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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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===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]] will be ready to harvest soon, and you'll need to cook it.
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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.
  
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.
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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 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.
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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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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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===Stonecutting===
 
===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.
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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.
  
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.
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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.
 
 
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]]).
 
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===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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