30 Things I Wish I KNEW Before Playing Rimworld

preview_player
Показать описание


Join this channel to get access to perks:

Ring The 🔔Bell🔔 To Never Miss Another Video
Please Remember To "Like" "Comment" And "Subscribe"

My YouTube Setup

Mixer is a yahmaha mg10xu (good luck finding one out there)

Speakers for Editing
Рекомендации по теме
Комментарии
Автор

I can feel my brain rapidly and painfully expanding from the acquisition of this arcane knowledge. Great video Noobert

ReggieGames
Автор

As someone who went into Rimworld completely blind, this knowledge would've been pretty useful for poor old Sasha, Soldier. *That Elk really gave her a hard time...*

bigsmoke
Автор

Regards the ‘ratty apparel’ debuff.

Set your pawns to only wear normal+ quality clothing above 50% hit points.
Set your crafter to create enough clothing at the same, or greater, quality to cover all your colonists, plus one (ie if you have ten colonists, make 11 items. If you are recruiting prisoners, make clothes to preempt them joining too). Include equipped. Set the minimum hit points at 51%.

This way, whenever a colonist even approaches ratty apparel, there’s a spare kit standing by, AND your crafter will get busy creating another spare.

SenorCrazylegs
Автор

Recently became hooked on Rimworld. My colony is still in the tribal stage but I’m so excited to see the advanced possibilities this game offers

kimbechong
Автор

4:32 Even better flooring for the job is hay. 2 hay per tile, goes down in 2 seconds, 7x more flammable than wooden floors. If you line the maze leading to your killbox with hay, you can chuck an incendiary at it from your end, and watch as it quickly burns back to the entry where the raiders came in. Just make sure your pawns wear ear protection; the wailing screams as tribals burn alive can get quite loud.

JaBaiter
Автор

Trade caravans can help clearing Ancient Dangers. And you can use Cryopods inside to store pawns/corpses for future use.

BeFrozen
Автор

My biggest tip for Rimworld is USE THE NUTRIENT PASTE DISPENSER, particularly in the early game. 40% food savings, no food poisoning, and no time spent cooking and it can even save you other colonists time as its back end can be part of your freezer while the front end services your dining room.

bombidil
Автор

The tip about putting a single grow zone over the plant and disabling cutting blew my mind lol that's really clever

STDynamite
Автор

Setting up a indoors zone is extremely useful. Especially for getting everyone back to base during a raid or toxic fallout.

Bp
Автор

Over 5000 hours in Rimworld, and I never considered putting grow zones under wild healroot. I like to manage long standing colonies, so hadn't had a need for this often, but that'll come in handy; thanks for the video!

Sergei_WHY
Автор

Growing zones under wild berries with sowing set off is such a next level tip

jaaa
Автор

450 hours in and here I am again getting more Noobert wisdom that is seemingly “basic”

nearlynatethegreat
Автор

The moment the fire hit the fine carpet my soul left my body… so many resources

stevehi
Автор

If I have a big group of berries/ambrosia/wild healroot/anima tree with nature focus pawns, I will expand the crop zone to several squares around - maybe add a home zone to it too so my firefighting pawns protect it from fire. no one wants to lose an anima tree when you realize that bow a raider has is a flamebow

seraphonica
Автор

On the topic of multipurpose rooms: one thing that I really like when planning out my mountain base is to use a grid pattern with 11x11 rooms, with 3 wide hallways between them. You can combine two of them together and form a 11x23 room, which is absolutely huge. What I like to do is make this my barracks/rec room/dining room, and with only a very small investment you can have a whole bunch of very impressive mood buffs, essentially permanently. Have an 11x23 fridge next to it and plop a nutrient paste dispenser in the middle, and you have the start of an incredibly efficient base which is probably going to have a very easy time managing mood. Part of that is because this helps keep colony wealth (and thus expectations and raid sizes) manageable. And it being a mountain base with 3 wide hallways also makes it a very defensible base.

alex
Автор

The cryptosleep casket ancient danger provides are pretty useful. Wgen you don't have the resources or tech for a freezer you can have Animals bleed out instead of killing them directly and before they die of blood loss, stick them into the casket to preserve them that way. If you dream of having your own thrumbo without needing to rely on the luck factor of getting inspired taming and thrumbo wandering in the same time, you can just down one and carry it into an (ancient) cryptosleep casket. Once your handler gets an Inspiration you can reopen the casket, wait for it to heal and then tame it... Or you you can choose the hard way and keep punching and tendig it while it's down and hope it bonds with your doctor.

TheRenegade
Автор

I love how these tips lists always include a healthy dose of war crimes.

daikansanchez
Автор

Revive - just build a sarcophagus in your fridge and keep the corpse there until you will get a serum.

T-
Автор

4:48 This joywire tip should've been accompanied by a fair warning: "The joywire provides a permanent +30 mood buff at the cost of a −20% Consciousness malus, which is subtractive. The Consciousness penalty causes a decrease in most stats, directly impacting all of: Eating, Manipulation, Moving, Talking, which each affect many other stats."

TheRok
Автор

This one is specifically for mechanator runs, but if you have an infestation happen outside of your base, enemy mechanoids may attempt to target insectoids on raid events over your precious pawns. This can actually be a good way to make the first Mechanator boss that little bit easier but loses a bit of work if the bugs are spawned from a trigger event like an infested ship chunk (VFE:Insects) or the distance between their spawn point and yours are not as vast.

gratuitouslurking