100 Rimworld Top Things I Wish I Knew Before I Started!

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Writer here: Had a lot of fun writing this one. hard to believe that so many years ago a friend introduced me to this game, and now I get to help introduce others to it and guide them. Feels great ya know

BrenTenkage
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my favorite rimworld moment is still a group of refugees living at my colony for almost a year, waiting until most of the colony went on a caravan/mission leaving 2 people and 3 children behind then claiming "We planned to take over all along!" setting their barracks on fire and then dying in the guest house

doifhg
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imagine watching this with 2, 000 hours of playtime 😂😂😂😂

blasiankxng
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ever since 1.5 came out, you can avoid ZZZTs from ever happening again by using all hidden power conduits rather then regular ones. they're programmed to never ZZZT so they can be normally placed outside, where your best power generators will typically be i.e. geothermals that are far off from the main base, without fear when it rains. but there's also no check for if the hidden ones are also under a wall, etc. and while retain this property

duncanm
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Antigrain warheads are best kept in your pyromaniac's wood-floored or carpeted bedroom; along with the rest of your ammo and chemfuel supplies. Tempting Randy never goes wrong.

blshouse
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Some are missing:
- Double walls will keep temps more stable which is awesome for fridges, especially not underground.
- switches near the bats are fine, as well as encasing them in 2x1 brick walls and door so the flames won't touch anything else, with the switch outside the door. If you want to do it good: one battery per mini-room.
- split the power grid but keep them "connected" to the rest using switches so when something goes down due low energy, you can use the other compartment energy.
- if you've spare ore, split the map sections with 4 wide concrete lines, the random fires won't spread thru all the map.
- the best place to lay corpses is in long dark corridors in a killbox. They'll decompose, give lung rot to the enemies so it's a win-win
- make random little lunch rooms thru the map, maybe encased in mountains. They will have multiple effects: A- distract attackers; especially mortars. B- eliminate that mood debuff for eating not on a table when running around. C- they're easy bunkers if you get caught flatfooted by an attack of wild animals.
- make a dedicated fireproof chemfuel storage. 4 blocks of bricks or else detached from the base. It catches fire for whatever reason? just block the door and lay it burn. It will eventually stop burning on it's own.

Quoting handsome jack:
"I could go on but I won't...
...but I can!"

TheIceThorn
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My first 15 or so colonies were all ended by fire in some way, even when I was absolutely sure that I'd built my whole base out of things that don't typically burn.

ryanstewart
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A big one I learned recently: Weapons do not reduce in effectiveness with lower durability but they do lose most of their value especially when below 50%. This means you can lower your colony wealth considerably by just damaging your weapons. The biggest difference in value comes between 60% and 50%, so you can leave some weapons outside in the rain and Randy will go a little easier on you.

Escher
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Random thing about how batteries and electricity I've learnt over time: They won't explode randomly if your giving enough out put, meaning DO NOT HOARD POWER: It WILL cause it to go off at worse time. Instead if you have a massive input with little output, start building turrets randomly, they are a effective method of draining power besides they can help in raider emergencies

Also keep it roofed if you have your batteries out doors otherwise it can explode in the rain, though that Bzzt event will directly tell you on the event log it self, but I doubt that many players read them.

PantherCat
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So, an interesting moment I had recently. I had a single person raid (I tend to play on low difficulties) and the raider, walked right past my base, went around a mountain, and walked right into an insect colony where they subsequently died after throwing a molotov at the nest.

digifreak
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The more wealth you have and the more pawns you have, the more raiders you’ll get. Pawns can defend themselves, but wealth cannot. Limit your wealth as much as possible. Live in squalor if you are getting overwhelming raid sizes. You can adjust difficult at any time. Losing is part of Rim World.

TheScottShepard
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My guys have bionic arms, assault rifles, starting to get marine armor.




But still eating that nutrient paste 👌

mrniceguywinkyface
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I suppose I knew the "cook right before expiration" thing, because that's how video games work, but that's still god-tier advice that I never would have thought of.

FoundationAfro
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Always check, which enemy pawn is carrying a

ramiel
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1000+ hours, will still always watch a Noobert hints video!

CatnipBanana
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26:00 The bigger the pack, the more likely they are to go manhunter.
Muffalo just have big packs compared to their size and agression.

JoshSweetvale
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I have to say that your choice of music here is subtle and is so perfect for vids like this.. way better than the -energetic- too much energetic music of previous vids.

Your work is much appreciated!

Imad
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Rec doesn't decrease while sleeping, so there's no point using rec after waking up, just before sleep.

Both greenhouses and freezers should be double walled for power efficiency. You can often get away with 1 cooler with double wall, versus 3 coolers on a single wall.

Double walling bases also helps keep bases cool(or warm) in extreme environments.

On centre-drop raids, if there is an open door leading to a turret, they will charge out of your base to kill the turret.

Trade ship dropping info you are giving is wrong. They drop in the nearest open area to the LAST beacon you placed.

Regarding treating injured pawns in the field. There is no need to place a medical spot, just use a drafted tend on a pawn that is currently drafted.

Fire also only needs a 2 space gap, not 4. You also do a 2 space roof around your first wooden base and cut plants under that, so fire can not jump to the wooden building.

pklemming
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I always like to have my pawns recreate at the same time. It increases their chances of doing so together and builds their social interactions. which is really helpful since I run with Psychology and their social status with each other matters more. For defense perimeters, in addition to clearing cover, I also like to intentionally give enemies BAD cover. In my head, it prevents them from rushing me looking for cover. As far as I can tell, plant pots provide the worst at 20% cover.

joewilson
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When hunting animals that will retaliate if hurt, but won't attack when being tamed (like muffalo) set your colonists to tame them instead, and set auto slaughter for that animal to 0 (or however many you actually want to keep) that way your colonists won't get hurt, you can give your pacifist colonists something to do, and you don't have to waste time hauling corpses from the middle of nowhere

alexfolmer