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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 | + | *'''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 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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* 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 | + | * 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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<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> | + | 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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'''Using medicine''' | '''Using medicine''' | ||
− | Correct | + | 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.]] | [[File:Mainmenu assign.png|thumb|450px|right|Adjust medicine icons to adjust medical settings.]] | ||
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==The Next Few Days== | ==The Next Few Days== | ||
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===Research=== | ===Research=== | ||
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