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− | This is the guide covering the gameplay '''Basics''' of RimWorld in detail. If you want a ''quick'' guide to the game, check out the [[ | + | This is the guide covering the gameplay '''Basics''' of RimWorld in detail. If you want a ''quick'' guide to the game, check out the [[Quickstart Guides]]. |
+ | *If you haven't already, play the Tutorial first. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first [[raid]]. Once you've completed the tutorial, you can set your storyteller and continue the game. | ||
− | + | This guide is intended for players that are using the original Crashlanded [[scenario]], and without any of the [[DLC]] enabled. If you're playing with DLC, then things will remain roughly the same. For the [[Ideology DLC]] in particular, you'll want to use the "Ideology system inactive" option. | |
− | + | Brand new players are encouraged to start with the tutorial, use the storyteller settings below, and leave the [[Learning helper]] on. | |
+ | |||
+ | [[File:Tutorial.jpg|400px|Finishing the tutorial]] | ||
==Colony Setup== | ==Colony Setup== | ||
− | *'''[[Scenario]]''': Pick the standard '''Crashlanded''' scenario. This starts you off with 3 colonists, some decent weapons, and Electricity. Most tutorials | + | UPDATE PICTURES |
+ | |||
+ | *'''[[Scenario]]''': Pick the standard '''Crashlanded''' scenario. This starts you off with 3 colonists, some decent weapons, and Electricity. Most tutorials / information are geared towards this scenario. | ||
*'''[[Storyteller]]''': Select '''[[Cassandra Classic]]''' or '''[[Phoebe Chillax]]''' on any desired difficulty. The game's suggestions are fairly accurate; if you have trouble picking, then '''Adventure Story''' is a good start. | *'''[[Storyteller]]''': Select '''[[Cassandra Classic]]''' or '''[[Phoebe Chillax]]''' on any desired difficulty. The game's suggestions are fairly accurate; if you have trouble picking, then '''Adventure Story''' is a good start. | ||
− | *''' | + | *'''Colony site''': This consists of multiple factors. |
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**'''[[Biome]]''': Pick Temperature Forest for now. It's not too hot, not too cold, has plenty of [[wood]], wildlife, and buildable land, but less disease than a rainforest. | **'''[[Biome]]''': Pick Temperature Forest for now. It's not too hot, not too cold, has plenty of [[wood]], wildlife, and buildable land, but less disease than a rainforest. | ||
**'''Climate''': You'll want a "year-round" growing period. This (almost) removes the pressures of winter. | **'''Climate''': You'll want a "year-round" growing period. This (almost) removes the pressures of winter. | ||
**'''Terrain''': Flat, Small Hills, or Large Hills will do. It doesn't really matter. The larger the hills, the more ores you'll have, but the less open space for building. Larger hills can also be used for natural defense. | **'''Terrain''': Flat, Small Hills, or Large Hills will do. It doesn't really matter. The larger the hills, the more ores you'll have, but the less open space for building. Larger hills can also be used for natural defense. | ||
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==Colonists== | ==Colonists== | ||
− | The Crashlanded scenario starts with three colonists. You can randomize them as much as you want, but | + | The Crashlanded scenario starts with three colonists. You can randomize them as much as you want, but can't fully customized by the player without mods or dev tools. RimWorld is designed around a motely crew - you will not start with perfect colonists, nor should you try. But there are a few aspects worth taking into consideration. |
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:'''Skills''':<br> | :'''Skills''':<br> | ||
− | Skills and ''passions'' in a skill are both important to colony wellbeing | + | Skills and ''passions'' in a skill are both important to colony wellbeing. |
The most important skills for survival are '''Shooting, Construction, Plants, and Medical'''. Any 1 colony should have a colonist with both a minimum of '''5''' skill points and 1 "flame" of passion each skill. The other skills are useful - each skill will be covered in detail below. | The most important skills for survival are '''Shooting, Construction, Plants, and Medical'''. Any 1 colony should have a colonist with both a minimum of '''5''' skill points and 1 "flame" of passion each skill. The other skills are useful - each skill will be covered in detail below. | ||
*'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges. | *'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges. | ||
− | *'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon | + | *'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon once a colonist is in melee range (directly adjacent to an enemy). Increasing melee skill will increase the chance to hit and dodge in... melee. |
− | *'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase | + | *'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase speed, the [[quality]] of furniture, and reduce the chance of construction failure ("botched" construction). |
*'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield. | *'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield. | ||
*'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance. | *'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance. | ||
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*'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting. | *'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting. | ||
*'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. <br>Note that the work types in the "Craft" tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. | *'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. <br>Note that the work types in the "Craft" tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. | ||
− | *'''Artistic''' - Creating [[sculpture]]s. Increasing art skill will quality of sculptures, but not their speed | + | *'''Artistic''' - Creating [[sculpture]]s. One of the least important skills, at least at the start. Increasing art skill will quality of sculptures, but not their speed. |
*'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery. | *'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery. | ||
− | *'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of | + | *'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of daily chats your colonists will have. |
*'''Intellectual''' - Research and [[drug]] synthesis. Increasing intellectual skill will make research faster, as well as drug production. | *'''Intellectual''' - Research and [[drug]] synthesis. Increasing intellectual skill will make research faster, as well as drug production. | ||
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Don't worry too much about starting skill levels, as characters will [[Skills#Experience Table|get more skilled]] with time (they are not fixed values) when they do relevant work. And other colonists will be joining soon! Being good in a few important skills and competent in others is all you need for now. | Don't worry too much about starting skill levels, as characters will [[Skills#Experience Table|get more skilled]] with time (they are not fixed values) when they do relevant work. And other colonists will be joining soon! Being good in a few important skills and competent in others is all you need for now. | ||
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:'''Traits''':<br> | :'''Traits''':<br> | ||
Some traits can be very bad... | Some traits can be very bad... | ||
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The main takeaway is that very bad traits are ''very'' bad and should generally be avoided, but you don't ''need'' very good traits in order to have a successful colony. If you have a pawn with a great set of traits, keep them. If a pawn has good and bad traits, then they can still be worth it. | The main takeaway is that very bad traits are ''very'' bad and should generally be avoided, but you don't ''need'' very good traits in order to have a successful colony. If you have a pawn with a great set of traits, keep them. If a pawn has good and bad traits, then they can still be worth it. | ||
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:'''Health conditions:''' | :'''Health conditions:''' | ||
* Watch out for [[addiction]]s. [[Ambrosia]] addiction is tolerable, but a [[beer]] addict will end up going through a painful [[withdrawal]]. | * Watch out for [[addiction]]s. [[Ambrosia]] addiction is tolerable, but a [[beer]] addict will end up going through a painful [[withdrawal]]. | ||
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===Weapons=== | ===Weapons=== | ||
+ | {|class="wikitable" | ||
+ | |- align="center" | ||
+ | | width=62px height=40px | [[File:Knife.png|32px|link=Knife]] | ||
+ | | width=62px height=40px | [[File:Revolver.png|32px|link=Revolver]] | ||
+ | | width=62px height=40px | [[File:Bolt-action rifle.png|32px|link=Bolt-action rifle]] | ||
+ | |- align="center" | ||
+ | | <div><small>[[Knife]]</small></div> | ||
+ | | <div><small>[[Revolver]]</small></div> | ||
+ | | <div><small>[[Bolt-action rifle]]</small></div> | ||
+ | |} | ||
You start with 3 weapons: | You start with 3 weapons: | ||
− | *{{icon small|bolt-action rifle|24}} [[Bolt-action rifle]] - A gun with amazing range. Of all the weapons in RimWorld, it has the second best range - only beaten by the | + | *{{icon small|bolt-action rifle|24}} [[Bolt-action rifle]] - A gun with amazing range. Of all the weapons in RimWorld, it has the second best range - only beaten by the sniper rifle. However, it isn't much stronger than a pistol up close. Because Shooting skill is more important when shooting from far away, '''have the colonist best at Shooting wield the bolt-action rifle'''. |
*{{icon small|knife|24}} [[Plasteel]] [[knife]] - A melee weapon. Knives are one of the weakest melee weapons, but it is made of plasteel, the strongest material in the game. The plasteel knife is roughly equivalent to a [[steel]] [[longsword]] or [[mace]] of normal quality. '''Have your best melee fighter wield the knife''', unless they're also your best shooter. | *{{icon small|knife|24}} [[Plasteel]] [[knife]] - A melee weapon. Knives are one of the weakest melee weapons, but it is made of plasteel, the strongest material in the game. The plasteel knife is roughly equivalent to a [[steel]] [[longsword]] or [[mace]] of normal quality. '''Have your best melee fighter wield the knife''', unless they're also your best shooter. | ||
− | *{{icon small|revolver|24}} [[Revolver]] - A pistol, good up close. Better than the bolt-action at close range, though most other firearms are stronger. Remember that you can't fire any ranged weapon in melee | + | *{{icon small|revolver|24}} [[Revolver]] - A pistol, good up close. Better than the bolt-action at close range, though most other firearms are stronger. Remember that you can't fire any ranged weapon in melee '''Have your remaining colonist wield the revolver'''. |
− | To summarize: best shooter should get the rifle, then best melee gets the knife, and then the other colonist (if capable of violence) gets the pistol. | + | To summarize: best shooter should get the rifle, then best melee gets the knife, and then the other colonist (if capable of violence) gets the pistol. The tutorial forces you to pick weapons without being able to pick your character bios. After you've finished the tutorial, just re-equip them in the desired order |
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− | The tutorial forces you to pick weapons without being able to pick your character bios. | ||
You don't have to worry about enemies ''just'' yet, since Cassandra gives you a few days to prepare. Enemies shouldn't arrive until you get the "Need Defenses" pop-up on the bottom-right. But since your colonists start near their weapons, you might as well pick them up, right? | You don't have to worry about enemies ''just'' yet, since Cassandra gives you a few days to prepare. Enemies shouldn't arrive until you get the "Need Defenses" pop-up on the bottom-right. But since your colonists start near their weapons, you might as well pick them up, right? | ||
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Unpause the game, have your colonists equip their gear, and re-pause. There's still things to set up. | Unpause the game, have your colonists equip their gear, and re-pause. There's still things to set up. | ||
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===Base location=== | ===Base location=== | ||
− | [[File:Basics_starter_location.png|thumb|275px|right|Good starter | + | [[File:Basics_starter_location.png|thumb|275px|right|Good starter locations circled in black.]] |
In the tutorial, players are taught to build their first home at the map's center to hasten the lecture. This makes sense, as it's where your colonists start off at. | In the tutorial, players are taught to build their first home at the map's center to hasten the lecture. This makes sense, as it's where your colonists start off at. | ||
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#Location - somewhat near the center of the map | #Location - somewhat near the center of the map | ||
#Near rich soil | #Near rich soil | ||
− | # | + | #Nearby steam geysers |
#(OPTIONAL) Natural defenses and structures | #(OPTIONAL) Natural defenses and structures | ||
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*Red: Nearby rich soil | *Red: Nearby rich soil | ||
*Blue: Steam geysers somewhat nearby | *Blue: Steam geysers somewhat nearby | ||
− | * | + | *Black: Natural structures to build in |
{{clear}} | {{clear}} | ||
− | [[File:Fertility overlay menu.png|thumb|200px|right|Fertility overlay | + | [[File:Fertility overlay menu.png|thumb|200px|right|Fertility overlay]] |
*'''Location''' | *'''Location''' | ||
A central location will be further away from raiders. If you build near the edge on the map, then some raiders can spawn right next to you. No matter how big your walls are, some types of raiders will explicitly [[breacher|breach]] through them. | A central location will be further away from raiders. If you build near the edge on the map, then some raiders can spawn right next to you. No matter how big your walls are, some types of raiders will explicitly [[breacher|breach]] through them. | ||
− | [[File:Basics fertility overlay.png|thumb|200px|right|Fertility overlay in game.<br>Dark green is rich soil.]] | + | [[File:Basics fertility overlay.png|thumb|200px|right|Fertility overlay in game.<br>Dark green is rich soil.<br> Green is regular soil.<br>Yellow is poor soil.]] |
*'''Rich Soil''' | *'''Rich Soil''' | ||
Rich soil increases plant growth speed by 140%. Rich soil is an irreplicable advantage until you can rely entirely on [[hydroponics]]. Even then, certain crops like [[corn plant|corn]] and [[devilstrand mushroom|devilstrand]] cannot grow in hydroponics. | Rich soil increases plant growth speed by 140%. Rich soil is an irreplicable advantage until you can rely entirely on [[hydroponics]]. Even then, certain crops like [[corn plant|corn]] and [[devilstrand mushroom|devilstrand]] cannot grow in hydroponics. | ||
− | Rich soil is | + | Rich soil is a darker shade of soil. In order to see the soil more easily, you can use the fertility overlay, in the bottom right corner of the screen. |
+ | |||
+ | '''Notes''' <br> | ||
+ | :Assuming a year-round growing cycle, planting a crop in rich soil means you get 140% the yield, but need to harvest 140% more often (i.e. 140% more work). For the purposes of work, planting in 14 tiles of regular soil is almost exactly equal to 10 tiles of rich soil. However, faster growing has the advantage of ''stability''. If your crops are destroyed by fire, then it will take 4 days instead of 5.5 days for it to regrow. | ||
− | + | :Also, growing faster means the first batch of crops will be ready faster. Since you won't start off with much food, this is important. If your climate has a winter, then rich soil lets you grow more before the frost hits. Basically, rich soil is good to use, but not 100% necessary. | |
*'''Steam geysers''' | *'''Steam geysers''' | ||
− | Steam geysers allow you to build [[geothermal generator]]s on top of them. Geothermal is one of the best power sources of the game - it gives lots of power and it constantly gives power You don't need to be right next to steam vents | + | Steam geysers allow you to build [[geothermal generator]]s on top of them. Geothermal is one of the best power sources of the game - it gives lots of power and it constantly gives power (unlike [[solar generator|solar]] or [[wind turbine|wind]]. You don't need to be right next to steam vents. But you don't want to be too far away. |
− | If you build a room on a steam geyser, then it will create lots of heat. This will overheat your colonists in a temperate biome | + | If you build a room on a steam geyser, then it will create lots of heat. This will overheat your colonists in a temperate biome, but if you're playing in a tundra, the heat of a steam geyser can help. |
− | [[File:Ruins construct.png|thumb| | + | [[File:Ruins construct.png|thumb|250px|right|"Reconstructing" a ruin can save time.]] |
*'''Natural defenses''' | *'''Natural defenses''' | ||
− | Throughout your map, hills and ruined structures will be placed sporadically. Consider using these structures to form the foundation of your base, at least for the first few days. | + | Throughout your map, hills and ruined structures will be placed sporadically. Consider using these structures to form the foundation of your base, at least for the first few days. IT saves having to build your own walls. |
You can also use existing hills, rivers, marsh, etc. to your advantage, by slowing down enemy attackers. | You can also use existing hills, rivers, marsh, etc. to your advantage, by slowing down enemy attackers. | ||
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− | + | ==Work== | |
− | + | Colonists have some default work settings and will mostly busy themselves. Eventually, they run out of chores to do and begin to wander or idle. This is because there's a need for adjustments within their tasks. To improve their cooperation, open the Work tab at the bottom. Colonists will do assigned tasks from left to right. For further control, most players will activate "Manual priorities", by clicking the red cross at the top left of the tab. | |
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− | Colonists have some default work settings and will mostly busy themselves. Eventually, they run out of chores to do and begin to wander or idle. This is because there's a need for adjustments within their tasks. | ||
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[[File:Simple priorities.png|1000px|left]] | [[File:Simple priorities.png|1000px|left]] | ||
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:*The same principle applies to Craft and the Crafting skill. Stonecutting is valuable work that can be done by (almost) anyone. It's better to have an otherwise idle colonist cut stone, than a colonist with other work to do. | :*The same principle applies to Craft and the Crafting skill. Stonecutting is valuable work that can be done by (almost) anyone. It's better to have an otherwise idle colonist cut stone, than a colonist with other work to do. | ||
Priorities are relative. Some player like to have every task set to 2 or lower, only raising something to 1 when it needs to happen ''immediately''. | Priorities are relative. Some player like to have every task set to 2 or lower, only raising something to 1 when it needs to happen ''immediately''. | ||
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