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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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===Cooking with the bill system=== | ===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]] | + | 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]] is about to get ready, and you'll need to cook it soon. |
− | + | Click "Add Bill" on the top of the menu. Then, select a meal you want. [[Simple meal]]s are the fastest to cook and are the most efficient. | |
<gallery widths="300px" heights="300px" class="left" mode="nolines"> | <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. | File:Basics cooking1.png|Do 'X' times means do <10> times, then stop forever. Not automated. | ||
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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". | 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 | + | 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 as desired. You may want a few more meals as a "buffer" in case your cook is injured. |
<gallery widths="300px" heights="300px" class="left" mode="nolines"> | <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.''' | 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.''' | ||
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File:Basics cooking2.png|All the details. "Pause Until Satisfied" is the relevant setting here. | File:Basics cooking2.png|All the details. "Pause Until Satisfied" is the relevant setting here. | ||
</gallery> | </gallery> | ||
+ | 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. | ||
[[File:Basics_cooking3.png|thumb|right|200px|Food put right next to a stove.]] | [[File:Basics_cooking3.png|thumb|right|200px|Food put right next to a stove.]] | ||
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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) | 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 | + | 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. |
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. | 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. | ||
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===Research=== | ===Research=== | ||
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