60 RimWorld Tips For All Players! | RimWorld Tips And Tricks (Compilation)

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hello everyone welcome and well today i'm going to be giving you guys 10 tips that will hopefully help you on your adventures in room world randy may not like the things i'm about to be telling you okay but you know hopefully you do all alright real quick before the video starts i want to take you all to hell we have a loving community everyone is incredibly welcoming and we have a great mod base like yeah what are you waiting for come on join up enjoy the warm heat of the fires and remember welcome the hell kiddos all right so i guess uh without further ado here are 10 useful tips for rimworld [Music] so tip number one is work fast the key to a good beginning in room world is getting a homestead up and running as quickly as possible this will ensure not only the safety of your colonists but their moods will overall be much higher avoiding mental breakdowns is a huge hurdle early on and it can be easily avoided just by being fast another thing you're going to want to hurry up and get up and running are your farms you're going to want to make sure you're growing rice right away because it's the fastest growing crop in the game also make sure you place your rice fields on the rich soil which usually appears darker than the normal soil doing this will increase the speed at which the rice grows and it will affect your colonist moods just because they have food and therefore your vibrability and room world will be much higher so tip number two you can use furniture as bait into a trap this might sound ridiculous but you don't hear me out raiders and rimworld have one primary goal destroy raiders love furniture and if they come into contact with any they will destroy it so with that in mind why not abuse it put furniture within range of your turrets or places where your colonists can fire upon the enemy you could also even land mine the crap out of that area and hopefully take care of the raiders without even have to step foot out there like this is a crazy you should definitely try it give it a shot it is a good very good method to destroying raiders without having to really touch them very much on to tip number three be mindful of where you choose to land the location of your colony is going to ultimately shape the type of colony you want to create so if you're a beginner in rim world okay you're probably going to want to land in a temperate forest okay this is the easiest place to land because the temperature isn't extreme and there's plenty of vegetation such as trees bushes berries etc if you're a more experienced player however then you can probably you're probably going to want to mix things up a bit am i right so you're going to want to land in probably a desert or a tundra or an ice sheet by them you know something along those lines okay these places have a bit more extreme climate to them so you might want to watch out but doing this will definitely make the game much more interesting for yourself and much more difficult it's kind of like a difficulty setting if i mean there already are difficulty settings in this game but i mean the climate in itself is basically a difficulty setting in room world so anyway give it a shot on to tip number four so be mindful of the weapons your columnists use certain weapons are better for different purposes for example sharp weapons are much better for slashing enemies taking off limbs and making them bleed sharp weapons include things you would expect like knives swords axes etc but they also include guns because bullets are considered as sharp weapons blunt weapons are better for inflicting lots of pain but no bleeding in short use a sharp weapon to kill and use a blunt weapon to capture a prisoner beware if the enemy has armor on avoid using a sharp object because armor will likely cause your knife or sword to just simply bounce off instead use a blunt weapon very few things in room world have resistance to blunt damage tip number five try to always fire straight at a target there is a good reason to do so too the cover system in rimworld takes into account the objects between the two fighting pawns objects like rock chunks sandbags or even walls are all accounted for if they're in the line of fire if your enemy is behind some trees too they even count for that as well now if your enemy is behind cover try to get a straight line of shot at him also with this all in mind try to put two or three layers worth of sandbags for cover for your colonists this will hopefully make it much more difficult for your enemy to shoot your colonists and on top of that fun little fact your colonist receives no penalty for shooting over those layered sandbags cool beans on the tip number six use your heavily armored colonists to block the enemy if you happen to have some really good armored colonists use them combine really heavy armor and a melee weapon in a tight space together and you're almost guaranteed to kill the enemy if you can lure the enemy into a tight area and force them to have to go through your heavily armored colonists this colonist should be able to tank most of the damage no problem if not then at least i guess they tried if you have a one block wide entrance to your colony just stick them around there with a melee weapon they should be able to distract the enemy long enough for you for your tank counts not only deal a good amount of damage to them but your other colonists with guns should be able to gun them down as well tip number seven on the topic of armor give your melee colonists a shield belt and good armor a melee colonist is going to be charging through gunfire to slash the enemy so a shield belt is extremely important because it stops the bullets from hitting them beware though the shield does not stop melee attacks that's when your colonist armor comes into play the armor on your colonists should be able to keep them safe while they destroy the enemy and the shield belt should stop those pesky bullets from puncturing them and killing them tip number eight build around your stockpile this tip is a bit basic however for a beginner this is likely brand new news so items sitting around outside will slowly deteriorate because they are not inside so what you need to do is build around them roof the area and bam they're no longer deteriorating there are some resources that aren't affected by this however things like steel stone chunks those are prime examples of items that are not affected by being outside but roofing your stockpiles is extremely important so tip number nine is a special one it's kind of a quick throwback to the first tip of this video about working fast make sure early on you get a sustainable amount of food this is very important because i can't even tell you how many times my colonies have died from me struggling to make food in time like on stream i've died so many times because i keep screwing up that process so grow rice early on it's so important that you do this harvest all the berries kill a decent amount of animals specifically rabbits and turkeys because they will not fight back and always keep an eye on your food stocks as well it's easy to overlook this trust me a starving colony is bound to fail [Music] it appears we are at the end of our road we have arrived at tip number 10 which is keep an eye out for colonist disabilities early on if every colonist is incapable of doctoring your colony is going to fail don't make that mistake if you have only one colonist capable of doctoring you're bound for failure if that colonist dies early on avoid having any disabilities in your colony if you're recruiting prisoners be mindful of who you recruit disabilities could make or break your colony a common error among new players is just recruiting every prisoner they can find while having more colonists is usually better if that colonist isn't capable of doing most things then they're practically useless and they're just another mouth to feed so those are my 10 tips to help you guys out in rim world i really hope you guys enjoyed this video i put a lot of work into this i would like to give thanks to corsola and augustus on my discord server which by the way if you haven't joined my discord server the link is in the description click that join it it's a good time but thank you to them for helping me out cause they were the ones that gathered around these tips and everything and i just compiled it all together and put it into my own words so thank you guys so much for what you guys did it means so much to me and i love you all and i hope you guys have fun in one world hey tom did you hear this bill bill is making a guide on how to survive in room world all right diane i've had it with your [ __ ] all right rim world is [ __ ] [ __ ] dylan whatever the [ __ ] his [ __ ] name is is [ __ ] dwarf fortress is and will always be better than this what you take that back you're gonna sleep on the couch all right you know what no you're sleeping yo ass on the couch alright and if not we're getting a divorce and you're living with your [ __ ] uncle again okay one day i sat back and thought to myself you know there's a lot of things in room world that people should just not do there are so many things that can go horribly wrong from simple mistakes it's insane so this video came to mind and here we are here are 10 things not to do in rimworld to start off we're going to be talking about ancient ruins and why they're super safe to open just go up to one of the ruins right when you start the game and deconstruct a wall you will be welcomed with wealth beyond measure wait a minute i was told there was wealth beyond measure oh no no no no no no no no god dang it ancient ruins are valuable assets to each map however try to stay away from them early on in the game because they are quite dangerous and will more than likely kill your entire colony if the ruin contains any type of enemies whether it be robots or trapped columnists but anyway just don't open them okay do not try to open them early in the game okay so batteries are very useful especially for storing power lots of power take a look at my battery area for example isn't it cool we can power our colony for ages with this our coolers will practically run forever our lights will never go out and our defenses will always be up this is fantastic there's so much power ah no batteries may be very useful however there are two very important things you cannot do with them first off do not leave them unroofed the reason for this is because they will short circuit all the time and explode and trust me you do not want that second do not make a storage area for your batteries because if one blows there's a good chance a massive explosion will go off of course if you like explosions and don't care about your colony then this is for you but otherwise generally you don't want to do that tom where are you hey oh hey diane um [ __ ] um i missed outside the battery storage why you asked that's bill dill just said that battery storage areas are extremely dangerous and we should probably do something about dumb dumb if you need food and rim world the best form of food is hunting animals especially the big ones because they carry a ton of meat and can feed a colony for weeks in fact go after elephants because they yield a buttload of food wait wait what they're madden what no no no run johnny run no no so recently in my current rimworld series i decided hunting a donkey would be a good idea heck even before that i had a huge problem with angry elephants and they thanal snapped my ass basically i lost my entire colony to a pack of elephants it was awful my point is do not hunt animals such as elephants that are large and hard to take down unless you're prepared for a major backlash from their madden brothers trust me just be smart about which animals you're hunting and you will be safe and okay oh look at these idiots okay okay okay all of you go and kill these idiots you two men right here stay on the mortars and let's try to make this as quick as possible what no no no no stop firing oh how do i stop no no no mortars are a very useful way of defending your base from invaders however be aware of friendly fire with them as they cause a ton of damage to any pawns in the explosion radius don't use mortars if you're using melee to kill the opponent because then you're putting your pawns at risk of being blown up and that's no good oh look a boomalope hey tom tom look over there look oh yeah yeah it is a boomalope good job diane you actually [ __ ] noticed something for once that is still not of value to me at all all right yes it's a boomelope god tom you don't have to be a dick geez anyway do you see those bubbles on them because they kind of look squishy well i guess it's someone's time of the month but fine yeah yeah let me see okay give it give it to me [Laughter] you [ __ ] cat boomelopes are very magical creatures in my opinion and can be very useful however they are very dangerous and probably shouldn't be messed with unless you're absolutely sure it's safe to do not mess with boomalopes inside your base as well because you're asking for your base to basically turn into ash just saying be careful i have a great idea i'm going to tame a bunch of raccoons okay i want more animals let's tame some elephants as well oh and some deer i love animals i'm definitely more than happy to keep them sheltered and take care of them wait where did all my food go taming animals is very useful if done right and for the right reasons if you go too wild with taming animals your food is going to deplete so fast and you're going to be stuck with no food and starving colonists do not give your animals access to the food storage areas anywhere you're storing food make sure the animals can't access it this is going to save you a lot of headaches and definitely save you from starving your colonists oh look some visitors to be honest i'm kind of bored you know maybe killing these visitors would be kind of fun maybe i could capture them and recruit them into my colony who knows screw it i'm attacking them well that was fun wait what no no what did i do to deserve this what no no no no no no visitors in rimworld maybe few in number and barely do anything however that doesn't mean you should just kill them or harm them in any way there are consequences to your actions in room world and attacking another faction will most definitely bite you in the ass in the long run do not attack visitors under any circumstances unless you're simply asking for retaliation why build wooden doors when they break easily and are susceptible to fire screw it i'm going to build stone doors everywhere that way everyone is safe why aren't things getting done in my base why is my cook taking forever to cook things what the heck this is so dumb i have a good setup stone doors are very useful for defensive purposes however they are not suited to be interior doors wooden doors are the fastest door you can get and that makes them extremely useful for interiors do not build stone doors everywhere because it will slow down work speeds to a near grinding halt remember colonists can only work for an amount of time in the day before they need to rest and stone doors will take up a huge chunk of that time if they have to stand around waiting for the door to open all the time this next one i'm just going to be upfront with right away do not under any circumstances have dead bodies lying around your colony the debuff for seeing a dead corpse all the time will cause so many issues with mental instability in your with your colonists and this can easily be avoided just by either cremating the corpses or keeping the corpses in the stockpile far away from your colony and burying them over time trust me just don't have dead bodies around your colony because it causes a lot of issues diane do me a favor quick sweetie fetch me my binoculars what do you need your binoculars for tom don't question it sweetie i i think we see raid is on the horizon okay sweetie all right here here take your binoculars all right thank you all right hmm see yes yes okay tree tree piggy piggy okay yep yep oh what is this little [ __ ] honey they're here they're here they're here oh my god oh my god okay i'm gonna get the gun get the gun honey yes man running the guards the militia the raiders are coming the raiders are coming the raiders are coming [Music] finally do not under any circumstances believe you were going to win the game like a piece of cake rimworld is not an easy game and there are so many things that can go wrong that you as a player cannot control play room world with the thought of creating a unique story rather than beating the game then and only then will you be satisfied with losing are you sick of dying from raids are sieges getting between you and your success as a colony did an army of robots show up at your doorstep ready to destroy you well look no further for you have found the guide that will keep you and your colony alive yes i did just suggest real world could kill you in this video i will be talking about basic defenses early on in the game and some advanced concepts to follow late game in room world that will hopefully keep your colony alive and will long enough to you know finally escape the rim world that your colony has crash landed onto anyway let's get started one of the best things you can do early for defenses is build a few sandbags near your base in a nice strategic location if for some reason you don't have steel for the sandbags then create some dumping stockpiles and restrict them to only use stone chunks these stones can be used as very basic cover and this will allow your colonists to have an edge in early raids the next basic kind of defense for early on and well the rest of the game really is what i'm going to call the box method this represents building a box of sandbags around one colonist and replacing one of the sandbags with the wall an optional addition is to also build a chair in the middle of the square for the columns to sit in this will yield a comfort boost anyway back on topic this box method is one of the most effective defenses for a single columnist to have it yields about 80 cover obviously if the wall is on the side of the raider the cover bonus is higher so make sure the wall is on the side of the radar that way the cover is maximized so that was a few things you can do early on to ensure safety from raiders but this alone will not stop raids and seizures later on in the game so eventually you're going to want to make several things one of the most important is a large outer wall with one or two openings in it this is going to be used as a funnel for the raiders to walk through and it condenses them this alone is useful for several reasons one of them is colonists shooting at raiders that are bunched up are way more likely to successfully shoot a raider than when they're spread out this is mostly due to the reason that if a colonist misses a shot then it's more likely for them to strike the person behind them another good reason to force raiders to bunch up is mortars bunched up raiders leads to easy targets for your mortars and i can definitely tell you that the raiders will get wrecked if a mortar happens to catch them the same is true for mechanoids as well mortars are honestly some of the best things you can have for defenses especially against sieges which i'm going to cover that later on anyway after your wall is built build a kill box inside each opening in your wall fill it with traps a lot of traps then at the end of the kill box build a personal kill box that's what i'm going to call it's a personal kill box this is basically a box with a lot of defenses and turrets to slaughter any enemies who survive your kill box it's also going to contain your column this as well the kill box and the personal kill box should look something kind of like this make sure to have doors behind your columnist cover that way they can easily retreat if need be this also leads into the next step which is multi-layered defenses so a good defense plan is to have a multi-layered defense system this means having an outer wall a kill box a personal kill box an inner wall and a last stand location this is what it's going to ultimately take to keep your colony alive in most situations and this is also a counter to airborne raiders who can land anywhere in your base as long as there's no roof anyway back on topic this multi-layered defense system will take some time to make and it's not expected that you build it all at once this is an end goal basically it's mostly to prepare for the final raids before you take off in your ship and win the game let me show you what it looks like to have this whole defense system function and also have things go wrong so you're going to want to have some sandbags outside the outer wall with your mortar people set up on the inside of the base put your columnist into the sandbag covered area wait for the raiders to come to you while they make their way to you your mortar should hopefully wound them at least a little bit they will engage your forces at the outer wall most raids you should win right then and there but if you start to lose like if you have a colonist go down or get killed then retreat into your kill box make sure your turrets are up and ready to go also make sure your mortar crew is not on their mourners anymore and you move them up as well because there's no point in them shooting their mortars anymore as it's probably going to destroy your own base if the raiders somehow get through your trap infested kill box then they will meet your forces in the personal kill box this should be the ultimate end of any invading force from the outer wall now a huge issue arises if you're invaded from the air the mortars are basically useless if you're invaded by drop pods and your outer wall will also be rendered useless which also means your kill boxes are going to be useless so what do you do when this happens make your colonists retreat and regroup inside the inner wall do some reconnaissance around your base to find the locations of all the raiders once you figure that out find the safest way to get outside your inner wall and into the battlefield avoid opening a door near an enemy at all costs because your colonist is going to get lit the [ __ ] up that's no good you don't want that so send your people through the safest route and make a line of defense on the outside the inner wall there's a chance that the raiders will ignore your line of defense and just try breaking a wall to get inside your base if this happens retreat to the inside of your base and position your people near the wall that the raider is trying to break the moment he breaks it your columnist will let him the [ __ ] up okay airborne raids are very tricky to deal with but if it's done right you can suppress them quickly and safely the last major issue to deal with is a siege siegers are basically a large band of people from a faction that come and try to eradicate your colony they tend to come into the map and build a mini the base of the fence then they attack you if they brought mortars then they will definitely murder the [ __ ] out of your base so watch out for that if they do that keep your calendar spread out but not too far apart because the reason for this is if a colonist gets domed by a shell or something then you can help them out quickly and they'll be fine another good reason is because once the siege starts the mortar crews tend to leave their stations which also you know actually that reminds me you should definitely be murdering the [ __ ] out of the enemies while they build the defenses but anyway no the mortar crew will definitely leave their stations and join the frontal assault at your base the enemy is going to come at your base with all of its power so the safest way to dispose of them is retreating into your personal kill box immediately do your best to slaughter them then and there if you are overrun then retreat to the inner wall if they somehow overrun that you there as well then retreat to your last resort area if you don't have one then just find a nice hallway set up a quick defensive line in it and at this point just well hope for the best it appears that i hit 1 000 subscribers oh my [ __ ] god guys honestly thank you so much from like the bottom of my heart i really cannot believe that this happened like seriously it's it's incredible and you know what no this isn't a me thing you guys did this you guys are the ones who make up that number not me we did it guys we hit the big 1000 to celebrate i made this tips video by request of the community let's jump right into it here are 10 tips for basic mood management in room world 1.0 this first tip is for early on in the game like literally the moment the columns spawn into the map you're going to want to build their bedrooms as quickly as you can make sure you have someone doing the initial farming as well because you don't want to get behind on food but also make sure to focus on getting their bedrooms built having these nice bedrooms built early on will ensure a good mood for your core colonists if you can't get their entire room built right away that's fine just make sure the bed is at least built because colonists hate sleeping on the ground you know come to think about it to be honest i would too cause you know [ __ ] sleeping on the ground that sucks the second tip on this list is directly related to the first tip try to make the beginning bedrooms at least of dull quality this will ensure that there aren't any mood debuffs from a bad room to be clear though i am ignoring the cramped debuff and i will get to that later in this video anyway a good room for each columnist helps so much with moods it's crazy if you ever are having issues and moods first check if their recreation is being fulfilled and then check to see if their rooms are at least dull quality or better at least that's my go-to checklist tip number three is also directly related to the past two tips but yeah you know i kind of said [ __ ] it so anyway these past two tips have just been like right off the bat improvements and this tip is has to do with the whole uh cramped mood debuff okay so it's it's better to get this done as early as possible okay so the way to get rid of the cramped debuff is you're going to want to eventually expand each of your columnist rooms to at least an eight by eight size because doing silver will get rid of the cramp debuffs obviously and it will allow for much better overall room impressiveness of course this also depends on what you need to put into the room like for example if the room is empty except for a bed then the room won't have as many benefits as say a room with a table a chair a bed and a plant pot tip number four is a simple one build a chair in front of each production table doing this results in two things very important things one a sustained comfort boost throughout the day and two faster workflow actually come to think of it just chairs alone are a good tip what the [ __ ] am i thinking a weird way to make a room more impressive is literally just filling with dining chairs i'm not joking i'm serious look at this like what the [ __ ] yeah scratch no tip number four make this tip number four 2.0 build shares everywhere i'm joking if you really want to partially cheat the system though you can fill the columnist bedrooms or dining chairs and it makes them happy i don't know why but it works oh boy okay so i have a huge problem with forgetting recreational items especially early on in the game no matter how many times i tell myself to make a simple horseshoe pin in the beginning of the game i always forget so tip number five may sound stupid okay you know what it is stupid but i'm saying it anyway make a god damn horseshoe pin right away when you first start your colony believe me it helps so much on to the topic of statues there are three types of statues in rimworld small large and grand small statues offer a decent boost to impressiveness in a room and a large statue offers an even bigger bonus to impressiveness but the the thing is between the small and the large statues they're the exact same size but they have different names for their size so i don't i don't know why that's a thing all right because i literally have no idea why it's a thing but anyway the grand statue is much larger than the small large statues and offers an even bigger bonus to impressiveness so tip number six is build large statues in every colonist rooms the reason for this is because it doesn't take up a lot of room and it offers a big boost to impressiveness to carry on the topic of statues tip number seven is be sure to build statues and plant pots in places that your colonists frequently visit this will keep their mood boosted throughout the workday think about it what if you walked by the mona lisa every day what if you had an amazing sculpture of your favorite pet in the hallway outside your room i guess i can't really speak for you but for me i guess i'd be very happy i think it'd be pretty [ __ ] dope tip number eight is a big one every colony needs a dining room so when you're making the dining room make sure it's very impressive make a bunch of chairs make a bunch of tables make a bunch of statues hell make a bunch of grand sculptures because why not i mean it's a giant room you might as well fit a grand sculpture or two into it every columnist gets a decent sized mood boost over an impressive dining room anyway and i'm telling you right now to make sure your colony eventually gets a dining room especially before late game do it as early as possible within reason so do you remember tip number five always build a horseshoe pin when your colony starts well this is kind of along that topic tip number nine is quite important actually mid to late game you're going to want to build a rec room all right a rec room is basically just a large room full of recreation things like chess tables pool tables poker tables horseshoe pins too i guess etc all you really need is a rec room with a few statues a chest table and a pool table if you want more than that go right ahead also keep in mind that a rec room and a diving room do not have to be separate from each other you can actually combine the two to create a duplex i guess is that the right word duplex i i don't know i don't know what you would call the dining rec room something like that i don't know the dining and rec room though they'd be in the same room together but the colonists would get the same mood bus as if they were like separate from each other plus it saves space tip number ten we [ __ ] made it guys we did it well i guess you did because you're the wonderful person watching my video and i love you thank you anyway tip number 10 is produce some fine meals find meals offer a mood boof booth poof yeah i just said boof guys god damn i need to learn how to speak english anyway the mood buff is decently sized and definitely worth the effort to make and to be honest you don't even need a lot of them just a few even if you make enough fine meals for every columnist to eat that's still at least one less colonist mental state that you don't have to worry about if there's like a bunch of issues with like i don't know [ __ ] mental breakdowns like you won't have to worry about that person first pretty much for sure because they're going to have a higher mood than the rest of them so anyway that was my 10 tips for the basic mood management in rimworld i hope you enjoyed if you did please go check out my other tips videos i recommend my defense guide as it will help you survive in the long run anyway leave a like and hit that [ __ ] subscribe button you know you love me rimworld is nearing release and i am super excited and with all the new changes to the game for the 1.0 release i figured i should make another tips video because you know i haven't made it enough already right anyway here are 10 tips for room world 1.0 tip number one is one that got me off guard on stream recently horseshoe pins and hoop stone pins slowly train colonist shooting abilities this is good because sometimes there isn't too much in the way of target practice for colonists so why not throw a rock or a horseshoe at a pin for a while and gain some skill like this has many uses and it's a neat little tip for new players tip number two is useful for corpses and getting rid of bodies when there are no places to bury or cremate them build a room made of stone haul the bodies into there then torch the bodies with molotovs it's a quick and easy cremation process this is a great way for new players to deal with tons of bodies at once without having much technology and it also stops you from having to make a massive graveyard tip number three is yet another way to deal with dead bodies make your animals eat them the easiest way to do this is to restrict your animals to outside your base and also away from your crops then put the bodies in a stockpile and your animals will eat the corpses they will also stop eating your food in your fridge that's always good tip number four is one i didn't know up until recently someone on my stream told me this which if you're interested in watching me stream then please subscribe and keep an eye out for my streams i usually stream around 10 pm central time come check it out it's quite the party anyway tip number four is cleanliness boost research speed on top of that so does light make sure your researcher has a clean room and good lighting and he will research much much faster now tip number five is a bit of a dark tip to give but it's extremely useful instead of slaughtering your animals just euthanize them doing this trains your doctors and having extremely good doctors stop so many problems from happening in the future tip number six is one that is useful for easy money if you ever have animals let them breed but sell the babies this is extremely easy money and plus it saves you trouble what if your pets and colonists become attached and then they all die you know what happens mental breakdown mayhem good luck surviving that i have to do that all the time on stream it sucks tip number seven is an amazing tip it's such a good way to train doctors because it yields lots of xp and it doesn't cause any mood debuffs pick unwanted prisoners and install peg legs on them doing this doesn't affect your colony in any negative way and it boosts your doctoring skills which are very important you can then just release the prisoner and the faction they are a part of gets a mood boost towards you i do this all the time though i do do worse things to them tip number eight is a pretty screwed up thing to do to a prisoner but it yields one of the hardest to get drugs in the game which is luciferium now i have not been able to test this or find anything on this but apparently if you get your prisoners addicted to luciferium and you release them they have a good chance of coming back to your colony with more luciferium again this tip might be wrong so feel free to say in the comments but however if it's true then that is both hilarious and very helpful tip number nine is a subtle but useful tip it could save your columnist lives stone chunks act as makeshift sandbags they do not offer as much cover as sandbags however they offer enough to make it worthwhile in fact there is roughly only 10 point of difference between the sandbag cover and the stone trunk cover this is extremely useful for defending your colony from raiders but also attacking other colonies because they are likely to have stone chunks lying around on the map for you to utilize finally tip number ten this one is related to tip number nine and it's another subtle one make sure to surround the size of your colonists when making sandbag cover this offers cover bonuses for your colonists it also is recommended that you make a zigzag pattern with your sandbags so that you can cram your colonies together and they can all get the cover bonuses and they can also fire effectively thank you for watching this tips video i hope you enjoyed please go check out my other tips videos as well as my room world series anyway leave a like and subscribe to see more tips and probably some more rim world surviving in rim world is difficult as a new player heck even the most experienced players sometimes have trouble that's the beauty of the game though that's why so many people love it every colony every experience someone has within this game creates a story those stories are then shared on the internet and shared with friends and most importantly remembered by you [Music] in this video i'm going to discuss the basic process of surviving in a temperate force biome i'm going to go over everything from the optimal tempered force location on the globe all the way to building a basic defendable base without further ado let's get started the best temperate forest location in rimworld 1.0 will have an average temperature of roughly 50 to 70 degrees you want to make sure your location also has some hills mainly because the hills provide ore stone chunks and most importantly protection there is a newer feature in room world 1.0 and it's the water mill and it's very useful so another recommendation i can give is choose a location along a river this will provide your colony with easy to get electric power and plus the river can be used for more defensive purposes like slowing down the enemy as they slowly weighed their way through the water trying to get to your base finally the most important tip for a location in my opinion is make sure the location you choose has year-round growing this will ensure that your colony can grow food year-round obviously and not have to stock up food for the winter it's just less to worry about and especially it makes it easy for a beginning player every starting columnist needs to specialize in something the most important skills to have when starting a colony are growing medicine cooking intellectual and shooting it's also very important to ensure that none of your colonists possess the incapable of violence in dumb labor stat if you have a colonist with these please randomize them again because they will only make things more difficult for you to survive before i get into the specifics also note that if a colonist is a pyromaniac please randomize them as well the pyromaniac will go on burning sprees whenever they have a mental break and this is very likely to result in massive fires that destroy entire colonies make sure each starting colonist specializes in something you're going to want a colonist that is highly skilled in shooting or at least have good passion for it you need to have a colonist who is a very good cook and if you can find one with lower skill but a lot of passion for it then that's okay every colony needs a doctor so make sure a colonist has some passion in doctoring as well one of the most important skills above all others is growing or in wormworld 1.0 plants make sure your colony has a very good farmer with passion you need a level of at least eight this is because heel root requires a farmer with a skill of at least eight or higher to plant if you didn't know if you didn't know that hu root is also like the most basic medicine for most colonies and it will save your countless lives many many many times over so the moment your colonists land on the map pause the game this is pretty much standard to do when starting a new game because it allows you to safely check the map and decide on the base location and also check out ore locations any ancient dangers in the area and any caves with insectoids and you know etc there's just just pause the game okay please pause the game okay now what you're going to want to do is a lot of setting up i'm going to list off a bunch of things that need to be done and it really doesn't matter the order you do them as long as you get them done and queued probably after the first few tips you can unpause the game you're going to want to chop down some trees for wood and build a temporary stockpile near a rundown building you're going to want to fix up the rundown building so you can move into it for a temporary base this will keep your columnist safe for a bit be sure to designate at least an 8x8 rice growing zone preferably in fertile soil and designate a 4x4 heel root growing zone for early medicine as well use the wildlife tab to quickly mark some smaller creatures like squirrels and hairs for hunting when you do this be sure to build a butchering table and assign the butchering creature built as do forever on the butcher table this will force any animal corpse that is unforbidden to get butchered for meat be sure to build a campfire either inside your run down base or just outside of it and assign the cook simple meal bill to it do 15 meals there should be about five meals per person okay build either beds or bed spots for your colonists to sleep in designate a dumping stockpile a decent distance away from your base the dumping stockpile will hold your stone chunks and corpses in the beginning you want this far away from your base so your colonists don't get a mood debuff from seeing corpses finally something i also forget to do all the time be sure to build a few horseshoe pins for some early recreation if you don't your colonists will get very upset very quickly and it's just rough don't forget it stop on your right foot don't forget it now that you have all the beginning stuff set up and you've let the game run a bit to get there you can finally start building a base you're going to want to either start mining into a well fortified hill location or start building a base around your temporary base be sure to build small starting rooms for your colonists i recommend 3x3 sized rooms build a wall around your base to keep people safe but leave one end with a gap this is simply to funnel enemies through and later on you can create a kill hole if you can build a room that is six by six this will serve as your starting stockpile create a decently sized production room build a hospital and put a stockpile in the hospital specifically for medicine this will allow easy access to medicine for your doctors and it will likely save a few columnists from bleeding out in the long run be sure to deactivate storage for medicine and your other stockpiles as well hopefully you made it this far i'm going to list off some very important base building tips for mid game these tips will hopefully make you have a longer lasting colony but sometimes real world has different plans for you and they end up dying okay well anyway so for your wall you're going to want to build a kill zone around that opening in your wall if you do not know how to build a kill zone just look at the one that's currently on the screen it's basically a maze filled with traps your next task is to improve your colonists bedrooms build an end table a dresser and a plant pot in them if you built into a mountain then task smoothing on all the walls and floors if you build a face on like the regular surface then task stone tiling for flooring try to avoid wooden flooring because it gets dirty very fast you're going to want to build a large dining room as well that is nice and spacious make it something like 7x7 or 8x8 build tables and chairs and also make sure you put art up in there as well the reason for this is because all colonists get a huge mood boost if there's a nice dining room they also get mood boosts for a nice rec room so create a nice rec room filled with games and um yeah the next one up on this is probably the biggest one that your colony is going to need and that's electricity go ahead and build a smaller room to store your batteries in basically going to be your power room then you're going to want to build some wind turbines outside your base and be sure to place any solar panels that you want to build make sure you place them like inside of the wind turbines like clear zone this is because it keeps everything compact and your windmill is unaffected by the solar panels and it also blocks the trees from blocking the windmills as well in the future now is also a good time to start growing different types of plants so go ahead and grow strawberries and corn this will give your calories some food variety you can also grow some cotton this will be a very very reliable source of cloth that can be used for many things including we'll obviously close which is ironically we're just about to talk about the final thing is setting up clothing production build the electric tailoring bench begin production of t-shirts and pants this will hopefully completely stop tattered apparel debuff from ever appearing from your colonists anyway that's it for this video i left out research on purpose because it's a whole other place on its own and it's completely up to you about how you go about your research because it's basically based on how well your colony is doing in certain regards so you're going to want to research something that benefits your colony at the time so i can't really help you out with that anyway i hope you enjoyed this video leave a like and subscribe to see more follow me on twitch and also come join my discord channel links are in the description and i'll see you in the next video [Music]
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Channel: TheZBillDyl
Views: 128,378
Rating: undefined out of 5
Keywords: rimworld, rimworld tips and tricks, rimworld game, rimworld steam, rimworld tips, rimworld beginner tips, rimworld gameplay, kokoplays rimworld, thrumbo rimworld, rimworld beginner, rimworld stone walls, rimworld full release, rimworld toxic fallout, rimworld ep 1, rimworld 1.0, rimworld beginner guide, rimworld building a ship, rimworld steam workshop, rimworld wiki, best rimworld, rimworld how to, rimworld guide, twitch rimworld, top ten rimworld, rimworld review
Id: It7z9My6n5k
Channel Id: undefined
Length: 42min 15sec (2535 seconds)
Published: Sat Sep 12 2020
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