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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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===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 | + | 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 on. |
− | 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 | + | 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. |
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. | 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. | ||
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'''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]]). | '''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=== | ===Freezer=== | ||
− | A freezer is a room brought below {{Temperature|0}} | + | A freezer - that is, a room brought below {{Temperature|0}} using [[cooler]]s, is often recommended. But you don't always ''need'' a freezer. 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. | Food, specifically, vegetable food, lasts for a surprisingly long time. | ||
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* 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. | * 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.'' | * You didn't need any of that spoiled rice in the first place. ''It's ok to let it rot.'' | ||
+ | <small>You may want a surplus of food, so that you are immune to the many bad [[event]]s your storyteller throws at you. The worst food-related event in the game is [[toxic fallout]]. It lasts for 10 days at the maximum. Rice then takes ~5 days to grow, assuming it isn't winter. So if you have 15 days of food, you are safe from the worst event in the game (assuming no winter). If you have 30 days surplus of food, you can survive toxic fallout -> blight -> cold snap without a sweat (again, assuming no winter). In winter, nature refrigerates your crops for you, so all you need to do is grow the surplus food. </small> | ||
[[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. | [[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. | ||
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===Research=== | ===Research=== | ||
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