Use the New Animal Flaps as doors for your fridge. They dont let temperatur through so no need for airlocks anymore. Make them out of devilstrand, its the least Flameable
Time saving tips IRL... Don't play Rimworld xD This game is so addictive that when I start playing I don't eat, I don't sleep, I don't shit, and when I get into a fight I even forget to breathe. :))
@@Michaelroni-n-cheese BAD IDEA. Sleep is PARAMOUNT for a healthy life. Set bed times and STICK TO THEM, no matter what. Reserve gaming for during the day or weekend, when all tasks for that day are done. Plus, your gaming experience and skills suffer greatly when you're sleep deprived. Take it from me.
Tip: Constructors will try to cut down trees that are in the way of blueprints. This dramatically slows them down if they have no plant skill. It is advised to have your planter come and cut down all the trees so the constructor can do their job. Like seriously a lvl 5-7 planter pawn can cut down 3-4+ trees before a lvl 0-1 pawn gets a single tree down. Another tip: We all know the butcher table must be in a seperate room than the kitchen, we also know that when you butcher somthing the leather is dropped on the spot while the meat is hand delivered to the best storage location. So why not put the butchers table IN the leather storage area? Psycaster: Meditation is annoying to have to keep up. and if you set their threshold too high they spend all day meditating. Well, if you schedule them 3 or so hours a day of meditation they slowly gain focus over the span of a week or so rather than needing to get all of it in a single day. This way they are still productive in the colony and have plenty of focus when they need to teleport or raise walls.
@@moarsaur that is one option if you have a hauler that then comes and moves the leather out. other wise the freezer will fill with leather. I just find it best to use 1 pawn for both jobs instead of 2.
Another tip I would recommend is use devilstrand, just research it it's not a high cost tech and then just plant a bunch of it doesn't even need to be on fertile soil and harvest whatever's left and available before winter, a full outfit of devistrand is even better than flak armour and if you pair it with a flak vest and simple helmet will get you into prestige recon armour territory without lengthy or expensive crafting, the armour will stop about 50% of the shots from regular attacks and it really helps in the mid game
One tip that is particularly useful when playing as tribals early on (but can be useful even if you're not tribal) is to set up two small zones next to the cooking spot, one for meat and one for veggies, and then set the recipe to "drop on floor". This way your cook can keep pumping out pemmican without wasting any time grabbing ingredients at the other end of the kitchen. You used to be able to set up stools under the mini-zones to make it even faster (your cook had to take a step in each direction to grab the food otherwise) but this was removed. Still really good though.
About 1rst tip : It can be a good practice to put your colonist on complementary schedules. For example you can have one researcher for the day and one for the night, meaning you save the ressources to build two research bench if they were both on day schedule. Remember that normal pawn don't care about working during the day or night (only night owl care about being awake during the day). Same can be applied to every skills that require crafting bench, like cooking or crafting. It is still a good practice to get some recreation time to be synchronized with day/night shifts so they can socialize. Concerning 14th tip : It is possible to put a small stockpile of food outside and use traps. That way wild animals will step on them and will eventually die from bleeding if the trap doesn't kill them directly. For the 19th tip : It is a very good and solid tip. Use cryosleep caskets from encient dangers if you happen to have some. I'll add to that, that i recently discovered 12 hours shifts. Which means pawn going to sleep twice a day. Going from 24 hours schedule to 12 hours schedule takes a few days, but they are incredibly strong. Pawn going under such schedule are less work efficient that one day long schedule, but the change in mood outweights it a lot. It is because mood bonuses, like sleeping in good quality beds and all decay after a few hours. Which means that you'll have twice that number of mood bonuses a day rather than once and having none by the end of the day. On top of that, pawn will likely eat after waking up and thus you won't have that pawn that is so tired it could sleep on the flood and is malnourished because it is the end of the day. So with the 12 hour shifts you have mood bonuses more often and you are likely to prevent common mood maluses. This schedule is so strong that i recently had several colonist who lost close relatives (parents, lovers...) and i didn't had any mood break. I just needed them to take some tea or a beer from time to time.
@@mirjanbouma if they didn't triggered traps, it was long ago and that isn't the case as of now. Traps are a good way to safely hunt nowadays, especially for naked brutality start. Not as good as a good hunting rifle, since it'll xp your shooting skill too but you got what i meant.
@@clnetrooper I haven't played in quite a while. It used to be that non aggro wild animals, especially light ones, would usually not trigger a trap (if not aggro). That's interesting, and I agree, a great way to do early hunting.
Thx man, i never actually tried to do night shifts with non night owl cause i thought they hated working in the night xD Gonna try your tip, thx again mate
Not forcing that slave to turn that dead slave into dogfood and cowboy hats must have taken enormous restraint. You are clearly a kind and magnanimous master.
About tip 14: I have done this but left the predator alive to hunt another animal the next day. I hunt the small animals myself and let the cougar go after the elk or rhino or what have you. Sure, they'll eat a portion, but they leave lots behind, and they won't aggro when you take what they don't eat. You can always hunt them down later, if their prey doesn't kill them at some point.
I’m not sure if it’s helpful, but usually when I start out, I have my colonists build their base of operations within ruins, so they can prioritize other assignments like: growing crops, research, or building furniture/security measures, etc much sooner.
@@moldiworp9143 you could also put some flagstone down. as long as its 3 wide however it might be more resource efficient to build an overhang supported by non flammable materials
i used a mod (i’m unsure of the name) but it has the ability to make packed dirt floors (free of cost) which i don’t think is immersion breaking but it also stops fire spread with firebreaks and it’s good for the “tribal” state of your colony
In regards to work shifts and overlapping types, this is great even with a colony of night shift and day shift, you can still make their recreational time shared and give everyone a big buff.
One note on walls: different stone blocks have different strengths. That doesn't really matter for internal walls, but you want your outer defensive perimeter to be as strong as possible. IIRC, strongest to weakest is granite, marble, limestone, sandstone, and slate.
They take different speeds to craft to. Sandstone blocks are the fastest to craft and still have better hp than slate and marble. So it's the ideal early game block
Surprisingly, when possible; natural smoothed walls generally have more strength (and can be repaired). IIRC sandstone is the only exception. If you have a granite outcrop where you want a wall; leaving a line of it and smoothing it is better than knocking it down and building a wall.
If you want research done fast and there's nothing else for your pawns to do, build multiple research stations and assign every pawn to research, every little bit helps, just make sure to make research a somewhat low priority since your survival is more important than your tech level.
Use sandstone for stone buildings and the outer layer of your walk-in freezer in the early game. It builds the fastest at the cost of being weak but fire proof. Since your freezer should have two layers of walls for insulation, make the first layer wood until you can afford the time and resources to replace it. Sandstone, oddly enough, is the most marketable material for crafted items (art/furniture) you wish to sell despite being the fastest to produce. Ones you wish to keep should preferably be marble to boost their beauty, but those take the longest to make.
On the nutrient paste comment....YES ! But remember to replace it once your cook reaches a cooking skill of 8 - this is the threshold for allowing food poisoning through cooking to show up; provided you keep your kitchen clean. A cook with a skill of 8 still only has a 1% (!!!) chance to instill food poisoning in a dirty kitchen though and 0% in a clean one...so if you start with a cook with a skill of 8 you might want to opt to skip the nutrient paste option all together though it eventually becomes viable again if you build big colonies OR need your cook to do other things....remember that food preferences can be your friend and it doesn't hurt to set your colonists to the Prisoner food preference in busy times (just make sure you exclude your nobles from this) On the Art inspiration... for a bit more micromanagement (and based on if you play with mods or not) you need to keep in mind that only the FINAL tick of construction decides the quality of anything you make....so skill up your pawns by making THEM do 99% of your work and then let your master finish it....requires a bit more micromanagement input directly but pays off hugely in the long run. You can do this more easily by setting up TWO workbenches with duplicates recipes only set 1 to a skill of 10~15 (or even higher). Afterwards just forbid the job on your lowest table when a project nears completion. (by setting the bill to suspend or 0) Pay close attention to raising egg-laying livestock !! Eggs(fert) and eggs(unfert) are 2 different ingredient options you can pick for bills and stockpiles... set them up correctly and you'll never have unfertilised eggs in your barn and have fertilised eggs end up in meals ! Be carefull when doing this with chickens though....they breed like rabbits ! A 2 row thick of flagstone pavement around your base will both speed up colony movement AND disable forest fires from reaching any wooden walls (or pasture fenches); you're welcome :)
Build your walls for areas that colonists spend the most time in, like the kitchen if you don't use paste, crafting rooms workshops, bedrooms and rec room from marble. Go around the outside with granite if you have it to add strength to the wall. Marble has an inherent beauty stat of 1, meaning any room made of it is more beautiful than when made of wood or granite. Not true for floors though, floor has its own stats so check them before you put them down.
About #19: since 1.3, your ideoligion's moral guides can Counsel pawns that are dealing with long-lasting grief. For example, a 30-day -20 "Divorced" moodlet would be completely countered by a +20 "Counseled" moodlet for the same duration. The better the relationship between the guide and grieving pawn and the better the social skill of the guide, the better the chance of success. It's immensely useful for dealing with most relationship or family drama, and you don't lose any pawn labor time to idling in cryptosleep.
@@JohnSmith-bs9ym used to be able to haul, also I am not sure but I think they are now counted as partially wild so they will loose training over time and they cause now more filth than they used to. So if you think of training them as bodyguards i would rather pick pigs, since they count as domesticated thus not loose training and cause less filth (it really adds up with a couple of them following your colonists around the whole base), while they are worse at fighting they still act as bullet sponges and sacrificial targets you can send in via release order to drew attention from melee pawns.
@@JohnSmith-bs9ym all dogs, wolves and large cats should be able to haul, unless that got changed. They are a bit worse fighters than wolves and large cats and make less dirt. Also should not lose training. Main problem of those three is that they are carnivores, so best keep those raider corpses in a freezer.
There is a few things you could consider too. Geothermal Power can be used over traditional generators due to needing little maintenance, same with solar power and hydroelectric power. Replace the clunky generators when you can so refueling is obsolete .
Here’s my favourite tips after over 1000 hours of gameplay: 1. When digging mines, place a stone door (granite preferably) at the entrance and 5 - 10 tiles of hay grass floor inside the mines. Not only does it help keep things clean, it’s most valuable feature is safety from bug infestations. Got an infestation? toss a molotov and lock the doors. The heat build up will have your infestation problem solved and the granite doors won’t burn. 2. Have your kitchen connected directly to your food stockpile through one door, a meal stockpile in another door, and to your dining room in a third door. The difference in speed for making meals is incredible. 3. Make your dining room and rec room in one large beautiful room. You will get the buffs for having an impressive rec room and dining room even though they are the same room. 4. Prioritize building a killing corridor full of granite spike traps over turrets (early on anyways) as turrets are expensive and granite spike traps do tons of damage. 5. The most productive asset early game is Cotton. It sells a little bit under 1 silver per piece, makes clothing and furniture, and of course doesn’t need to be refrigerated.
Idle colonist advice: with the writing mod, you can set any colonist to write books on whatever subject you choose. The books take forever to write, but are worth fairly good money depending on the quality. They’re also a form of recreation and training, and provide the idle colonist with a daily activity that keeps their mood up, as long as it’s about a subject they’re passionate about.
Its possible to use a greenhouse while still in the tribal age by creating seperate growing zones as one tile, then leave 2 tiles empty. Build a double wall around it and make sure to forbit to build a roof over your planting zones. Then use torches to heat the thing up in the winter or build it near a geysir for free heating. Its even possible to grow trees there this way all jear around.
Small tip I’ve always followed for awhile. Whenever it rains, I take the opportunity to go out and hunt boomrats/boomalopes. The rain will put out the fires they make when they explode and won’t burn down the entire forest. It also won’t burn the corpse so you can haul it back safely for meat. This way it saves a lot of time instead of assigning new home areas and then trying to manually put out the fire (especially with only one or two colonists) I also find the boom creatures fairly annoying when they wander into your base and set off traps and blowing up so I’m always hunting them when they appear
Note that the rain will lower your pawns shooting accuracy though...this can be a boon for hunters to get to 20 skill shooting but also a curse for those of a skill of 10 or lower
Biggest tip I have is, for crafting recopies that you will craft over and over again, such as advanced components, place shelfs with the necessary ingredients set to critical priority near the crafting benches. Now you can let your haulers get your ingredients ready for you so your crafters don't have to waist valuable time running around gathering everything. It takes a bit more set up, but the amount of time you save later on is more than worth it!
Shelves only if you care about the beauty penalty of the materials. You can just set up 1x1 zones for the stuff around the crafting bench, works just as well, only with a tiny hit on room beauty.
@@Jonsse I wouldn't do this myself for the following mindsetting: For stuff you can craft at a decent speed AND you need a lot of (think food etc) Zone an area around the workbench to store the required goods but leave the working spot itself unoccupied. Instead; build a dumping stockpile there and set it to lowest priority and refuse all goods (so nothing can be stored there) then set your bill to drop created goods on the floor. This will result in your (for example cook) to keep on cooking untill the bill is satisfied and any available hauler will eventually come pick it up to take it to your fridge whilst ALSO allowing pawns to take from the pile if they need to eat and ALSO make it count towards your foodstocks (so you won't get a "low food" message because there's a stray 20 meals just lying about. What I usually do for stonecutting it build a dumping stockpile across from the bench with 1 space in between the stockpile and the bench itself; then make the 3 spaces in between bench and stockpile into a 1x3 dumping stockpile using the rules I set out above. The stockpile containing the chunks will be set to high priority, the dumping stockpile immediately adjacent to the bench to low (with a similar setup near that bench only replacing the stonecutting table with an arts-table). This will allow any colonist I set to cutting blocks to work nonstop and at high speed
For colonies with many pawns(10 or more) I really like to have 2 or 3 staggered bi-phasic sleep schedules. What that looks like if you have 15 pawns would be, 5 pawns at 0:00 sleep for 4 hours, the other 10 would be awake when they get up at 4:00, 5 pawns go to sleep, then at 8:00 those pawns wake up and 5 more go to sleep, and at 12:00 the third group of 5 go to sleep when the second group wakes up. This keeps your base moving at all times, and your colonists can keep things like cooking and research going 24/7. Additionally if you get raided, its very unlikely any of your pawns will be very far below half their tiredness measure. One last advantage is if you have problematic pawns or ones that don't seem to get along. This also gives all colonists time with each other and rec time. but some will wake up to rec time and others will be doing it before bed. You do have to plan better, typically I try and house pawns as close to where they work so the extra travel time does not hit as hard. But I found that with the mood buffs it doubles the inspirations and really helps you during raids at odd times. I often play with 50+ pawns so I can keep all roles filled during all hours.
@@moldiworp9143 it's bi phasic sleep because each pawn sleeps 2 times a day. there are 3 different schedules however to cover the three 8 hour periods of the day. you could do 3 shifts of 8 hours and get a similar effect. however the problem will occur is that because your pawns are not sleeping when at half tiredness they will not be very useful to wake or skip thier sleeping period because of emergency.
About the horseshoe pin tip, it would be more thematic to swap it for a billiards and/or poker, but preferably both, tables once you have the resources for it. Poker satisfies the cerebral play recreation while billiards does the same dexterity play as the horseshoe pin.
#8 my rec items and dining tables go in my ideology room (as I have that expansion). Given the expense and value of the reliquaries for the (once found) holy items; it's a very good room, and large enough for the rituals. Nobody thinks the hoopstone and poker table are in any way sacrilegious to any religion I've tried. I guess every religion honors gamblers and cornhole players; as they should.
for tribal starts, you can use steel instead of rocks to build walls. while the "40% flammability" stat on metal looks scary, it is almost identical to 0% flammability as it immediately stops any fire that spreads onto it.
Probably the best tip I could give is to not build the corners of a room. That saves you atleast 4 squares of material + worktime. If the room is "complex" like the base in 9:47, I count atleast 22 corners that is not needed to build that would free up space for other things. Also, animals that are good at carrying things for trading for those bases that are close to allies/neutral factions like Horses, Donkies and Alpacas are really important and its important to tame them early since a sudden change in enviorment can make them run outside the map and you might have to wait a really long time before you get the oppertunity to tame one again. Also, check the age of the animals you are trying to tame as taming a 30 year old horse is just a waste of time.
I'll counter this tip by stating that, unless something changed at some point, *you should NOT DO THIS if your colony is in an extreme temperature environment!* Rimworld actually has a system of "insulation" to rooms and your rooms lose heat way faster if they're missing wall bits like that. If you want to keep your temperature more tightly contained, aside from building air locks you can build double-thick walls, too, which will contain your heat or cold significantly more efficiently contained.
Fine until your pawns leave dirt/trash in the middle or you missed a floor and you get -1 beauty (afair on all adjacent rooms if im not mistaken) but i've substituted this with a prettier wall like gold for my special pawns and marble in general
Close a border with walls around base except some certain single lane spots that are left open land fill the lanes with traps, use multiple lanes, All the lanes should lead to a killbox, I prefer a sniper's nest but whatever works for you be sure to have the enemy lighten up and you in the dark behind good low cover like barricades. To make dark rooms just break down walls after a complete structure with roof.
It would be nice if there was a mod for a position like a colony manager or colony secretary pawn that would tell you how much food or wood or rice whatever you are using per day so you could match it with production. Also when you have lots of clothes, gear, etc, its hard to know as a newer player which one is like the best armor, best for winter, etc.
I queue a task or two for each colonist once they go to sleep. Typically a quick easy cleaning or hauling task but I also tackle stone wall polishing 1-2 tiles every morning so I can run power conduit into mountain bases. I tend to keep my workers busy all the time just like in the good old Starcraft days so they never have time for low priority tasks like that.
my issue with the Inspiration buff is it seems to always apply to a pawn that lacks the ability it was inspired with. "Colonist is inspired! Next taming is more likely to succeed!" -> currently lv1 taming no passion.... "Colonist is inspired! Next art will be better!" -> current skill is 0..... I seem to never get an inspiration on a pawn that actually CAN do the thing theyre inspired with.
I just tend to give everyone 24 hour everything schedules and everyone does everything. Sure, I may have less masters, but general competency is pretty sweet.
hey thanks for the tip on pack animals i could never figure out how to move around my massive amount of shayzien suppy crates that have just been sitting around but thanks to you i now have a means of transportation thank you very much kind sir
1 thing if you know a item is used in the creation of something else / advanced version of it on downtime of the station / raids set to keep a number of it in stock and for emergencies you at least have 1 to fall back on for instance components set 2 bills 1 for a fast make to go into say advanced components with the bill for advanced components set above that this way you never have to worry about keeping at least 1 advanced component in stock just set both to 50 and you will keep them instock with advanced components taking priority cause they are first in your bills and for those that dont know mods like nojobauthor exist cause my pawn was making cataphract armor died before he could finish it 🙃
cause magically teaching your clone is more fun when its not you but a body growing to be your sleeve bioregeneration pfft and this time "i wont ruin my liver and lungs on smokeleaf + cigarillos and blueberry wine and beer! and this confounded luciferium addiction should of known lifter was a randy trap" threw the power of genetics i shall become something moar
as for why remote androids with simple slavery just disconnect them from the bot when you dont need em and its one less mental break to happen altho props to you if you used skymihd to disable a mentalbreak of a pawn with gene seeds installed from warhammer 40k core mod the one with the blueberry looking power armor that reduces movement speed by 0.05 without the tier 3 black caprese installed which by standards of the mod is endgame level and causes mental breaks and the more you have installed the more violent the mental breaks breaking components is okay only so many times till you are served the justice also the webber versions between 40k and adeptus mechanicus is the difference of night and day 40k disables the mobs and works on everything from thrumbos to wolves and if a pawn spends long enough tending the webber headriff it can force tame a animal meanwhile AM webber is some radioacive net that doesnt seem to do anything more than make a mob angry pffft go for the 40k for weps and power armor go for AM for wearable servoskulls meanwhile 40ks servoskulls are more like areawide roombas and requires robots core iirc
Hey Noobert can you help me by explaining how to actually use the debug log. My load time to start up the menu can very up to 45 minutes... I'm dumb and need an adult(ish)
some of us still have old habits and still keep a freezer for more than food/medicine/animals because some of us still play with dead things and choose a body to bring back like a toy or candy from a store to alter and mech up and torture with implants like a emp relay or a stomach clamp plus new eyes new legs new spines sown up mouths faces disfigured with stoneskin gland that disfiguring it with acid is doing a kindness not to mention replacing 1 arm or 2 with a scyther blade /s and knee spikes venom fangs and enraging a pawn so much with pain from luciferium withdrawl and instead giving enough psychite not to mention the brain implants to cause a break on emp discharge a elephant would overdose and between the beer the luciferium and wake up the only way to calm them down is with anesthetize from the operations menu constantly reapplying day after day otherwise they beserk and destroy your settlement using 1 pawn to a few tribals pfft send a sedated pawn via srts with another pawn to administer smelling salt and watch like sending a pawn for a remote bombing via rimatomics depleted uranium sabot rounds but instead just watching the carnage happen humans are the best weapon and now we can enhance further than ever before thanks to xenogerms 😀 time to splice some pawns like we spliced carrots and sweet potatoes
I know I'm late, but I got a couple of question as someone who has just gotten into RimWorld. I recently picked up the console version for RimWorld, and I've been having trouble trying to rearrange my colonist bar, meaning I can't sort my ranged and melee fighters from anyone who might be a pacifist. I also can't figure out how to view the wealth of my colony and highlight an entire structure to easily deconstruct entier buildings. I've spent a lot of time trying to figure it out on my own and google the answer to all of these problems, but I only find answers for the PC version.
hey mate im sorry but i dont have a console so i havent been able to try the console version however your wealth is in a tab on the bottom right. idk how you might reoder your colonist bar on console
@Noobert Damn I guess I'll just have to figure it out some how, thanks for replying anyway. Also your videos on RimWorld have been very helpful and very enjoyable so thank you for all the helpful info!
What... you mean a solo-pawn no-recruiting run with 0 skilled start on a desert map *doesn't* save time?! And I installed Thinking Spot and Extra Metals and everything...! To be fair - put the threats down to zero and run it in the background as a garden simulator... it becomes quite relaxing.
RimThreaded (Experimental), with RimWar threading switched off. I usually designate half of my cores to this, and only found Expanded Doors as really incompatible.
4:00 I dont know if its a problem with one of my mods, but I often have an issue here with unfinished objects becoming uncoupled from the colonist working on it, and thereby becoming unfinishable. This usually happens when the colonist becomes unavailable somehow, like if they left the map, enterred a pod of some sort or maybe even if they go under for surgery. Is that a problem with the base game, and is there a way to fix it?
I know this video has been out for a while, but I'm new to rimworld. At about 17:45 you mention "a green house" as far as i can tell. There is no glass in the game. What do you mean?
He probably meant the use of hydroponics with Sun lamps and possibly heaters and air conditioners for temperature control. or a field of land surrounded in walls with a roof and Sun lamp. or a field of land with a roof supported by a single column and a sun lamp to make them grow.
Get the mod 'arrest here'. That made it a whole lot easier for me to raid bases and get potential slaves. As soon a potential prisoner is down, I quickly ask any of my colonist to arrest him, this will place zip ties on him and you don't need to make a prison to capture prisoners on the field or during a raid, now you can easily take them to your home base prison. Also if you have heal here, you can quickly heal them if they took too much damage after arresting them.
As far as resetting the spoilage timer on the raw food, you can do a similar thing from the beginning with the animal carcass. For example, let's say spoilage is 4 days (just a sample number, I don't remember exactly what it is) From the time you kill the animal, you can wait until it's almost spoiled, to butcher it. With the raw meat, you can wait until it's almost spoiled, to cook it. And with the food you just made, you can wait until it's almost spoiled, to eat it. In short, as an example with the spoilage number of days being 4, you can take an animal body and extend it out to at least 12 days of food, before you it's finally gone.
Can you do raider build in Rimworld or have raider build Ideology. I try doing one couple of time and failed. is there any strategies to become successful trick of being raider Rimworld with base maybe
I can't figure out how to zone the house off limits for animals. I created a zone and named it animals, but there is no option to designate where that zone is at. I'm on console and couldn't figure it out.
Additionaly amputate a leg, this way they are easier to catch. I used to keep an amputee around because feeding and talking with them kept the guards skill from decaying but dunno if that ever got changed.
I've been doing this to a guy in my prison for like... 3 in game years now... Someone shot out his spine and I didn't notice so I set him to be recruited since he could mine and more quarry workers are always nice... He got recruited and I noticed he couldn't move... So... he got arrested for incompetency... and since he's not really busy using his limbs and organs... we've ended up using those parts to make the lives of a few of our colonists a bit easier... There's not much left of Hawk... but for now I'm keeping him for medical and wardening experience
1$ Goes a long way. Please help support future content. www.patreon.com/noobert
Support me to buy food pls
I already gave you $1!
@@lenorelestrange much appreciated 🙏
@@mukithasan9684 we eat lots of white rice over here. Can get 10lb for 15 bucks. Last a while
Mod list?
Use the New Animal Flaps as doors for your fridge. They dont let temperatur through so no need for airlocks anymore. Make them out of devilstrand, its the least Flameable
That's pretty cool. It's also how a lot of real walk-in coolers work.
wow, thanks, I didn't even look at the flaps
Fr? Animal flaps stop the air from getting out? Of all things
@@RocketRaccoonIzHot Yeah feels unintuitive as all hell, i would patch that out if i could. Vents are cool, so is temperature management.
@@moldiworp9143 i guess the idea comes from that you want your barns to be sort of airlock-y to protect your animals from fallout mainly
Time saving tips IRL... Don't play Rimworld xD
This game is so addictive that when I start playing I don't eat, I don't sleep, I don't shit, and when I get into a fight I even forget to breathe. :))
Great video BTW
same man
Same shit. Actually that's a reason why there is an option to show system clock in game. However it doesn't help :D
Dude I literally am so sleep deprived because of this game rn. Gotten about 3 hours of sleep the last 3 days.
@@Michaelroni-n-cheese BAD IDEA. Sleep is PARAMOUNT for a healthy life. Set bed times and STICK TO THEM, no matter what. Reserve gaming for during the day or weekend, when all tasks for that day are done.
Plus, your gaming experience and skills suffer greatly when you're sleep deprived. Take it from me.
when I saw this, at first I thought it was time saving tips for the new Rimworld 1.5, not (presumably) Part 1.5 of another series XD
Tip: Constructors will try to cut down trees that are in the way of blueprints. This dramatically slows them down if they have no plant skill. It is advised to have your planter come and cut down all the trees so the constructor can do their job.
Like seriously a lvl 5-7 planter pawn can cut down 3-4+ trees before a lvl 0-1 pawn gets a single tree down.
Another tip: We all know the butcher table must be in a seperate room than the kitchen, we also know that when you butcher somthing the leather is dropped on the spot while the meat is hand delivered to the best storage location. So why not put the butchers table IN the leather storage area?
Psycaster: Meditation is annoying to have to keep up. and if you set their threshold too high they spend all day meditating. Well, if you schedule them 3 or so hours a day of meditation they slowly gain focus over the span of a week or so rather than needing to get all of it in a single day. This way they are still productive in the colony and have plenty of focus when they need to teleport or raise walls.
I prefer butcher table in the freezer, to immediately store the meat.
@@moarsaur that is one option if you have a hauler that then comes and moves the leather out. other wise the freezer will fill with leather. I just find it best to use 1 pawn for both jobs instead of 2.
@@DarkXelNaga It's six of one, half a dozen of the other. You have to haul either the meat or the leather.
@@moarsaur The low temperature in the freezer slows down work speed.
Psycasters are too maintenance-heavy and lame. Never used them. PsiTech and Rimworld of Magic 4EVER.
Another tip I would recommend is use devilstrand, just research it it's not a high cost tech and then just plant a bunch of it doesn't even need to be on fertile soil and harvest whatever's left and available before winter, a full outfit of devistrand is even better than flak armour and if you pair it with a flak vest and simple helmet will get you into prestige recon armour territory without lengthy or expensive crafting, the armour will stop about 50% of the shots from regular attacks and it really helps in the mid game
One tip that is particularly useful when playing as tribals early on (but can be useful even if you're not tribal) is to set up two small zones next to the cooking spot, one for meat and one for veggies, and then set the recipe to "drop on floor". This way your cook can keep pumping out pemmican without wasting any time grabbing ingredients at the other end of the kitchen.
You used to be able to set up stools under the mini-zones to make it even faster (your cook had to take a step in each direction to grab the food otherwise) but this was removed. Still really good though.
About 1rst tip :
It can be a good practice to put your colonist on complementary schedules. For example you can have one researcher for the day and one for the night, meaning you save the ressources to build two research bench if they were both on day schedule. Remember that normal pawn don't care about working during the day or night (only night owl care about being awake during the day). Same can be applied to every skills that require crafting bench, like cooking or crafting. It is still a good practice to get some recreation time to be synchronized with day/night shifts so they can socialize.
Concerning 14th tip :
It is possible to put a small stockpile of food outside and use traps. That way wild animals will step on them and will eventually die from bleeding if the trap doesn't kill them directly.
For the 19th tip :
It is a very good and solid tip. Use cryosleep caskets from encient dangers if you happen to have some. I'll add to that, that i recently discovered 12 hours shifts. Which means pawn going to sleep twice a day. Going from 24 hours schedule to 12 hours schedule takes a few days, but they are incredibly strong. Pawn going under such schedule are less work efficient that one day long schedule, but the change in mood outweights it a lot. It is because mood bonuses, like sleeping in good quality beds and all decay after a few hours. Which means that you'll have twice that number of mood bonuses a day rather than once and having none by the end of the day. On top of that, pawn will likely eat after waking up and thus you won't have that pawn that is so tired it could sleep on the flood and is malnourished because it is the end of the day. So with the 12 hour shifts you have mood bonuses more often and you are likely to prevent common mood maluses. This schedule is so strong that i recently had several colonist who lost close relatives (parents, lovers...) and i didn't had any mood break. I just needed them to take some tea or a beer from time to time.
Do wild animals have more chance to trigger traps now? It used to be that they usually didn't set them off (unless aggro)
@@mirjanbouma if they didn't triggered traps, it was long ago and that isn't the case as of now.
Traps are a good way to safely hunt nowadays, especially for naked brutality start. Not as good as a good hunting rifle, since it'll xp your shooting skill too but you got what i meant.
@@clnetrooper I haven't played in quite a while. It used to be that non aggro wild animals, especially light ones, would usually not trigger a trap (if not aggro). That's interesting, and I agree, a great way to do early hunting.
Thx man, i never actually tried to do night shifts with non night owl cause i thought they hated working in the night xD
Gonna try your tip, thx again mate
12h shifts yeah now how to mix that with said night owls? Adam vs Everything never explained and I haven't figured out myself.
Inspired creativity 4:00 actually works on ANYTHING that has a quality level, such as crafting and construction
Not forcing that slave to turn that dead slave into dogfood and cowboy hats must have taken enormous restraint. You are clearly a kind and magnanimous master.
About tip 14: I have done this but left the predator alive to hunt another animal the next day. I hunt the small animals myself and let the cougar go after the elk or rhino or what have you. Sure, they'll eat a portion, but they leave lots behind, and they won't aggro when you take what they don't eat. You can always hunt them down later, if their prey doesn't kill them at some point.
I’m not sure if it’s helpful, but usually when I start out, I have my colonists build their base of operations within ruins, so they can prioritize other assignments like: growing crops, research, or building furniture/security measures, etc much sooner.
Same here
Make an overhanging roof (3) at ur outer walls to stop wild fires from spreading to ur base, saves alot of time....firefighting is tedious
You could do that around your farms couldn't you?
@@moldiworp9143 you could also put some flagstone down. as long as its 3 wide however it might be more resource efficient to build an overhang supported by non flammable materials
i used a mod (i’m unsure of the name) but it has the ability to make packed dirt floors (free of cost) which i don’t think is immersion breaking but it also stops fire spread with firebreaks and it’s good for the “tribal” state of your colony
@@yoimdavy i think that mod is called "natural paths" or something like this
In regards to work shifts and overlapping types, this is great even with a colony of night shift and day shift, you can still make their recreational time shared and give everyone a big buff.
Indeedy
One note on walls: different stone blocks have different strengths. That doesn't really matter for internal walls, but you want your outer defensive perimeter to be as strong as possible. IIRC, strongest to weakest is granite, marble, limestone, sandstone, and slate.
In terms of health it's granite, limestone, sandstone, slate, marble.
They take different speeds to craft to. Sandstone blocks are the fastest to craft and still have better hp than slate and marble. So it's the ideal early game block
Ok but slate is prettier 👌
Double thick! Granite outside, Marble inside. Not only stronger, but also insulated! I start with wood inside and replace it as time goes on.
Surprisingly, when possible; natural smoothed walls generally have more strength (and can be repaired). IIRC sandstone is the only exception.
If you have a granite outcrop where you want a wall; leaving a line of it and smoothing it is better than knocking it down and building a wall.
Starting with an image of an Amazon warehouse. This looks promising (still watching a series).
If you want research done fast and there's nothing else for your pawns to do, build multiple research stations and assign every pawn to research, every little bit helps, just make sure to make research a somewhat low priority since your survival is more important than your tech level.
If they’re idling, then setting it to priority level 4 should be suitable
just saying on losing is fun nakedstart research is extremely important as it doesnt count to raid points
Use sandstone for stone buildings and the outer layer of your walk-in freezer in the early game. It builds the fastest at the cost of being weak but fire proof.
Since your freezer should have two layers of walls for insulation, make the first layer wood until you can afford the time and resources to replace it.
Sandstone, oddly enough, is the most marketable material for crafted items (art/furniture) you wish to sell despite being the fastest to produce. Ones you wish to keep should preferably be marble to boost their beauty, but those take the longest to make.
If u never make mistakes u won’t need to reload your save 20 times because 4 centipedes are harassing your pawns
Imagine not playing commitment mode
@@MerryMoose but alt-f4'ing wastes even more time! Kappa
"Sir, he's already dead"
"You're right!"
"You know what this means?"
Me: Quick! Fresh organ donor.
Lol
On the nutrient paste comment....YES !
But remember to replace it once your cook reaches a cooking skill of 8 - this is the threshold for allowing food poisoning through cooking to show up; provided you keep your kitchen clean. A cook with a skill of 8 still only has a 1% (!!!) chance to instill food poisoning in a dirty kitchen though and 0% in a clean one...so if you start with a cook with a skill of 8 you might want to opt to skip the nutrient paste option all together though it eventually becomes viable again if you build big colonies OR need your cook to do other things....remember that food preferences can be your friend and it doesn't hurt to set your colonists to the Prisoner food preference in busy times (just make sure you exclude your nobles from this)
On the Art inspiration... for a bit more micromanagement (and based on if you play with mods or not) you need to keep in mind that only the FINAL tick of construction decides the quality of anything you make....so skill up your pawns by making THEM do 99% of your work and then let your master finish it....requires a bit more micromanagement input directly but pays off hugely in the long run. You can do this more easily by setting up TWO workbenches with duplicates recipes only set 1 to a skill of 10~15 (or even higher). Afterwards just forbid the job on your lowest table when a project nears completion. (by setting the bill to suspend or 0)
Pay close attention to raising egg-laying livestock !! Eggs(fert) and eggs(unfert) are 2 different ingredient options you can pick for bills and stockpiles... set them up correctly and you'll never have unfertilised eggs in your barn and have fertilised eggs end up in meals ! Be carefull when doing this with chickens though....they breed like rabbits !
A 2 row thick of flagstone pavement around your base will both speed up colony movement AND disable forest fires from reaching any wooden walls (or pasture fenches); you're welcome :)
Build your walls for areas that colonists spend the most time in, like the kitchen if you don't use paste, crafting rooms workshops, bedrooms and rec room from marble. Go around the outside with granite if you have it to add strength to the wall.
Marble has an inherent beauty stat of 1, meaning any room made of it is more beautiful than when made of wood or granite. Not true for floors though, floor has its own stats so check them before you put them down.
Time saving tip: the text on the boar says "we stopped hauling updates ago", you're welcome
Aye new video! Let’s goooo I love these animations haha
About #19: since 1.3, your ideoligion's moral guides can Counsel pawns that are dealing with long-lasting grief. For example, a 30-day -20 "Divorced" moodlet would be completely countered by a +20 "Counseled" moodlet for the same duration. The better the relationship between the guide and grieving pawn and the better the social skill of the guide, the better the chance of success. It's immensely useful for dealing with most relationship or family drama, and you don't lose any pawn labor time to idling in cryptosleep.
@@justinburrows6384 hope it goes well!
The Boar nerfs hit hard man 😔
Laughs in not using boars. xD
What happened to the boars?
@@JohnSmith-bs9ym used to be able to haul, also I am not sure but I think they are now counted as partially wild so they will loose training over time and they cause now more filth than they used to. So if you think of training them as bodyguards i would rather pick pigs, since they count as domesticated thus not loose training and cause less filth (it really adds up with a couple of them following your colonists around the whole base), while they are worse at fighting they still act as bullet sponges and sacrificial targets you can send in via release order to drew attention from melee pawns.
@@JohannLudwigEdel what about dogs?
@@JohnSmith-bs9ym all dogs, wolves and large cats should be able to haul, unless that got changed. They are a bit worse fighters than wolves and large cats and make less dirt. Also should not lose training. Main problem of those three is that they are carnivores, so best keep those raider corpses in a freezer.
There is a few things you could consider too. Geothermal Power can be used over traditional generators due to needing little maintenance, same with solar power and hydroelectric power. Replace the clunky generators when you can so refueling is obsolete .
I never touch generators. Wind>Water>Geo, then fill in solar as needed.
@@moarsaur Yeah same, except in emergencies
This reminded me that I haven't played 1.3 yet. Thanks, Noobert! Most tips I already knew but the drop pod and the battery were new to me.
Here’s my favourite tips after over 1000 hours of gameplay:
1. When digging mines, place a stone door (granite preferably) at the entrance and 5 - 10 tiles of hay grass floor inside the mines. Not only does it help keep things clean, it’s most valuable feature is safety from bug infestations. Got an infestation? toss a molotov and lock the doors. The heat build up will have your infestation problem solved and the granite doors won’t burn.
2. Have your kitchen connected directly to your food stockpile through one door, a meal stockpile in another door, and to your dining room in a third door. The difference in speed for making meals is incredible.
3. Make your dining room and rec room in one large beautiful room. You will get the buffs for having an impressive rec room and dining room even though they are the same room.
4. Prioritize building a killing corridor full of granite spike traps over turrets (early on anyways) as turrets are expensive and granite spike traps do tons of damage.
5. The most productive asset early game is Cotton. It sells a little bit under 1 silver per piece, makes clothing and furniture, and of course doesn’t need to be refrigerated.
This is what I subbed for! Would love to see a new video on caravans!
Idle colonist advice: with the writing mod, you can set any colonist to write books on whatever subject you choose. The books take forever to write, but are worth fairly good money depending on the quality. They’re also a form of recreation and training, and provide the idle colonist with a daily activity that keeps their mood up, as long as it’s about a subject they’re passionate about.
Its possible to use a greenhouse while still in the tribal age by creating seperate growing zones as one tile, then leave 2 tiles empty.
Build a double wall around it and make sure to forbit to build a roof over your planting zones.
Then use torches to heat the thing up in the winter or build it near a geysir for free heating.
Its even possible to grow trees there this way all jear around.
Small tip I’ve always followed for awhile. Whenever it rains, I take the opportunity to go out and hunt boomrats/boomalopes. The rain will put out the fires they make when they explode and won’t burn down the entire forest. It also won’t burn the corpse so you can haul it back safely for meat. This way it saves a lot of time instead of assigning new home areas and then trying to manually put out the fire (especially with only one or two colonists) I also find the boom creatures fairly annoying when they wander into your base and set off traps and blowing up so I’m always hunting them when they appear
Note that the rain will lower your pawns shooting accuracy though...this can be a boon for hunters to get to 20 skill shooting but also a curse for those of a skill of 10 or lower
Does it mean it frees up a slot for other animals to spawn?
Biggest tip I have is, for crafting recopies that you will craft over and over again, such as advanced components, place shelfs with the necessary ingredients set to critical priority near the crafting benches. Now you can let your haulers get your ingredients ready for you so your crafters don't have to waist valuable time running around gathering everything. It takes a bit more set up, but the amount of time you save later on is more than worth it!
Shelves only if you care about the beauty penalty of the materials. You can just set up 1x1 zones for the stuff around the crafting bench, works just as well, only with a tiny hit on room beauty.
@@Jonsse I wouldn't do this myself for the following mindsetting:
For stuff you can craft at a decent speed AND you need a lot of (think food etc) Zone an area around the workbench to store the required goods but leave the working spot itself unoccupied. Instead; build a dumping stockpile there and set it to lowest priority and refuse all goods (so nothing can be stored there) then set your bill to drop created goods on the floor. This will result in your (for example cook) to keep on cooking untill the bill is satisfied and any available hauler will eventually come pick it up to take it to your fridge whilst ALSO allowing pawns to take from the pile if they need to eat and ALSO make it count towards your foodstocks (so you won't get a "low food" message because there's a stray 20 meals just lying about.
What I usually do for stonecutting it build a dumping stockpile across from the bench with 1 space in between the stockpile and the bench itself; then make the 3 spaces in between bench and stockpile into a 1x3 dumping stockpile using the rules I set out above. The stockpile containing the chunks will be set to high priority, the dumping stockpile immediately adjacent to the bench to low (with a similar setup near that bench only replacing the stonecutting table with an arts-table). This will allow any colonist I set to cutting blocks to work nonstop and at high speed
You forgot he largest time saver. Corn. Food per invested time wise corn is the best crop.
Thanks for making you skits in 10s intervals so that their easy to skip
WHY DID I NOT THINK HORSESHOES IN THE DINING ROOM?!
dammit, that's brilliant
For colonies with many pawns(10 or more) I really like to have 2 or 3 staggered bi-phasic sleep schedules. What that looks like if you have 15 pawns would be, 5 pawns at 0:00 sleep for 4 hours, the other 10 would be awake when they get up at 4:00, 5 pawns go to sleep, then at 8:00 those pawns wake up and 5 more go to sleep, and at 12:00 the third group of 5 go to sleep when the second group wakes up. This keeps your base moving at all times, and your colonists can keep things like cooking and research going 24/7. Additionally if you get raided, its very unlikely any of your pawns will be very far below half their tiredness measure. One last advantage is if you have problematic pawns or ones that don't seem to get along. This also gives all colonists time with each other and rec time. but some will wake up to rec time and others will be doing it before bed.
You do have to plan better, typically I try and house pawns as close to where they work so the extra travel time does not hit as hard. But I found that with the mood buffs it doubles the inspirations and really helps you during raids at odd times. I often play with 50+ pawns so I can keep all roles filled during all hours.
Wouldn't that be tri phasic? It's called sleeping in shifts btw. Good as tip ty!
@@moldiworp9143 it's bi phasic sleep because each pawn sleeps 2 times a day. there are 3 different schedules however to cover the three 8 hour periods of the day. you could do 3 shifts of 8 hours and get a similar effect. however the problem will occur is that because your pawns are not sleeping when at half tiredness they will not be very useful to wake or skip thier sleeping period because of emergency.
About the horseshoe pin tip, it would be more thematic to swap it for a billiards and/or poker, but preferably both, tables once you have the resources for it. Poker satisfies the cerebral play recreation while billiards does the same dexterity play as the horseshoe pin.
Eyyy a new video :OOO just found ur channel out and was binge watching
#8 my rec items and dining tables go in my ideology room (as I have that expansion).
Given the expense and value of the reliquaries for the (once found) holy items; it's a very good room, and large enough for the rituals.
Nobody thinks the hoopstone and poker table are in any way sacrilegious to any religion I've tried.
I guess every religion honors gamblers and cornhole players; as they should.
You can also add "tomb" to the dining and rec room since that's what some colonists do for recreation.
Just normal Rimworld stuff, you know?
Useful info. Gotta say though, I rarely see someone asking for subs and like that many times in a video. It does get annoying.
for tribal starts, you can use steel instead of rocks to build walls. while the "40% flammability" stat on metal looks scary, it is almost identical to 0% flammability as it immediately stops any fire that spreads onto it.
Steel does not work that way.
Probably the best tip I could give is to not build the corners of a room. That saves you atleast 4 squares of material + worktime. If the room is "complex" like the base in 9:47, I count atleast 22 corners that is not needed to build that would free up space for other things.
Also, animals that are good at carrying things for trading for those bases that are close to allies/neutral factions like Horses, Donkies and Alpacas are really important and its important to tame them early since a sudden change in enviorment can make them run outside the map and you might have to wait a really long time before you get the oppertunity to tame one again.
Also, check the age of the animals you are trying to tame as taming a 30 year old horse is just a waste of time.
I'll counter this tip by stating that, unless something changed at some point, *you should NOT DO THIS if your colony is in an extreme temperature environment!* Rimworld actually has a system of "insulation" to rooms and your rooms lose heat way faster if they're missing wall bits like that.
If you want to keep your temperature more tightly contained, aside from building air locks you can build double-thick walls, too, which will contain your heat or cold significantly more efficiently contained.
Skipping corners is hardly needed unless on losing is fun 500%
Fine until your pawns leave dirt/trash in the middle or you missed a floor and you get -1 beauty (afair on all adjacent rooms if im not mistaken) but i've substituted this with a prettier wall like gold for my special pawns and marble in general
Close a border with walls around base except some certain single lane spots that are left open land fill the lanes with traps, use multiple lanes, All the lanes should lead to a killbox, I prefer a sniper's nest but whatever works for you be sure to have the enemy lighten up and you in the dark behind good low cover like barricades. To make dark rooms just break down walls after a complete structure with roof.
It would be nice if there was a mod for a position like a colony manager or colony secretary pawn that would tell you how much food or wood or rice whatever you are using per day so you could match it with production.
Also when you have lots of clothes, gear, etc, its hard to know as a newer player which one is like the best armor, best for winter, etc.
Was anybody else expecting Noobert to send of a horde of chinchillas to take out the wolves attacking the sheep?
Can I plead the fifth?
I queue a task or two for each colonist once they go to sleep. Typically a quick easy cleaning or hauling task but I also tackle stone wall polishing 1-2 tiles every morning so I can run power conduit into mountain bases. I tend to keep my workers busy all the time just like in the good old Starcraft days so they never have time for low priority tasks like that.
ur literally hilarious thank you for helping me become a better rimworld player.
my issue with the Inspiration buff is it seems to always apply to a pawn that lacks the ability it was inspired with.
"Colonist is inspired! Next taming is more likely to succeed!" -> currently lv1 taming no passion....
"Colonist is inspired! Next art will be better!" -> current skill is 0.....
I seem to never get an inspiration on a pawn that actually CAN do the thing theyre inspired with.
I mean a zero artist will still make at least normal quality. But yeah, it sucks when it does not line up
"The downside is, of course, a mood debuff"
Transhumanist ideologies: I don't have such weaknesses.
I just tend to give everyone 24 hour everything schedules and everyone does everything. Sure, I may have less masters, but general competency is pretty sweet.
hey thanks for the tip on pack animals i could never figure out how to move around my massive amount of shayzien suppy crates that have just been sitting around but thanks to you i now have a means of transportation thank you very much kind sir
Another bonus to wild boars - they're omnivores and will happily eat other dead animals. They'll kill the dire wolf then feast on its flesh!
small gain of time is to leave some of the doors permanently open
Ahhhhhh yes another video
Your content is both entertaining and educative as always!
1 thing if you know a item is used in the creation of something else / advanced version of it on downtime of the station / raids set to keep a number of it in stock and for emergencies you at least have 1 to fall back on for instance components set 2 bills 1 for a fast make to go into say advanced components with the bill for advanced components set above that this way you never have to worry about keeping at least 1 advanced component in stock just set both to 50 and you will keep them instock with advanced components taking priority cause they are first in your bills and for those that dont know mods like nojobauthor exist cause my pawn was making cataphract armor died before he could finish it 🙃
cause magically teaching your clone is more fun when its not you but a body growing to be your sleeve bioregeneration pfft and this time "i wont ruin my liver and lungs on smokeleaf + cigarillos and blueberry wine and beer! and this confounded luciferium addiction should of known lifter was a randy trap" threw the power of genetics i shall become something moar
as for why remote androids with simple slavery just disconnect them from the bot when you dont need em and its one less mental break to happen altho props to you if you used skymihd to disable a mentalbreak of a pawn with gene seeds installed from warhammer 40k core mod the one with the blueberry looking power armor that reduces movement speed by 0.05 without the tier 3 black caprese installed which by standards of the mod is endgame level and causes mental breaks and the more you have installed the more violent the mental breaks breaking components is okay only so many times till you are served the justice also the webber versions between 40k and adeptus mechanicus is the difference of night and day 40k disables the mobs and works on everything from thrumbos to wolves and if a pawn spends long enough tending the webber headriff it can force tame a animal meanwhile AM webber is some radioacive net that doesnt seem to do anything more than make a mob angry pffft go for the 40k for weps and power armor go for AM for wearable servoskulls meanwhile 40ks servoskulls are more like areawide roombas and requires robots core iirc
2:34 boar says "we stopped hailing updates ago"
Bold and brash absolutely is a legendary masterpiece
Man, your videos are just the best...
Hey Noobert can you help me by explaining how to actually use the debug log. My load time to start up the menu can very up to 45 minutes... I'm dumb and need an adult(ish)
That's probably because you have too many mods. Also, to use the debug thing, go into the settings menu.
some of us still have old habits and still keep a freezer for more than food/medicine/animals because some of us still play with dead things and choose a body to bring back like a toy or candy from a store to alter and mech up and torture with implants like a emp relay or a stomach clamp plus new eyes new legs new spines sown up mouths faces disfigured with stoneskin gland that disfiguring it with acid is doing a kindness not to mention replacing 1 arm or 2 with a scyther blade /s and knee spikes venom fangs and enraging a pawn so much with pain from luciferium withdrawl and instead giving enough psychite not to mention the brain implants to cause a break on emp discharge a elephant would overdose and between the beer the luciferium and wake up the only way to calm them down is with anesthetize from the operations menu constantly reapplying day after day otherwise they beserk and destroy your settlement using 1 pawn to a few tribals pfft send a sedated pawn via srts with another pawn to administer smelling salt and watch like sending a pawn for a remote bombing via rimatomics depleted uranium sabot rounds but instead just watching the carnage happen humans are the best weapon and now we can enhance further than ever before thanks to xenogerms 😀 time to splice some pawns like we spliced carrots and sweet potatoes
I love your fricking awesome videos!
I know I'm late, but I got a couple of question as someone who has just gotten into RimWorld. I recently picked up the console version for RimWorld, and I've been having trouble trying to rearrange my colonist bar, meaning I can't sort my ranged and melee fighters from anyone who might be a pacifist. I also can't figure out how to view the wealth of my colony and highlight an entire structure to easily deconstruct entier buildings. I've spent a lot of time trying to figure it out on my own and google the answer to all of these problems, but I only find answers for the PC version.
hey mate im sorry but i dont have a console so i havent been able to try the console version however your wealth is in a tab on the bottom right. idk how you might reoder your colonist bar on console
@Noobert Damn I guess I'll just have to figure it out some how, thanks for replying anyway. Also your videos on RimWorld have been very helpful and very enjoyable so thank you for all the helpful info!
The first tip: do people not sync up schedules? I thought it was a common thing
I did the opposite and sent the problematic pawns on a separate schedule, can't pick a fight with those they hate if they never encounter them.
I turn the antisocial ones into leather.
Hey Noobert, idk if its true but worked in my game. If you blind a slave their supression rate will not fall
First time ever that ive subscribed after beign told to do so in a video xD
Your little animations made me think boars and alpaca were haulers
idle colonists are the sign of a wealthy colony.
*Cassandra and Randy like this*
Firefighting isn't a big worry for me. Most of the time when I get fires, rain soon follows.
What... you mean a solo-pawn no-recruiting run with 0 skilled start on a desert map *doesn't* save time?!
And I installed Thinking Spot and Extra Metals and everything...!
To be fair - put the threats down to zero and run it in the background as a garden simulator... it becomes quite relaxing.
Sounds boring af
build a wall around your vanometric power cells without doors. Your colonist on mental break than has no way to break them.
Zzzzt tho
Noobert: No need to resort to cannibalism... yet
Me who has resorted to cannibalism on my first play: 👁👄👁
On tip 19 you can use mod teraphy it heals instantly and they dont stop work
packed survival meal dont spoil at all why putting it on cold room
RimThreaded (Experimental), with RimWar threading switched off.
I usually designate half of my cores to this, and only found Expanded Doors as really incompatible.
4:00 I dont know if its a problem with one of my mods, but I often have an issue here with unfinished objects becoming uncoupled from the colonist working on it, and thereby becoming unfinishable.
This usually happens when the colonist becomes unavailable somehow, like if they left the map, enterred a pod of some sort or maybe even if they go under for surgery.
Is that a problem with the base game, and is there a way to fix it?
a lot of these are actually kinda genius
you deserve more subs
Thanks id like that XD my goal for this year is to earn my play button
Quality is top notch
I just started playing RimWorld, I suck at planning. I run out of food or didn't have enough resources to complish my builds
Look up the wiki, there are rough guidelines for crop squares needed per pawn, think it was 7 rice squares per mouth but haven't played in ages.
I have 2000 hours in the game and I didn’t know some of these
1200 here daisys who knew?
I know this video has been out for a while, but I'm new to rimworld.
At about 17:45 you mention "a green house" as far as i can tell. There is no glass in the game. What do you mean?
He probably meant the use of hydroponics with Sun lamps and possibly heaters and air conditioners for temperature control.
or a field of land surrounded in walls with a roof and Sun lamp.
or a field of land with a roof supported by a single column and a sun lamp to make them grow.
We may need one about caravan speed and prisoner transport from raided based
Get the mod 'arrest here'.
That made it a whole lot easier for me to raid bases and get potential slaves.
As soon a potential prisoner is down, I quickly ask any of my colonist to arrest him, this will place zip ties on him and you don't need to make a prison to capture prisoners on the field or during a raid, now you can easily take them to your home base prison. Also if you have heal here, you can quickly heal them if they took too much damage after arresting them.
@@NcrXnbi I meant, transporting to base from an enemy base. But thanks for the advice
As far as resetting the spoilage timer on the raw food, you can do a similar thing from the beginning with the animal carcass.
For example, let's say spoilage is 4 days (just a sample number, I don't remember exactly what it is) From the time you kill the animal, you can wait until it's almost spoiled, to butcher it. With the raw meat, you can wait until it's almost spoiled, to cook it. And with the food you just made, you can wait until it's almost spoiled, to eat it. In short, as an example with the spoilage number of days being 4, you can take an animal body and extend it out to at least 12 days of food, before you it's finally gone.
Is there a mod to auto match bows with arrows and guns with ammo so that you don't waste time looking around to find and get it?
Can you do raider build in Rimworld or have raider build Ideology. I try doing one couple of time and failed. is there any strategies to become successful trick of being raider Rimworld with base maybe
I can't figure out how to zone the house off limits for animals. I created a zone and named it animals, but there is no option to designate where that zone is at. I'm on console and couldn't figure it out.
click on animals tab and u can designate that pet to a specific area farming animals though just keep em in the pen
Sun lamps don’t work around the clock?
Can you give me some more info on greenhouses? I wasn’t really able to discern what you meant by greenhouses
It's a roofed area for growing crops. Use a sunlamp so they grow
Ima watch this before sleeping to save time ( time check : 12 :45 am)
Nice tips. Here's 2 more tip for the video
4:58
8:07
Thanks!
Animal hauling is a must
9:57 Isn't it the death screen from Fallout 1, but without skeleton?
To raise social skill keep a crappy prisoner and keep releasing and capturing him and breaking his resistance. Sell or release them when done.
Additionaly amputate a leg, this way they are easier to catch. I used to keep an amputee around because feeding and talking with them kept the guards skill from decaying but dunno if that ever got changed.
there are so many raiders to capture. I do this also for my warden to work on Social skill, but with all the different raiders that are captured.
I've been doing this to a guy in my prison for like... 3 in game years now...
Someone shot out his spine and I didn't notice so I set him to be recruited since he could mine and more quarry workers are always nice...
He got recruited and I noticed he couldn't move...
So... he got arrested for incompetency... and since he's not really busy using his limbs and organs... we've ended up using those parts to make the lives of a few of our colonists a bit easier...
There's not much left of Hawk... but for now I'm keeping him for medical and wardening experience
3:10 and royalty setting nutrient paste to don't mind
Hop do you get the pets to pick thing up for you idk and I am on ps4 or is that not a thing yet
You have to train the animal to haul if it's capable of it
2:22 huh? how to tel pack animals to do anything? form a caravan or smth? i dont get it