Combining colonist barracks with the rec-room/dining room combo is actually a viable strategy in the early game because of the shared "Impressive [room name]" bonus. But you still have to upgrade to separate bedrooms as the colonists' expectations get higher
@@matnovak mmhmm. I found a really nice pool table once and with some nice clean floors and space, it held me until a person betrayed me and lit it on fire.
Also tip: leave things that go BOOM away from your storage area. Yes it's sad when a random meteor strikes your ammo storage and you have to build it all over again. It's WAY WORSE when it explodes all your resources and now you're essentially back to early game but with mechanoids scheduled for the next raid
Put each thing that goes boom into a different place. Chemfuel? Don't put it too close to the generator. Or mortar shells. Or boomalopes. Or any one of those things with any other.
I've put thousands of hours into RimWorld and watched countless videos and here are a few tips I've never seen mentioned or I just want to mention because I drank to much coffee this morning... Love your videos Noobert!! I just tried giving my pawns a 2x2 bedroom. You get a minor debuff but if they are in a relationship the shared bed balances it out. You can also put a cooler/heater in the hallway and have the bedroom doors stay open for cheap temp regulation. I also put my butcher table and my apparel crafting in the same room right next to the kitchen. Keeps hauling time down. At the start of the game I build a stone cutting table and set the material gather distance to something about one quarter the size of the area I want to build in and just move the table around instead of having my pawns haul stone chunks and bricks, they just have to haul the bricks. I also put the stone brick storage in the center of the building area so as my pawns build the base the bricks are always close by. I also like to build a concrete patch in or near my killbox so I can pile corpses and torch them without setting fire to the whole map. You can also pile them and wait for the next raid to torch them so the incoming raiders have to battle through burning corpses. If you would rather lose items than pawns you can keep steel and other items in a room right before the killbox and I've noticed sometimes raiders will just steal things and leave before attacking you. In the early game I try to build transport pods as soon as possible so I can start gifting excess items and money easily. It builds allies and let's you get rid of wealth to keep the raids small. And lastly... Eating without a table is a war crime both in RimWorld and in real life.
Remove all interior doors so that your entire base is a “barracks”. You can put sculptures and such anywhere in the base and it will count toward making an impressive barracks and the corresponding mood buff. (Does not work for royalty bedrooms and throne rooms. Those have to be a separate room.)
Good tips but Devilstrand can't get blightl, and barracks absolutely can give a mood buff (once you make it impressive enough). Pets should still defend against prison breaks though, so having a barnyard / animal area nearby can be advisable Workbenches in freezers also have the downside of slower workspeed.
Indeed I'm finding that grow fields inside pens barely get blighted. And barracks only inconvenience greedy pawns and greedy pawns don't need to be convenienced unless they are really really worth it. Give them a title and at least they'll earn their prissiness
@@DominicRyanOsborne Ascetic Pawns really do make for the best titled pawns. No room requirements for them other than being less impresssive, including bypassing the title requirements
@@luzhang2982 didn't even encounter any in this playthrough but the tips about adding food and entertainment to the throne room sounds like an extra challenge
@@DominicRyanOsborne Imo its best when combined with a roleplay theme about vikings and / or Vanilla Expanded Vikings mod / medieval playthrough. Or megachurch cult / other roleplay theme. Whatever floats your fancy. Making a wonderous impressive central room for late game is just outright fun
Very small, but I recommend in your Hydroponics greenhouse to replace 1 or 2 pillars with regular lights. This will let your colonists harvest without issue at night while the lamp is off.
I still use barracks and combining it with dinning room and rec room, doing so with a lot of beauty increasing buildings can easily increase the impressiveness to Extremely Impressive. Which will grant a 2 ( Extremely Impressive barrecks ) + 6 ( Extremely Impressive dinning room ) + 6 ( Extremely Impressive rec room ) + 5 ( spacious enviroment ) = + 19 constant mood buff with a temp mood buff of + 10 from the beauty. While most can also be achieved with a bedroom , the resource you saved is immence. Considering you only need 4 to 9 statues for support a +19 mood for 10 to 12 pawns.
Another important note about workbenches is that you should keep them in a comfortable temperature environment, if they go above or below a comfortable temperature regardless of the pawn's temperature tolerance they'll suffer a 50% workspeed penalty.
I got a tipfor early game firebreakers. You can make a very cheap one by simply letting your builders make roofs. Plants dont grow under roofs so making it 2 tiles thick and supported by standalone wall sections across a perimeter will make that area fireproof. Excellent for when you cant spare resources for a full stone wall. Can also make roofs reach out two tiles away from some of your buildings, no fire will reach them from the outside. I like to do this with crops too, simply building a roofer ring around a growing zone supported by a few wall sections in enough to keep them safe from wildfires. Some may argue that you can do the same by making a ring of non flammable floor, and that is correct, but floors are usually a lot more labor and resouce intensive, roofs cost nothing, it just needs the occasional 1x1 wall to support them so this is an ideal early game tactic to prevent fires
The "Zzzzzt" short event happens along power lines with stored power, not in the battery banks themselves. You can limit it by putting cables under your walls, but too many batteries and the explosion becomes huge. Switches and disconnecting or packing up charged batteries can remove that risk until backup power is needed.
I found that a good starting base (for the first few days) is to use one room as your barracks, and put dining and storage in there. It saves on resources especially in the early game where your priorities might be somewhere else
For my prisons, I actually use a "compromise" between these two methods, kinda. Basically, I have a prison barrack with simple sleeping spots separated stone walls forming tiny 1x2 "cubicules". The entrance to their cubicle can easily be blocked by a single wood walls. I manually get my pawns to build or deconstruct wooden walls while my prisoners are sleeping, basically I wall them in. As a result, the prisoners will starve which should get them moods to tank to a minimum until they have a mental break. Pawns that were never recruited can only have 2 different mental breaks due to low mood: berserk and crisis of faith (they may have other breaks for other reasons such as drug withdrawal). Berserk is harmless when a prisoner is walled in: berserk pawns will try to take door downs but they won't touch walls, so berserk pawns locked between walls is basically just a sad wonder. The Crisis of faith mood break is why I'm doing all of this. It lowers a pawn's faith by 50%, unless it was already under 50% in which case it changes their faith to another random ideology, without being affected by the pawns' Certainty Loss Factor. If I'm lucky, they will convert to my preferred ideoligion on their own, but typically, after 3 or 4 Crisis of faith, a pawn will have a different faith than their original with a certainty of about 5 or so, meaning it's really easy to recruit them even if they have a very low Certainty loss factor. Keep in mind that this strategy requires regularly deconstructing walls in a hurry to save a prisoner that's about to die from starvation. Also, don't do this on any sick prisoners because starving pawns gain immunity very slowly. In any case, once I converted a prisoner, I dose them with words of trust and I recruit them really quickly. This means my new pawns often start with catharsis. Another advantage of this strategy is that any pawn walled in won't join a prison break. BTW, a good way to deal with prison breaks for your prison to only be accessible through your animal pen, or even for your prison to BE your animal pen, because escaping prisoners will attack pen animals.
@@generaldurchbruchmuller Let's be honest, 50% are my strategies in this game would qualify as war crimes one way or another. I never hurt anybody if there is nothing to earn from it, but if it's profitable, not even my own colonists are safe. I plan to turn my colony into an Ascetic only colony. Anybody who doesn't has that trait is cannon fodder.
Barracks/Dining/Rec room setup is OP as hell and devs probably have their eyes on balancing it better one day. This is something really only vital when playing on higher difficulties. A trifecta room is a great way to *reduce wealth until you are prepared* to defend yourself, hence its popularity. Furnishing individual bedrooms is a luxury. I honestly prefer the game like this because it is a contrast to how many people insist on living today, and a reminder of just how expensive it really is. If you want an absurd beauty-to-wealth ratio: jade fences. Jade walls if you are looking to really be wasteful. Wealth on higher difficulties is something you want to avoid. I've never thought about literally burning wealth until I started doing this. Wealth control is a often-missed part of the game that has some decent depth to it. Knowing various wealth dump methods makes the harder difficulties rather tolerable.
I hadn't played in a few years and totally forgot just about all of it. Went looking for some vids, and found this extremely amusing guy to help solve the issue.
Just because video mentioned about Bzzz event i would like to say some things about "no conduit" colony. I started at Extreme desert and there almost was not place to do any crops so the only way to maintain myself was using hydroponics. Here are few things about no conduit hydroponics and some additional info that i tested out. - One solar Panel + one battery can sustain 11 hydroponics (actually it can sustain maybe one more but it isnt worth the risk i will mention below). - One solar panel + battery can sustain only 10 hydroponics for 24hours. With 11 hydroponics battery dies for a moment and crops lose up to 17HP per night (it doens't change amount of foot produced). I think it should be balanced to sustain 11 for24h because its just a brief moment of no power so rice don't die but 11 hydroponics look good around solar panel + battery (plus block of wall to create roof above battery) - Reason above means you can only grow rice or strawberry as food. They give same amount of food per 12 days, therefore they are about equal (actually rice often give about 4 food more) but strawberry is less labor intensive (grows exactly 30% per night). Potatoe will die (didn't test it but calculation says it needs 6 nights to grow, 85HP-6*17= -17) - Despite Rimworld wiki says rice real grow time is 1.98 days, it isn't true. I suspect they assume that it start to grow in the morning (4 a.m) instantly with full speed. I tested it and it is growing 2 nights if planted at night, therefore more than 2 days (it grows 46% per day). It is a massively decrease amount of rice we can get because if it was like wiki says, it would be possible to gather rice at night and plant new one but in reality half of 3rd day spent on it losing precious growing time. If you have freezer/heater/lamp or anything else and you need it to work 24h while using solar panel+battery you need to do steps below (as an example we will use 1 solar + battery with connected freezer and assume we want to add another 2 freezers) : 1) calculate how many energy you want to connect (in our case 2 freezers = 400 power) 2) Look at excess of power in solar panel (in our case 1500 because 200 was taken by freezer) 3) Subtract electricity you want from excess to find new excess (1500-400=1100Wd) 4) since battery charges only at day, divide excess by 2. (1100/2=550Wd) 5) Since battery has efficiency 50% divide the number by 2 again (lets forget about 5W losing every day) (550/2=275 Wd) 6) 275Wd is about the number you battery will charge. Since it need to last only night time we would need to divide power of 2 freezers by two but i suggest do the opposite and multiply power in battery (it is easier to interpret results). (275*2 = 550 Wd. But we need 600Wd in total to sustain 3 freezers so it will turn off) Therefore to find out if you can add some more stuff to solar panel value of X should be a positive number: X= 0.5*(power generated - total consumption) - total consumption P.s. *I know those half of those steps could be skipped but decided to write so people know why formula is like this. *Power calculation isn't exactly right because i assumed solar panel works from 7 to 19 to simplify calculations, In reality it works from 4 to 19 but not with full potential. * When calculating, don't forget that X value cannot exceed 1200Wd, all energy above it is wasted and you need a second battery. * all workbenches and cooking spot do drain energy when idle which is a little bit stupid.
Batteries don't explode (just deplete) if you connect them directly to your power source (solar panels, geothermal generator, etc.) without conduit and put the conduit on the other side of the source. Additionally, if the power source breaks down power will still go through.
I always keep two or three batteries fully charged but cut off from the main grid. You can space out the batteries so they won't connect and have switches right next to each of them so you can toggle their connections on or off. This way, when a "Bzzt" event happens you don't discharge all the batteries and the boom won't be as big either. Just need to remember to occasionally top off the isolated batteries as they slooowly discharge even without any load placed on them.
Having a lot of diffrent powergrids are benefisial. I usually have one for growing, one for shop work, one for always on, and one for defense. Growing on a fertile patch is better than hydroponics, while it does use a bit more space, it use less power, needing to have less solar panels. I usually have a grow set up of a fertile patch, 3-4 sun lamps, 6-8 solar panels, 1 battery (yes, one is sufficent) 2-3 heaters set to 21, 23 and 25. And one heater conected to the always on grid at 5C.
Great guide 🙂 I totally agree with you, I also build separate rooms as early as possible. Even an awful bedroom is better than a barrack, especially if you include the mood debuffs from disturbed sleep. Although later I actually don't bother with a dresser or end table, I just chuck in a statue, that works as well 🙂
Something very important about dressers and end tables is, they provide a comfort buff, which can be another mood buff, and I might be wrong but they might also affect rest effectiveness
@@qetnaf8611 You're right, of course. But I can achieve the same thing with regard to comfort and rest effectiveness by providing my pawns with an at least good bed. Provided they have a good (or better) bed, I've never run into a problem with pawns being uncomfortable, even at the end of the day. I'd rather save on space and resources, so I just don't bother.
I put the hospital and prison both right next to the killbox, because most of the wounded colonists and the prisoners will be right there. It also means all your medicine will be nearby. A previous base occasionally had my doctors going all the way across the base for medicine, because I had it stored in both, and one ran out. Keeping both close to the food storage is also helpful, to speed up feeding patients/prisoners. Also, a bunch of storage for apparel, for all the clothes you strip from them.
9:40 I had the same idea but then found out that because they sleep too much you can't convert/lower resistance of prisoners as often. Another side effect that with worse beds they often get to hungry debuff even with a stockpile/freezer in their room and worse mood which also lowers effectiveness of recruiting/converting. Overall my approach is to have nice 2 persons prison rooms for recruiting/converting and one awful barrack prison for quick heal/release prisoners to get rep points with factions.
Having a bucher room and small freezer setup is useful because corpses take up less space than the meat they provide, generally. My dining area kitchen usually only has a small refridgerator with four shelves, one for animal products, two for different kinds of crops, and one for meat. these are set at a higher priority than the 'general' storage so stock gets moved as its needed and the kitchen fridge consumes less power overall to maintain temp. While there's some lugging in prep work, it minimizes that fridge-to-stove traversal time with a powered door. Barracks are useful because you can focus resources on production and storage spaces a lot sooner. Manufacturing walls and replicating sharable furniture is a huge expenditure of both resources and valuable time. Barracks beds can share night stands and dressers very efficiently.
Additional tip for hydroponics: should they get blighted, it's easier to turn off the basin in question. Downside is you might lose one or two plants more, but upside is that flipping switches is usually high priority for most pawns and they don't have to be gardeners to do it.
You know I hadn't been watching a lot of rimworld content besides yours since I got it about a year ago but, I had thought that you were like the most popular youtuber for rimworld. Your like the only person whose UA-cam videos got shared around my friend group. Keep it up brother!
A good sculptor makes late game barracks quite nice. Keep bedrooms with double beds for the couples. Singles and guests get a bed in the Barracks. rec room/ dining room should be pretty central and near to the resting spaces and workshops. Farms and animal pens should be on the outlying parts of the base for the most part. Raiders often have it out for beds so that can be used in planning chokepoints. Workbenches or other expensive facilities that can't be cold should also be out from under mountains, if feasible, to minimize the chance that hives spawn under them. Critical facilities that require little pawn interaction under mountains should be frozen to -20C to prevent bugs destroying them. Hospitals, Prisons and medicine stockpiles will frequently contain people in imminent danger of bleeding out, thus should be close to the defenses as possible while still being close enough to where the doctors are expected to be most of the time. (i.e., workshop/rec room) Plan ahead for defense. Prison barracks need easy riot control access. Raiders also drop in the center occasionally through thin rock or constructed roof. spots that provide cover for defenders can make the critical difference. External facing chokepoints are extremely effective against tribal raiders and manhunters. Soft cover like sandbags should also be placed outside for dealing with sapper raids. If possible, turrets should be used to provide additional firepower in the chokepoints. Material choice can make a big difference too. Stone doors are solid, but take a long time to open. placing these on external walls will stymie most invaders, but using them inside the base will prevent colonists from responding to threats quickly. wood and steel are great for internal doors that will be opened and shut frequently.
@@andruloni One mechanical reason is that the impressive bedroom buff is bigger than the impressive barrack buff by a large margin. It can take a marginally stable pawn and make them solid. Early to mid-game it's also relatively expensive to make impressive barracks. A simple bedroom is cheap. By the time you can afford impressive barracks, you'll probably be able to afford impressive bedrooms too. Barracks are easier to lay out when all the beds are the same size too. If you play with Royalty, there are a number of pawns that will need bedrooms anyway. the longer the game goes on, the more bedrooms you will need. EDIT: As I think about it, my bedroom preference is probably also exaggerated by my tendency to build mountain bases. The bedrooms give more noncritical space for the bugs to burrow into than a barracks would.
I usually just toss the butcher table in the freezer itself, sure there is a temperature penalty for work speed but it spares me frome having to build another room and from having to haul cut meat to the freezer.
batteries aren't needed, neither are solar panels, my setup was about 5 chemfuel gens and a wind turbine (later on added a geothermal plant) and i still had idle colonists if you're looking for that goal.
My pawns don't get a bedroom. Whenever I see the "exhaustion" warning, I either send them to get a biosculptor cycle or send them to a surgery table if they are ready for some upgrades or they take some go juice or wakeup. If I miss the exhaustion warning for too long, they will just collapse on the ground right there and sleep until their rest gets above the "tired" level, which it turns out is more time-efficient than to have them walk all the way to a bedroom for a full night of sleep. If they are 18 years old or less and they have a completely static work place station, then they might get a few dispersed naps right next to their work station.
Note beds have a faster rest multiplier than resting on ground, so it takes less time overall to let them rest in an normal or better (non stone) bed in a well designed base. It is certainly possible to use wake up on a schedule pawns once you have enough drugs. . . but watch out for addictions and drug tolerance in vanilla. modded is a different story.
@@luzhang2982 Rest falls about 3.3 times slower at the "tired" level than at the rested level. Even a legendary bed only restores rest 2.0 times faster than the ground. Plus, sleeping in a bed requires walking all the way too the pawn's bedroom and even at the exhausted level pawns don't collapse instantly. So the only way you will get a better working to sleeping ratio from sleeping in a bed than from collapsing on the ground from exhaustion is if you're pawn's bed is right next to their working station AND you limit their sleep to a few little naps per day. The real cost of working your pawns to exhaustion is mood: -4 from sleeping on the ground, -12 being tired, plus you won't get any mood boost from sleeping in an impressive room. Also, if your pawn is sick then being tired will significantly slow down their immunity gain, which might kill them. Drugs and biosculpting pods can mitigate both these problems though.
Wow amazing, even a year ago you already predicted the 1.5 patch not to mention create a guide on it. 10/10 for misleading content, changing the title for more engagement since the 1.5 patch is actually releasing.
5:05 I would just like to point out that this is an inefficient building, you can literally ‚square it out‘ with exactly the same amount of wall-tiles. This gives you some extra space for whatever for free!
That last 1 second was great. It exactly matches my feelings right now because my whole base just got torched and I'm back to square one. Lesson learned. Never again. 🤬
I always set the freezer to max -273...even with double walls this coolers are quite ineffective...When you play in cold biome its ok,but any other - setting it only few degrees below zero its impossible to maintain the minus temperature.
I like to have auxiliary batteries which I fill and disconnect with a switch. Usually I only use it for the turrets and freezers running on its own lines incase of emergencies. Also for hospitals its good to keep a few recreational drugs around to use as a pain killer.
Here's a Prison Tip. If you like having attack animals like I do, set up your prison like this: Zone your bears or timber wolves or what have you with your prison barracks. If they have a berserk mental break, they'll stupidly attack the animals and get downed. You can also feed your animals Pemmican like I do and have shelves of it in the prison so you never have to bring them food.
Imo barracks are better especially in the late game. You just have to combine barracks with your dinning and rec areas and you get a combined +25 or so mood boost and if you use a cheese you can even use your barracks as a temple while rituals get quality from stat of your barracks beautifulness. So with barracks your base doesn't take as much space, doesn't give as much wealth and the only downside is that -3 disturbed sleep x3 mood debuff.
The disturbed sleep mood debuff can be avoided with carefully placed beds away from each other and active areas. You can even make 'fake' side rooms for them that's really just a part of the main room.
You don’t want to put production in the same building as storage. Storage will always be an ugly space. And if the pops stay in the ugly space, their mood will be debuffed. The most important thing you can have in run world, is happy crafters so they can get inspirations and produce masterwork cataphrac armor that is immune to sharp damage.
Nutrient paste dispensers aren't 'a small mood buff'. They start out as a -4, turn into a -9 early on, and by the end of the game, they can be -16. People are far too terrified of the minimal risk of food poisoning impeding a pawn or two for a day, and of *gasp* having to have one pawn cook every day or two at the start, or having a dedicated cook in the late game when you have lots of pawns. Keep a clean kitchen and you will rarely encounter food poisoning if your cook has any skill at all.
Rimefeller has that, its super fun to use with auto motars from vanilla expanded mechaniods with the mod to let you pick and choose what shells to put in
an awful bedroom has the same mood debuff as sleeping outside under a roof away from other pawns, and sleeping outside undr a roof with other pawns has a maximum of -7, and building an awful barrack has a mood debuff of -7. basically instead of building barracks just have pawns sleep outside with each other.
I used to love that turrets attacked prisoners. I had the simple turrets mod, so I had a corridor outside filled with taser and stun turrets. “BWWWWAAAAAHHH… PRISON BREAK” ‘This sounds like a Them problem.’
3:27 If you want your rec room to be a throne room ,you cant use paste dispensers, easy workaround is to cover it with a doors Throne rooms require room to not have any production 7:12 Too many vital monitors 9:18 Usually i just stick them in spare colonist rooms
Is two tiles enough to stop the spread of blight..i was always under the assumption they should be at least 4 tiles apart or it will spread to another crop field, maybe it was patched (if so that would help organise my farms a little better).
if you allow animals direct access to haygrass it will not grow to 100%. build it next to your pen and once it is grown simply tear down a wall between them.
I have a base that is constantly being swarmed by hives but due to mods my characters are so strong the hives get rekt and I just turn the pests into food (I still have a farm btw it just doesn't produce as much food as the infrequent hives). edit: autocorrect is dumb
Kinda surprised you didnt mention it, but animal pens on top of Hay fields is a bad compromise because eating hay plant provides animals much less food bad than actual grown hay. And since growing is a big role and is often a full time job for several pawns in a big colony, you dont want to waste their time planting hay like that. Even more so since hay lets you make kibble, which is imperishable that has 25% more food value than its ingredients... - just dont waste hay. Harvest it, please.
Bruh i built my first pc and got a good cpu. Is the i7 12700k and my cpu in my laptop was a i7 9750h. I got this new cpu overclocked to 5.1 ghz and boi does it do so freaking well for simulation games like RimWorld ,no joke i have almost doubble the preformance and can build so much larger in terms of base building and colonists 😎.(this isn't on topic but still lol)
Got an actual AMD powerhouse (Ryzen 9 5900x with Radeon RX 6800 XT) before I only used a budget AMD laptop (Ryzen 5 2600u or something like that with a RX 560x) I can’t wait to see how RimWorld powers through with that 😈 +8 cores with an OP GPU, really excited :)
@@Norinia dude yes!!! I would have went with a Ryzen build but this was the first pc I built and the laptop i had was intel and my knowledge for undervolting /overclocking was with some intel software otherwise i would have went with ryzen. My next upgrade i wanna try out the latest ryzen cpus! Although RimWorld doesn't use probablyore than 3 cores but the extra speed of these processors is amazing 🤩 an helps so much 😁
prisons for me are next level, until they've converted to my religion they're in a barracks eating paste, when they convert they get a room connected to proper food 😊
@@Noobert appreciate you replying, I have seen that video I do already have a good understanding of the work tab menu. I just struggle with my first moves I land in and cant seem to get established what should I do first building wise
Not sure, but I think you can save energy by placing sleep accelerator to 4 double beds or 8 simple beds the same way as you can do with vital monitors for hospital beds. It can make barracks are even more viable strategy.
OK, Noobert, you should go learn the game from someone who is reasonably good at Rimworld before you try and give anyone tips because from these tips I feel like if I gave you an axe to cut down a tree I would find you in the hospital with an axe wound and the tree still standing. If you take out that wood floor you build just so you could be 100% sure that the whole place would burn down, plant flowers in the room with the pawns and you will find they are happy in a good barracks but yes they will get woken up, so I do build bedrooms and I try and always make them with a double bed so couples just handle moving beds magically. For the flowers, you do not need flower pots or anything just plant them instead of building a floor. Adam vs Everything, or Deconerent, or Rhadamant. Each of these have played well at times and Adam plays crazy hard versions of the game. Rhadamant sometimes lets the followers buy blood and bad things for his colony.
You can get a mood buff with an incredibly good barracks. But it doesn't give as nearly a good buff as a personal room.
Max +2 from what i remember.
Combining colonist barracks with the rec-room/dining room combo is actually a viable strategy in the early game because of the shared "Impressive [room name]" bonus. But you still have to upgrade to separate bedrooms as the colonists' expectations get higher
@@quaz8flevox283 does wonderous not give +3? not that a near unattainable feat has relivance
@@matnovak mmhmm. I found a really nice pool table once and with some nice clean floors and space, it held me until a person betrayed me and lit it on fire.
@@EclipseShadowScale Nah its pretty easy to get wondorous and mix it in / combine it as a central room for recreation and dining.
Also tip: leave things that go BOOM away from your storage area. Yes it's sad when a random meteor strikes your ammo storage and you have to build it all over again. It's WAY WORSE when it explodes all your resources and now you're essentially back to early game but with mechanoids scheduled for the next raid
Put each thing that goes boom into a different place.
Chemfuel? Don't put it too close to the generator. Or mortar shells.
Or boomalopes. Or any one of those things with any other.
I've put thousands of hours into RimWorld and watched countless videos and here are a few tips I've never seen mentioned or I just want to mention because I drank to much coffee this morning... Love your videos Noobert!!
I just tried giving my pawns a 2x2 bedroom. You get a minor debuff but if they are in a relationship the shared bed balances it out.
You can also put a cooler/heater in the hallway and have the bedroom doors stay open for cheap temp regulation.
I also put my butcher table and my apparel crafting in the same room right next to the kitchen. Keeps hauling time down.
At the start of the game I build a stone cutting table and set the material gather distance to something about one quarter the size of the area I want to build in and just move the table around instead of having my pawns haul stone chunks and bricks, they just have to haul the bricks. I also put the stone brick storage in the center of the building area so as my pawns build the base the bricks are always close by.
I also like to build a concrete patch in or near my killbox so I can pile corpses and torch them without setting fire to the whole map. You can also pile them and wait for the next raid to torch them so the incoming raiders have to battle through burning corpses.
If you would rather lose items than pawns you can keep steel and other items in a room right before the killbox and I've noticed sometimes raiders will just steal things and leave before attacking you.
In the early game I try to build transport pods as soon as possible so I can start gifting excess items and money easily. It builds allies and let's you get rid of wealth to keep the raids small.
And lastly...
Eating without a table is a war crime both in RimWorld and in real life.
@@nickjohnson410 cant remember the last time I ate at a table at home. Unless you count a desk as a table.
Remove all interior doors so that your entire base is a “barracks”. You can put sculptures and such anywhere in the base and it will count toward making an impressive barracks and the corresponding mood buff. (Does not work for royalty bedrooms and throne rooms. Those have to be a separate room.)
you're sponsored by walls i love walls i basically live in them
Bruno? Is that you?
@@rumblingcds whos bruno?
@@frzzzzz a guy who lives in walls that nobody is allowed to talk about.
we don't talk about bruno no no no no
I drill holes in walls
Good tips but Devilstrand can't get blightl, and barracks absolutely can give a mood buff (once you make it impressive enough). Pets should still defend against prison breaks though, so having a barnyard / animal area nearby can be advisable
Workbenches in freezers also have the downside of slower workspeed.
Indeed I'm finding that grow fields inside pens barely get blighted. And barracks only inconvenience greedy pawns and greedy pawns don't need to be convenienced unless they are really really worth it. Give them a title and at least they'll earn their prissiness
@@DominicRyanOsborne Ascetic Pawns really do make for the best titled pawns. No room requirements for them other than being less impresssive, including bypassing the title requirements
@@luzhang2982 didn't even encounter any in this playthrough but the tips about adding food and entertainment to the throne room sounds like an extra challenge
@@DominicRyanOsborne Imo its best when combined with a roleplay theme about vikings and / or Vanilla Expanded Vikings mod / medieval playthrough.
Or megachurch cult / other roleplay theme. Whatever floats your fancy.
Making a wonderous impressive central room for late game is just outright fun
@@DominicRyanOsborneNot quite.
My throne room is my dining room/rec room.
Very small, but I recommend in your Hydroponics greenhouse to replace 1 or 2 pillars with regular lights. This will let your colonists harvest without issue at night while the lamp is off.
Some interesting tip
You can put the dried hay floor on the door so your pawns make a dirt whenever they enter the room
I still use barracks and combining it with dinning room and rec room, doing so with a lot of beauty increasing buildings can easily increase the impressiveness to Extremely Impressive.
Which will grant a 2 ( Extremely Impressive barrecks ) + 6 ( Extremely Impressive dinning room ) + 6 ( Extremely Impressive rec room ) + 5 ( spacious enviroment ) = + 19 constant mood buff with a temp mood buff of + 10 from the beauty.
While most can also be achieved with a bedroom , the resource you saved is immence. Considering you only need 4 to 9 statues for support a +19 mood for 10 to 12 pawns.
You can get away with 3 statues using Jade
Sounds like a nightmare for disturbed sleep though
Another important note about workbenches is that you should keep them in a comfortable temperature environment, if they go above or below a comfortable temperature regardless of the pawn's temperature tolerance they'll suffer a 50% workspeed penalty.
I got a tipfor early game firebreakers. You can make a very cheap one by simply letting your builders make roofs. Plants dont grow under roofs so making it 2 tiles thick and supported by standalone wall sections across a perimeter will make that area fireproof. Excellent for when you cant spare resources for a full stone wall. Can also make roofs reach out two tiles away from some of your buildings, no fire will reach them from the outside. I like to do this with crops too, simply building a roofer ring around a growing zone supported by a few wall sections in enough to keep them safe from wildfires.
Some may argue that you can do the same by making a ring of non flammable floor, and that is correct, but floors are usually a lot more labor and resouce intensive, roofs cost nothing, it just needs the occasional 1x1 wall to support them so this is an ideal early game tactic to prevent fires
The "Zzzzzt" short event happens along power lines with stored power, not in the battery banks themselves. You can limit it by putting cables under your walls, but too many batteries and the explosion becomes huge. Switches and disconnecting or packing up charged batteries can remove that risk until backup power is needed.
There's also fuze mods so you don't blow up your entire base with a single short.
@pespsisipper this is big 🧠
that literal last second got me good, I nearly jumped out of my chair.
I found that a good starting base (for the first few days) is to use one room as your barracks, and put dining and storage in there. It saves on resources especially in the early game where your priorities might be somewhere else
For my prisons, I actually use a "compromise" between these two methods, kinda. Basically, I have a prison barrack with simple sleeping spots separated stone walls forming tiny 1x2 "cubicules". The entrance to their cubicle can easily be blocked by a single wood walls. I manually get my pawns to build or deconstruct wooden walls while my prisoners are sleeping, basically I wall them in. As a result, the prisoners will starve which should get them moods to tank to a minimum until they have a mental break. Pawns that were never recruited can only have 2 different mental breaks due to low mood: berserk and crisis of faith (they may have other breaks for other reasons such as drug withdrawal). Berserk is harmless when a prisoner is walled in: berserk pawns will try to take door downs but they won't touch walls, so berserk pawns locked between walls is basically just a sad wonder. The Crisis of faith mood break is why I'm doing all of this. It lowers a pawn's faith by 50%, unless it was already under 50% in which case it changes their faith to another random ideology, without being affected by the pawns' Certainty Loss Factor. If I'm lucky, they will convert to my preferred ideoligion on their own, but typically, after 3 or 4 Crisis of faith, a pawn will have a different faith than their original with a certainty of about 5 or so, meaning it's really easy to recruit them even if they have a very low Certainty loss factor. Keep in mind that this strategy requires regularly deconstructing walls in a hurry to save a prisoner that's about to die from starvation. Also, don't do this on any sick prisoners because starving pawns gain immunity very slowly. In any case, once I converted a prisoner, I dose them with words of trust and I recruit them really quickly. This means my new pawns often start with catharsis. Another advantage of this strategy is that any pawn walled in won't join a prison break. BTW, a good way to deal with prison breaks for your prison to only be accessible through your animal pen, or even for your prison to BE your animal pen, because escaping prisoners will attack pen animals.
Long story short: War Crimes
@@generaldurchbruchmuller Let's be honest, 50% are my strategies in this game would qualify as war crimes one way or another. I never hurt anybody if there is nothing to earn from it, but if it's profitable, not even my own colonists are safe. I plan to turn my colony into an Ascetic only colony. Anybody who doesn't has that trait is cannon fodder.
Least psychopath rimworld player:
I just put the in a steel box and whip em when they get sad or don’t work(not good durning heatwave tho)
Barracks/Dining/Rec room setup is OP as hell and devs probably have their eyes on balancing it better one day. This is something really only vital when playing on higher difficulties. A trifecta room is a great way to *reduce wealth until you are prepared* to defend yourself, hence its popularity.
Furnishing individual bedrooms is a luxury. I honestly prefer the game like this because it is a contrast to how many people insist on living today, and a reminder of just how expensive it really is.
If you want an absurd beauty-to-wealth ratio: jade fences. Jade walls if you are looking to really be wasteful. Wealth on higher difficulties is something you want to avoid. I've never thought about literally burning wealth until I started doing this. Wealth control is a often-missed part of the game that has some decent depth to it. Knowing various wealth dump methods makes the harder difficulties rather tolerable.
I hadn't played in a few years and totally forgot just about all of it. Went looking for some vids, and found this extremely amusing guy to help solve the issue.
Just because video mentioned about Bzzz event i would like to say some things about "no conduit" colony.
I started at Extreme desert and there almost was not place to do any crops so the only way to maintain myself was using hydroponics. Here are few things about no conduit hydroponics and some additional info that i tested out.
- One solar Panel + one battery can sustain 11 hydroponics (actually it can sustain maybe one more but it isnt worth the risk i will mention below).
- One solar panel + battery can sustain only 10 hydroponics for 24hours. With 11 hydroponics battery dies for a moment and crops lose up to 17HP per night (it doens't change amount of foot produced). I think it should be balanced to sustain 11 for24h because its just a brief moment of no power so rice don't die but 11 hydroponics look good around solar panel + battery (plus block of wall to create roof above battery)
- Reason above means you can only grow rice or strawberry as food. They give same amount of food per 12 days, therefore they are about equal (actually rice often give about 4 food more) but strawberry is less labor intensive (grows exactly 30% per night). Potatoe will die (didn't test it but calculation says it needs 6 nights to grow, 85HP-6*17= -17)
- Despite Rimworld wiki says rice real grow time is 1.98 days, it isn't true. I suspect they assume that it start to grow in the morning (4 a.m) instantly with full speed. I tested it and it is growing 2 nights if planted at night, therefore more than 2 days (it grows 46% per day). It is a massively decrease amount of rice we can get because if it was like wiki says, it would be possible to gather rice at night and plant new one but in reality half of 3rd day spent on it losing precious growing time.
If you have freezer/heater/lamp or anything else and you need it to work 24h while using solar panel+battery you need to do steps below (as an example we will use 1 solar + battery with connected freezer and assume we want to add another 2 freezers) :
1) calculate how many energy you want to connect (in our case 2 freezers = 400 power)
2) Look at excess of power in solar panel (in our case 1500 because 200 was taken by freezer)
3) Subtract electricity you want from excess to find new excess (1500-400=1100Wd)
4) since battery charges only at day, divide excess by 2. (1100/2=550Wd)
5) Since battery has efficiency 50% divide the number by 2 again (lets forget about 5W losing every day) (550/2=275 Wd)
6) 275Wd is about the number you battery will charge. Since it need to last only night time we would need to divide power of 2 freezers by two but i suggest do the opposite and multiply power in battery (it is easier to interpret results). (275*2 = 550 Wd. But we need 600Wd in total to sustain 3 freezers so it will turn off)
Therefore to find out if you can add some more stuff to solar panel value of X should be a positive number: X= 0.5*(power generated - total consumption) - total consumption
P.s.
*I know those half of those steps could be skipped but decided to write so people know why formula is like this.
*Power calculation isn't exactly right because i assumed solar panel works from 7 to 19 to simplify calculations, In reality it works from 4 to 19 but not with full potential.
* When calculating, don't forget that X value cannot exceed 1200Wd, all energy above it is wasted and you need a second battery.
* all workbenches and cooking spot do drain energy when idle which is a little bit stupid.
Batteries don't explode (just deplete) if you connect them directly to your power source (solar panels, geothermal generator, etc.) without conduit and put the conduit on the other side of the source. Additionally, if the power source breaks down power will still go through.
I always keep two or three batteries fully charged but cut off from the main grid. You can space out the batteries so they won't connect and have switches right next to each of them so you can toggle their connections on or off. This way, when a "Bzzt" event happens you don't discharge all the batteries and the boom won't be as big either. Just need to remember to occasionally top off the isolated batteries as they slooowly discharge even without any load placed on them.
Step 1. 12x12 box
Step 2. 1/4th of it is the workshop, 1/4th the bed area, the other half is stockpile
Step 3. Profit
Thats as basic as it gets
One room to rule them all! Expand it with columns!
I love this game so much and at the same time I'm so awful at it, which makes it exciting
Further fun tip for workshops, if you use shelves to store materials pawns wont suffer the beauty debuff from them, if that matters to you guys haha
Having a lot of diffrent powergrids are benefisial. I usually have one for growing, one for shop work, one for always on, and one for defense.
Growing on a fertile patch is better than hydroponics, while it does use a bit more space, it use less power, needing to have less solar panels.
I usually have a grow set up of a fertile patch, 3-4 sun lamps, 6-8 solar panels, 1 battery (yes, one is sufficent) 2-3 heaters set to 21, 23 and 25. And one heater conected to the always on grid at 5C.
Great guide 🙂 I totally agree with you, I also build separate rooms as early as possible. Even an awful bedroom is better than a barrack, especially if you include the mood debuffs from disturbed sleep. Although later I actually don't bother with a dresser or end table, I just chuck in a statue, that works as well 🙂
Something very important about dressers and end tables is, they provide a comfort buff, which can be another mood buff, and I might be wrong but they might also affect rest effectiveness
@@qetnaf8611 You're right, of course. But I can achieve the same thing with regard to comfort and rest effectiveness by providing my pawns with an at least good bed. Provided they have a good (or better) bed, I've never run into a problem with pawns being uncomfortable, even at the end of the day. I'd rather save on space and resources, so I just don't bother.
I put the hospital and prison both right next to the killbox, because most of the wounded colonists and the prisoners will be right there. It also means all your medicine will be nearby. A previous base occasionally had my doctors going all the way across the base for medicine, because I had it stored in both, and one ran out. Keeping both close to the food storage is also helpful, to speed up feeding patients/prisoners. Also, a bunch of storage for apparel, for all the clothes you strip from them.
I love your edits. It all seems like a ton of work - preparing the scenes just to take one second long clip to your video. The effort's appreciated :)
9:40 I had the same idea but then found out that because they sleep too much you can't convert/lower resistance of prisoners as often. Another side effect that with worse beds they often get to hungry debuff even with a stockpile/freezer in their room and worse mood which also lowers effectiveness of recruiting/converting. Overall my approach is to have nice 2 persons prison rooms for recruiting/converting and one awful barrack prison for quick heal/release prisoners to get rep points with factions.
This is the way. Also administering smoke leaf to them before recruitment attempts to raise their mood.
Having a bucher room and small freezer setup is useful because corpses take up less space than the meat they provide, generally. My dining area kitchen usually only has a small refridgerator with four shelves, one for animal products, two for different kinds of crops, and one for meat. these are set at a higher priority than the 'general' storage so stock gets moved as its needed and the kitchen fridge consumes less power overall to maintain temp. While there's some lugging in prep work, it minimizes that fridge-to-stove traversal time with a powered door.
Barracks are useful because you can focus resources on production and storage spaces a lot sooner. Manufacturing walls and replicating sharable furniture is a huge expenditure of both resources and valuable time. Barracks beds can share night stands and dressers very efficiently.
Additional tip for hydroponics: should they get blighted, it's easier to turn off the basin in question. Downside is you might lose one or two plants more, but upside is that flipping switches is usually high priority for most pawns and they don't have to be gardeners to do it.
You know I hadn't been watching a lot of rimworld content besides yours since I got it about a year ago but, I had thought that you were like the most popular youtuber for rimworld. Your like the only person whose UA-cam videos got shared around my friend group. Keep it up brother!
Lmao glad its usefull haha. You will get a treat at 1pm
Hey man, thanks for the post. I've watched a few of your videos in the past days, they've all been enjoyable, good job. You've earned a sub!
Thanks! Glad you enjoyed them
another piece of advice for power: the zzt event doesn't affect you if you only use covered wires instead of normal wires.
A good sculptor makes late game barracks quite nice. Keep bedrooms with double beds for the couples. Singles and guests get a bed in the Barracks. rec room/ dining room should be pretty central and near to the resting spaces and workshops. Farms and animal pens should be on the outlying parts of the base for the most part. Raiders often have it out for beds so that can be used in planning chokepoints. Workbenches or other expensive facilities that can't be cold should also be out from under mountains, if feasible, to minimize the chance that hives spawn under them. Critical facilities that require little pawn interaction under mountains should be frozen to -20C to prevent bugs destroying them.
Hospitals, Prisons and medicine stockpiles will frequently contain people in imminent danger of bleeding out, thus should be close to the defenses as possible while still being close enough to where the doctors are expected to be most of the time. (i.e., workshop/rec room)
Plan ahead for defense. Prison barracks need easy riot control access. Raiders also drop in the center occasionally through thin rock or constructed roof. spots that provide cover for defenders can make the critical difference. External facing chokepoints are extremely effective against tribal raiders and manhunters. Soft cover like sandbags should also be placed outside for dealing with sapper raids. If possible, turrets should be used to provide additional firepower in the chokepoints.
Material choice can make a big difference too. Stone doors are solid, but take a long time to open. placing these on external walls will stymie most invaders, but using them inside the base will prevent colonists from responding to threats quickly. wood and steel are great for internal doors that will be opened and shut frequently.
Couples get a mood buff, what do they need a seperate bedroom for?
@@andruloni One mechanical reason is that the impressive bedroom buff is bigger than the impressive barrack buff by a large margin. It can take a marginally stable pawn and make them solid. Early to mid-game it's also relatively expensive to make impressive barracks. A simple bedroom is cheap. By the time you can afford impressive barracks, you'll probably be able to afford impressive bedrooms too.
Barracks are easier to lay out when all the beds are the same size too. If you play with Royalty, there are a number of pawns that will need bedrooms anyway. the longer the game goes on, the more bedrooms you will need.
EDIT: As I think about it, my bedroom preference is probably also exaggerated by my tendency to build mountain bases. The bedrooms give more noncritical space for the bugs to burrow into than a barracks would.
I usually just toss the butcher table in the freezer itself, sure there is a temperature penalty for work speed but it spares me frome having to build another room and from having to haul cut meat to the freezer.
5:00 best hydro is swaztica fr
batteries aren't needed, neither are solar panels, my setup was about 5 chemfuel gens and a wind turbine (later on added a geothermal plant) and i still had idle colonists if you're looking for that goal.
My pawns don't get a bedroom. Whenever I see the "exhaustion" warning, I either send them to get a biosculptor cycle or send them to a surgery table if they are ready for some upgrades or they take some go juice or wakeup. If I miss the exhaustion warning for too long, they will just collapse on the ground right there and sleep until their rest gets above the "tired" level, which it turns out is more time-efficient than to have them walk all the way to a bedroom for a full night of sleep. If they are 18 years old or less and they have a completely static work place station, then they might get a few dispersed naps right next to their work station.
Note beds have a faster rest multiplier than resting on ground, so it takes less time overall to let them rest in an normal or better (non stone) bed in a well designed base.
It is certainly possible to use wake up on a schedule pawns once you have enough drugs. . . but watch out for addictions and drug tolerance in vanilla. modded is a different story.
@@luzhang2982 Rest falls about 3.3 times slower at the "tired" level than at the rested level. Even a legendary bed only restores rest 2.0 times faster than the ground. Plus, sleeping in a bed requires walking all the way too the pawn's bedroom and even at the exhausted level pawns don't collapse instantly. So the only way you will get a better working to sleeping ratio from sleeping in a bed than from collapsing on the ground from exhaustion is if you're pawn's bed is right next to their working station AND you limit their sleep to a few little naps per day.
The real cost of working your pawns to exhaustion is mood: -4 from sleeping on the ground, -12 being tired, plus you won't get any mood boost from sleeping in an impressive room. Also, if your pawn is sick then being tired will significantly slow down their immunity gain, which might kill them. Drugs and biosculpting pods can mitigate both these problems though.
Wow amazing, even a year ago you already predicted the 1.5 patch not to mention create a guide on it. 10/10 for misleading content, changing the title for more engagement since the 1.5 patch is actually releasing.
Personally I like my outside animal pens to have dandelions instead of hay grass, I just have a lil haygrass just outside for backup food and kibble
5:05 I would just like to point out that this is an inefficient building, you can literally ‚square it out‘ with exactly the same amount of wall-tiles.
This gives you some extra space for whatever for free!
That last 1 second was great. It exactly matches my feelings right now because my whole base just got torched and I'm back to square one. Lesson learned. Never again. 🤬
Glorious! lots of good advice and tips. Thank you Noobert & staff.
If yall wanna make a mountain base there is one simple tip, don't settle on a tile with caves.
I played over 1000 hours and I never thought about a low quality bed could reduce the prisoner's rebel chance.
I always set the freezer to max -273...even with double walls this coolers are quite ineffective...When you play in cold biome its ok,but any other - setting it only few degrees below zero its impossible to maintain the minus temperature.
-Pulls throne up to the dining table
"What are we having?"
I like to have auxiliary batteries which I fill and disconnect with a switch. Usually I only use it for the turrets and freezers running on its own lines incase of emergencies. Also for hospitals its good to keep a few recreational drugs around to use as a pain killer.
Here's a Prison Tip.
If you like having attack animals like I do, set up your prison like this:
Zone your bears or timber wolves or what have you with your prison barracks. If they have a berserk mental break, they'll stupidly attack the animals and get downed. You can also feed your animals Pemmican like I do and have shelves of it in the prison so you never have to bring them food.
I was playing a game while watching your video and at 3:42 i freaked out when i heard the sound
Ok you talked me into it. I will get some walls for my house. I’m sure I can find some at walmart.
If not home depot has you covered
Imo barracks are better especially in the late game. You just have to combine barracks with your dinning and rec areas and you get a combined +25 or so mood boost and if you use a cheese you can even use your barracks as a temple while rituals get quality from stat of your barracks beautifulness. So with barracks your base doesn't take as much space, doesn't give as much wealth and the only downside is that -3 disturbed sleep x3 mood debuff.
The disturbed sleep mood debuff can be avoided with carefully placed beds away from each other and active areas. You can even make 'fake' side rooms for them that's really just a part of the main room.
@@luzhang2982 sounds interesting, but in that case you don't get to save space
Quick tip use animal flaps for your coolers temp wont change when entering and leaving room eliminating the need for corridors
You don’t want to put production in the same building as storage. Storage will always be an ugly space. And if the pops stay in the ugly space, their mood will be debuffed. The most important thing you can have in run world, is happy crafters so they can get inspirations and produce masterwork cataphrac armor that is immune to sharp damage.
lol. The Robert Crapse make me smile.
The hospital filled with artwork made me laugh so hard.
I DID mean “Robert Crapse”.
Nutrient paste dispensers aren't 'a small mood buff'. They start out as a -4, turn into a -9 early on, and by the end of the game, they can be -16. People are far too terrified of the minimal risk of food poisoning impeding a pawn or two for a day, and of *gasp* having to have one pawn cook every day or two at the start, or having a dedicated cook in the late game when you have lots of pawns. Keep a clean kitchen and you will rarely encounter food poisoning if your cook has any skill at all.
Rimworld needs napalm in vanilla. Chemfuel burns too quickly.
Rimefeller has that, its super fun to use with auto motars from vanilla expanded mechaniods with the mod to let you pick and choose what shells to put in
an awful bedroom has the same mood debuff as sleeping outside under a roof away from other pawns, and sleeping outside undr a roof with other pawns has a maximum of -7, and building an awful barrack has a mood debuff of -7. basically instead of building barracks just have pawns sleep outside with each other.
unless air conditioning i guess.
I used to love that turrets attacked prisoners. I had the simple turrets mod, so I had a corridor outside filled with taser and stun turrets.
“BWWWWAAAAAHHH… PRISON BREAK”
‘This sounds like a Them problem.’
4:00 Making puffed rice and roasted potatoes, tasty!
I took a second to understand that thumbnail, but when I did, I felt attacked.
XD
3:27 If you want your rec room to be a throne room ,you cant use paste dispensers, easy workaround is to cover it with a doors
Throne rooms require room to not have any production
7:12 Too many vital monitors
9:18 Usually i just stick them in spare colonist rooms
Awesome video!!! I love the guides so much!!!
Use daylilly in pen areas. Your people won't harvest it and will still plant new and groom area.
Is two tiles enough to stop the spread of blight..i was always under the assumption they should be at least 4 tiles apart or it will spread to another crop field, maybe it was patched (if so that would help organise my farms a little better).
It's 3 tiles between each field
@@someone2730 thanks, Ill increase one field by a tile for maximum yield then :)
if you allow animals direct access to haygrass it will not grow to 100%. build it next to your pen and once it is grown simply tear down a wall between them.
“Give your prisoners the worst beds you can as less they sleep less and rebel less.”
That’s a very Rimworld thing to do.
I have a base that is constantly being swarmed by hives but due to mods my characters are so strong the hives get rekt and I just turn the pests into food (I still have a farm btw it just doesn't produce as much food as the infrequent hives).
edit: autocorrect is dumb
RimJebWerld is great to have one pawn with 100 mood buff
I keep my freezer at 19 degrees to account for power outages cause I have an over abundance of meat cause Im constantly hunting things
>Build a nutrient paste dispenser
My brother in Freya I am a viking.
Still haven't met a single person who does prisons the way I do them, lol. Absolute 0% breakout chance, unmodded.
Ah yes, the food shuriken
My habit of automatically skipping ad reads is so ingrained I accidently skipped you shouting out walls and had to restart the video
Kinda surprised you didnt mention it, but animal pens on top of Hay fields is a bad compromise because eating hay plant provides animals much less food bad than actual grown hay.
And since growing is a big role and is often a full time job for several pawns in a big colony, you dont want to waste their time planting hay like that. Even more so since hay lets you make kibble, which is imperishable that has 25% more food value than its ingredients... - just dont waste hay. Harvest it, please.
Jesus the ending, I had headphones on
Bruh i built my first pc and got a good cpu. Is the i7 12700k and my cpu in my laptop was a i7 9750h. I got this new cpu overclocked to 5.1 ghz and boi does it do so freaking well for simulation games like RimWorld ,no joke i have almost doubble the preformance and can build so much larger in terms of base building and colonists 😎.(this isn't on topic but still lol)
Got an actual AMD powerhouse (Ryzen 9 5900x with Radeon RX 6800 XT) before I only used a budget AMD laptop (Ryzen 5 2600u or something like that with a RX 560x)
I can’t wait to see how RimWorld powers through with that 😈 +8 cores with an OP GPU, really excited :)
@@Norinia dude yes!!! I would have went with a Ryzen build but this was the first pc I built and the laptop i had was intel and my knowledge for undervolting /overclocking was with some intel software otherwise i would have went with ryzen. My next upgrade i wanna try out the latest ryzen cpus! Although RimWorld doesn't use probablyore than 3 cores but the extra speed of these processors is amazing 🤩 an helps so much 😁
" Did you mean: _robert crapse_ " 3:58 you should name one of your pawns that
Barracks are easy mode sadly since they dev capped the interrupted sleep debuff for some reason
True. This guide is based on maxing stats. So barracks simply dont work.
1:40 Is that also the case for pawns with the undergrounder or night owl trait?
Engagement comment, analytics like this
I don’t recall any game making me, a 35 years old man, scream. This one did though.
is noobert made of rubber? so stretchy
You can definitely get a moo buff from a barracks
It's like a cows opinion?
@@escalated yes that too
use batteries in your kill box for extra explodie time
any statue room for idealogy dlc?
prisons for me are next level, until they've converted to my religion they're in a barracks eating paste, when they convert they get a room connected to proper food 😊
8:10 The rooms could share a wall lol
can anyone give me any advice for solo brutality what should be my first priorities after landing I always seem to struggle more then normal
I made a worktab guide a while back. It may be a bit boring of a video but the info will up your gane immensely
@@Noobert appreciate you replying, I have seen that video I do already have a good understanding of the work tab menu. I just struggle with my first moves I land in and cant seem to get established what should I do first building wise
Not sure, but I think you can save energy by placing sleep accelerator to 4 double beds or 8 simple beds the same way as you can do with vital monitors for hospital beds. It can make barracks are even more viable strategy.
unfortunately, no. the accelerator has a particular facing to it, and only affects the bed it is facing.
OK, Noobert, you should go learn the game from someone who is reasonably good at Rimworld before you try and give anyone tips because from these tips I feel like if I gave you an axe to cut down a tree I would find you in the hospital with an axe wound and the tree still standing.
If you take out that wood floor you build just so you could be 100% sure that the whole place would burn down, plant flowers in the room with the pawns and you will find they are happy in a good barracks but yes they will get woken up, so I do build bedrooms and I try and always make them with a double bed so couples just handle moving beds magically. For the flowers, you do not need flower pots or anything just plant them instead of building a floor.
Adam vs Everything, or Deconerent, or Rhadamant. Each of these have played well at times and Adam plays crazy hard versions of the game. Rhadamant sometimes lets the followers buy blood and bad things for his colony.
me laughing in tribal non power playthru
Noobert, this music is really really good, what song is this???
Its swagger stagger
@@Noobert Thanks so much!
DAY!!
NAHHHH BRO WHAT IS THAT HYDROPONICS DESIGN LOOKING LIKE A WINDMILL IYKWIM
I beg of you good sir what is thy song called
Those hospital layouts gave me CANCER!!!!
all my bases look like a colony of mold :(