Because this video is super long, here are some quick links to view the parts you are interested in! Step 1: Defenses 3:58 Step 1b: Geothermal Vents 8:45 Step 2: Farm 10:00 Steps 3 and 4: Kitchen and Freezer 13:00 Step 5: Dining room 15:30 Step 5b: Hallways 15:51 Step 6: Bedrooms 18:36 Final Steps: Rec Room 21:44 Hospital 23:29 Stockpile 25:03 Crafting room 26:06 Research room 28:45 Prison 30:17 Power 33:18 Battery room 34:31 Extra 35:45 Hope this helps!
I just tried setting up my base more or less like this. My colonists couldn't finish it all before a raid killed them, even on builder difficulty, even prioritizing important structures to build first like freezers and bedrooms.
@@Nightweaver1 I usually make the stockroom first and put all the beds in there, and then work towards the bedrooms later. It's trial and error to see what works for you!
31:43 "It's a good idea to put jail next to fridge... " Me: Yes, got to keep those organs and corpses fresh and minimize hauling distance. "... because of nutrient paste dispensers." Me: Oh...
If you follow Rinworld content, then you know how good this is. I love let's plays, but Rinworld needs more tutorial content like this. You can tell she's played a few colonies, the way she carves the sun light radius out of a square by taking four off the corners. Proud to be subbed before 1k.
19:53 When settling in biomes with temperature extremes, sharing heat between multiple vents doesn't work so well since each vent reduces heat transfer. What I do is create a one-tile-wide hallway that connects to all the room (could even be a service-hallway behind the bedrooms in this case) where you place all your heaters / coolers, and finally a vent between that hallway and each room. That way, the heat / cold only has to travel between one vent from the hallway -> each bedroom, maximizing temperature dispersion.
One of my favorite Game-Overs was when my colony got wiped out by a pack of man hunting turkeys. I was very new at the game and I didn't know entire packs of animals could become hostile. I just finished my first in-game year and had about 8 colonist, which was a big achieve for me back then lol. We were low on food leaving the winter so I had my best marksmen go out for a hunt. They had a few good kills, a turtle here, a rat there, bit nothing good enough to feed 8. I saw a lone mufflio all on its lonesome. I tasked them to attack simultaneously. However, as soon as my boys got to the muff a pack of man hunting turkeys wanted the map on the same side my guys were located. I remember there being at least 10. It caught me off guard and before I knew it: my hunters were slaughtered, my base entrance broken into, and the rest of my colonist quickly overpowered...there, the kingdom of zula fell.😟 Thanks for reading, and awesome video, just wanted to share my memories.
Imagine surviving multiple raids of 6+ people and getting through the first winter only to have one guy kill all the other colonists because his partner died of plague
I especially like that she said something about doubting I would treat my prisoners as nicely as she does while talking about prison labor. My prisoners get a taste of the good life. The worthy are offered their own bedroom and the rest are sent home in good health to sow dissent among their faction by grumbling how much better they had it as a POW than coming back home.
@@jamesproimos I force my prisoners to work in the quarry, keep them in barracks, no beds they sleep on the floor and whenever they try to escape I rape the escapees (rjw mod) and then harvest their organs...
@@jamesproimos My prisoners don't exactly get the royal treatment, but I do find that throwing some amenities their way to keep them quiet makes my colonists' lives (by which of course I mean my own life) much easier. Building a few nice bedside tables and feeding them the occasional fine meal is a small price to pay to avoid dealing with breakouts, tantrums, and the mood penalties that come with organ harvesting and executions.
Ultra-pro tip: Wind turbines are like impassable walls you can shoot through ! They are a huge exploit against manhunting events because animals (not insects) will never target them. They are also a good way to ambush snipers at the back of the raid with fast firing weapons once while the front line of the attack is distracted by your turrets.
pro tips: combine your rec room and dining room. You're already putting them next to each other for good reasons, and combining them lets them share size and beauty, making both more impressive. Combine your lab with a bedroom, it will usually be a very impressive bedroom, and the central location keeps your science guy working longer hours
I got the rec room/dining room tip from this comment months ago, but forgot the second part! That's fantastic! Also gives great characterization for your head researcher living and breathing science.
This is literally the most helpful Rimworld video I've seen, I constantly get to a point when I just abandon my game and start again because I don't want to deal with rebuilding and planning the mess that is my base 😄
I always get way too stressed when looking at high-end bases/perfect optimization base-tutorials so this video is a godsend. No longer shall my colonies look like kwloon walled city 2.0
Same, not a fan of hyper optimization. I run into people wanting that so much in MMOs that it saps my desire to even remotely do that in games. I just want my base to look nice, be at least functional, and have fun.
Planning my base? You know what they say: man plans, Randy laughs... Seriously though, thanks for this guide! Just started watching but I am already looking forward to the point of view within!
It's so funny that this video popped up for me again 1 year later than when I saw it for the first time. At this point I have about 1800 hours in, and I would say that I still learn new things about this game all the time!
As a newcomer to the game, I have to say this was a "must see" vid for me. Well explained planning "reasons", and top-shelf delivery. Thank you Loreplays!
One more thing to keep in mind is that bedrooms can be away of everything because they are needed only once a day :) So there will be much of a long trips.
I love this! For some reason I'd never considered having outdoor hallways between buildings, but thinking about it that would make it so much easier to make the base look pretty. I have a list of things to consider when making my bases but the order you've done it in here makes so much more sense than how I normally do it. Learning about that trick with the medical beds is really cool too, and also putting small rooms for guests off of the rec room is something I will definitely be doing in the future. I don't know if you've ever considered this, but I normally put my research benches in the medical room. That way colonists who are stuck in the medical beds can get their rec need up by talking to the researcher. I then only need to put sterile tiles in one room. In addition to this, I like having my researcher be my doctor so that when a raid occurs, if I don't draft them, they'll stay at the research bench and avoid getting injured and will also be immediately available if I get an injured colonist. Thank you for sharing this video with us :) p.s. your voice is very soothing
Another room that benefits from sterile tiles is the kitchen, so you can have the cook and the scientist chat. But using the hospital is a good idea because the hospital is probably not used that much at times. One tip I have is to make sure that your pawns have cleaning on high priority, a filthy base means a lot of problems. (But that is outside of base planning).
The RUclips algorithim has never helped me as much as it has now. In over 1500 hours of game play i still have badly designed bases. Thank you Loreplays
I've never heard someone so enthusiastic about Rimworld even if it is a guide. Every time I load in I instantly think in my head "ahhh shit here we go again."
Carto 40 the 1-2 corpses you’ll need for your morbid meditators is insignificant next to the hundreds, nay, thousands, who will be mowed down in the name of your colony’s way of life.
I start by making a big-ish storange/"everything" room at first so my stuff deteriorate and i can just build some basic beds/dining table/any production tables/etc in there to start lol. then later on it can just be like a storage/rec room or something
Never forget an animal and kibble room, along with a grazing field, those can be very helpful for people who use animals to help with melee defense on raids (Like me). Even a single wolf or dog or big cat or something following each colonist can save them from manhunting squirrels. Use the grazing fields for farm animals like muffalo and chickens, which can help with getting meat (animal products) without hunting for meals. Although in my case, I end up having almost all my animals trained for battle, and just melee the raiders down with my hordes of 20+ animals.
I have ~ 200 hours into rimworld, never even looked at the overlays for ceilings/soil fertility/terrain Thank you for the tutorial, this has changed everything about my playthroughs
200 hours is insultingly low. Two months after buying the game and I've got 2k hours in game. nah, I'm probably just as addicted to RimWorld as my colonists are to smokeleaf.
@@ZergIingLover My guy there are 720 hours in a month... So you would need to leave the game running in the background for 3 months straight to get 2k hours...
Just wow, back when I was a newbie I always searched for this kind of video, and i looked at maaany videos. But none of them were as detailed and good as yours. I especially liked, how you devided the planning into parts, i always started with the bedrooms but your order makes much more sense! I also liked how you explained why things are placed in that specific spot. You also mentioned, how everybody has a different playstyle and we should not exactly copy yours, instead still have our own with new cool possibilitys you showed us to improve. For example I never build a 2 walls thick frezzer because no matter how big for me one wall was enough everytime, i just build another cooler. 2 were usually enough, 3 in dessert or if my base got bigger. Or the airlock, i hate how much time doors cost the cooking person, i always reserach automatic doors first :) Much like you i also created my own way of creating my bases, and this video really helped me improve, thanks. Ps: Sorry for typos etc. English is not my first language and I am writing this from my phone. Cheers.
Great guide! One of the biggest problems with any design problem is decision paralysis - too many choices! This method of identifying the fixed components and working from there really helps overcome that. It's like filling in the first few entries on a sudoku puzzle.
My bases are usually hybrid. I'll always have my first few rooms outside, and the rest will be mined out later in the year. And then I'll have literally just one room to fit everything in. The workshop is also always the dining room, the laboratory, and the kitchen, with one separate rec room. And that's exactly why I'm here.
Bought Rimworld years ago and hadn’t played it in 3 years until last night! Just come across your videos and they’re so good, definitely gained a SUB 😌❤️
I've just started playing Rimworld recently. I have my colony sort of getting into midgame I guess and realizing that I need to redo a huge amount of my base (due to bad defenses) and it's kind of disheartening, lol. This video is super helpful. Next colony I'm gonna try planning more thoroughly right from the start.
An inspiring guide for those of us meaning to get back into Rimworld. Really appreciated your attention to detail and aesthetics - too often ignored by the RimWorld mathletes!
Loving this style! I always play in mountains with doors 'held open' every two tiles so I can close them in an infestation and create modular isolated segments to clear out. I've been struggling to figure out how to make an 'open air' base that isn't a huge mess, thanks for this guide!
I love on how youtube suggested me this video, then the next suggestion is a video about Auschwitz. Btw I would suggest having your farm closer to the prison, or even inside, so they can work on them it's more efficient.
I just recently started playing, and the first thing I started doing with my base planning was planning my initial grow areas around the sunlamp radius, and organizing my pawns' bedrooms, including the prison and hospital rooms. So, my early bases always start out with 2-4 circular farm buildings, unroofed until I can afford sunlamps, and some arrangement of 7x7 bedroom units - enough for my pawns, and one for prisoners and one for medical. I'm still really bad at planning my storage zones and kill areas, though.
I just started playing rimworld after having it on my wishlist for EVER. I’m excited about DF getting a similar treatment, and your thorough more “casual” approach to the game is nice. I have never worried about truly being the most efficient as I think the game just becomes work which is not the reason I play for sure.
Thank you youtube for recommending this video to me. My bases aren't exactly a mess, the kitchen and dining room are next to the fridge, the bedrooms are located centrally so they can get to their important rooms faster and the hospital is close to the killbox However, I usually don't have a vision on how to organise my base and always end up with some inconvenient room placements
I don't comment ever, nor do I normally like videos. This one is getting both and if I was in a Rimworld community in any social media I would gladly share this. You can really tell how much work you put into this and it's very appreciated. Great job! I appreciate the clarity and speed in speech, the graphic overlays like the sun lamp one for example were used well too.
I find it interesting how my freezer differs from yours. Normally mine are one thick with double cooler if I'm anywhere temperate or warmer (temperate only needs it for heat waves) and a small one block floor corner airlock that usually connects 3 ways between kitchen, dining area and freezer. I also usually have dining room and rec/relax room as one, so people can eat, watch TV and play poker all while talking with each other
i must say, as a player who just started playing Rim World for the first time 2 days ago, This is probably the Single Most Important video ive watched on gameplay thus far. Thank you very much.
Liking this video wasn't enough for me. I have to compliment and thank you for such a well organized and edited guide. I've played quite a lot of Rimworld but am not good at it at all. This guide was super interesting. I can't wait to try out your ideas for my next colony. Also, looking forward to seeing more from you.
This was all great and I'm going to download the planning mod. One minor detail you missed is the need to have the battery room between your power and the rest of the colony as it minimizes the zztt event
I just started playing Rimworld console edition and watching this helped me tons😭 I knew I had it wrong when I seen you clump your pawns rooms to minimize electrical use. So helpful !
(warning: long post about my own base design) As for how I design my bases, I start in Mountainous locations as they are very easily defensible and have tons of resources from the start. Generally I start off with making a house, dining room, recreational room, power generation (wood burning generators are great for reliable power starting off, as long as you're somewhere with lotsa trees) and laboratory. I get some crops going and start trying to tame animals when I have food to spare, and have people start digging out into a mountain for a highly defensible, drop-proof base. I vastly prefer dealing with infestations than having raiders drop in and kill multiple colonists by landing directly on them. Usually once I've dug into my mountain, I'll begin setting it up with a main hub towards the front of the base, that leads off into three main areas. The first main area is Housing, which includes bedrooms, recreation, and the research lab(s). Second is the Industry area, which includes Storage, Manufacturing, and a Rimatomics reactor room and reactor control room. Finally is the Growing area, which includes Hydroponics, a Brewery, Drug Production, Kitchen/Freezer (the kitchen is usually in an airlock) and Dining Room. The Freezer vents into the main hallway of the Growing area or outside if it's close to an outside wall of the mountain. Once the basics have been setup inside the mountain, I demolish the exterior structures and expand my walls to take around half of the map. I leave half of the map not walled in to allow a bit of a buffer zone between my walls and the enemies, so mortars maintain effectiveness (I have a mod that makes mortars not total crap) while not shredding my killhalls to bits. About the killhalls, I usually fill them with sandbags and steel spike traps. which are usually enough to take out most of the enemies leaving heavier enemies like centipedes or power armor pirates without the necessary damage they need to take out my colonists effectively. Add art and other decoration and generally it's finished, until I add an extra colonist. Then the Housing area gets dug out further. Because Rimatomics reactors generate so much energy, I can put turrets inside my base to help out with infestations, and oh my, are some of the rimatomics turrets overpowered against bugs (at least IIRC you can put some of them indoors. I remember shooting bugs with them but that could be from an infestation from a quarry across the map) Really they're OP against everything, but ESPECIALLY bugs.
Nicely explained. Some things I'll take on, some I won't. You treat your colonists waaay more nicely than I do. especially bedrooms I plan way smaller. Interesting take on the hospital!
Incredible tips. I have put over 40 hours into one save before I started to figure out "maybe I should have planned this better" and yes I definitely should have. My buildings are way too big and spread out, and just last night I finished a great wall of sandstone blocks and right once it finished I was like "wow this is ugly and expensive".
No product placement, no techno intro, no plugs, just the video as shown by the title, with accessible levels of organisation (probably still won't organise my bases though bc I hate myself and my colonists). This video is great, and you sound genuine.
Had this pop up in my recommended and loving it so far. However, a nitpick I had would be: for outer walls, 2 tiles thick is the optimal depth. This is because when calculating temperature transfer, the game considers the middle wall(s) in a 3+ thickness wall to be interior space. Essentially you're only getting the insulation of a two individual single-thick walls.
I usually start with a barracks whenever I play. Making a small box on the side of either a hill or mountain. Then from there I plan where every other room goes. A good suggestion would be to invest into making your barracks in early game. As it would serve as a good all rounder for your colonist. And you can get some nice bonuses from it. You can centralise everything into that barracks, put in a chessboard with some stools. Beds, and a table with chairs. Once you have that you’ll need to start adding decor. Increase the rooms quality to slightly impressive? To get rid of the “ sharing barracks “ debuff from pawns. But after that your all set tbh, the barracks now gives your colonist the “ Impressive recreation “ and “ impressive dining room “ and also an “ impressive barracks “ though your colonist will have the disturbed sleep debuff. It is usually out weight by the good buffs the barracks gives. Pretty good for my early game to mid. Where I usually then start to make them individual rooms. But I always keep the beds in the barracks just so if I ever need to use them in a pinch.
At first, I was like meh what else is there to learn? I scrolled down and saw the overwhelmingly positive comments and decided to sit through the whole video and I'm so glad I did, even the small things of having your farms super close to your fridge for efficiency, it shocked me that I didn't already do this. So, thank you! Thumbs up from me :)
Most of the time I build 11x11 rooms in a cross-grid with a free plaza in the center. Bedroms, Kitchen/Farm, Rec/Dining-Room are directly attached to the center. Everything else spreads further out. And I make the Main-Hallways 2-Tiles wide. But I allways thought, this looks to similar everytime, so I really liked your video and took a lot of inspiration from it.
You have some very good points and no really bad ones, I'd like to add my own (and maybe you have counter-points): - you should consider merging the dining room with the recreation room. This way you get the "impressive" mood buff for both and only have to make one room impressive. - the hospital is the most likely room to get sterile tiles (in my games at least), so I try to put my research benches into the hosptial. Makes the room bigger as well (thus more impressive, a nice mood-buff for patients that are in pain), and both patients and researchers benefit from some statues in there to raise the beauty during their long stays. Also you have the researches at the front line during incoming attacks, and with the mod that makes them clean a room before starting work in it, they'll keep the hospital clean. I'd probably make it smaller than yours, maybe just one of the hospital pods (can they all view the TV even if they're not facing the right direction?), one high-tech bench and a normal one (so two can research when the topic doesn't require an advanced bench). If you plan for more casualties, add an overflow hospital next doors that you don't have to tile with sterile tiles, at least not right away. You can still tear down the wall once you do have the money to merge the hospitals. - I had very good results with giving my guests one big, extermely impressive guest room. The negativ mood due to being barracks is easily countered by being so impressive, and it doesn't cost as much as trying to make every guest room impressive. (colonists get seperate rooms just because I generally don't have many of them, but you can get up to 16 guests in a group and can potentially have multiple groups visiting; and they get a positive mood if you have more beds than guest, so I just fill the room stock full of beds and statues) - prison: I like to have at least one big, impressive prison cell for pawns I'm trying to recruit because it makes the process faster. - be careful with those wind turbines, pawns can't go around them the way you placed them. Because you have two doors to your garden, pawns can still reach both parts of it, but they need to go through the airlock. Better to make the garden 3 spaces wider so the turbines aren't adjacent to each other or any walls. - I also try to keep anything that can break down (or needs maintenance with the soft breakdowns mod) close to the base so pawns don't have to walk so far, especially if you don't have the mod and need to repair them quickly (keep a pile of components nearby). This also goes for batteries. - speaking of which: it might be a good idea to keep batteries close to the center of your base, especially if your power generation is clustered to one side. I've never had a battery explode on me, unless I left it unroofed by mistake... If something destroys the power conduits between your power generation and the part of your base with freezer/hydroponics, you'll want your power storage to be able to keep those going while you repair the damage. I also build multiple conduit paths throughout the base so even if one gets destroyed there are still two left, but still, the maintenance alone on those batteries is reason enough to put then close to the center of your base. Also increases the chances that you see if the storage gets low ;)
Honestly Your video in one simple thing saved me a lot of effort. Your list as to how you prioritize building your base is pretty much the exact opposite of how I'd build mine, but my pawns would just keep dying, I imagine doing it your way will save a ton of hassle
Thanks for making this video. Ive been playing Rimworld casually (on/off) for a few years, but I still learnt a lot of things I never knew about from watching this.
I barely ever comment, but have to say this was a wonderful guide to find. Thank you for this. It's very helpful to give a basic template of things to think about whilst also putting your own unique twist on things and not feeling like you have to mix-max everything hardcore. Really great video! Liked.
20:20 thank you for mentioning popular mods and how they would affect your base. Hospitality happens to be one of the few mods I use, so having that little hint is very helpful
I think the planning tool mod is the best tip. I have restarted so many games because I forgot a space for something... Thanks for showing how you plan.
For the battery room: fuses and circuit breakers. The lack of this easy safety device is most definitely the reason why all those starships fall onto planets all the time. Not to mention all of those pesky mechanoids...
@@jefferylittleton1005 Most people can wire a house, now, most people cannot build batteries, wires, and generators from scratch. If you have low quality components with no safety features, you can't prevent failures.
@@jefferylittleton1005 For me ... normally rain ^^ always forget to roof them until a few "zzzt..." events later. You figure they have tamed interstellar space travel, a water proof battery would be along at some point.
I usually have a "mega base" so I can carry on with ash and poison clouds and stuff. I work around steam geysers and potent planting zones. I have extra bedrooms and extra rooms just so I have space to expand if I need. It starts small and I expand out when I grow. Below is a little mock up on Excel of what it looks like in the end. imgur.com/Me7H8Ji
What I like to do is to have a separate fridge solely for meals connected to the dining room so when you get larger amounts of colonists the main fridge stays cold.
Wow, this was super helpful! I'm totally the person you described in the beginning that ends up having to redo things...I'm always trying to make it like a pretty little town...what I need is some of those other mods you use!
Great guide! Even you added an interesting plan for hospitality, or emergency rooms. A question and suggestion: You know the dubs bad hygiene mod? If the case, how you could put bathrooms? And, I use to merge the throne room and rec room on royalty for a nice bonus on impressiveness for both and have my noble on a spot for easy trading with visitors.
I realize this comment is a year old, but honestly with dubs bad hygiene a public shed placed near the living areas with a stalled off latrine and a well are perfectly adequate. The sludge from the latrine makes for a _very efficient_ chemfuel source once you got biofuel refining. When you've got the resources though and have researched water filtration, you could build shower stalls as well, as being completely clean comes with a mood buff. Prison commons is a very nice mod for a public prison bathroom as well, and for those you literally don't need more than a latrine and a well, or sink if your prison doesn't have convenient underground water zones.
I usually don't like girlish voices, can't relax while watching , but I can say that I see a lot of work put in your videos and I'm certain that you will grow rapidly! Very nice job!
I think it's good that you're honest that you don't like listening to female voices talk. Maybe you don't mean it the way it sounds, but, maybe that's something to examine about yourself.
I frequently feel starved for labor in the early game. I have all this stuff planned but don't feel like I have time to do construction AND planting AND hunting AND cooking AND research AND stonecutting AND...
I see RUclipsrs with 3 rooms and a working kitchen in the first night, I usually use all the packaged food and get hungry, then i get wrapped up on trying to make something efficient until Randy does his magic
In what scenario you feel starved for manpower? Crashlanded (3 pawns), Tribal (5 pawns) or tourist (1 pawn)? I usually can setup my early game in such way that I'm not starving for manpower when it comes to providing settlement with food (even if I highball pawn food requirements), shelter (with some defences) and place to research
Hey, veteran Rimworld player here, I love your knowledge and General approach to how you present info of the game, heck even your mentions of mods means your an very experienced rimworld player. So why do you sound so nervous? You know what your talking about and you are ok at explaining things. Be confident, be bold, be Calm! You got this.
Because this video is super long, here are some quick links to view the parts you are interested in!
Step 1: Defenses 3:58
Step 1b: Geothermal Vents 8:45
Step 2: Farm 10:00
Steps 3 and 4: Kitchen and Freezer 13:00
Step 5: Dining room 15:30
Step 5b: Hallways 15:51
Step 6: Bedrooms 18:36
Final Steps:
Rec Room 21:44
Hospital 23:29
Stockpile 25:03
Crafting room 26:06
Research room 28:45
Prison 30:17
Power 33:18
Battery room 34:31
Extra 35:45
Hope this helps!
You should pin this.
@@uronchanokoe128 Oops I thought I did! Thanks for the heads up hahah
@@Loreplays You're Welcome~
I just tried setting up my base more or less like this. My colonists couldn't finish it all before a raid killed them, even on builder difficulty, even prioritizing important structures to build first like freezers and bedrooms.
@@Nightweaver1 I usually make the stockroom first and put all the beds in there, and then work towards the bedrooms later. It's trial and error to see what works for you!
For my designs, I generally look for the nearest mountain, black out for an hour, and then wonder why I'm suddenly playing dwarf fortress.
Lmao
It was inevitable
mountain is your friend. Keep digging
Hey you, you're finally awake.
@@jhtomguo "we need to go deeper!"
31:43 "It's a good idea to put jail next to fridge... "
Me: Yes, got to keep those organs and corpses fresh and minimize hauling distance.
"... because of nutrient paste dispensers."
Me: Oh...
2 types of Rimworld players...
@@brunop.8745 The right one and the nice one ;)
@@Rhumarb the normal one and the wierd one... there's no nice one after you meet randy
@@rollycub2766 Yea, you're probably right
even though its not in the base game i like to keep any "donated" organs in my freezer to have the perception that there being kept fresh
Let it be known that on this day, the RUclips algorithm was generous.
Dilly Dilly!
Pip Pip!
If you follow Rinworld content, then you know how good this is. I love let's plays, but Rinworld needs more tutorial content like this. You can tell she's played a few colonies, the way she carves the sun light radius out of a square by taking four off the corners. Proud to be subbed before 1k.
Randy giveth, Randy taketh
Nice tutorial
19:53 When settling in biomes with temperature extremes, sharing heat between multiple vents doesn't work so well since each vent reduces heat transfer. What I do is create a one-tile-wide hallway that connects to all the room (could even be a service-hallway behind the bedrooms in this case) where you place all your heaters / coolers, and finally a vent between that hallway and each room. That way, the heat / cold only has to travel between one vent from the hallway -> each bedroom, maximizing temperature dispersion.
Yep, same, works great.
Make sure to fill them with traps just in case
Great idea!
also in case of attack you can dissasemble the wall and move colonists
I didn't even knew there was a difference but I have been doing that as well lol
One of my favorite Game-Overs was when my colony got wiped out by a pack of man hunting turkeys. I was very new at the game and I didn't know entire packs of animals could become hostile. I just finished my first in-game year and had about 8 colonist, which was a big achieve for me back then lol. We were low on food leaving the winter so I had my best marksmen go out for a hunt. They had a few good kills, a turtle here, a rat there, bit nothing good enough to feed 8. I saw a lone mufflio all on its lonesome. I tasked them to attack simultaneously. However, as soon as my boys got to the muff a pack of man hunting turkeys wanted the map on the same side my guys were located. I remember there being at least 10. It caught me off guard and before I knew it: my hunters were slaughtered, my base entrance broken into, and the rest of my colonist quickly overpowered...there, the kingdom of zula fell.😟
Thanks for reading, and awesome video, just wanted to share my memories.
My first playthrough saw my main combat guy mauled to death by a lone squirrel in the first season. He shall be remembered.
Pack of timberwolves tore apart my best crafter when he was outside my walls hunting. Didn’t even realize he was outside until it was too late. F
ruclips.net/video/k6HwivfozIQ/видео.html
Imagine surviving multiple raids of 6+ people and getting through the first winter only to have one guy kill all the other colonists because his partner died of plague
@OP That's exactly how the devs meant Rimworld to be experienced. Tynan would be proud xD
RUclips recommended me something useful for once
Fr
I 2nd this
For real
Same!
Yuh
You have a way too bubbly voice to be talking so casually about forced prison labour :D Thank you for a good instructional vid! :)
I especially like that she said something about doubting I would treat my prisoners as nicely as she does while talking about prison labor. My prisoners get a taste of the good life. The worthy are offered their own bedroom and the rest are sent home in good health to sow dissent among their faction by grumbling how much better they had it as a POW than coming back home.
@@jamesproimos I force my prisoners to work in the quarry, keep them in barracks, no beds they sleep on the floor and whenever they try to escape I rape the escapees (rjw mod) and then harvest their organs...
@@jamesproimos My prisoners don't exactly get the royal treatment, but I do find that throwing some amenities their way to keep them quiet makes my colonists' lives (by which of course I mean my own life) much easier. Building a few nice bedside tables and feeding them the occasional fine meal is a small price to pay to avoid dealing with breakouts, tantrums, and the mood penalties that come with organ harvesting and executions.
@@apefaceali were all burning in hell as we speak
@Stalin The Communist perfect username for that advice
Ultra-pro tip: Wind turbines are like impassable walls you can shoot through ! They are a huge exploit against manhunting events because animals (not insects) will never target them. They are also a good way to ambush snipers at the back of the raid with fast firing weapons once while the front line of the attack is distracted by your turrets.
I didn't know that! Awesome! :D
Had no idea either
...This will be my justification to use embrasures.
Tad bit to cheesy for me.
@@Bandera92 the chad wind turbine vs the virgin embrasure
pro tips: combine your rec room and dining room. You're already putting them next to each other for good reasons, and combining them lets them share size and beauty, making both more impressive.
Combine your lab with a bedroom, it will usually be a very impressive bedroom, and the central location keeps your science guy working longer hours
This!
Ohhh i already did the rec and dinning as one room but the other idea is mad smart
I got the rec room/dining room tip from this comment months ago, but forgot the second part! That's fantastic! Also gives great characterization for your head researcher living and breathing science.
Combine all 4 to get a super research barracks where the research guy's mood is amazing all the time.
Research guy? Why not research guys? It's much faster to have 3+scientists than just 1
This is literally the most helpful Rimworld video I've seen, I constantly get to a point when I just abandon my game and start again because I don't want to deal with rebuilding and planning the mess that is my base 😄
I always get way too stressed when looking at high-end bases/perfect optimization base-tutorials so this video is a godsend.
No longer shall my colonies look like kwloon walled city 2.0
Same, not a fan of hyper optimization. I run into people wanting that so much in MMOs that it saps my desire to even remotely do that in games. I just want my base to look nice, be at least functional, and have fun.
Kwloon walled city is a vibe tho
Planning my base? You know what they say: man plans, Randy laughs...
Seriously though, thanks for this guide! Just started watching but I am already looking forward to the point of view within!
4 years later and your video is still so helpful! i just started playing a few days ago and this video was very informative, so thank you! 🙏
It's so funny that this video popped up for me again 1 year later than when I saw it for the first time. At this point I have about 1800 hours in, and I would say that I still learn new things about this game all the time!
this is like Bob Ross of making base for your future war crimes
Happy little war crimes :D
Yes! YES! I love this comment so much.
"Everyone needs a friend, even war crimes"
War crimes like eating without a table...
@@deltashit Or slept in the heat
8 hours in and NOW I'M FINDING OUT THAT I HAD TO PLAN BEFORE I BUILD
As a newcomer to the game, I have to say this was a "must see" vid for me. Well explained planning "reasons", and top-shelf delivery. Thank you Loreplays!
One more thing to keep in mind is that bedrooms can be away of everything because they are needed only once a day :) So there will be much of a long trips.
I love this! For some reason I'd never considered having outdoor hallways between buildings, but thinking about it that would make it so much easier to make the base look pretty. I have a list of things to consider when making my bases but the order you've done it in here makes so much more sense than how I normally do it. Learning about that trick with the medical beds is really cool too, and also putting small rooms for guests off of the rec room is something I will definitely be doing in the future.
I don't know if you've ever considered this, but I normally put my research benches in the medical room. That way colonists who are stuck in the medical beds can get their rec need up by talking to the researcher. I then only need to put sterile tiles in one room. In addition to this, I like having my researcher be my doctor so that when a raid occurs, if I don't draft them, they'll stay at the research bench and avoid getting injured and will also be immediately available if I get an injured colonist.
Thank you for sharing this video with us :)
p.s. your voice is very soothing
Another room that benefits from sterile tiles is the kitchen, so you can have the cook and the scientist chat. But using the hospital is a good idea because the hospital is probably not used that much at times.
One tip I have is to make sure that your pawns have cleaning on high priority, a filthy base means a lot of problems. (But that is outside of base planning).
These are great tips tysm
The RUclips algorithim has never helped me as much as it has now. In over 1500 hours of game play i still have badly designed bases. Thank you Loreplays
I've never heard someone so enthusiastic about Rimworld even if it is a guide. Every time I load in I instantly think in my head "ahhh shit here we go again."
I've never heard the phrase "kill box" spoken so happily before. It made my day. :)
No no no where is the rat-room ?!
I knew I was forgetting something!! >
the rat room?
I prefer an oven
@@ineptfroggo8299 he said rats not skaven, he aint Arch lol
Sadly with the new update those corpses are needed for them morbid colonists so them rats gonna have left "meat"
Carto 40 the 1-2 corpses you’ll need for your morbid meditators is insignificant next to the hundreds, nay, thousands, who will be mowed down in the name of your colony’s way of life.
I always start by making 1 to 3 small rooms and then imediately regret it and exit the game.
Thats why im here
@The Anonymous Lemon why do you have to ask 😨
Rimworld mean to play
Ikr. A small mistakes cost me my sanity.
I start by making a big-ish storange/"everything" room at first so my stuff deteriorate and i can just build some basic beds/dining table/any production tables/etc in there to start lol. then later on it can just be like a storage/rec room or something
IKR, every time I fire up a new colony, I end up with a haphazard maze of connected rooms carved into a mountain.
Been playing for 3 months, I've watched hours of tip vids and this is my favorite tutorial by far. Thank you.
Never forget an animal and kibble room, along with a grazing field, those can be very helpful for people who use animals to help with melee defense on raids (Like me). Even a single wolf or dog or big cat or something following each colonist can save them from manhunting squirrels. Use the grazing fields for farm animals like muffalo and chickens, which can help with getting meat (animal products) without hunting for meals. Although in my case, I end up having almost all my animals trained for battle, and just melee the raiders down with my hordes of 20+ animals.
"Are you tired of having your bases look like crap"?
Were you speaking to me directly because that hit home. 😟
I have ~ 200 hours into rimworld, never even looked at the overlays for ceilings/soil fertility/terrain
Thank you for the tutorial, this has changed everything about my playthroughs
praise the sun
200 hours is insultingly low. Two months after buying the game and I've got 2k hours in game.
nah, I'm probably just as addicted to RimWorld as my colonists are to smokeleaf.
@@ZergIingLover My guy there are 720 hours in a month...
So you would need to leave the game running in the background for 3 months straight to get 2k hours...
@@Sunbro413 thought I said roughly, sorry. When I get home I can tell you the name of my Steam account so you can check. I've got 1987 hours I think?
@@ZergIingLover he's still waiting
Pro tip: put your prison next to your kill box so you can drag the corpses of their family in and have them make human leather for you :)
Thought you were gonna say “for easy capturing and quick treatment of their wounds” but that works too.
This might be the most fucked thing I've read from this game
@@ZBoogie-tz7tm Then you didn't read many of the stories. :D I guess that's a blessing.
@@ZBoogie-tz7tm you need to read the rimworld discord…
@@ZBoogie-tz7tm 11 months later and i still agree
Just wow, back when I was a newbie I always searched for this kind of video, and i looked at maaany videos. But none of them were as detailed and good as yours.
I especially liked, how you devided the planning into parts, i always started with the bedrooms but your order makes much more sense!
I also liked how you explained why things are placed in that specific spot.
You also mentioned, how everybody has a different playstyle and we should not exactly copy yours, instead still have our own with new cool possibilitys you showed us to improve.
For example I never build a 2 walls thick frezzer because no matter how big for me one wall was enough everytime, i just build another cooler.
2 were usually enough, 3 in dessert or if my base got bigger.
Or the airlock, i hate how much time doors cost the cooking person, i always reserach automatic doors first :)
Much like you i also created my own way of creating my bases, and this video really helped me improve, thanks.
Ps: Sorry for typos etc. English is not my first language and I am writing this from my phone.
Cheers.
Great guide! One of the biggest problems with any design problem is decision paralysis - too many choices! This method of identifying the fixed components and working from there really helps overcome that. It's like filling in the first few entries on a sudoku puzzle.
My bases are usually hybrid. I'll always have my first few rooms outside, and the rest will be mined out later in the year. And then I'll have literally just one room to fit everything in. The workshop is also always the dining room, the laboratory, and the kitchen, with one separate rec room. And that's exactly why I'm here.
Bought Rimworld years ago and hadn’t played it in 3 years until last night! Just come across your videos and they’re so good, definitely gained a SUB 😌❤️
Same. Bought it years ago, only played last week... And I can't stop playing it.
The best part of this guide is all the mod recommendations! It really shows how you can mould the game to your play style
I've just started playing Rimworld recently. I have my colony sort of getting into midgame I guess and realizing that I need to redo a huge amount of my base (due to bad defenses) and it's kind of disheartening, lol. This video is super helpful. Next colony I'm gonna try planning more thoroughly right from the start.
An inspiring guide for those of us meaning to get back into Rimworld. Really appreciated your attention to detail and aesthetics - too often ignored by the RimWorld mathletes!
Loving this style! I always play in mountains with doors 'held open' every two tiles so I can close them in an infestation and create modular isolated segments to clear out.
I've been struggling to figure out how to make an 'open air' base that isn't a huge mess, thanks for this guide!
I love on how youtube suggested me this video, then the next suggestion is a video about Auschwitz. Btw I would suggest having your farm closer to the prison, or even inside, so they can work on them it's more efficient.
Now I kinda want to see a Auschwitz base
I just recently started playing, and the first thing I started doing with my base planning was planning my initial grow areas around the sunlamp radius, and organizing my pawns' bedrooms, including the prison and hospital rooms. So, my early bases always start out with 2-4 circular farm buildings, unroofed until I can afford sunlamps, and some arrangement of 7x7 bedroom units - enough for my pawns, and one for prisoners and one for medical. I'm still really bad at planning my storage zones and kill areas, though.
I just started playing rimworld after having it on my wishlist for EVER. I’m excited about DF getting a similar treatment, and your thorough more “casual” approach to the game is nice. I have never worried about truly being the most efficient as I think the game just becomes work which is not the reason I play for sure.
Such a nice guide! And you have a really nice voice to listen to! Thanks for making this
yo i love the content keep it up
I know right?
Creep.
@@billrich9722 ASMR
This is so optimized it makes me feel like a complete buffoon and I love it!
Good tips ✅ Good editing ✅ Good narration ✅ Thanks for the video!!
I loooove this! RUclips, good job on actually recommending something good for once! I actually planned my next base completely with your advice.
Thank you youtube for recommending this video to me.
My bases aren't exactly a mess, the kitchen and dining room are next to the fridge, the bedrooms are located centrally so they can get to their important rooms faster and the hospital is close to the killbox
However, I usually don't have a vision on how to organise my base and always end up with some inconvenient room placements
I'm...I am very glad youtube gave me this gem, you've really outdone yourself!
I don't comment ever, nor do I normally like videos. This one is getting both and if I was in a Rimworld community in any social media I would gladly share this. You can really tell how much work you put into this and it's very appreciated. Great job!
I appreciate the clarity and speed in speech, the graphic overlays like the sun lamp one for example were used well too.
I find it interesting how my freezer differs from yours. Normally mine are one thick with double cooler if I'm anywhere temperate or warmer (temperate only needs it for heat waves) and a small one block floor corner airlock that usually connects 3 ways between kitchen, dining area and freezer.
I also usually have dining room and rec/relax room as one, so people can eat, watch TV and play poker all while talking with each other
i must say, as a player who just started playing Rim World for the first time 2 days ago, This is probably the Single Most Important video ive watched on gameplay thus far. Thank you very much.
Liking this video wasn't enough for me. I have to compliment and thank you for such a well organized and edited guide. I've played quite a lot of Rimworld but am not good at it at all. This guide was super interesting. I can't wait to try out your ideas for my next colony. Also, looking forward to seeing more from you.
This video went way further towards getting me into the game than the min/max approach most Rimworld videos I've seen have taken. I really enjoyed it.
Been playing Rimworld for years and you taught me i can still learn more! Thanks for the tips ^_^
The way you put out no nonsense guide- build n info vids without all the useless parts! Thank u truly
Second round of RUclips recommendations coming your way, also this is an amazing video; now I hopefully won't feel so lost trying to design my base.
Great video! I especially liked the casual mention of all the different mods, so many possibilities that I wouldn't have heard of otherwise.
This was all great and I'm going to download the planning mod. One minor detail you missed is the need to have the battery room between your power and the rest of the colony as it minimizes the zztt event
I just started playing Rimworld console edition and watching this helped me tons😭 I knew I had it wrong when I seen you clump your pawns rooms to minimize electrical use. So helpful !
(warning: long post about my own base design)
As for how I design my bases, I start in Mountainous locations as they are very easily defensible and have tons of resources from the start. Generally I start off with making a house, dining room, recreational room, power generation (wood burning generators are great for reliable power starting off, as long as you're somewhere with lotsa trees) and laboratory. I get some crops going and start trying to tame animals when I have food to spare, and have people start digging out into a mountain for a highly defensible, drop-proof base. I vastly prefer dealing with infestations than having raiders drop in and kill multiple colonists by landing directly on them.
Usually once I've dug into my mountain, I'll begin setting it up with a main hub towards the front of the base, that leads off into three main areas. The first main area is Housing, which includes bedrooms, recreation, and the research lab(s). Second is the Industry area, which includes Storage, Manufacturing, and a Rimatomics reactor room and reactor control room. Finally is the Growing area, which includes Hydroponics, a Brewery, Drug Production, Kitchen/Freezer (the kitchen is usually in an airlock) and Dining Room. The Freezer vents into the main hallway of the Growing area or outside if it's close to an outside wall of the mountain.
Once the basics have been setup inside the mountain, I demolish the exterior structures and expand my walls to take around half of the map. I leave half of the map not walled in to allow a bit of a buffer zone between my walls and the enemies, so mortars maintain effectiveness (I have a mod that makes mortars not total crap) while not shredding my killhalls to bits. About the killhalls, I usually fill them with sandbags and steel spike traps. which are usually enough to take out most of the enemies leaving heavier enemies like centipedes or power armor pirates without the necessary damage they need to take out my colonists effectively. Add art and other decoration and generally it's finished, until I add an extra colonist. Then the Housing area gets dug out further.
Because Rimatomics reactors generate so much energy, I can put turrets inside my base to help out with infestations, and oh my, are some of the rimatomics turrets overpowered against bugs (at least IIRC you can put some of them indoors. I remember shooting bugs with them but that could be from an infestation from a quarry across the map) Really they're OP against everything, but ESPECIALLY bugs.
The toggle to see swamps was amazing. I've played closing on 1000 hours and have never used that. Thank you!
Hell yeah RUclips recs. Thanks Lore Plays, good luck in the future.
Oh and I plan my bases poorly, to answer your question.
Nicely explained. Some things I'll take on, some I won't. You treat your colonists waaay more nicely than I do. especially bedrooms I plan way smaller. Interesting take on the hospital!
Following your guide really makes me feel motivated to build a new and awesome base
Thank you 😁
Incredible tips. I have put over 40 hours into one save before I started to figure out "maybe I should have planned this better" and yes I definitely should have. My buildings are way too big and spread out, and just last night I finished a great wall of sandstone blocks and right once it finished I was like "wow this is ugly and expensive".
That was great! Nicely done, subbed.
As someone just getting back into Rimworld, this video was super helpful! Really detailed and well edited, made things much easier to follow.
No product placement, no techno intro, no plugs, just the video as shown by the title, with accessible levels of organisation (probably still won't organise my bases though bc I hate myself and my colonists). This video is great, and you sound genuine.
Had this pop up in my recommended and loving it so far. However, a nitpick I had would be: for outer walls, 2 tiles thick is the optimal depth. This is because when calculating temperature transfer, the game considers the middle wall(s) in a 3+ thickness wall to be interior space. Essentially you're only getting the insulation of a two individual single-thick walls.
I usually start with a barracks whenever I play. Making a small box on the side of either a hill or mountain. Then from there I plan where every other room goes. A good suggestion would be to invest into making your barracks in early game. As it would serve as a good all rounder for your colonist. And you can get some nice bonuses from it. You can centralise everything into that barracks, put in a chessboard with some stools. Beds, and a table with chairs. Once you have that you’ll need to start adding decor. Increase the rooms quality to slightly impressive? To get rid of the “ sharing barracks “ debuff from pawns. But after that your all set tbh, the barracks now gives your colonist the “ Impressive recreation “ and “ impressive dining room “ and also an “ impressive barracks “ though your colonist will have the disturbed sleep debuff. It is usually out weight by the good buffs the barracks gives.
Pretty good for my early game to mid. Where I usually then start to make them individual rooms. But I always keep the beds in the barracks just so if I ever need to use them in a pinch.
You know RUclips recommendations are weird when it goes RimWorld on Phoebe Chillax’s style and a soothing female commentator.
At first, I was like meh what else is there to learn? I scrolled down and saw the overwhelmingly positive comments and decided to sit through the whole video and I'm so glad I did, even the small things of having your farms super close to your fridge for efficiency, it shocked me that I didn't already do this. So, thank you! Thumbs up from me :)
I have watched this, IDK how many times and I always feel like I'm missing something massive.
are you perhaps missing a gamer girlfriend? 🤔😕
ha
I always put my doors to rooms on the side, but now that I see you put them in the middle I won't be able to do anything else! I love it.
'I treat my prisoners well!'
Uhm... Minutes before that sentance you said you like to make them mine xD
Well, they could be hats and food.
They're just paying you back for the destruction they caused!
Most of the time I build 11x11 rooms in a cross-grid with a free plaza in the center.
Bedroms, Kitchen/Farm, Rec/Dining-Room are directly attached to the center. Everything else spreads further out.
And I make the Main-Hallways 2-Tiles wide.
But I allways thought, this looks to similar everytime, so I really liked your video and took a lot of inspiration from it.
You have some very good points and no really bad ones, I'd like to add my own (and maybe you have counter-points):
- you should consider merging the dining room with the recreation room. This way you get the "impressive" mood buff for both and only have to make one room impressive.
- the hospital is the most likely room to get sterile tiles (in my games at least), so I try to put my research benches into the hosptial. Makes the room bigger as well (thus more impressive, a nice mood-buff for patients that are in pain), and both patients and researchers benefit from some statues in there to raise the beauty during their long stays. Also you have the researches at the front line during incoming attacks, and with the mod that makes them clean a room before starting work in it, they'll keep the hospital clean. I'd probably make it smaller than yours, maybe just one of the hospital pods (can they all view the TV even if they're not facing the right direction?), one high-tech bench and a normal one (so two can research when the topic doesn't require an advanced bench). If you plan for more casualties, add an overflow hospital next doors that you don't have to tile with sterile tiles, at least not right away. You can still tear down the wall once you do have the money to merge the hospitals.
- I had very good results with giving my guests one big, extermely impressive guest room. The negativ mood due to being barracks is easily countered by being so impressive, and it doesn't cost as much as trying to make every guest room impressive. (colonists get seperate rooms just because I generally don't have many of them, but you can get up to 16 guests in a group and can potentially have multiple groups visiting; and they get a positive mood if you have more beds than guest, so I just fill the room stock full of beds and statues)
- prison: I like to have at least one big, impressive prison cell for pawns I'm trying to recruit because it makes the process faster.
- be careful with those wind turbines, pawns can't go around them the way you placed them. Because you have two doors to your garden, pawns can still reach both parts of it, but they need to go through the airlock. Better to make the garden 3 spaces wider so the turbines aren't adjacent to each other or any walls.
- I also try to keep anything that can break down (or needs maintenance with the soft breakdowns mod) close to the base so pawns don't have to walk so far, especially if you don't have the mod and need to repair them quickly (keep a pile of components nearby). This also goes for batteries.
- speaking of which: it might be a good idea to keep batteries close to the center of your base, especially if your power generation is clustered to one side. I've never had a battery explode on me, unless I left it unroofed by mistake... If something destroys the power conduits between your power generation and the part of your base with freezer/hydroponics, you'll want your power storage to be able to keep those going while you repair the damage. I also build multiple conduit paths throughout the base so even if one gets destroyed there are still two left, but still, the maintenance alone on those batteries is reason enough to put then close to the center of your base. Also increases the chances that you see if the storage gets low ;)
Honestly Your video in one simple thing saved me a lot of effort. Your list as to how you prioritize building your base is pretty much the exact opposite of how I'd build mine, but my pawns would just keep dying, I imagine doing it your way will save a ton of hassle
The prisoners don't have a rec need so they don't actually use the poker table or any other rec item.
I think I used to use a mod that added prisoner rec and that's why I'm in the habit of doing nice things for them, lol!
But.... it looks good
The Prison Labor mod adds it I think, or else there'll be scuicide
They do like eating at a table though, so giving them a dining room is helpful.
Thanks for making this video. Ive been playing Rimworld casually (on/off) for a few years, but I still learnt a lot of things I never knew about from watching this.
This guide was cool, thanks. I enjoyed the editing too lol
2 years later and this is still helping people. Thank you.
Who watches this every game on there phone and play on the computer now?
I barely ever comment, but have to say this was a wonderful guide to find. Thank you for this. It's very helpful to give a basic template of things to think about whilst also putting your own unique twist on things and not feeling like you have to mix-max everything hardcore. Really great video! Liked.
Amazing video, glad to see the algorithm got this one right :)
20:20 thank you for mentioning popular mods and how they would affect your base. Hospitality happens to be one of the few mods I use, so having that little hint is very helpful
I love the hospitality mod (especially with medieval mods). I always make an inn for my guests at the entrance to my base.
Thanks for the guide! My bases are always expanded in the stupidest looking ways because I don't plan for colony expansion well.
Damn, I could really have used a guide like this for factorio.
I think the planning tool mod is the best tip. I have restarted so many games because I forgot a space for something...
Thanks for showing how you plan.
For the battery room: fuses and circuit breakers. The lack of this easy safety device is most definitely the reason why all those starships fall onto planets all the time. Not to mention all of those pesky mechanoids...
As an electrician I never could figure out why everything blows up all the time.
@@jefferylittleton1005 It's fairly simple, none of your colonists are electrical engineers. They aren't qualified to be designing electrical systems.
@@lagon7830 I mean, neither am I but I can still wire a house.
@@jefferylittleton1005 Most people can wire a house, now, most people cannot build batteries, wires, and generators from scratch. If you have low quality components with no safety features, you can't prevent failures.
@@jefferylittleton1005 For me ... normally rain ^^ always forget to roof them until a few "zzzt..." events later. You figure they have tamed interstellar space travel, a water proof battery would be along at some point.
Just bought this and got overwhelmed in my first couple of hours, so this guide has been incredibly helpful, thanks.
I usually have a "mega base" so I can carry on with ash and poison clouds and stuff. I work around steam geysers and potent planting zones. I have extra bedrooms and extra rooms just so I have space to expand if I need. It starts small and I expand out when I grow. Below is a little mock up on Excel of what it looks like in the end.
imgur.com/Me7H8Ji
Whenever I start a new game, such as right now, I always go back to this video to help me plan it out, super helpful!
What I like to do is to have a separate fridge solely for meals connected to the dining room so when you get larger amounts of colonists the main fridge stays cold.
Wow, this was super helpful! I'm totally the person you described in the beginning that ends up having to redo things...I'm always trying to make it like a pretty little town...what I need is some of those other mods you use!
Great guide! Even you added an interesting plan for hospitality, or emergency rooms. A question and suggestion:
You know the dubs bad hygiene mod? If the case, how you could put bathrooms?
And, I use to merge the throne room and rec room on royalty for a nice bonus on impressiveness for both and have my noble on a spot for easy trading with visitors.
I realize this comment is a year old, but honestly with dubs bad hygiene a public shed placed near the living areas with a stalled off latrine and a well are perfectly adequate. The sludge from the latrine makes for a _very efficient_ chemfuel source once you got biofuel refining. When you've got the resources though and have researched water filtration, you could build shower stalls as well, as being completely clean comes with a mood buff.
Prison commons is a very nice mod for a public prison bathroom as well, and for those you literally don't need more than a latrine and a well, or sink if your prison doesn't have convenient underground water zones.
Thank you so much for pointing me towards the map reroll mod, that will save me a lot of time when planning out a base
I usually don't like girlish voices, can't relax while watching , but I can say that I see a lot of work put in your videos and I'm certain that you will grow rapidly! Very nice job!
I think it's good that you're honest that you don't like listening to female voices talk. Maybe you don't mean it the way it sounds, but, maybe that's something to examine about yourself.
Thank you! I learned more in that half hour+ than in the dozens of other Rimworld videos I have seen by others!
I frequently feel starved for labor in the early game. I have all this stuff planned but don't feel like I have time to do construction AND planting AND hunting AND cooking AND research AND stonecutting AND...
I see RUclipsrs with 3 rooms and a working kitchen in the first night, I usually use all the packaged food and get hungry, then i get wrapped up on trying to make something efficient until Randy does his magic
In a week
In what scenario you feel starved for manpower? Crashlanded (3 pawns), Tribal (5 pawns) or tourist (1 pawn)? I usually can setup my early game in such way that I'm not starving for manpower when it comes to providing settlement with food (even if I highball pawn food requirements), shelter (with some defences) and place to research
Hey, veteran Rimworld player here, I love your knowledge and General approach to how you present info of the game, heck even your mentions of mods means your an very experienced rimworld player.
So why do you sound so nervous? You know what your talking about and you are ok at explaining things.
Be confident, be bold, be Calm! You got this.