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Bad_Mojo
11/28/21 4:04:02 PM
#1:


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monkmith
11/28/21 4:09:23 PM
#2:


temperate forest with a long growing season and mild weather. tropical isn't too hard, but there's more dangerous wildlife and you're going to end up with way more sickness. boreal forest isn't a bad choice but you'll end up dealing with harsh winters. swamps suck, too much ground you've got to fill to build on.

you can pick a mountainous map if you want to do the dwarf thing, it gives you a place you cant be invaded from but to be honest the bugs are often worse. personally i'd pick a rocky map on the coast, you can use the ocean as an impenetrable wall and mine the rocks for stone resources.

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Quando il gioco e finito, il re e il pedone vanno nella stessa scatola
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Bad_Mojo
11/28/21 4:13:00 PM
#3:


monkmith posted...
temperate forest with a long growing season and mild weather. tropical isn't too hard, but there's more dangerous wildlife and you're going to end up with way more sickness. boreal forest isn't a bad choice but you'll end up dealing with harsh winters.

you can pick a mountainous map if you want to do the dwarf thing, it gives you a place you cant be invaded from but to be honest the bugs are often worse. personally i'd pick a rocky map on the coast, you can use the ocean as an impenetrable wall and mine the rocks for stone resources.

Is there any more info I could give you to help make a better choice? Like this -

https://i.imgur.com/d7NLP42.png

I also don't know what the Icons mean. Which Rocky icon on the coast?

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UnicornRaline
11/28/21 4:28:55 PM
#4:


Those are the various factions in the world, and their description like "Savage Tribe" tells you what level of technology they have.

Tribals wont have guns, Pirates will, but they wont have power armor and high end energy weapons.

As for other advice? Only build your starter base initially out of wood to get a place to store things and for your people to sleep. Replace it with stone walls as soon as you can, otherwise you stand the risk of your entire base burning down.

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Bad_Mojo
11/28/21 4:41:35 PM
#5:


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#6
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monkmith
11/28/21 4:47:14 PM
#7:


Bad_Mojo posted...
Is there any more info I could give you to help make a better choice? Like this -

https://i.imgur.com/d7NLP42.png

I also don't know what the Icons mean. Which Rocky icon on the coast?
the icons are just markers to make it somewhat easier to identify the factions on the map. you dont want to build next to any faction if you can avoid it, they'll hate you if you do. you really dont want to be next to a hostile faction, anyone that starts at 80 will never be your friend. build closer to neutral factions and work on relations with them.

like unicorn said, start with wooden rooms. storage first, then a little bedroom. oh, and build a little horseshoe game outside the bedroom. put a chair and table out there too. colonists get real pissy if they cant sit down to eat.

pay attention to your food, the survival packs you start with wont rot from temperature, but they will decay without a roof. start a small garden patch, maybe 5x5 potato or rice. rice is quicker, but if you choose a cold area potatoes will actually grow better. if you've got someone with the skill also put in a patch for corn and healroot.

you'll get your first raid within a couple days of landing. its probably just a single guy with a stick and some pants. if you think you've got the food for it, build a cell early on and when he comes on the map beat the shit out of him. he'll be your newest colonist.

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Taarsidath-an halsaam.
Quando il gioco e finito, il re e il pedone vanno nella stessa scatola
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Bad_Mojo
11/28/21 4:48:07 PM
#8:


Now I have to pick people to start with and there is a lot to look at. I don't want to screen cap all of them, but this is what I'm looking at right now -

https://i.imgur.com/OjOADu5.png

I wish I could de-select all of them and pick from there.


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monkmith
11/28/21 4:55:33 PM
#9:


Bad_Mojo posted...
Now I have to pick people to start with and there is a lot to look at. I don't want to screen cap all of them, but this is what I'm looking at right now -

https://i.imgur.com/OjOADu5.png

I wish I could de-select all of them and pick from there.
numbers are important, but passions are even more so. for starters you need at least one colonist with a fighting passion, one with a growing passion, and one with an intelligence passion. passions help level skills at higher rates, and the pawn leveling the skill also counts it as recreation.

an example is the person you've got selected in that pic. she's not a good starter. she can fight, but she's kind of crap at it. she's a slow learner, so even a strong passion is gimped. and she's incapable of skilled labor, which means she cant even level up half her skills. she'd be great at a later stage since a strong passion for animals and a minor one for fighting would make her good for animal care/capture, and you'd even be able to use her for recruiting humans with that social passion.

watch out for nasty traits like pyromaniac or bloodlust. when they get board they'll either start randomly lighting shit on fire in your base or they'll start fights with other pawns for shits and giggles.

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Taarsidath-an halsaam.
Quando il gioco e finito, il re e il pedone vanno nella stessa scatola
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Bad_Mojo
11/28/21 4:59:31 PM
#10:


Oh, I can just hit, "random," until I see someone cool and just re-name them. That's much better

https://i.imgur.com/cUyUCax.png
https://i.imgur.com/YJ2WtTu.png
https://i.imgur.com/oDSu4SY.png

Someone that can Rule
Someone that can Heal
Someone that can Fight

Hell if I know, lol. I'll stay here for a bit until I hear back from some of you. Thanks, btw, to all of you

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monkmith
11/28/21 5:10:16 PM
#11:


chemical interest can get annoying, but its generally one of the less annoying 'bad' traits. just destroy the worse drugs and let them binge on beer or smokeleaf to start. psychite tea is the best drug to keep around long term.

i really think a colony should start with at least one colonist you can devote to research. you need at least a passion on intellectual.

starting skills that are important.
shooting - if you've got a bow/gun
melee - prefer shooting since you can kite enemies
plants - food and healroot, i think you need 6 for corn and healroot?
cooking - its not vital to start with, but it becomes important quick
medical - same with cooking, especially if your primary fighter is melee only
intellectual - i try to start every game with one pawn i can glue to the research table

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Taarsidath-an halsaam.
Quando il gioco e finito, il re e il pedone vanno nella stessa scatola
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Bad_Mojo
11/28/21 5:31:06 PM
#12:


I just noticed that Beth [31] is the mother of Kenny [61]

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Kakapo
11/28/21 5:34:26 PM
#13:


Bad_Mojo posted...
I just noticed that Beth [31] is the mother of Kenny [61]
Lots of hyperspace travel and cryo caskets

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Kakapo
11/28/21 5:36:33 PM
#14:


monkmith posted...
chemical interest can get annoying, but its generally one of the less annoying 'bad' traits. just destroy the worse drugs and let them binge on beer or smokeleaf to start. psychite tea is the best drug to keep around long term.

i really think a colony should start with at least one colonist you can devote to research. you need at least a passion on intellectual.

starting skills that are important.
shooting - if you've got a bow/gun
melee - prefer shooting since you can kite enemies
plants - food and healroot, i think you need 6 for corn and healroot?
cooking - its not vital to start with, but it becomes important quick
medical - same with cooking, especially if your primary fighter is melee only
intellectual - i try to start every game with one pawn i can glue to the research table

I tend to take someone with at least 4 cooking to avoid the constant food poisoning.

If you have the expansions, its worth trying to catch a few people to convert and recruit or just flat out enslave (if your ideoligion allows it).

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Did my singing please you? No, the words you sang were wrong
24 hour party parrot
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Tenlaar
11/28/21 5:39:25 PM
#15:


Maybe a little late for this advice, but a map with both granite and marble is a big boon. Granite has the highest HP for walls and stuff, marble has the best beauty without modded materials in the mix.
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Bad_Mojo
11/28/21 5:44:15 PM
#16:


Tenlaar posted...
Maybe a little late for this advice, but a map with both granite and marble is a big boon. Granite has the highest HP for walls and stuff, marble has the best beauty without modded materials in the mix.

Oh, I don't plan on starting a real run until a little latter. I'm kind of just fucking around and looking at things right now. I haven't even done the Tutorial yet

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Bad_Mojo
11/29/21 1:54:16 AM
#17:


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Tenlaar
11/29/21 9:42:07 AM
#18:


Do you specifically want to play it unmodded first? There are some mods that make big QOL differences in my opinion without fundamentally changing gameplay.

Some good ones that do fundamentally change it, too. I just started a game the other day that is a Jedi and a Sith running away to live together and create an army of robots to serve and protect them.
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Bad_Mojo
11/29/21 8:38:03 PM
#19:


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Tenlaar
11/29/21 10:55:40 PM
#20:


CleaningArea- allows you to set specific areas of your base to be cleaned rather than having to restrict cleaning pawns to keep them from running all over the map.

QualityBuilder- makes it so that when you make things like furniture you can set a minimum quality, if its less than what you set it to it will be auto set to demolish and build again.

Colony Manager- adds a management station that you can use to automate some of the more tedious things like hunting, chopping wood, etc so that you maintain stockpiles.

Simple sidearms- just allows pawns to carry both a melee and ranged weapon at the same time. Because its dumb that they cant.

Tame with kibble- just makes it so that your animal trainers will use kibble to tame/train things instead of taking your good food for it.

Blueprints- lets you create blueprints, obviously. So if you want to do things like make the same kind of bedroom for every pawn, rebuild an exact copy of your kitchen somewhere else, etc you can do it a lot easier.

Defensive positions- lets you assign groups of pawns to specific keys to easily select just the ones you want and lets you set specific positions for your pawns. Makes defending from raids take a lot less micromanaging.

Mad Skills- the base game has skill degradation that makes it practically impossible for pawns to actually max out a skill and keep it there. This just lets you change that.
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