Yeah I made my barn out of wood. One boomalope got killed in a raid, set my hay field on fire which spread to the adjacent barn and....you can guess what happened. Mistakes were made -.-
xD One bad thing happened to me 2 days ago. 4 of my 5 Colonist got malaria and I used all of my medicaments on them and then my boomalopes got sick too. So I send them to my wooden house and let them to be cared of them there. After while, my colonists milked them and left that chemfuel on the floor. I didn´t care about that bc I thought it´s not some severe illness and what could go wrong, right? But sudenly one of those boomalopes died and blowed up himself and those chemfuel cannisters and fire from that explosion killed all other boomalopes. My whole house was made of wood and it get burned down. I have colony in rainforest and was heat wave. My generators were hit too and my food storage has been taken down too. So I was left outside in high temperature, without food and without coolers. It was funny to watch how my colonist are fuck*d up when I gave up :D
Great tips! Here's another: If one of your farm plots is further away than the rest, that should be where you grow healroot. Harvesting one healroot plant yields only one herbal medicine, so the entire haul job for the harvest can be done in one or two trips. If it were corn, that would be nearly one trip per two plants, so keep corn growing very close to the stocks, healroot far away.
Something I should have realized. I grow my chocolate far away because it matures slowly, I hadn't thought to do the healroot, but that's quite brilliant.
Also, healroot is less susceptible to the cold so if you're the type who tries to gety one last harvest done before a cold snap, you can leave that field alone unless it's getting REALLY cold (to the point that the rest of your plants already died).
You can prevent prison Fights/Riots by removing the prisoners legs. You do this by installing Peg legs and then removing the Peg legs. Unless your colony has access to bionics i recommend not doing this with Prisoners you want to recruit. In addition to preventing riots this technique does not give any Harvesting organs debuffs as it is considered a positive operation.
Whenever you have high-drain devices (like smelters, ground penetrating scanners) you wanna toggle, build a single power conduit nearby that's not connected to the rest of your power grid. If you want to shut the device off instantly then just press the reconnect button and it'll route to the unconnected conduit.
instead of sandbags, use granite for cover. the sandbags can be used in between columns to decrease enemy bullet trajectory. Also, set a zone for rock chunks in front to slow melee enemies down
I second this. I've found the ideal ratio to be two sandbags, two granite, and repeat. Gives your defenders a decent firing angle while granting max defense and protecting them from explosives. I actually haven't had an explosion catch a defender on fire since I started doing it. Some might rarely miss and get in between the columns, but it hasn't happened yet.
oh man the rock chunks; I always dig into mountains so I have like a thousand rock chunks anyways; 3 rows in front of a fence makes a pretty sturdy early-game defense.
@@professorhemp713 Fucking nobodies who've never played Extreme Desert. Get more than 12 hours in the fucking game before you comment next time, rookie.
Easily when one of my plant workers start to idle I assign an area for trees. They do all the main work and then get back at planting trees. Grinds up plants, stops EXP decay and provides wood. It's interacting with multiple systems in Rimworld.
I didn’t expect to learn anything from this video having a ton of playtime on this game but I actually didn’t know a few of these! I love the finer details of this game, great video
Number 3: I didn't know that the roof removes the bad wether aim debuff. What i know is that targets below a roof are in darkness, and targets in darkness are harder to hit
These are great tips. Here's a good one for you, send out a caravan searching for an ancient danger, construct a hallway outside of it, with a door before you crack it open. Set the door to hold open, crack open the ancient danger, and run away, setting the door to do not hold open as you run. You will now be able to see inside the ancient danger without aggroing the mechs or bugs. Repeat the process on the nearest wall that you wish to make a dive for the item. This strategy has been essential for securing Luciferium for me in early game tribal.
Some of these things were very useful and I didn't know them before. Roofing over sandbags and sterile floors in kitchens and research rooms, especially.
2k hours in rim world, how did i never think to put a roof over my sand bags! (i did think to put a roof over my outdoor paths in snow bioms to save on shoveling)
It's one of those things that's so simple it's easy to miss. Kinda like using boomrats as suicide bombers. That just never occurred to me. You probably realized it by now, but you can also put a roof over the operator position for your mortars, allowing them to stay in a protected area and collect shells without being exposed. I keep a line of three mortars in the center courtyard of my main base with all operator positions under a roof with no way to enter them other than through the inside of the base. Even if the enemy manages to reach your mortars, you can pull your mortar operators inside as a last line of defense.
You can also do carpet bombing with droppods, boomrats and boomalopes do defeat large enemy groups and settlements. Or at least you could few patches ago.
I had no idea you could milk Boomalopes for Chemfuel or use them to defeat infestations! I'm about to have a Boomalope bomb squad! Thank you for the video.
I have very little experience with the game. But yesterday I did have a boomalope self tame right at the start of a game. I had accumulated 228 chemfuel in my storeroom when I learned something else. A Zzzt right beside the pile of 228 chemfuel makes an instant and huge explosion that ignites every tile in the room. And when a colonist opens a door to that room the temp where he is standing shoots up to over 1800. And that's how that game ended. So many interesting ways to go splat in this game. Wonder how long it will take to learn them.
funny tip: have a ton of trained dogs and panthers and then you can lower te hauling priority in the colonist, they will eat raider corpses if you keep them in a separate human fridge and even hunt sometimes. also when you have more colonists you can plant smokeleaf and wort for beer and send it in capsules to make anyone you want your ally really fast. i made that sandstone crematorium room a couple of days ago, because at first i made graves for every human (colonist or raider) but it quickly grew to over 100 graves so i started digging the raiders up and burning them with molotovs so my colonist didn't lose days of work hauing and burning one by one in the crematorium
i just found this one trick recently. brother sister mother or father or just high social + on other pawn don't bother sleeping with same room unless 2 size bed type. Edit: this is usefull for saving space and and time building house.
The "sharing bed" debuff is inversely proportional to the relations between the two people. At 100 relations, the debuff is 0. Using a double bed for non-lovers has two benefits. You can have a single high-quality double bed that two people will benefit from. Saves space in your base, and because it's a double bed and not two regular beds, the room will still be considered a Bedroom instead of a Barrack
The roof above your head tip doesn't work anymore in 1.0. If it's raining/snowing outside, you need to have a roof over your head AND over the enemy's head to get rid of the 80% bad weather debuf now. Just so you know :)
LOL, my daughter just found out the chemfuel milk yesterday. Had to share this video with her. Some other great points here that I had not considered and will try to include in my next playthrough. Many thanks
Ok that "do not sow" trick fixed that issue of me wondering why pawns won't auto harvest around them, and saves the trouble of worrying about maintaining a forest grove. Probably combine that with set it not to home zone so you don't freak out everytime there's a fire or if there's a bit of dirt in it.
Funny enough, i knew most the tips, but what i DID learn, was how effective your prisoner set up is. I have a mod for fight clubs that you can make prisoners duel. (winner gains their freedom). But with me collecting so many prisoners, breakouts happen more often. So ill definitely be adoptinf your prison setup
It's VERY risky to put single wall for roofs if they're not something like plasteel. 2x2 or 3x3 support pillars are MUCH more safe or you'll just end up getting your colonists crushed by roof collapse.
Tip for your tip, if you tame boomrats, make sure to keep their population under control. By the time i launched my ship, I spent about 20 boomrats and boomalopes to deal with raids. Their population never dipped, and my final highest-numbered boomrats was 386 (it didnt refill old numbers, and jumped around as some got named/went feral and retamed).
I remember watching this video back in 2018. It's insane how much Rimworld(and the regular world) changed since then. Anyway, thanks again for the chemfuel milking tip. I refuse to use boomalopes as suicide bombers because I'm a nice person, but I always keep around a couple for chemfuel. If your colony is in a warm area and you have an abundance of steel, you can basically use them to turn grass into chemfuel, use it to craft high explosive shells, sell them, improve your crafting skills and make mad coin. Maybe I'm wrong, but it seems way more time and resource efficient than to try to make money off of furniture or clothes. Drugs might be more profitable, but again, I'm a nice guy and I refuse to deal in anything but smokeleaf and beer.
Dude, just recently started playing rimworld. Found your channel about 5 hours into my game play. Holy crap am I so happy I did. Subscribed instantly. Enjoy playing while watching. :) Fantastic videos!
I found 2 of them very interesting: the "permacolture" trick and using boom animals against infestations. The first one I didn't know, the second one how the hell didn't I think about that!? xD Thx
Wow, this is probably the best tip video I have ever seen for any game, two years later, still tons of tips I never knew. Thank you for quality content.
For tip number 1, it's a lot easier to just click on the door and hit "forbid" once you start the fire. Saves you the hassle of changing zones or work orders.
as long as you don't have someone wandering around in a daze due to bad mood. They don't care if you forbade the door, it's not actually "locked" so they can open it no probs. At least as far as I recall, has been some time for me...
Thx dude, didn't know after 250hours about the boomalopes, keep the good work, i think you can find more advanced tips. Also i found many good way to attack or def by myself but i'm pretty sure you can do a video about advanced attack/defense strategies. Cheers
Wow, did not think about changing the zone for animals to have them move to areas where infestations or maybe besieging raiders are setting up mortars. That would have saved me over a dozen colonist deaths, I'm sure. Also, the growing zone with disallowed sowing to harvest... trees? Brilliant. I've done that with ambrosia, but I didn't know that it would work with just trees. That saves a lot of micromanaging trying to keep the woodshed stocked.
Another ADVANCED TIP: BOB'SS (Beast of burden stacking Stockpile) In your freezer create an animal zone 3x3 or 4x4, name it names it BOB"SS. Now place a stockpile same name of the same size in the same place and set it to store the corpses of any animal your colony may rise and slaughter (NOT HUNT). Now whenever its time to cull the herd for there meat or lack of feed, send them to the BOB'SS zone. After they arrive quickly as possible set them to slaughter and have a pawn do it asap. As the body's drop, they will STACK meaning you won't have one Pig or Buffalo taking one tile they will be on the same tile or have several on one tile. If your not in need of meat at the time of slaughter, forbid the body's and watch them pile up! At one point I had over 100 BOB's in a 4x4 zone in my freezer, one pig was 6 years old, lol.
Instead of slaughtering animals, go to health tab and euthenize them instead with your doctor! Euthenize gains a lot of medicine exp. So instead of just slaughtering your animals have your colony doctor practice on them. You would have the same amount of meat while the doc levels up his skills.
Tip 11 food dispenser is your best friend. - cooking time work saved - 40% farming / hunting work saved - no cooking illness - feed large animals better than kibbles - kibbles can "fall" in food dispenser for 20% more efficiency of the dispenser (even human meat kibbles without cannibalism debuff) - pemican can fall in food dispenser for 60% more efficiency (even human meat pemican without debuff) - the small debuff of the meal is easily countered with a nice dining room decoration
If you make a sorta of pillbox, from where your colonists can shoot, they not only don't get bad weather penalties, they also get a defensive bonus for being in the dark, reducing accuracy from incoming shots.
Adding the roof above your sandbags also give enemies the shooting into the dark penalty, if you mix that with solid single walls, it makes hitting your colonists fairly difficult.
Great video. Got 100's of hours in and I learned quite a few things. Not sure this is advanced,but during fire events, like a dry thunderstorm, just go around the map to where the fires are and zone the fires as home (blue). You people will then run around and put out all the fires so you don't get any raging infernos like I used to get when I first started playing this game. You can also put a 3 block wide concrete path around your walls and the fire won't jump that far, essentially creating a fire break. At least that's how it was in beta, not sure if that changed.
Nice tip on the hunting, though I usually just draft and micro. All I ever hunt at mid to late game are megasloths and deer herds, the occasional thrumbo, and predators. Small game steps into traps, and I have the annual melee smash up of rodents going for my corn at the first cold snap.
Awesome! I've recently bought Rimworld and I am loving it. Definitely some good tips in here that I'm going to put into practice. Fun story: I had a dry thunderstorm when my entire base was still made out of wood and lightning had struck pretty much around the whole edge of the map. When I zoomed out it looked like BF5 firestorm almost. Just this huge ring of fire closing in on my base. All I could think was "What the hell am I going to do about this?" as I didn't really have the resources for that many firefoam poppers yet. Fortunately it started to rain just as the fire was getting 3-4 plants away from my base and the whole ring was put out. Damn game constantly keeps you on your toes. Even with the little things. Everything's going fine, then out of nowhere BOOM! A power conduit has just exploded. Love this game.
Don’t forget, if you have any psychopaths your settlement, have them hold the bodies to the furnace since they won’t get the debuff - unless the bodies are already rotting.
6 лет назад+5
whenever rimworld starts.... who-ow black betty, bam a lam
As a lot of others have already commented - I also didn't really expect to learn anything new from this.. but I did! Great & informative video. Gj man. Subbing as a result. :)
Good tips. I would add fire protection to this list since fire can decimate a base. Replacing wood walls with stone and using fire foam poppers in important areas are crucial to base survival. If you do another video I would discuss kill boxes and having double walls to keep base safe and for insulation.
Great informative video man, surprised your channel has so few subscribers. Looking forward to seeing you grow in the near future with more videos like these :)
Keep a separate fridge for human corpses. Then, keep a group of carnivorous animals (Rats, wolves, bears, etc) who's only food is in that room. They can be used in a raid to attack raiders or just swamp them and distract them.
I don't know that I would call these advanced tips, but they are good tips for new players for sure. I'll also say that the boomrat/boomalope suicide bomber tip is brilliant for all levels of the game. I can't figure out a solution to infestations for the life of me. I had to stop building in caves because infestations are brutal whereas I have no problem dealing any of the other events... although the larger mech attacks leave a lot of my turrets in shreds. Only other major problem I've had is a herd of around a dozen elephants getting pissed at a hunter and wrecking 7 colonists and all of my turrets on one side of my base... that was crazy brutal. Bastards killed two of my dogs and forced me to use my only res serum.
For infestations, if you keep the temperature low enough inside your mountain (-20 or below, iirc), infestations won't spawn. Toss some parkas or the like on your colonists, and they won't care (unless they sleep there).
Thanks for the tips, Iearnt a few things and appreciate it. You have a cool thing going on in your videos, I like your vibe, layback kiwi-esque style :)
another tip is dont use only sandbags for defenses do (S/W/W/S/W/W/S) (S=sandbag W=Wall) and so on with your people behind the wall segments because walls give more cover and stops missed shots from hitting your people as they pass thru them
Facts : Enemy are actually quite a gentlemen, they always lined up to enter ur house I'd suggest putting 2-3 Strongest melee standing behind the door if needed put some Fire support behind Melee Unit that have Shield is Incredibly useful as They can Tank damage without taking actual damage
Something that took me a long time to realize that is kind of obvious is... the weather in biomes is different depending on where they are. Take the basic bitch temperate forest. If it is near the equator, say bordering tropical rainforest or savannah, it will have very mild winters. If it is near the poles, bordering boreal forests or tundras, it will have very harsh winters. I mean this should be obvious but I didn't think the game was programmed that way.
I didn't know a couple of these, thank you! if there's more please share them! Now I have a question, how differently would you defend a flat tile base than a mountain base? and how would you build up to the point where it's a solid defense
Personally I think in a flat tile base you focus on the colonists themselves, get better weapons first, then flak armor, just basic sand bags for defense. If you push too heavy for stationary defenses you get sappered or air dropped at the weak points. I think in a mountain base you don't need to push weapons or armor as hard, the weapons you pick up off raiders is fine and you focus on turrets and energy production instead. Build a turret kill zone at the entrance to the mountain.
for me usually on tip 2 I only use the boomrats since they also double as rats anyway in corpse freezers, and boomalopes give me that sweet chemfuel for shells anyways
If an enclosed room is burning and your colonists are dying inside, Quickly demolish a part of the wall to change the room to "outside". That would vent all temperature instantly.
Interpolating sand bags with your bear traps is i think the best way to funnel raiders into the traps because they slide off the bags on the side. Slowing them down and setting the trap. Ive never tried wood yet...
If you are hunting dangerous animals with a chance that they'd go manhunter, and you are not confident you cant kill it early in the game, you can hit the animal a few times until it bleeds, pause the game and check the health tab of the animal to see how long they will die due to blood loss. Stop shooting when you see the timer and leave the animal be until it dies, just collect it when it does. This way you can minimize the chance that they'd hunt you back. I used this tactic to great effect against rhinos and thrumbos.
Welp, I'm new to this game so idk why I'm watching these, but once there was a dry lighting storm lighting hit close to my base (my base is all wood) so I figured I should get my colonists to put it down before it spread too much, turns out one of them was unable to firefight so only 2 were gonna do the job. However the fire was too quick for my 2 poor colonists and ended up reaching my storage first, then my crops, lately, the room where my other colonist was sleeping. I tried to get her out but she got burnt anyways since I noticed it late. It was spreading to my production room and my rec room when it finally happened. It started raining. It was a miracle. My colony would take some time to recover from that, but surviving that made me feel great. Or course it was only luck that the game decided to rain lol
That's the whole experience of the game, it's designed to F you up and let you be glad you at least got all your colonists out alive ;) I believe there's now a tutorial tip that actually recommends to build fire breaks (2-3 tiles wide concrete floors) around the perimeter of your base. I go a step further and break up the whole map into multiple areas separated by such fire breaks, so a single downed boomrat won't burn down all the wood available to me _and_ the ambrosia plants that were just about ready to harvest ;)
Didnt know darkness gives aiming penalty to the attackers, i've putted up a bunker that is dark before watching this video. Thanks for the tips i appreciate it
Instead of burning human corpses, it’s also not a bad idea to have a storage for them in the corner of the freezer and allow your carnivorous pets to munch on them if you have lot of animals for hauling ect.
I've got 1100 hours and 3 of those made me go "shit that's a good idea" I've never sicced boomalopes on anyone. Can't believe I never thought of it after sending a horde of squirrels at raiders.
@@trick7039 Squirrels have really horrible damage but they are insanely hard to hit since they are so small and are also really fast. That makes them really good in raider fights because they block ranged from attacking and provide good diversion while you open fire. They also reproduce very fast and don't eat much. They are especially great when raiders have bazookas since they shoot the squirrels and kill half of their own.
2.20 Even more advanced hunting tips: This is personal experience, having 1500 hours in this game: Weapon: Bolt action. Why? lowest "animal revenge"chance Draft your best shot, and go hunting manually. Shoot your animal of choice form max range with Bolt Action, While shooting, check animal's health. Shoot until animal health says "dies in hours" Leave animal alone, go to next. Remember to check back in in hours to pick up animal. Comfirmed Can hunt megasloths this way, Cannot hunt Trumbo's this way. If starved on food, go out and shoot until death.
Your boomalopes walking around a wooden base gives me anxiety.
He likes to live dangerously.
Yeah I made my barn out of wood. One boomalope got killed in a raid, set my hay field on fire which spread to the adjacent barn and....you can guess what happened. Mistakes were made -.-
"Your boomalopes give me anxiety" FTFY
@@seef4966 aww bless yeh
xD One bad thing happened to me 2 days ago. 4 of my 5 Colonist got malaria and I used all of my medicaments on them and then my boomalopes got sick too. So I send them to my wooden house and let them to be cared of them there. After while, my colonists milked them and left that chemfuel on the floor. I didn´t care about that bc I thought it´s not some severe illness and what could go wrong, right? But sudenly one of those boomalopes died and blowed up himself and those chemfuel cannisters and fire from that explosion killed all other boomalopes. My whole house was made of wood and it get burned down. I have colony in rainforest and was heat wave.
My generators were hit too and my food storage has been taken down too. So I was left outside in high temperature, without food and without coolers. It was funny to watch how my colonist are fuck*d up when I gave up :D
I love how u referred to the prisioner as a organ "donor" as if they had a choice lol
Terec the tec he didn’t say that they agreed to it
*involuntary organ donor
They do have a choice. Don't get caught, or don't attack a psychopath.
They made their choice when they raided me
they do, donate or die or bouth
Great tips!
Here's another:
If one of your farm plots is further away than the rest, that should be where you grow healroot. Harvesting one healroot plant yields only one herbal medicine, so the entire haul job for the harvest can be done in one or two trips. If it were corn, that would be nearly one trip per two plants, so keep corn growing very close to the stocks, healroot far away.
Something I should have realized. I grow my chocolate far away because it matures slowly, I hadn't thought to do the healroot, but that's quite brilliant.
Also, healroot is less susceptible to the cold so if you're the type who tries to gety one last harvest done before a cold snap, you can leave that field alone unless it's getting REALLY cold (to the point that the rest of your plants already died).
You can prevent prison Fights/Riots by removing the prisoners legs. You do this by installing Peg legs and then removing the Peg legs. Unless your colony has access to bionics i recommend not doing this with Prisoners you want to recruit. In addition to preventing riots this technique does not give any Harvesting organs debuffs as it is considered a positive operation.
holy fuck, dude
The video: Here's how to have your colonists harvest natural resources effectively
This comment: Prisoners can't run away if they don't have legs
Bah, man, U just crossed the line, dude...
I call this "moral relativism"
@@acheron16 It comes in handy when you practice what some would call "an organ harvesting operation"
Whenever you have high-drain devices (like smelters, ground penetrating scanners) you wanna toggle, build a single power conduit nearby that's not connected to the rest of your power grid. If you want to shut the device off instantly then just press the reconnect button and it'll route to the unconnected conduit.
This is a really good tip, much better than the 10 in the video.
Yo this is big brain
instead of sandbags, use granite for cover. the sandbags can be used in between columns to decrease enemy bullet trajectory. Also, set a zone for rock chunks in front to slow melee enemies down
I second this. I've found the ideal ratio to be two sandbags, two granite, and repeat. Gives your defenders a decent firing angle while granting max defense and protecting them from explosives. I actually haven't had an explosion catch a defender on fire since I started doing it. Some might rarely miss and get in between the columns, but it hasn't happened yet.
...how did I never think of this?
oh man the rock chunks; I always dig into mountains so I have like a thousand rock chunks anyways; 3 rows in front of a fence makes a pretty sturdy early-game defense.
You: "Set a grow area and no sowing so you can collect trees"
Me: *laughs in growing trees*
massive unnecessary waste of labor
@@professorhemp713 Not if your in a desert biome.
@@professorhemp713 Fucking nobodies who've never played Extreme Desert. Get more than 12 hours in the fucking game before you comment next time, rookie.
@@professorhemp713 I only play Tundra so it's necessary
Easily when one of my plant workers start to idle I assign an area for trees. They do all the main work and then get back at planting trees. Grinds up plants, stops EXP decay and provides wood. It's interacting with multiple systems in Rimworld.
11. Change wood walls into stone walls ASAP; turns out fire reacts very heavily on wooden walls.
Gold walls
I didn’t expect to learn anything from this video having a ton of playtime on this game but I actually didn’t know a few of these! I love the finer details of this game, great video
you're welcome!
Tip number 8 time capsule also known as the Philip J fry method of grief management
Number 3:
I didn't know that the roof removes the bad wether aim debuff.
What i know is that targets below a roof are in darkness, and targets in darkness are harder to hit
JUST PUT A TORCH or some god dang light i dunno put a modded light source or some stuff
@@mat8791 Why would you want to make your own people easier targets?
Dude. The darkness doesnt affect accuracy since a14 or so...
@@mat8791 why?
Mat damn u dumb boi
"500 hours since beta 18..."
I bought rimworld at the beginning of the month and have over 400 hours so far.....help.
tip nr1 - next time just lock the doors to the "crematorium"
I had one time a colonist walk in 300*C crematorium and get heatstroke lmao
How do you lock doors? That's the one button I'm still looking for. Or is it that wooden doors have no lock?
@@josephvanwyk2088 forbid the door and your pawns wont go throught it
@@NAMESWEREALLTAKEN it's not actually locked though, as it doesn't prevent someone in a daze or food binge to go through them.
@@josephvanwyk2088 You can get the Locks mod
These are great tips. Here's a good one for you, send out a caravan searching for an ancient danger, construct a hallway outside of it, with a door before you crack it open. Set the door to hold open, crack open the ancient danger, and run away, setting the door to do not hold open as you run. You will now be able to see inside the ancient danger without aggroing the mechs or bugs. Repeat the process on the nearest wall that you wish to make a dive for the item. This strategy has been essential for securing Luciferium for me in early game tribal.
Some of these things were very useful and I didn't know them before. Roofing over sandbags and sterile floors in kitchens and research rooms, especially.
yea i agree i have 700+ hours and i didnt know sterile tile makes research faster
2k hours in rim world, how did i never think to put a roof over my sand bags! (i did think to put a roof over my outdoor paths in snow bioms to save on shoveling)
When I first build a sandbag thats what I did, no offence.
It's one of those things that's so simple it's easy to miss. Kinda like using boomrats as suicide bombers. That just never occurred to me. You probably realized it by now, but you can also put a roof over the operator position for your mortars, allowing them to stay in a protected area and collect shells without being exposed. I keep a line of three mortars in the center courtyard of my main base with all operator positions under a roof with no way to enter them other than through the inside of the base. Even if the enemy manages to reach your mortars, you can pull your mortar operators inside as a last line of defense.
I just built roofs over my sandbags because I felt bad for guard pawns and didn't want them to get wet! I didn't realize it'd actually be a strategy!
I also build roofing over my paths, but the reason is that it prevents toxic fallout
How do you get that many hours
These are... actually legit tips. I wish I'd thought of 'em.
Thanks a ton man
welcome
You can also do carpet bombing with droppods, boomrats and boomalopes do defeat large enemy groups and settlements. Or at least you could few patches ago.
Wait, why shouldn't that be possible even now ? What did they changed ?
Anyone that sees this now, it still works
I had no idea you could milk Boomalopes for Chemfuel or use them to defeat infestations! I'm about to have a Boomalope bomb squad! Thank you for the video.
You're welcome!
I am a animal lover and you should only milk them for chemfuel to sell for attack animals (Never Hurt a Boomalope for they are a suerior animal).
I have very little experience with the game. But yesterday I did have a boomalope self tame right at the start of a game. I had accumulated 228 chemfuel in my storeroom when I learned something else. A Zzzt right beside the pile of 228 chemfuel makes an instant and huge explosion that ignites every tile in the room. And when a colonist opens a door to that room the temp where he is standing shoots up to over 1800. And that's how that game ended. So many interesting ways to go splat in this game. Wonder how long it will take to learn them.
Ken Molinaro ah yes rimworld us full of spontaneous "fun" like that
@@kenmolinaro If a room is on fire, deconstruct a wall tile. The whole room will be zoned as 'outside' and won't have high temperature anymore.
Boomrats? Oh you mean banelings. Wink wink nudge nudge.
What are boomalopes then? Bane-a-lisk?
@@skylark306 boomalopes are fuel cows!
Nice reference.
To compare animals to zerg a megasloth would be an ultralisk
funny tip: have a ton of trained dogs and panthers and then you can lower te hauling priority in the colonist, they will eat raider corpses if you keep them in a separate human fridge and even hunt sometimes.
also when you have more colonists you can plant smokeleaf and wort for beer and send it in capsules to make anyone you want your ally really fast.
i made that sandstone crematorium room a couple of days ago, because at first i made graves for every human (colonist or raider) but it quickly grew to over 100 graves so i started digging the raiders up and burning them with molotovs so my colonist didn't lose days of work hauing and burning one by one in the crematorium
i just found this one trick recently.
brother sister mother or father or just high social + on other pawn don't bother sleeping with same room unless 2 size bed type.
Edit: this is usefull for saving space and and time building house.
The "sharing bed" debuff is inversely proportional to the relations between the two people. At 100 relations, the debuff is 0.
Using a double bed for non-lovers has two benefits.
You can have a single high-quality double bed that two people will benefit from.
Saves space in your base, and because it's a double bed and not two regular beds, the room will still be considered a Bedroom instead of a Barrack
The roof above your head tip doesn't work anymore in 1.0. If it's raining/snowing outside, you need to have a roof over your head AND over the enemy's head to get rid of the 80% bad weather debuf now. Just so you know :)
LOL, my daughter just found out the chemfuel milk yesterday. Had to share this video with her. Some other great points here that I had not considered and will try to include in my next playthrough. Many thanks
You’re very welcome 👍🏻
Ok that "do not sow" trick fixed that issue of me wondering why pawns won't auto harvest around them, and saves the trouble of worrying about maintaining a forest grove. Probably combine that with set it not to home zone so you don't freak out everytime there's a fire or if there's a bit of dirt in it.
Funny enough, i knew most the tips, but what i DID learn, was how effective your prisoner set up is. I have a mod for fight clubs that you can make prisoners duel. (winner gains their freedom). But with me collecting so many prisoners, breakouts happen more often. So ill definitely be adoptinf your prison setup
It's VERY risky to put single wall for roofs if they're not something like plasteel. 2x2 or 3x3 support pillars are MUCH more safe or you'll just end up getting your colonists crushed by roof collapse.
Tip for your tip, if you tame boomrats, make sure to keep their population under control. By the time i launched my ship, I spent about 20 boomrats and boomalopes to deal with raids. Their population never dipped, and my final highest-numbered boomrats was 386 (it didnt refill old numbers, and jumped around as some got named/went feral and retamed).
I remember watching this video back in 2018.
It's insane how much Rimworld(and the regular world) changed since then.
Anyway, thanks again for the chemfuel milking tip. I refuse to use boomalopes as suicide bombers because I'm a nice person, but I always keep around a couple for chemfuel.
If your colony is in a warm area and you have an abundance of steel, you can basically use them to turn grass into chemfuel, use it to craft high explosive shells, sell them, improve your crafting skills and make mad coin.
Maybe I'm wrong, but it seems way more time and resource efficient than to try to make money off of furniture or clothes.
Drugs might be more profitable, but again, I'm a nice guy and I refuse to deal in anything but smokeleaf and beer.
Whaaaa, boomalopes milk chemfuel.... mindfuck
i gave that tip a weird face when i saw it on reddit lol
it was added in a newer update
Dude, I’ve put in over 180hrs into this game and didn’t know about the boomalopes creating chemfuel 🤦♂️
N7 Slayer it came in 18 or 19th update, there is no shame on you:) the thing is, not everyone of us read changelogs, right?
One tamed itself and I had no idea where all the chemfule was coming from xD
Dude, just recently started playing rimworld. Found your channel about 5 hours into my game play. Holy crap am I so happy I did. Subscribed instantly. Enjoy playing while watching. :) Fantastic videos!
I found 2 of them very interesting: the "permacolture" trick and using boom animals against infestations. The first one I didn't know, the second one how the hell didn't I think about that!? xD Thx
Wow, this is probably the best tip video I have ever seen for any game, two years later, still tons of tips I never knew. Thank you for quality content.
For tip number 1, it's a lot easier to just click on the door and hit "forbid" once you start the fire. Saves you the hassle of changing zones or work orders.
as long as you don't have someone wandering around in a daze due to bad mood. They don't care if you forbade the door, it's not actually "locked" so they can open it no probs. At least as far as I recall, has been some time for me...
Really nice work on this video. Came from Reddit and glad I found it. Keep up the good work.
Thank you!
Thx dude, didn't know after 250hours about the boomalopes, keep the good work, i think you can find more advanced tips. Also i found many good way to attack or def by myself but i'm pretty sure you can do a video about advanced attack/defense strategies. Cheers
Boomalopes in a nutshell: Explodes when thy die, doesnt explode when you pop open their sacs for chemfuel.
You're milking them, your pawns aren't necessarily popping the sacs, they might be milking them like cows.
Wow, did not think about changing the zone for animals to have them move to areas where infestations or maybe besieging raiders are setting up mortars. That would have saved me over a dozen colonist deaths, I'm sure.
Also, the growing zone with disallowed sowing to harvest... trees? Brilliant. I've done that with ambrosia, but I didn't know that it would work with just trees. That saves a lot of micromanaging trying to keep the woodshed stocked.
Another ADVANCED TIP: BOB'SS (Beast of burden stacking Stockpile)
In your freezer create an animal zone 3x3 or 4x4, name it names it BOB"SS. Now place a stockpile same name of the same size in the same place and set it to store the corpses of any animal your colony may rise and slaughter (NOT HUNT).
Now whenever its time to cull the herd for there meat or lack of feed, send them to the BOB'SS zone. After they arrive quickly as possible set them to slaughter and have a pawn do it asap. As the body's drop, they will STACK meaning you won't have one Pig or Buffalo taking one tile they will be on the same tile or have several on one tile.
If your not in need of meat at the time of slaughter, forbid the body's and watch them pile up!
At one point I had over 100 BOB's in a 4x4 zone in my freezer, one pig was 6 years old, lol.
Seems like an exploit more than a tip. I mean go for it, but it kinda breaks immersion for me.
@@Toumoriryuu Having my pants and shirts take up a whole tile breaks immersion for me.
Doesn't work anymore. Bodies fill the whole room and get through walls.
Instead of slaughtering animals, go to health tab and euthenize them instead with your doctor! Euthenize gains a lot of medicine exp. So instead of just slaughtering your animals have your colony doctor practice on them. You would have the same amount of meat while the doc levels up his skills.
Tip 11 food dispenser is your best friend.
- cooking time work saved
- 40% farming / hunting work saved
- no cooking illness
- feed large animals better than kibbles
- kibbles can "fall" in food dispenser for 20% more efficiency of the dispenser (even human meat kibbles without cannibalism debuff)
- pemican can fall in food dispenser for 60% more efficiency (even human meat pemican without debuff)
- the small debuff of the meal is easily countered with a nice dining room decoration
I just realized this was the 5000th video ive ever liked
If you make a sorta of pillbox, from where your colonists can shoot, they not only don't get bad weather penalties, they also get a defensive bonus for being in the dark, reducing accuracy from incoming shots.
Adding the roof above your sandbags also give enemies the shooting into the dark penalty, if you mix that with solid single walls, it makes hitting your colonists fairly difficult.
I've played the game over 400 hours and many of these tips were just mindblowing to me, thanks alot!
Great video. Got 100's of hours in and I learned quite a few things. Not sure this is advanced,but during fire events, like a dry thunderstorm, just go around the map to where the fires are and zone the fires as home (blue). You people will then run around and put out all the fires so you don't get any raging infernos like I used to get when I first started playing this game. You can also put a 3 block wide concrete path around your walls and the fire won't jump that far, essentially creating a fire break. At least that's how it was in beta, not sure if that changed.
Draft your colonists and have them spread out so they reach fires faster.
Nice tip on the hunting, though I usually just draft and micro. All I ever hunt at mid to late game are megasloths and deer herds, the occasional thrumbo, and predators. Small game steps into traps, and I have the annual melee smash up of rodents going for my corn at the first cold snap.
Awesome! I've recently bought Rimworld and I am loving it. Definitely some good tips in here that I'm going to put into practice.
Fun story: I had a dry thunderstorm when my entire base was still made out of wood and lightning had struck pretty much around the whole edge of the map. When I zoomed out it looked like BF5 firestorm almost. Just this huge ring of fire closing in on my base. All I could think was "What the hell am I going to do about this?" as I didn't really have the resources for that many firefoam poppers yet. Fortunately it started to rain just as the fire was getting 3-4 plants away from my base and the whole ring was put out. Damn game constantly keeps you on your toes. Even with the little things. Everything's going fine, then out of nowhere BOOM! A power conduit has just exploded. Love this game.
Don’t forget, if you have any psychopaths your settlement, have them hold the bodies to the furnace since they won’t get the debuff - unless the bodies are already rotting.
whenever rimworld starts....
who-ow black betty, bam a lam
I guess we know why you don't have any friends.
Just started playing and these are really good advanced starter tips. Thanks for the help!
As a lot of others have already commented - I also didn't really expect to learn anything new from this.. but I did! Great & informative video. Gj man. Subbing as a result. :)
About number 7... I knew that one before playing the game, I read the lore document it has.
GFY
Especially the auto-apparel for big colonies is super helpful
It took me a while to learn that multiple research benches + researchers = faster research speed. I thought you were confined to just one table.
waat... mind blown
Outdoor gun turrets behind a toggle switch inside can make power management easier.
Good tips. I would add fire protection to this list since fire can decimate a base. Replacing wood walls with stone and using fire foam poppers in important areas are crucial to base survival. If you do another video I would discuss kill boxes and having double walls to keep base safe and for insulation.
Fire foam poppers can be picked up and carried. This makes fire fighting pretty easy.
I wondered how my wood floors started on fire for "almost no reason".
Damn boomrat!
Great informative video man, surprised your channel has so few subscribers. Looking forward to seeing you grow in the near future with more videos like these :)
Good tips, especially that sterile tile one for me and the roofs over sandbags. Thanks.
Keep a separate fridge for human corpses. Then, keep a group of carnivorous animals (Rats, wolves, bears, etc) who's only food is in that room. They can be used in a raid to attack raiders or just swamp them and distract them.
While I knew most of these, a few of these tips were quite handy. I’ll have to remember them for when I get back into the game after the next update.
The tree harvesting one is really helpful. I don’t know why I didn’t think of it haha.
For tip #1, you could also just forbid the door. It saves a lot more time than changing the colonists allowed zone
I don't know that I would call these advanced tips, but they are good tips for new players for sure. I'll also say that the boomrat/boomalope suicide bomber tip is brilliant for all levels of the game. I can't figure out a solution to infestations for the life of me. I had to stop building in caves because infestations are brutal whereas I have no problem dealing any of the other events... although the larger mech attacks leave a lot of my turrets in shreds. Only other major problem I've had is a herd of around a dozen elephants getting pissed at a hunter and wrecking 7 colonists and all of my turrets on one side of my base... that was crazy brutal. Bastards killed two of my dogs and forced me to use my only res serum.
For infestations, if you keep the temperature low enough inside your mountain (-20 or below, iirc), infestations won't spawn. Toss some parkas or the like on your colonists, and they won't care (unless they sleep there).
Top quality video! By the way, at 5:20 what is the red creature? Is it from a mod?
Thanks for the tips, Iearnt a few things and appreciate it.
You have a cool thing going on in your videos, I like your vibe, layback kiwi-esque style :)
That's a pretty cool looking base, my colonies usually are basically the same minus some minor details.
Running river also have accelerate decomposing factor.
another tip is dont use only sandbags for defenses do (S/W/W/S/W/W/S) (S=sandbag W=Wall) and so on with your people behind the wall segments because walls give more cover and stops missed shots from hitting your people as they pass thru them
woahh thanks for the butcher table tip dude. Awesome video! :)
Ive got 300 hours in Rimworld and these tips were still useful! Thanks! :D
Facts : Enemy are actually quite a gentlemen, they always lined up to enter ur house
I'd suggest putting 2-3 Strongest melee standing behind the door if needed put some Fire support behind
Melee Unit that have Shield is Incredibly useful as They can Tank damage without taking actual damage
Really Nice thx for the Tips didnt Know the boomalop fuel stuff
Something that took me a long time to realize that is kind of obvious is... the weather in biomes is different depending on where they are.
Take the basic bitch temperate forest. If it is near the equator, say bordering tropical rainforest or savannah, it will have very mild winters.
If it is near the poles, bordering boreal forests or tundras, it will have very harsh winters.
I mean this should be obvious but I didn't think the game was programmed that way.
Your channel has potential, don't give up
I just got RimWorld these tips will be put to good use. Thanks
I didn't know a couple of these, thank you! if there's more please share them! Now I have a question, how differently would you defend a flat tile base than a mountain base? and how would you build up to the point where it's a solid defense
Personally I think in a flat tile base you focus on the colonists themselves, get better weapons first, then flak armor, just basic sand bags for defense. If you push too heavy for stationary defenses you get sappered or air dropped at the weak points.
I think in a mountain base you don't need to push weapons or armor as hard, the weapons you pick up off raiders is fine and you focus on turrets and energy production instead. Build a turret kill zone at the entrance to the mountain.
for me usually on tip 2 I only use the boomrats since they also double as rats anyway in corpse freezers, and boomalopes give me that sweet chemfuel for shells anyways
If an enclosed room is burning and your colonists are dying inside,
Quickly demolish a part of the wall to change the room to "outside".
That would vent all temperature instantly.
Could you do a video about making caravans and going to get items scouted out? Especially ones that are protected by turrets and stuff?
I will look into that
Interpolating sand bags with your bear traps is i think the best way to funnel raiders into the traps because they slide off the bags on the side. Slowing them down and setting the trap.
Ive never tried wood yet...
Sand bags cost lots of materials though..
Learned and remembered a few things thank you !
If you are hunting dangerous animals with a chance that they'd go manhunter, and you are not confident you cant kill it early in the game, you can hit the animal a few times until it bleeds, pause the game and check the health tab of the animal to see how long they will die due to blood loss. Stop shooting when you see the timer and leave the animal be until it dies, just collect it when it does. This way you can minimize the chance that they'd hunt you back. I used this tactic to great effect against rhinos and thrumbos.
holy shit, 8 out of those ten tips i had no idea about. well, time to get me some boomalopes
Glad to help!
Welp, I'm new to this game so idk why I'm watching these, but once there was a dry lighting storm lighting hit close to my base (my base is all wood) so I figured I should get my colonists to put it down before it spread too much, turns out one of them was unable to firefight so only 2 were gonna do the job. However the fire was too quick for my 2 poor colonists and ended up reaching my storage first, then my crops, lately, the room where my other colonist was sleeping. I tried to get her out but she got burnt anyways since I noticed it late.
It was spreading to my production room and my rec room when it finally happened.
It started raining. It was a miracle.
My colony would take some time to recover from that, but surviving that made me feel great. Or course it was only luck that the game decided to rain lol
That's the whole experience of the game, it's designed to F you up and let you be glad you at least got all your colonists out alive ;)
I believe there's now a tutorial tip that actually recommends to build fire breaks (2-3 tiles wide concrete floors) around the perimeter of your base. I go a step further and break up the whole map into multiple areas separated by such fire breaks, so a single downed boomrat won't burn down all the wood available to me _and_ the ambrosia plants that were just about ready to harvest ;)
If there’s too much the fire on the map it always starts raining, so no luck involved
Didnt know darkness gives aiming penalty to the attackers, i've putted up a bunker that is dark before watching this video. Thanks for the tips i appreciate it
When using the body burning room, easiest is just to FORBID the door as it closes. Then no one will be able to enter it until you unforbid it again.
Instead of burning human corpses, it’s also not a bad idea to have a storage for them in the corner of the freezer and allow your carnivorous pets to munch on them if you have lot of animals for hauling ect.
I've got 1100 hours and 3 of those made me go "shit that's a good idea"
I've never sicced boomalopes on anyone. Can't believe I never thought of it after sending a horde of squirrels at raiders.
... squirrels? Please do elaborate. I wanna hear the end of this story.
@@trick7039 Squirrels have really horrible damage but they are insanely hard to hit since they are so small and are also really fast. That makes them really good in raider fights because they block ranged from attacking and provide good diversion while you open fire. They also reproduce very fast and don't eat much. They are especially great when raiders have bazookas since they shoot the squirrels and kill half of their own.
I'll have to try those natural-harvest zones!
2.20 Even more advanced hunting tips:
This is personal experience, having 1500 hours in this game:
Weapon: Bolt action.
Why? lowest "animal revenge"chance
Draft your best shot, and go hunting manually.
Shoot your animal of choice form max range with Bolt Action, While shooting, check animal's health.
Shoot until animal health says "dies in hours"
Leave animal alone, go to next.
Remember to check back in in hours to pick up animal.
Comfirmed Can hunt megasloths this way, Cannot hunt Trumbo's this way.
If starved on food, go out and shoot until death.
Wow i never thaught about boom animals like that!
Will use them in allmost every colony from this day on
ppff burning corps, they are for kibble! ;)
The tipp with the roof and the boomaloops was new to me, thanks a lot
Thank you for this video! I learned so much!
I thinkg i have 1000 hours on rimworld and some of those tipps are new for me, Thanks a lot mate!
Those are really good tips actually, thank you!
Tip 11, Don't let a capable amateur do the cooking
Everyone will get food poisoning
I was wondering why my colonists were not equipping new clothes, now I know
Amazing video man, I'm on roughly 150 hours and addicted as hecc, great tips!
i found this by blindfolding myself and trying to type 'bob ross tutorial' so i could try to paint blindfolded