20 Things I Wish I Knew Before Playing Rimworld Tips And Tricks.

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here's a tip for starters!
*shows game breaking exploit*

Reed
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I've got one.

A lot of people know this one, but if you place a basic stool on the left and right side of a work station (for anything) and then a single tile stockpile zone for food or crafting ingredients on top of those stools, (set to critical preference) your colonists don't have to spend time picking up materials for crafting, they get straight to work instantly. If they arent set as a hauler, it wont mess up their workflow either, you can set the the work order on the work station to drop on the floor next to the bench and if you have dedicated janitors and hauling animals then your crafter/cook/gunsmith/blunt roller can focus purely on completing the work numbers required to complete whatever item/food they are making.

Combined with a high skill in the associated task, this can cause a massive light speed increase production speed. Archotech arms and advanced prosthetics could further increase speed, tool cabinets as well provide a work station buff for many things.

Butterkin
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One thing I learned recently is - Megaspiders are dope pets.
They are pretty fast, eat 0.5 per day, produce very little filth and have advanced trainability meaning you can train them to haul stuff.
On top of this they are immune to toxic fallout, actually benefit from pullution and can throw a punch at an u armored enemy like triabals.

But taming them is a tad tricky.
The best way in my opinion is deep drills. They spawn relatively small infestations and in a predictable area. So you drill for chunks. Get bugs. Whack bugs. And with any luck you have some downed Megaspiders with all limbs still attached. You can't resque them to a medical spot for treatment, but any drafted pawn can be ordered to perform tending without medicine in place. And if a pawn with decent medical is nearby, you can start patching them up so they don't bleed to death and eventually get up.
Once they are up they would still be counted as hostile so any turrets and pawns on aggressive mode will try to kill them, but most likely they will not attack you directly, instead trying to get away from your base. A tamer can approach it and try to tame it. Though on 2 steps of taming process the spider will punch your tamer, so better give them some armor.

Spiders only require 3 animal skill so they are really easy to tame.

The only fundamental downside to them is - they don't reproduce organically. You can only get more by taming more...

pavelZhd
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A good one, that is very cheesy, is that drop pop raids need an empty tile, so if you don't want a drop pod raid in your workshop fill all the walkable area that is not shelves or benches with caravan spots or ritual spots or anything that is just tape on the floor (party spot, marriage spot etc work but might get picked for use) that way nothing can drop on it from above. and yes you could fill your entire base with caravan spots to prevent them dropping inside the walls (AdamVsEverything did it in his cheese run a while ago)

SevCaswell
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Make a nutrient paste dispenser in the hospital, then restrict nutrient paste from your pawns diet (or remove the interaction spot from their allowed zone, havent tried this one). When a colonist is expected to stay a long time in the hospital, change their diet to paste only and restrict their zone to the hospital grounds. That way the doctors doesnt have to walk all the way to the kitchen to feed them.

montauk
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Quests that ask you to accept toxic waste packs you can neutralize them by building a drop pod and just shipping them to your enemies. You get free glitter tech and you only have to keep the inconvenience until you can mail it off.

oceanbytez
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An advice about raiders. Raiders do not target power cables. So if you have power generators outside you are safe as long as they are walled up. Just put 2 tiles of flooring around them so a random forest fire do not burn them. I recommend concrete as it is cheap, fast and effective. You don't care about the beauty anyway.

Cloud_Seeker
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You can disable prison breaks entirely.

Prisoners can be kept inside rooms without brison beds which makes them unable to stage a prison break. For example, in the kitchen, you can transfer them there with a sleeping spot and then deconstruct said sleeping spot. The prisoner will wander sround the room unable to leave, and since it is the kitchen, it will guarantee that it stays fed, since, prisoners without beds dont get food delivered to them. Wardens will still interact with them for recruiting and converting purposes though.

The main advantage of this is having them not trying to break out. Its a glitch, if there is no prison to break out of, they simply stay put. Also an additional benefit may be having early social interactions with whoever walks into the room with them. And experiencing beautiful environment from your decoration.

If you enclose them in another room, for example a dining/recreation room or workshop, make sure to have a stockpile with food in said room so that the prisoner doesnt starve. Also.... lastly, of course, they will always sleep on the floor but thats hardly an inconvenience lol.

Komyets
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Dude, do you put the discord pings in intentionally? I swear, every one of your videos I have to check my discord a couple of times because of it.

smithyMcjoe
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7:06 Another way I've found to check for empty spots in a mountain is to use the construction tool to place furniture into it. If you try placing say a large table into solid stone it will place a blueprint and designate those squares to be mined. If there is an ancient danger there the mining squares don't appear. I've used this combined with the Blueprints mod to make a blueprint that's just a whole bunch of tables and furniture in a big square and place them throughout the mountain and look for any empty spots that appear. Just make sure to cancel out the mining tunnels and furniture blueprints once you've found what you need.

gortab
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Unfortunately Youtube had reverted my name but I'm NanoScream and I'm ecstatic that you added my tip to the video. 🥳

NanoScream
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I discovered a new trick a few month ago: Check for predator animals in your current map once in a while with wildlife tab. Then check the log to see if that animal killed any prey. Then click on the log lines it'll jump to the left over. Great for easy meat for new colony.
With royalty, try making a glorious throne room (160 impressiveness) ASAP. Then advance the royal title one at a time. Grandiose bestowing ritual can give up to 3 honor each.
With ideology, you no longer need power-draining sun lamp to make food in winter. You only need indoor fungus farm.
Making survival meal from cheap meat (insect/human meat) and fungus is a great way to make profit. Lots of trader willing to buy survival meal.

namvo
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Wow, this is new. I randomly searched for a video like this and this video popped up 😅

ervs
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I hardly use hydroponics, so I make a green house outside by making a walled in grow zone with a heater and sun lamp

thewerewolfgamer
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If you are careful about not leaving any opened up overhead mountains, you are pretty much safe from infestations. But you can do one better.

Pick a patch with overhead mountain. Wall it off with double layer sturties walls you have, but do try to make it fully roof supported without internal columns.

Please a couple incendiary IEDs. Add some fuel to burn (ideally 1-log piles but steel conduits are good too and will be rebuilt automatically).

If bugs spawn - they will crawl out into that room, trigger IEDs and burn themselves. Just remember to forbid the entry door so your pawns don't run trying to beat out the fire.

More likely than not everything there will burn and all your colonists have to do is renew the IEDs, patch up the walls and it is ready to repeat the cycle.

Sure, you miss out on jelly and insect meat, or possible pets, but you get to pass an infestation threat with basically 0 damage to your colony. And such trap also works on quest-triggered infestations, so you can just accept and forget any quests that involve getting bugs.

pavelZhd
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Dont need the roof removed for the cooler trick! It even works under overhead mountain. The doors are their open separate room and disappear heat to the void

tjbach
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Another good prisoner trick is to build the prison cells off of a common room that contains a paste dispenser. You can then hold the individual cell doors open and the prisoners will wander out to feed themselves as needed and then return to their cells to sleep. You just need to make sure you keep this common room secure or else everyone will try to escape.

popecorkyxxiv
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Best way to get your melee fighting skill up is to capture an armored pawn as prisoner, then armor up your melee pawn, then have them fight unarmed. Heal them both, then repeat! Unconscious prisoners can not escape! lol

davidbeppler
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If you’re using a fluid ideology and get an off-map sun blocker, add the darkness meme and you’ll get big bonuses to mood and combat stats- at the cost of needing sun lamps to grow plants..

The coolers and doors trick works with coolers on up to 3 sides, but not all four.

jimmymcgoochie
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When you get the quest early game for refugees that will help you and then sometimes they turn on you, schedule medical procedures to put them to sleep and then it is super easy to arrest them all.

petermullen