be for me to skip the tutorial?" Am I ruining the experience in that case? For Kenshi and Factorio, it worked out. Granted, I had a lot of failed runs in the process and I had to do a lot of Google searching, but it worked out.

Thanks and sorry for the TL;DR.
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Beiträge 1630 von 41
Rimworld has a tutorial? lol
failsafe 14. Okt. 2022 um 11:48 
Ursprünglich geschrieben von Night Foxx:
Ursprünglich geschrieben von failsafe:
Hearts are for passion. It means that they learn quickly.

I'm just confused where you got hearts from? They're quite clearly flames.

Sorry, you are right. Flames. I dont know why I wrote about hearts ;-P
Ursprünglich geschrieben von ChrisPharmD:
Ursprünglich geschrieben von failsafe:

Hearts are for passion. It means that they learn quickly. This is better than higher figure for skill. Skills go up to 20, but most of your pawns will never reach this level. Just keep in mind that "high" cooking - 6 - is not that high at all. But, still, you need it as high as possible. Not higher ;-)

Do one or two gameplays and try what works for you. At this point you may not understand that high skills are less important than... distribution of skills. Because you may have different real usage of skills and at the end of the day you want all your three starting pawns have those most usefull skills distributed in optimal way. Let me give you example: if you merge cooking, plants and constructing / mining in one guy he will need to do most of the job in your colony because in very first days you have a lot of mining, building, planting and cooking. Another example: high melee skill combined with high doctoring skill may not be wrong, but in the same time your only doctor may be actually the first to get heavily wounded and as a result, he will not get treated.

So, take it easy. This game is about loosing.

Yeah the game plays way differently than I expected. I set an assignment and my colonists were cloud watching and wandering. I was trying to figure out how to give orders but nah they were just not doing it. They eventually did the stuff I wanted.

Roofing seems to be really strange. The colonists seemed to do roofing on their own without me ordering it. And I couldn't see roofs.

I think I'm starting to see what people mean about this game. You set a goal and the colonists kinda decide what they want to do. I think that will make for some funny situations.

So if your doctor is wounded, he has a debuff on healing?
Roofing is done by setting zones, which are also auto created when a building has walls on all sides, there is a toggle on the bottom right that will show where there are roofs,

as others have said there is a number priority system in one of the tabs at the bottom, as well as selecting them then right clicking can force them to do something, but they will then go back to doing their own thing
Yeah, the game is hard. lol

I got my colonists on the ground and then I realized there were a million granite rocks on the ground. I put all the gear on the melee guy, and just gave the guns to the two better shooters.

I made a 9x9 room with a torch, 3 beds, and a pet sleeping area. But a sloth an rat kept just chilling in my room while I was making it. There was a warg that tried to kill a turkey but got messed up pretty bad and he was bleeding all over the map.

I made an area for farming but they chose potatoes to grow for some reason? Then I made the horseshoe place.

I tried to pick berries but I got really confused about where to put them because the colonists just put them outside. So, I started wondering how do I obtain food, keep food, and cook... I know there's a fridge but I didn't have power. I built a research table and a wood fuel cooking station...

I feel somewhat claustrophobic on the map. There's so much stuff laying around and what looks like old buildings and mech spiders and stuff. I dunno. The place is so dense that it's hard to map out where I want stuff to go.
you can change what grows in a farm zone by selecting it, rice is normally a good one to go with, potatoes are default, sounds like you need to create a storage zone for food, just inside and with a roof will keep it for a while longer than outside but stockpiling will not work, start small you can destroy anything that gets in the way later
You can pretty much cut down or deconstruct everything on the map, so changing it to suit your needs is part of the game.

Click on your growing zone, and look for an option that shows "select plant to grow". Click on it to bring up a window that you can scroll through to select what you want your pawns to plant.

This is late game and i use a lot of mods, but this is my current base just you can have some idea of how far you can take things.

https://imgur.com/a/t68KgWe
Zuletzt bearbeitet von Edmund Greyfox; 14. Okt. 2022 um 15:30
The Yeen Queen (Ausgeschlossen) 14. Okt. 2022 um 15:32 
You'll need to make a stockpile area to store stuff like your food. Under zones, stockpile zone. For most items, you'll need to have it enclosed with a roof over it to prevent deterioration ( Which is different from food decaying ). Though things like ore, stone, silver, and gold don't decay and you can have a separate outdoor stockpile for those. Once you designate a stockpile plot, click storage to select what goes in it.

The 3 main food crops in Vanilla are rice, potatoes, and corn. Over time, all 3 produce the same amount of food, but have different grow times. Rice is a good started because you can get some stored up quick, then move to corn. Potatoes are middle of the road, but also have the advantage of ignoring soil fertility. Good if you have very little fertile soil to plant in ( sandy soil has low fertility, but potatoes won't care ).

The granite rocks can be collected and cut into stone blocks with the stone cutting table, which make sturdier walls that are fireproof compared to wood or steel ( Yes, weirdly, steel is flammable. Though less flammable than wood ). You'll want fireproof structures because a dry thunderstorm starting a wildfire can wipe out an entire base.

The old buildings can be deconstructed for resources ( You'll have to go into flooring and use remove floor to rip up the flooring ). Some of the machine debris can be deconstructed, but the bigger things like the cars and giant robot parts need to be attacked to remove them ( Unless you use a mod that makes them deconstructable ).
Itharus 14. Okt. 2022 um 16:47 
Losing is fun.

Dwarf Fortress might have started that saying... but Rimworld carries that torch while we all die of old age waiting for DF Steam Edition to launch.
It doesnt matter how close you are to a faction, it doesn't change the consistency of raids. The only difference is if you wanted to raid them, it's much closer.
Yeah so I tried to create a stockpile just for all the stone around the area. I think I'm doing too much at once. I had a huge rice field, was hauling so many stones to a giant place on the map, was trying to deconstruct all the vegetation and trees to create space, but I didn't create defenses.

One pirate with a knife came in and I was prepared to fight. But the pirate didn't come for us which made me wonder what he was doing.

I forgot about the dog. So he stabbed the dog in the eye and then I opened fire on him.... which hit the dog.... and hit the dog... and hit the dog....

I think the dog lost the eye, but I healed him up and saved/quit because I was pissed off about it. I'll get back to it tomorrow. But yeah, I think I'm trying to do too much at once.
The tutorial's good for learning the basics if you haven't played this sort of game before (I hadn't). Isn't the most thorough as there's so much more that'll happen that it won't tell you about, but it does give a feel for some of the essentials.

I still remember some of the drama from way back then. I had 3 guys, then a wild woman showed up but she was a misandrist. Tamed her, but she hated the guys...But did like the animals. There was a prisoner, but he developed some bad infections and had to have a leg removed and then I really didn't want him and just sent him away hopping once I could. Then there were the dogs. Had a 6 year old husky, and eventually a pack of tamed dogs showed up to join the colony. I thought this was great, they'll be younger and can play with the old girl and- oops, the labradors were 7, 8, and 14. The ex-wild woman bonded with the 14-year-old almost immediately. About half a season later, I saw he was wandering through the fields awkwardly - oh, he'd had his 15th birthday, and got the surprise gift that keeps surprising, dementia! The girl was on the brink already, and I knew if something happened to the dog... Well, soon after that I decided to try a non-tutorial playthrough and add a few mods in doing so. Just a few. Only needed a few QoL mods, that's all. ....And then 5000 hours later, it takes about 15 minutes for the game to first load for some strange, unknown reason that has nothing to do with mods, I'm sure.
very much dont do to much at the start.
build shelter, beds and a grow zone.
Once thats done, depending on your start, build a refrigerated zone to store food, and get cooking. Send a shooter out to do some hunting for meat and leather
only then start expanding. Even cutting trees is something you want to set small batch orders for instead of marking a bunch at once. If you dont need the resource now dont waste time on gathering it.
At some fairly early point but only once you can afford the time and materials, you will want a defensive wall around your base and grow zones

As far as prettying up the map or clearing stuff that isnt literally on a spot i want something else....meh maybe 5 years in but certainly not while survival is still in question.
Zalzany 14. Okt. 2022 um 22:21 
Key thing is unless you load the mod that lets you hand pick your starters is just hit random you need at min a good medical person at least like 7+ skill and loves their job so double flame they learn faster and like doing it. Next you want one decent farmer you can't grow your own healing herbs with less then 8 planting, you can go for like 6 who loves to grow just be aware time table you on, as each spot may have more or less grow time a year. If its year round growing season who cares, they just need to love it to level faster and be decent would say at least 6 if not in a rush.

After that construction is big, and crafting. Crafting does everything tailer, smith etc. So a strong one is good. Ideally you want people good at more then one job and avoid people who have conditions that make them require treatment like any drug dependency is gonna make the start harder as they gonna have to either trade, or research drugs real fast or that person is going into withdrawls and has to quit cold turkey.

Same with aget seems after like 50 ish they will have a b-day in game and every year after they get old not sure what the start is they can devolop conditions that require medication to function or just some that are permant debuffs that can't be fixed with anything sure of organ transplant or a bionic part.

There is bionics and proesthetics in vanila, even more with mods. Some are actually better then your defualt body parts even non modded, they cost more money. Some people want to be agumented others will hate it if they do. There is also cheap end where you get hook hands and peg legs for entry level these are hell worse then normal but over time some one is gonna lose an arm to a bear or something else. Some one is gonna lose an eye ball and need a patch to hide it. If you survive long enough you gonna find yourself wanting to buy organs and prothestics or make them yourself. Also be tempted to harvest organs from prisonors when you start taking them.

Prisoners are crazy good way to increase ranks also crazy good way to introduce disfigured people as combat may break them. I for one normally make a rooms, then a clinic/first aid treatment room dedicated to just that. Then next step is a prison. Once you get one you find your self pausing and inspecting each raider for their skills going "Oh oh I hope this one lives threw the fight! Eww not that one wait so and so has asthma, guess a lung from this one, and one from another won't kill anyone... then I can release them..."

Note there is levels of crimes even with idology you can go with accepted they still don't like it when you murder people for their heart or take both lungs. But if you steal just one kidney and one lung your still a monster but its they just a little upset that the live some where that does that, suppose to when you kill some one outright some peons may get really upset they live in a place that would do that.

Ideology if done right is kine of the ultimate legit cheat you can make things not just accaptable but honorable. the means you get a debuff from true followers for not doing it. Such as slavery they get upset if you have no slaves for instance. And you can do same make canibalism not just accaptable but prefered, and the true followers get mad if they got to long with out eating a person.

Game crosses crap ton of lines if you willing to do it lol. Personally I have stolen organs for use, and sale as well from raiders, then set them back out mising parts bearly able to walk and found them in future raids going "why in the world is that one so much slower? Oh I took its lung it moves slower now and did I take that eye, or was it from combat? Dam I can't remeber" Not something I really do now but I had a phase. Now its more of "crap some one turned 54 I love this guy but he has asthma, ok just two lungs from next two raiders and no more this time I swear!"
Ursprünglich geschrieben von ChrisPharmD:
Yeah so I tried to create a stockpile just for all the stone around the area. I think I'm doing too much at once. I had a huge rice field, was hauling so many stones to a giant place on the map, was trying to deconstruct all the vegetation and trees to create space, but I didn't create defenses.

You don't need to have all those chunks hauled far away; that's a waste of time and manpower early on. Focus on those that take up space inside your rooms. Your farmers automatically haul aside any that block the ground they intend to plant in, as will your builders when building.

Try having your fields (particularly corn) on rich soil to have plants mature faster; back in the day where my initial hut would be depended a lot on that soil's location. This can help reduce the need for massive fields. It may be worth it to have some cotton planted so you can have warm clothing for winter.

Once I have a place to sleep and store items, I usually build a small wooden wall around it and the initial garden since it provides safety against manhunters and predatory carnivores. With an entrance left open when needed you can also lure initial raids towards spike traps to reduce the risk of injury to your people.
Zalzany 14. Okt. 2022 um 22:39 
Oh and on the surgery stuff a ton of little things too with this. Surgeons pretty much every job they do better quality if they can see. This means light in the room they are working, and working eyes. You can get scars from scrateches on an eye this is bigdebuff for many things more so with surgery if you can't see its really hard to poke around and fix people. Same with hands a doctor with bad hands well you need to start a new doc in rotation as back up and hope you can buy good prosthetic. Also clean the floors where they rest when injured wounds can get infected if you leave a pile of blood on the floor around them or have dirty cave no one ever swept as their sick bed room.

Next up some you can get away with, When game was still EA long time ago my best long run forgot how many years my fave was guy forget his name he had lost so many fingers a hook hand was less of a debuff on one hand, so I had that replaced, and he lost a foot so cut off his shin and peg legged him. His wife was the tamer of the colony, and she was trying tame bears by my order didn't work he was first on scene to save her got messed up bad alos had one eye batch. This was freaking pirate.

By time that colony met its end, he was my best crafter he took longer to build becuase he hook hand and one eye, but he always made good quality work. He was stupid slow but amazing shot with a shot. I gave him a shotgun he was always last one to reach a fight but one the meanest in colony for defense he blasted a ton of raiders wit that shot gun using damn hook hand to pump it lol. I mean didn't do all this but in my head I imagined it liek that. He did actually kill crazy good at close range with it was one the best fighters I had lol

But you can have them be screwed up and still be effective and get attached worst I forgot his name he was obese, a nudist, and i was on cold biome talking like 20 days grow time a year. Every winter he would put on a parka like the rest every winter he had a mental breakd down and ran into the snow stripping naked, and get minor frost bite, pass out and I had to save him. Every yeah I wanted him to die, but let him live as he married the best person in that colony and I didn't want her to have mental breakdown when he died. He was annoying broke down like clock work, talking snow was deep and slow, plus parka I was so much man hours having some one go fetch him and his clothes as he could get pretty far before falling down from the cold.

Horrible guy, but memorable playthrew none the less. Like he was the worst thing I had the cold down to a T and Randy Random was like "A nudist who insults every one and is an ♥♥♥♥♥♥♥ joins your colony!"
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Geschrieben am: 14. Okt. 2022 um 6:52
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