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Brand new players are encouraged to play the Tutorial first, if they haven't already. 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. The [[learning helper]] can also be a useful tool.
 
Brand new players are encouraged to play the Tutorial first, if they haven't already. 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. The [[learning helper]] can also be a useful tool.
  
This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things shouldn't be ''too'' different. Note that, for the [[Ideology DLC]] in particular, you'll want to use the "Ideology system inactive" option.
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This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things will remain ''roughly'' the same. For the [[Ideology DLC]] in particular, you'll want to use the "Ideology system inactive" option.
  
 
==Colony Setup==
 
==Colony Setup==
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*'''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 at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. Increasing melee skill will increase the chance to hit and dodge... in melee.
 
*'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. 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 its speed, the [[quality]] of furniture, and reduce the chance of construction failure ("botched" construction).
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*'''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 of creation.
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*'''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 the daily chats your colonists will have.
 
*'''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 the daily chats your colonists will have.
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*'''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, but you don't want to be too far away.
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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. But if you're playing in a tundra, the heat of a steam geyser can help.
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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|225px|right|"Reconstructing" a ruin can save time.]]
 
[[File:Ruins construct.png|thumb|225px|right|"Reconstructing" a ruin can save time.]]
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===Base construction===
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===Base Construction===
 
Building a simple base helps with colonist mood and a few other things. You can move most buildings later on. Certain items like walls, doors, and power generators cannot be moved, and must be deconstructed for a loss in resources. Therefore, it is up to player preference whether you want to plan ahead or not.  
 
Building a simple base helps with colonist mood and a few other things. You can move most buildings later on. Certain items like walls, doors, and power generators cannot be moved, and must be deconstructed for a loss in resources. Therefore, it is up to player preference whether you want to plan ahead or not.  
  
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Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow.
 
Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow.
  
You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicities' sake, release your starting animal if they can't graze. Otherwise you can forage from [[berry bush]]es or hunt animals to give food.
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You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicities' sake, release your starting animal if you can't graze. Otherwise you can forage from [[berry bush]]es or hunt animals to give food.
  
 
<small>In specific, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals / 60 raw food is a day's worth of food. Note that cooking "creates" food. When you eat food uncooked, each colonist needs 32 units of raw food per day. [[Pemmican]] is also a "small" ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.</small>
 
<small>In specific, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals / 60 raw food is a day's worth of food. Note that cooking "creates" food. When you eat food uncooked, each colonist needs 32 units of raw food per day. [[Pemmican]] is also a "small" ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.</small>
 
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'''Crop Choice'''
===Crop choice===
 
  
 
There are 4 food crops in RimWorld. Rice is suggested at first, since it is the fastest growing food crop, and you don't have any food beyond your packaged meals right now.
 
There are 4 food crops in RimWorld. Rice is suggested at first, since it is the fastest growing food crop, and you don't have any food beyond your packaged meals right now.
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*{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Snice it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire.  
 
*{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Snice it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire.  
 
*{{icon small|Potatoes|24}} [[Potatoes]] are the "inbetween" crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil.
 
*{{icon small|Potatoes|24}} [[Potatoes]] are the "inbetween" crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil.
*{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw without the {{--|7}} ''Ate raw food'' mood penalty. They aren't as stable as rice, but give much less yield per harvest than the other two crops. Since you'll want to cook food into meals to avoid [[food poisoning]] anyways, berries aren't a great choice.
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*{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw without the {{--|7}} ''Ate raw food'' mood penalty. They aren't as stable as rice, but give much less yield per harvest than the other two crops. Since you'll want to cook food into meals to avoid [[food poisoning]], berries aren't a great choice.
  
 
Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3.
 
Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3.
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Ultimately, the amount of growing work isn't ''that'' big, even when using rice. You can go the entire game just growing rice and be entirely fine.
 
Ultimately, the amount of growing work isn't ''that'' big, even when using rice. You can go the entire game just growing rice and be entirely fine.
  
==Technical Things==
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==Technical things==
 
With the first day sorted out, now we can get into the nitty-gritty of colonist settings.
 
With the first day sorted out, now we can get into the nitty-gritty of colonist settings.
  
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* '''Work:''' Work. Ignore all needs (except food).
 
* '''Work:''' Work. Ignore all needs (except food).
 
* '''Sleep:''' Sleep. If not tired, go work.
 
* '''Sleep:''' Sleep. If not tired, go work.
The most important takeaway is that '''the default schedule is perfectly fine!''' When assigned to "Anything", colonists will work, and automatically take care of their needs when needed. Mood is very important in RimWorld, so let your colonists recreate. And they'll sleep at night. Colonists get a penalty for working in the darkness, so avoid working at night whenever possible.
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The most important takeaway is that '''the default schedule is perfectly fine!''' When assigned to "Anything", colonists will work, and automatically take care of their needs when needed. Mood is very important in RimWorld, so let your colonists recreate. And they'll sleep at night. Which is good, since colonists work 80% as fast in the dark.
  
 
If a colonist is sleeping, they will continue to sleep even if they are assigned to "Anything" or "Recreation" at the current time (i.e., assigning Recreation won't wake colonists up). "Work" immediately wakes colonists up.
 
If a colonist is sleeping, they will continue to sleep even if they are assigned to "Anything" or "Recreation" at the current time (i.e., assigning Recreation won't wake colonists up). "Work" immediately wakes colonists up.
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* Pawns are in "melee range" if they are directly adjacent to each other.
 
* Pawns are in "melee range" if they are directly adjacent to each other.
 
** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range.
 
** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range.
** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if they are being attacked in melee.
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** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if you are being attacked in melee.
  
 
[[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]]
 
[[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]]
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* Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat).
 
* Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat).
 
* Pawns cannot fire through [[wall]]s or other impassible objects. These objects block "[[line of sight]]".
 
* Pawns cannot fire through [[wall]]s or other impassible objects. These objects block "[[line of sight]]".
* If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. Cover blocks ranged attacks (it's useless in a melee fight.)
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* If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. (Cover is useless in a melee fight.)
 
* [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are "immune" to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen.
 
* [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are "immune" to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen.
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===Defensive structures===
 
===Defensive structures===
{{Main|Defense structures}}
 
 
If you're fighting a single manhunting [[rat]], then 3 colonists should just clobber it, no matter how you fight it. But later on, you'll have to fight more and more enemies.
 
If you're fighting a single manhunting [[rat]], then 3 colonists should just clobber it, no matter how you fight it. But later on, you'll have to fight more and more enemies.
  
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Thus, the best possible cover is a combination of walls and sandbags/barricades. Walls are your main source of cover. Gaps are necessary to allow colonists to shoot through, and you might as well fill them with other forms of cover.  
 
Thus, the best possible cover is a combination of walls and sandbags/barricades. Walls are your main source of cover. Gaps are necessary to allow colonists to shoot through, and you might as well fill them with other forms of cover.  
  
Since colonists have to lean out of the wall to fire, angled shots can partially bypass the wall's cover. In this case, the barricade/sandbag will block some shots. If you don't ever fight enemies at an angle, then the barricades can technically be foregone. If you want a wider angle to fire at, then include larger barricade gaps between each wall segment.
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Since colonists have to lean out of the wall to fire, angled shots can partially bypass the wall's cover. In this case, the barricade/sandbag will block some shots. If you don't ever fight enemies at an angle, then the barricades can technically be foregone.
  
 
<gallery widths="225px" heights="225px" class="left" mode="nolines">
 
<gallery widths="225px" heights="225px" class="left" mode="nolines">
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* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee.
 
* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee.
  
[[File:Basics melee ambush.png|thumb|350px|center|Luring ranged enemies into your melee squad, using a corner.]]
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[[File:Basics melee ambush.png|thumb|325px|center|Luring ranged enemies into your melee group, using a corner.]]
 
{{clear}}
 
{{clear}}
  
 
'''Putting it together'''
 
'''Putting it together'''
  
Here is an '''example''' of how you can use both melee and ranged structures to your advantage. This is by no means the only way to defend your colony. If you want more options, check out the [[defense structures]] article.
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Here is an '''example''' of how you can use both melee and ranged structures to your advantage. This is by no means the only way to defend your colony. If you want more options, check out the [[defense structure]]s article.
 
<gallery widths="325px" heights="325px" class="left" mode="nolines">
 
<gallery widths="325px" heights="325px" class="left" mode="nolines">
 
File:Basics melee ambush.png|'''The same "ambush" picture as the above.<br>Can also be used as a melee block.'''
 
File:Basics melee ambush.png|'''The same "ambush" picture as the above.<br>Can also be used as a melee block.'''
File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.<br>This also gives ranged enemies, cover, too;<br> melee them down.'''
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File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.<br>Melee enemies that use your wall as cover.'''
 
File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.<br>This is the foundation of a proper "killbox".'''
 
File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.<br>This is the foundation of a proper "killbox".'''
 
</gallery>
 
</gallery>
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===Tending===
 
===Tending===
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[[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]]
 
[[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]]
 
'''How / when to tend'''
 
'''How / when to tend'''
# Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click "Tend" or "Tend (without medicine)". Tending on the field is less effective than in a bed. But if a colonist is rapidly bleeding out, it doesn't matter how effective the tend is. <br>If you want your doctors to be able to tend on the field ''with'' medicine, go to the [[Assign]] tab, and adjust the medicine selection on the right. (Medicine has the advantage of healing multiple bleeding wounds at a time).
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# Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click "Tend" or "Tend (without medicine)". Tending on the field is less effective. But, if a colonist is rapidly bleeding out, it doesn't matter how effective the tend is. <br>If you want your doctors to be able to tend on the field ''with'' medicine, go to the [[Assign]] tab, and adjust the medicine selection on the right. (Medicine has the advantage of healing multiple bleeding wounds at a time).
 
# Tend in a bed. If your colonists are assigned to "Bed rest" in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to "Medical" for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical).
 
# Tend in a bed. If your colonists are assigned to "Bed rest" in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to "Medical" for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical).
 
# Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bend, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click "Rescue". Afterwards, they can be tended normally.
 
# Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bend, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click "Rescue". Afterwards, they can be tended normally.
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'''Using medicine'''
 
'''Using medicine'''
  
Correct resource allocation is key. Using your best medicine for a few bruises is a waste.
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Correct resources allocation is key. Using your best medicine for a few bruises is a waste.
  
[[File:Mainmenu assign.png|thumb|450px|right|Adjust medicine icons to adjust medical settings.]]
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[[File:Mainmenu assign.png|thumb|200px|right|Adjust medicine icons to adjust colonist]]
  
 
In the colonist's Assign tab, you can assign what medicine a doctor will use on them. (See left)
 
In the colonist's Assign tab, you can assign what medicine a doctor will use on them. (See left)
* [[File:Doctor care but no medicine.png|16px]] '''Doctor care, no medicine''' - You don't need any medicine for bruises, small cuts, and even large cuts. And you may need to tend w/o medicine in emergencies, where grabbing medicine from storage would take too long.
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* [[File:Doctor care but no medicine.png|16px]] '''Doctor care, no medicine''' - You don't need any medicine for bruises, small cuts, and even large cuts.  
 
* {{icon small|herbal medicine}} '''[[Herbal medicine]]''' (or worse) - Herbal medicine is worse than regular medicine, but the advantage is that you can grow herbal medicine on your own. [[Healroot]] can be sown as soon as you have a colonist with Plants 8 or higher. Herbal medicine can be used against diseases. If you have enough, you can use herbal medicine for general injuries to reduce the risk of [[infection]].
 
* {{icon small|herbal medicine}} '''[[Herbal medicine]]''' (or worse) - Herbal medicine is worse than regular medicine, but the advantage is that you can grow herbal medicine on your own. [[Healroot]] can be sown as soon as you have a colonist with Plants 8 or higher. Herbal medicine can be used against diseases. If you have enough, you can use herbal medicine for general injuries to reduce the risk of [[infection]].
* {{icon small|medicine}} '''[[Medicine|Industrial medicine]]''' (or worse) - Industrial medicine (or just "medicine", the blue one) is a high quality medicine. As mentioned above, using regular medicine is a waste for regular injuries, unless a colonist is rapidly bleeding out. Use medicine against diseases and surgeries. Diseases can be fatal if untreated. Surgeries are likely to fail without great medicine.
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* {{icon small|medicine}} '''[[Industrial medicine|medicine]]''' (or worse) - Industrial medicine (or just "medicine") is a high quality medicine. As mentioned above, using regular medicine is a waste for regular injuries, unless a colonist is rapidly bleeding out. Use medicine against diseases and surgeries. Diseases can be fatal if untreated. Surgeries are likely to fail without great medicine.
* {{icon small|glitterworld medicine}} '''[[Glitterworld medicine|Best quality medicine]]''' - Glitterworld medicine is the best medicine in the game. The most expensive medicine, glitterworld should be used like industrial medicine, i.e. for disease and surgery.
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* {{icon small|glitterworld medicine}} '''Best quality medicine''' - [[Glitterworld medicine]] is the best medicine, and should be used like industrial medicine, i.e. for disease and surgery.
 
You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab).
 
You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab).
  
Set your colonists to either "doctor care, no medicine" OR "herbal medicine" for now. If a disease pops up, set relevant colonists back to industrial medicine.
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==The next few days==
 
 
==The Next Few Days==
 
 
 
===Cooking with the bill system===
 
If you've played the tutorial, you've likely been introduced to the [[bill]] system already. If not, then cooking is a good start. Your [[rice]] will be ready to harvest soon, and you'll need to cook it.
 
 
 
Select the stove, and click "Add Bill" on the top of the menu. Then, select a meal you want. [[Simple meal]]s are the fastest to cook and use the least food.
 
<gallery widths="300px" heights="300px" class="left" mode="nolines">
 
File:Basics cooking1.png|Do 'X' times means do <10> times, then stop forever. Not automated.
 
</gallery>
 
 
 
Click on the "Do 'X' Times" button in order to change the bill. There are 2 more options - "Do until you have X", and "Do Forever".
 
 
 
Since each colonist eats ~2 meals per day, you will want to set a bill that cooks 2 meals per colonist. Select "Do until you have X", and then you can change the number of meals to 6 (or whatever number you need). You may want to make a few more meals than needed, as a "buffer" in case your cook is injured.
 
<gallery widths="300px" heights="300px" class="left" mode="nolines">
 
File:Cooking bill.png|Do until you have 'X' means cook <10> meals, then stop, then start when there's less than 10.<br>'''This setting only checks for items inside stockpile zones.'''
 
</gallery>
 
 
 
If you actually set this in game, you might notice a few inefficiencies. Lets say you have 10 meals already. If a colonist eats 1, your meal count is now 9, which is obviously below 10. Your cook will run all the way back to the stove, cook the meal, then go back to what they were doing. They will walk back and forth each time a colonist eats a single meal.
 
 
 
It'd be better if they waited until there were only a few meals left, then cook all of them at once. Thankfully, there is a setting for this! Go into "Details" button, and you'll get this screen.
 
<gallery widths="400px" heights="400px" class="left" mode="nolines">
 
File:Basics cooking2.png|All the details. "Pause Until Satisfied" is the relevant setting here.
 
</gallery>
 
[[File:Basics_cooking3.png|thumb|right|200px|Food put right next to a stove.]]
 
You can set the "pause until satisfied" meals to whatever number you want. Start cooking before you hit 0 meals, so that colonists won't eat raw food.
 
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The most efficient cooking set-ups have their food near their stove. Otherwise, your cook will have to walk back and forth between each meal. Your cook will only haul the exact amount required to cook 1 meal, which is doubly inefficient. Ideally, we want food directly next to the stove. So you should do that. (See right)
 
 
 
But under the current bill settings, your cook still hauls each meal to the "best" stockpile zone, then go back to the stove. We want to eliminate this too. There is another setting. Click "Take to best stockpile ", and change it to "Drop on floor". '''Note that "Do until X" only counts stockpile zones.''' So place a stockpile under the cook's feet, as seen in the picture to the right. (To do this, make a stockpile, go to stockpile zone settings, turn off all items but raw food, and set the "priority" to Preferred or higher)
 
 
 
With all these settings in place, your cook will stand in place, cook all their meals at once, then leave until you've run out of meals. Cooking is now efficiently automated. There are many other items that use the bill system. With a little adjustment, you can get colonists to do roughly what you want.
 
----
 
 
 
===Stonecutting===
 
Right now, your base is using [[wood]]en walls. Wood burns. Steel also burns in this game (as a wall. Steel floor and steel items don't burn). So you will want to create stone - specifically, [[stone block]]s - relatively quickly. Stone takes a long time to make, but it is worth starting when your colonists have nothing better to do.
 
 
 
To make workable stone blocks, you'll need a [[stonecutter's table]]. The stonecutter's table uses the same bill system as the stoves. See the above subsection for details on all that. Each stone chunk produces 20 stone blocks. The specific type of stone is mostly irrelevant at this stage of the game, so you can use any stone if you'd wish.
 
 
 
Stone is best for walls, as it is more durable than both wood and steel. Stone is ''not'' good for [[door]]s. This is because stone doors open slowly. When you have a wood door surrounded by stone walls, the fire risk is minimal. In this situation, only 1 tile can be set on fire, which is not a problem. Stone can also be used for furniture, though stone [[bed]]s in particular get a penalty when made out of stone.
 
 
 
'''Note:''' When replacing your wood walls, watch out for [[roof]] collapses! Roof will collapse if there isn't a wall within 6 tiles in it. With this in mind, replace your walls in small sections at a time. You can also use a [[remove roof area]] to remove the roof, destroy your walls, then rebuild the roof (with a [[build roof area]]).
 
----
 
 
 
===Freezer===
 
A freezer is a room brought below {{Temperature|0}}, using [[cooler]]s. It is often recommended to build one. But you don't always ''need'' it. After all, [[Scenario system#Lost Tribe|Lost Tribes]] don't start with cooling technology at all. Let's go over all the reasons to (not) build a freezer, then show how to build one anyways.
 
 
 
Food, specifically, vegetable food, lasts for a surprisingly long time.
 
* You can rely entirely on vegetarian food for the entire game. (See [[#Planting crops|Planting crops]])
 
* [[Rice]], when indoors, lasts for 40 days. [[Corn]] lasts for 60 days. [[Potatoes]] last for 30 days.
 
** In a year-round growing biome, you can harvest 5 batches of rice by the time the first one rots. You can harvest 3 batches of corn by the time the first one rots.
 
** In a biome with winter, you can let nature refrigerate for you. If you have a 40/60 growing season, rice lasts for 60 days (40 days spoiling, 20 days frozen). Unless you're in a [[tundra]], you should get ''at least'' 1 harvest a season.
 
* If you let rice rot after 5 full harvests, then you still have 4 harvests of rice in reserve. You didn't need any of that spoiled rice in the first place. Even if one of your harvests is ruined by [[blight]], you have 3 full harvests of surplus.
 
* You didn't need any of that spoiled rice in the first place. ''It's ok to let it rot.''
 
 
 
[[Meal]]s rot in ~4 days. But, there's a simple solution. Don't cook them yet. You only ''need'' to cook 1-2 days worth of food at a time. Minor [[mental break]]s only last for a day or so, and injuries heal in a few days.
 
 
 
=== Building a Freezer ===
 
Most foods will quickly rot away in storage unless they are refrigerated. To prevent this food waste, the colony will need access to [[power]] to produce electricity and build [[cooler]]s. There are a variety of original ideas when designing power grid planning. Constructing these devices require [[components]] that can be mined, traded, manufactured, and salvaged from [[ship chunk]]s. In the early game, colonists have limited supplies, so treat them as delicate devices. Components are not easily replaceable and should be guarded with care. 
 
 
 
Coolers are considered a wall tile. They are bi-directional; blue indicates cold and red means heat, so make sure to rotate blue towards the room you want cooled. Once constructed and powered on, the device is set up and operating automatically. The room must be enclosed completely and [[roof]]ed in order to actually be cooled.
 
 
 
The default temperature is always {{Temperature|21}}, but that won't help, so use the buttons to adjust. The cooler will attempt to reach the designated value, but it all depends on leaving unroofed areas and the room's size. Often one cooler alone is not enough. Check the tooltips by hovering the mouse over to detect if the desired temperature has been achieved. The seasons will dictate the amount of cooling or heat that is necessary for a given room.  Check with colonists to determine what adjustments are required.
 
 
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Food has rotted away in storage.png|'''Notification: Food has rotted away in storage'''
 
File:Cooler settings.png|'''Cooler settings'''
 
</gallery>
 
{{clear}}
 
  
 
===Research===
 
===Research===
After your colonists have finished all their "establishing" tasks (construction, planting, etc.), they will be idle. What better way to pass the time than to research? If research is set to a priority in the Work tab, and if you have selected a project to research, then pawns will research.
 
 
Which research can depend a lot on playstyle and biome. Rough suggestions:
 
 
* '''A(nother) source of power.''' Your current sources of power work, but they aren't 100% ideal. Wind turbines aren't consistent power. Wood-fired generators require constant fueling.
 
** Solar Panels (600pts) + Batteries (400pts) - [[Solar generator]]s are much more consistent than wind turbines; they work in the day, but not in night. [[Batteries]] allow you to store daytime power and use it during the night.
 
** Watermill generator (700pts) - [[Watermill generator]]s provide constant power, and are cheaper than solar generators. However, they ''require a river or creek to function''. Don't research this if you haven't settled on a river/creek tile. Ocean doesn't count.
 
** Geothermal Generator (3200pts) - [[Geothermal generator]]s offer a lot of power, and it's 100% consistent. However, this research project takes a very long time to complete, so it isn't recommended for newcomers.
 
 
* '''Machining and Weaponsmithing.''' Allows you to create your own weapons, armor, and more.
 
** Smithing (700pts) -> Machining (1000pts): Smithing allows you to create melee weapons, and is required in order to research Machining. Machining allows you to create all sorts of advanced items.
 
** Gunsmithing (500pts) -> Blowback Operation (500pts) -> Gas Operation (1000pts): The gunmaking tree, unlocked after Smithing. Guns are guns, they help defend. You can loot guns from raiders, but they will often be poor quality. The guns from Gas Operation are generally an upgrade from previous guns, so it is recommended to wait until you get to Gas Operation.
 
 
* '''Microelectronics (3000pts).''' Microelectronics is required to unlock more advanced technology. However, it is a very long project, so you should research other (more useful) projects first.
 

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