I like tribal start with the Tech Advancing mod. Get to experience the entire game - you neither start in the middle nor take ages to research later techs.
@Bronson Karson wow your girlfriends instagram? OMG thats so insane! now you can look at her photos cause u cant see her irl right? :DD LOOOOL SO GOOD LOOOL DEF NOT A BOT LOOOOOL
It's better to have one finished building than 5 half built buildings. I'd suggest prioritizing and building one at a time, ESPECIALLY if you're going to have only a single person on the construction job.
This is a great tip, took me awhile to get over it but planning too much in the early stages will leave your colonists running around trying to do all of it, leaving you with 5 days in and nothing being done. Better to work one building at a time, slowly expand and keep the job counts small. Best way to progress in the early stages quickly
an easier way to unforbid items at the start is to go to the architect>orders tab then right click unforbid and select all. This way you cant miss anything on the map
Awesome, thanks. I didn't know about this but I love it as I hate that everything is automatically forbidden at the start, especially considering how spread out the items can be.
@@johnpatz8395 No problem dude, glad I could help. I agree with what you say, there is really no reason for the forbid option until later in the game unless you want to experiment or if Randy's being an A-hole
I had no idea solar panels could be placed within the highlighted zones of a wind turbine and not reduce efficiency! This will be a huge benefit to my power grid layout in future bases! :D
Yeah I do the same, place some slabbed flooring so I don't have to keep harvesting the area but I never liked being unable to do anything with all that space. Growing crops or building solar panels would be an ideal use of that. (Peeps find turbines very unattractive so I can't even use the space for recreation...)
Again, I emphasize medical treatment more than Fruitbats. I start off with four beds rather than three. The fourth makes a good medical bed and also serves as an overflow in case you get an additional colonist early on.
@@The_gaming_archaeologist not only that, but she survived, being the only person who couldn't heal, deal with any dumb labour, cook... she could only do animals and that killed almost all of her friends.
Longterm Rimworld player here; the most efficient thing I've found to do is to wall off those little alcoves into mountains particularly for freezers. This gives you only the front wall as letting in heat and you can expand safely into the mountain. Typically that's how I build my whole base. I do play with a fence mod (to protect my pets mostly); I find an inset mountain if available, fence it off, then wall off the little niches inside to make rooms; you can either cover the center to make a large room, or you can dig inwards and merge the rooms inside the mountain.
I think that, way more importantly than doing everything before unpausing, is doing it sequentially, so your guys don't end up half assing everything and leaving it incomplete. So you could start with the fridge orders, unpause, then plan the barracks. If the fridge is over before you were able to plan whatever you planned next, just pause it again, rinse and repeat. The idea is pretty much the same but your guys build stuff more efficiently
I just downloaded Rimworld last weekend. I didnt pay attention to the incapable of firefighting. Only one guy can fight fire and he is unable to walk because of a mad rat. Then a boomalope got killed by my trap and my walls are ALL MADE OF WOOD. The only guy who can firefight got burned alive inside his room while the other two ignored the fire. Got soo pissed but laughed so much after thinking what happened.
A big starting tip for chopping wood in the beginning is that the chop order will set unripe trees to be chopped, however if you set a HUGE growing field around your "forest" then set it to forbidden, they will auto harvest ONLY what is ripe, meaning healroot, wild crops, and trees, this will allow you to get the most out of your trees early on without 1x1'ing your "ready to harvest" trees.
What I find so amazing about Rimworld is that u can replay the game so many times by just selecting a different location. So these beginner guide videos are really helpful, because I always forget what to do in the beginning after playing in mid game for so long...
I'm about 2 months late but whatever. Having a dining room with seats for all, as well as a storage room that is for non edible items is also extremely important, especially after the 1.0 update. Infact it can be very quick how many items you stockpile so I usually end up starting off with my colonists bunking together in the storage/dining room before making them proper bedrooms.
My first barracks, rec and dining is all the same room with a grow zone of roses across the floor, this fills beaty and gives the impressive buff for rec dining barracks earlygame.
You should try to keep your colonists with no weapons unless they need them, that way they don't accidentally kill someone if they break and you need to arrest them.
I'm just getting into this game and your videos are by far the best I've come across. Your tips on choosing colonists and this video about getting started have been incredibly helpful. I wish you made more! Thanks man
@@FruitbatsTV Yeah its all over. best to just uninstall the game now, reformat the pc and take up a hobby like painting. Its the only way forward, now.
Individual bedroom should be done at a later time. Barracks is more convenient since you can use it later on either as a guest housing if you have the hospitality mod or prison since its already decorated. Dont mind the debuff. Its so small its almost not there. I recommend Nutrient paste too. No food poisoning, no need for a high level cook and your food stockpile almost doubles the amount of feeding done.
Agreed on the nutrient paste! I talk about my love for it here: ruclips.net/video/c-3GcucTuuI/видео.html I tend to shy away from barracks because of the extra disturbed sleep debuffs, but I do use the freezer as a barracks until I get my bedrooms and coolers set-up!
best guy to explain things in this game, and, I had to play start a couple of times to work some things out for myself to know what you're talking about, thanks man, great videos
Dude I know what your talking about, I just got the game two days ago and got my but kicked 7 times already and this guy is explaining tips very well that will help my Rim dudes survive the damn harsh winter.
Just wanted to say I love this tutorial. It's helping some of my newer friends to the game. If its possible to continue this and go more advanced as that would help out tremendously
Wood becomes a major issue if you use torches and wood coolers everywhere. It will also bog down your haulers and by the time you notice something's wrong, they'll all be dying of starvation. Cutting trees and resowing them is also time consuming, so I like to set manual priorities on the work screen. Taming too many animals can also lead to food shortages so always set auto butchering to keep no more than one animal per gender and age. Have no more than two different species and the smaller the better. Also, set drug usage to no drugs for each pawn under the assign menu! My builder/ hauler pawn got hooked on smokeleaf after a bandit was killed and as soon as I allowed the drop for hauling they smoked one right there on the ground. Then a lengthy withdrawal phase began as I didn't have the means to produce more. It was a nightmare. I always burn all drugs at the campfire anyways. They're not worth it. Especially before you can establish a stable food supply first. Which has yet to happen after a solid 13 real-time hours playing. Casandra always throws either a blight or a cold snap my way whenever I start getting comfortable food wise. The main challenge in the game is balancing out the food requirements vs. the work load for each pawn. Getting a larger population doesn't help overtake production as they'll also eat more. Putting the right priority number in the right box in the work screen makes all the difference!
Am I the only one that's constantly annoyed with items automatically being forbidden? I mean it makfes sense to be able to forbid specific items, but it shouldn't automatically forbid things, unless younset it to automatically forbid specific items. Or at the very least the starting items shouldn't be forbidden, it just seems like a silly extra step when you start a game
I felt the same way initially, wondering why the fk must i do this seemingly mandatory step. Then when I start harder games where the first day makes or breaks the game, micro manage what to haul in and what to leave outside for time being is a must. Usually I will haul in only food first to prevent wildlife from eating them and leave the rest outside.
WHat if you start next to an alien hive and you dont realize the first thing your colonist tries to grab is the most useless item that spawned next to the megacrab and gets eaten by it? Thats why I think they did it.
Daniel Piechowicz yeah, I guess on harder playthroughs this could be an issue, not sure as I haven't done many of those yet, but if that was the case I would think the initial state could be adjusted by the difficulty parameter.
I actually appreciate the feature, mostly because it lets me know where everything is on the map. Having to hunt around and click on everything gives me a degree of familiarity with each new map.
Small suggestion to improve your freezer. Instead of a double wall with airlock build a one space thick room going all the way around the freezer. Put vents on the inside rooms walls and coolers on the outside rooms. Since it's only 1 thick the outer room will get cold fast with only one or two coolers while the vents slowly equalize the inner room to that temp. This gives you the effects of an air lock, a stronger insulation layer around the freezer and in the event of power loss you can close the vents which will preserve the freezing temperatures way longer.
Likely commented on already but in 1.0 even things covered by a roof but outside like wood, components, or supplies other than metal/rock will continue to deteriorate unless enclosed in a building with a door.
I tend to build a slightly larger (3x3 interior) airlock and have the butcher table in that. I don’t know if that screws up the temperature in the freezer but it stops butchers from getting too cold (it’s still chilly in there sometimes though). That way there is no mess (or not much mess) near the frozen food or the kitchen. If I’m feeling fancy I put sterile tiles in there as well. Don’t know if that’s a good idea for combatting food poisoning, but it seems to work well for me.
I didnt fail my first colonie yet... and i "already" played it 3 hours. Now there are stronger attacks. So can you do some kind of Beginner easy Defense tutorial?
At a beginner level, notice where raids approach from and build cover for your colonists. Walls are the best cover followed by sandbags. Notice where enemies take cover and either remove the cover or add traps. You can build town walls to force enemies to attack through a single killzone.
A 2-tile wide corridor with a checkered pattern of traps (the blank tile in the checkered pattern is where your colonist move through safely) that leads to a killbox. Im not sure about traps though because ive heard that in the latest build they are nolonger rearmable. probably good early game but later killbox would still be the way to go
Tip for the airlock. You can make a small 2 x 3 room connected to it where you place the butcher table. Easy transfer to the fridge, but keeps it out of the worst cold. Not in the kitchen so less likelyhood for food poisining as well. It will however make the airlock bigger, so pick your poison.
I dont even bother with a crop straight up.. i just start taming and culling. Tame a bunch of milk/egg and wool making creatures, hunt the rest. Then just mass harvest berries. Learn pemmican, so you have long lasting food that you can bulk make after a certain ammount of simple meals {when making the bills, you can make it sort of forever, by setting a max limit and a min limit, they will pause until there is less than x ammount, so you can make time for travel snacks} Excess hides are great tradefodder too. Plus, parkas for the cold snaps. Once you get enough silver from hide sales, you can upgrade your dudes with the various limbs and stuff you may find or eventually make. I go dining room/kitchen/fridgefreezer combo and once i have enough dudes, just have one purely as a cleaner. As long as you dont get too big, one cleaner is enough. Its definitely a good idea to set up near a decent river too, then get the waterwheels, easier than going straight for geisers. Dont forget if you cant afford tiled floors for your walkways, you can smooth the ground to get the same effect.
The video and these comments have been very helpful. Thank you to the community from a brand new player. My question which hasn't been clearly discussed is where do all the items go without a stockpile? Should I do like the tutorial and create a basic one early to centralize the free items, then later build in a mountain like was discussed below?
I'm glad I could help! Great question, colonists will only haul if they have space in a stockpile to haul to. So if you have no stockpile, your colonists won't haul anything. The tutorial's plan is a great one, and it's what I do as well: build a temporary stockpile, and then when you have a more permanent roofed area, move your stockpile there. Good luck! :D
Arid biomes is easier in my opinion. You do not need to worry fires spreading and you have just enough wood to get a temporary freezer and barracks up in the first couple of days. I would then start cutting stone and build the outer layer of my freezer with stone. I would then create a kitchen/recreation room. After that I would start giving each colonist their own room, placing a cooler at the start and vents in between, it keeps up to about 4 rooms cool. The barracks will then be used as storage area until I have a workshop up
thank you this has helped me a ton. Its been days not and everyone is being ok no minor breaks/risks setting up what work for what person to do was a big no no. Still dont know why one of my people wont use the Research table and they have the skill at 11 saying something cant do long term.
If you're trying to assign a colonist to research directly at the research bench, that won't work. You will need to assign research to a colonist in the work tab. Make sure you also have a research project selected from the research tab. If they're still not researching, switch research to a higher priority if you're using manual priorities, otherwise remove the colonist's other tasks. Good luck!
But what about infestations? Once you get a certain wealth in either colonists or items and silver, infestations get harder to make the game interesting.
@@jojo-jm9gh i have a spare room deep in mountains hot and dark perfect for infestations. And have my traps set between my base and room. But yes infestetions are still annoying.
@@jojo-jm9gh Infestations aren't really that of a problem, if a Infestation appears arm every Colonist and go for them. At least it worked for me all the time and yes, traps are a lifesafer.
Good stuff. There is one little thing I like to do differently. When it comes to planting your first crops, if there’s not enough rich soil for both, rice is already fast growing and relatively low yield. That’s why I like to give the rich soil to potatoes first. They take longer, but they provide more food at harvest and the speed boost seems to pay off better in the end. Also, the moment your people are done planting those crops, if your grower is a high enough level, immediately plant some healroot. You can never have too much and I find that you tend to go through your initial stock of meds surprisingly quick sometimes. It’s also good for selling to some of those earliest traders if you have a surplus, but haven’t had the time yet to put together real trade goods. Keep up the great stuff. I’ve hoped for an updated tutorial from someone good.😁
I agree with Dreadlord, you want Rice as your first crop for fertile soil. Going with food yield per growing day, rice nets you 2 units of food per growing day, potatoes net you 1.9, and corn nets you 1.95. This is with regular soil. When you go with fertile soil, corn and rice go up +40%, while potatoes only go up 16%. The new numbers are rice 2.8, potatoes 2.2, and corn 2.73. At this point, even strawberries, the least efficient crop, outperform potatoes, at 2.43. Strawberries on regular soil are 1.74. You should never grow potatoes on rich soil, and in fact, it's best not to even on regular soil. Potatoes should only be grown if you only have stony soil (such as ice sheets) to grow on, since it is least affected by the reduced fertility. Edit: Another advantage to rice is that it quickly trains your primary farmer(s). The constant planting and harvesting results in a faster gain in skill, which can be beneficial if you're a little short of being able to plant things like healroot. If you get some one with really low growing skill, but an interest in plants, you can get to 8 in a relatively short period of time to start planting healroot.
One reason I can plant potatoes early is to stagger the crop yields. That is, I don't want all of the food to be harvested at once, but different harvests at intervals. It makes the food supply more resilient to bad weather or other unplanned circumstances.
@@PBoten Rice is more resilient to bad weather, because it grows and harvests more quickly, while also giving more food per day than any other crop. As for staggering crops, that is an excellent strategy, but I favor it with corn instead. Multiple growing zones, created (or unforbidden) at different times to control when your colonists get to planeting. You get more per day, and can harvest a smaller amount at a time for food, letting you free up your grower for other things since less work is needed for the farm. Rice is still my first crop for growing to get me a food stockpile until I can switch to something else, while also letting me train my farmer colonist faster than corn would allow.
One more thing to be careful of: you need to assign TWO pawns to be doctors. One will not do because if you only assign one and that one becomes unable to function, there will be no doctor for your colony.
I just bought this game and I'm here looking for beginner tips, obviously, but this game is blowing my mind. Buffs and debuffs for bedroom size, food poisoning for cooking in a room contaminated by butchering byproducts, various plants grow better or worse depending on the richness of the soil, research benefits from non-porous, sterile floors like metal or tiles, etc., etc.
This is luxury but I use butcher and cook table in one room if I have one permanent cleaner colonist(with half-circadian cycler) to regularly clean or keeping butchering in storage but next to door that stand between storage/workbench and freezer room if I have permanent hauler colonists to just avoid bad temperature work speed penalty, it not hit hard as darkness penalty though. Air locking tactic looks clever though since colonist tend to open that door a lot like never really closes
I disagree you have to do all this before unpausing the game but definitely is good early on. As an example one of the things I do early on is get some rice growing. I know somebody will depend on foraging for the first couple of days but I feel like I’d rather have my colonists all nearby the area that I want them to be working in rather than running all over the map getting food
I agree with you on this, I've tried runs with foraging but it's too inefficient. Rather have all the peeps together and working one area, forcing the peeps to scavenge all over the map for berries takes way too long and the yield is too low and infrequent to be reliable
8hrs in fall season almost winter no clothes ran out of my grown food cuz paste machine and wild animals going in through doors to eat it even if in freezer i didnt know u could farm cotton to make cloth so hypothermia constantly everyones starving settlers ars sick i have them looking after eachother in bouts im stressed theyre stressed the quests i keep denying because im just trying to survive are stressed lmao
Potatoes are objectively the worst crop in the game. They take ages to grow and have barely any fertility modifier when put on fertile ground. The only positive is they're alright to put on stony ground. A brilliant alternative is rice.
One of my starting colonists had a really high animal stat. So I tamed a bunch of animals and housed them all in the same room. But then they got sick and they ate all my food. I started slaughtering the animals for food, because my colonists were starving, but that made them even more unhappy. They also got food poisoning because they were eating animal corpses instead of cooking them first for their own basic survival. Luckily I managed to stabilize after one of my colonists went mad, but winter is coming, I'm low on food, and I haven't been able to get the resources for warm clothes yet. Overall solid first run. Guess I should have looked up a guide like this before I started playing. haha
Freezer...I finished 2 batches, but I had no idea that a freezer can be made using an air cooler...only used them to cool living rooms in the summer.....
good video, even if i have 500 into this game and started when tynan didn't know what steam is, i still enjoyed it, i would love some advanced tips or you can make this into a series which starts by covering the basics to the point it covers the very advanced parts of rimworld which are either efficiency based or just play with the game mechanic to get what you want or things like what are the best combat techniques to use or tunnelling to prevent infestations and make you get the most out of it.
I know this is really late, but a circle is far more efficient than a square when it comes to area to perimeter. However, it really doesn't matter that much, particularly if you are doubling up walls anyways. =]
I'm waiting for the 3rd video :D there are prompts on the right of the screen that say I need defense and I need battery Also apparently kitchen near the freezer cause problem with working temperature? it says the stove works slower due to bad temperature, maybe I should do another airlock there
I know that this is an amazing game. I can see by the "overwhelmingly positive" reviews on steam that this game...? is INCREDIBLE. When I try to watch this guide, and the first thing it says is "freezers are most efficient when...." .....WTF IS A FREEZER. Same thing with the other guide I tried to watch, "so, you're landing on a random planet. FIND THE DOGS. TRAIN THEM TO FETCH YOU THE IMMUNITY IDOL." Full on, I don't understand how this game isn't generally hated.
is it because im canadian???? but i had the game since we only had the desert biome but since temperature and cold are in .. i never replayed a warm environment were you can do agriculture almost all year long i go to where its minus 50C XD !! and i cant help but go thundra over and over and over again !
Never realized how electricity was an early game thing. I would play like a solid 6 hours without any power.
I like tribal start with the Tech Advancing mod. Get to experience the entire game - you neither start in the middle nor take ages to research later techs.
@@DrZaius3141 Totally agree!
Implying a mere 6 hours is not early game lol
@@coops3600 lol well I just didnt get electricity, I figured it'd be way down the line.
@Bronson Karson wow your girlfriends instagram? OMG thats so insane! now you can look at her photos cause u cant see her irl right? :DD LOOOOL SO GOOD LOOOL DEF NOT A BOT LOOOOOL
It's better to have one finished building than 5 half built buildings. I'd suggest prioritizing and building one at a time, ESPECIALLY if you're going to have only a single person on the construction job.
very good tip especially in extreme weather
This is a great tip, took me awhile to get over it but planning too much in the early stages will leave your colonists running around trying to do all of it, leaving you with 5 days in and nothing being done. Better to work one building at a time, slowly expand and keep the job counts small. Best way to progress in the early stages quickly
@@sharkhead216 And that's why you use the plan tool to plan your buildings whilst building one at a time!
Ya, the plan tool is your friend. Or, if you prefer, you can simply forbid the construction task until it’s time to do it.
@@hiddeblokzijl9050 i cant plat rimworld without the better planning mod XD
an easier way to unforbid items at the start is to go to the architect>orders tab then right click unforbid and select all. This way you cant miss anything on the map
That's a great tip, thank you! Always fun to pick up those little quality-of-life improvements I never noticed :D
Awesome, thanks. I didn't know about this but I love it as I hate that everything is automatically forbidden at the start, especially considering how spread out the items can be.
@@johnpatz8395 No problem dude, glad I could help. I agree with what you say, there is really no reason for the forbid option until later in the game unless you want to experiment or if Randy's being an A-hole
nice,a lot faster
@@codenamekebab Randy always seems to want to be an a-hole, doesn't he? Dammit, Randy!
" Lets get started and see how they do! "
20 raiders come from all sides.
SHAUSHAUHUSHUHAUSHAUHSUSAHUH THAT EXACLY WHAT ALWAYS HAPPEN TO ME
randy: good luck sucker
the RNG God is a unforgiving one.
Even as an intermediate player, its always nice to go back to the basics. Well done!
Thank you :D
Why am I watching this, I've been playing this game for years, hihi
because, like me, you still suck?
Same here
Lol same
I do the same thing with like every game I like
Same!
I had no idea solar panels could be placed within the highlighted zones of a wind turbine and not reduce efficiency! This will be a huge benefit to my power grid layout in future bases! :D
I like to put my crops in those areas myself.
Actually anything that prevents plants from growing in this area helps. I usually go the brutal way and place a concrete desert around the turbines.
Yeah I do the same, place some slabbed flooring so I don't have to keep harvesting the area but I never liked being unable to do anything with all that space. Growing crops or building solar panels would be an ideal use of that. (Peeps find turbines very unattractive so I can't even use the space for recreation...)
Crops are good because so there's no ways a tree snick in
Again, I emphasize medical treatment more than Fruitbats. I start off with four beds rather than three. The fourth makes a good medical bed and also serves as an overflow in case you get an additional colonist early on.
Also it can be converted into a prison as well if need be. Having a spare room is very important.
I start with all beds in a single cramped room, as I expand and create dedicated bedrooms the original becomes the hospital.
First room of mine is a 6x6 barrack with 4 beds, then I start moving my pawns slowly into 6x6 double bed rooms so they get buffs
all I want is to be competent enough to play this game, this video really helped make it less intimidating. Thanks!
Glad it helped! Thank you :D
The thing that almost defeated me in my first game was trying to tame an elephant on the first day.
A risky but worthy endeavor
The colonialist who attempted that must've had big balls!
@@The_gaming_archaeologist not only that, but she survived, being the only person who couldn't heal, deal with any dumb labour, cook... she could only do animals and that killed almost all of her friends.
Hahaha! This actually made me laugh out loud. I love this game. We all learn that lesson the hard way.
They don't attack when you fail to tame though. So... lies.
Longterm Rimworld player here; the most efficient thing I've found to do is to wall off those little alcoves into mountains particularly for freezers. This gives you only the front wall as letting in heat and you can expand safely into the mountain.
Typically that's how I build my whole base. I do play with a fence mod (to protect my pets mostly); I find an inset mountain if available, fence it off, then wall off the little niches inside to make rooms; you can either cover the center to make a large room, or you can dig inwards and merge the rooms inside the mountain.
I think that, way more importantly than doing everything before unpausing, is doing it sequentially, so your guys don't end up half assing everything and leaving it incomplete. So you could start with the fridge orders, unpause, then plan the barracks. If the fridge is over before you were able to plan whatever you planned next, just pause it again, rinse and repeat.
The idea is pretty much the same but your guys build stuff more efficiently
I just downloaded Rimworld last weekend. I didnt pay attention to the incapable of firefighting. Only one guy can fight fire and he is unable to walk because of a mad rat. Then a boomalope got killed by my trap and my walls are ALL MADE OF WOOD. The only guy who can firefight got burned alive inside his room while the other two ignored the fire. Got soo pissed but laughed so much after thinking what happened.
A big starting tip for chopping wood in the beginning is that the chop order will set unripe trees to be chopped, however if you set a HUGE growing field around your "forest" then set it to forbidden, they will auto harvest ONLY what is ripe, meaning healroot, wild crops, and trees, this will allow you to get the most out of your trees early on without 1x1'ing your "ready to harvest" trees.
What I find so amazing about Rimworld is that u can replay the game so many times by just selecting a different location. So these beginner guide videos are really helpful, because I always forget what to do in the beginning after playing in mid game for so long...
I'm about 2 months late but whatever. Having a dining room with seats for all, as well as a storage room that is for non edible items is also extremely important, especially after the 1.0 update. Infact it can be very quick how many items you stockpile so I usually end up starting off with my colonists bunking together in the storage/dining room before making them proper bedrooms.
Yea i find if your barracks is in the rec/crafting/dining room the wealth boost means they dont get much of a debuff if any from using a barracks.
@@CAMSLAYER13 Lol I was two months late and you're two years late
@@KoalaProductions well shit lol, didn't realise this video was do old
My first barracks, rec and dining is all the same room with a grow zone of roses across the floor, this fills beaty and gives the impressive buff for rec dining barracks earlygame.
You missed the single most important task: arming your colonists.
You should try to keep your colonists with no weapons unless they need them, that way they don't accidentally kill someone if they break and you need to arrest them.
@@sebking7902 Ehm.. In first day... They have very low chance to get mental break ....
@@friendlyfire3412 Doesn't have anything to do with the first day, first day you have very low chance of getting a raid, using your logic.
@@sebking7902 but hunting is important for food, so arming is important... and I have been raided on day 1 before.
No reason not to arm straight away.
@@sebking7902 moron
I'm just getting into this game and your videos are by far the best I've come across. Your tips on choosing colonists and this video about getting started have been incredibly helpful. I wish you made more! Thanks man
i accidentally unpaused when i started. WHAT DO I DO!?!?!?!
It's not uncommon to lose your first few runs that way. Just keep trying! :D
@@FruitbatsTV Yeah its all over. best to just uninstall the game now, reformat the pc and take up a hobby like painting. Its the only way forward, now.
@@jackandy1736 that last part of your comment was kind of obvious.
Hit space again
Massman121 r/whoosh
11x11 is huge for a starting cooler,! I'm surprised that a single cooler can even hope to keep that much space cool.
Individual bedroom should be done at a later time. Barracks is more convenient since you can use it later on either as a guest housing if you have the hospitality mod or prison since its already decorated. Dont mind the debuff. Its so small its almost not there. I recommend Nutrient paste too. No food poisoning, no need for a high level cook and your food stockpile almost doubles the amount of feeding done.
Agreed on the nutrient paste! I talk about my love for it here: ruclips.net/video/c-3GcucTuuI/видео.html
I tend to shy away from barracks because of the extra disturbed sleep debuffs, but I do use the freezer as a barracks until I get my bedrooms and coolers set-up!
Ahh now I see my big problem. I keep trying to give everything a floor before making it into a true room. Plus, great tips with the freezer there.
best guy to explain things in this game, and, I had to play start a couple of times to work some things out for myself to know what you're talking about, thanks man, great videos
Dude I know what your talking about, I just got the game two days ago and got my but kicked 7 times already and this guy is explaining tips very well that will help my Rim dudes survive the damn harsh winter.
Just wanted to say I love this tutorial. It's helping some of my newer friends to the game. If its possible to continue this and go more advanced as that would help out tremendously
Thank you, I'm glad it was helpful! I do have plans to continue the series and gradually make it to more advanced topics!
Thank you for this! Just got this game today and was immediately confused by all the menus and tasks and construction and what to prioritize.
Wood becomes a major issue if you use torches and wood coolers everywhere. It will also bog down your haulers and by the time you notice something's wrong, they'll all be dying of starvation. Cutting trees and resowing them is also time consuming, so I like to set manual priorities on the work screen. Taming too many animals can also lead to food shortages so always set auto butchering to keep no more than one animal per gender and age. Have no more than two different species and the smaller the better. Also, set drug usage to no drugs for each pawn under the assign menu! My builder/ hauler pawn got hooked on smokeleaf after a bandit was killed and as soon as I allowed the drop for hauling they smoked one right there on the ground. Then a lengthy withdrawal phase began as I didn't have the means to produce more. It was a nightmare. I always burn all drugs at the campfire anyways. They're not worth it. Especially before you can establish a stable food supply first. Which has yet to happen after a solid 13 real-time hours playing. Casandra always throws either a blight or a cold snap my way whenever I start getting comfortable food wise. The main challenge in the game is balancing out the food requirements vs. the work load for each pawn. Getting a larger population doesn't help overtake production as they'll also eat more. Putting the right priority number in the right box in the work screen makes all the difference!
Am I the only one that's constantly annoyed with items automatically being forbidden? I mean it makfes sense to be able to forbid specific items, but it shouldn't automatically forbid things, unless younset it to automatically forbid specific items. Or at the very least the starting items shouldn't be forbidden, it just seems like a silly extra step when you start a game
gotta press that F to pay respect man XD
I felt the same way initially, wondering why the fk must i do this seemingly mandatory step. Then when I start harder games where the first day makes or breaks the game, micro manage what to haul in and what to leave outside for time being is a must. Usually I will haul in only food first to prevent wildlife from eating them and leave the rest outside.
WHat if you start next to an alien hive and you dont realize the first thing your colonist tries to grab is the most useless item that spawned next to the megacrab and gets eaten by it? Thats why I think they did it.
Daniel Piechowicz yeah, I guess on harder playthroughs this could be an issue, not sure as I haven't done many of those yet, but if that was the case I would think the initial state could be adjusted by the difficulty parameter.
I actually appreciate the feature, mostly because it lets me know where everything is on the map. Having to hunt around and click on everything gives me a degree of familiarity with each new map.
Small suggestion to improve your freezer. Instead of a double wall with airlock build a one space thick room going all the way around the freezer. Put vents on the inside rooms walls and coolers on the outside rooms. Since it's only 1 thick the outer room will get cold fast with only one or two coolers while the vents slowly equalize the inner room to that temp. This gives you the effects of an air lock, a stronger insulation layer around the freezer and in the event of power loss you can close the vents which will preserve the freezing temperatures way longer.
Sounds a bit like a Thermos. I like it! I'll have to try it out, thank you!
Likely commented on already but in 1.0 even things covered by a roof but outside like wood, components, or supplies other than metal/rock will continue to deteriorate unless enclosed in a building with a door.
I tend to build a slightly larger (3x3 interior) airlock and have the butcher table in that. I don’t know if that screws up the temperature in the freezer but it stops butchers from getting too cold (it’s still chilly in there sometimes though). That way there is no mess (or not much mess) near the frozen food or the kitchen. If I’m feeling fancy I put sterile tiles in there as well.
Don’t know if that’s a good idea for combatting food poisoning, but it seems to work well for me.
Fantastic video, very nice editing too! Love the transition around 6:28
hey man, just want to say i like your videos.
I didnt fail my first colonie yet... and i "already" played it 3 hours. Now there are stronger attacks. So can you do some kind of Beginner easy Defense tutorial?
That's a great idea! I'll definitely make sure early defense is a part of the beginner series
At a beginner level, notice where raids approach from and build cover for your colonists. Walls are the best cover followed by sandbags. Notice where enemies take cover and either remove the cover or add traps. You can build town walls to force enemies to attack through a single killzone.
how do i use traps? raiders seem to avoid them.. do i have to build corridors like in dungeon keeper?
A 2-tile wide corridor with a checkered pattern of traps (the blank tile in the checkered pattern is where your colonist move through safely) that leads to a killbox.
Im not sure about traps though because ive heard that in the latest build they are nolonger rearmable. probably good early game but later killbox would still be the way to go
dude,raiders that arrived using drop pods is crazy hard to get rid off without major damage...how did you do???
Tip for the airlock. You can make a small 2 x 3 room connected to it where you place the butcher table. Easy transfer to the fridge, but keeps it out of the worst cold. Not in the kitchen so less likelyhood for food poisining as well. It will however make the airlock bigger, so pick your poison.
I dont even bother with a crop straight up.. i just start taming and culling. Tame a bunch of milk/egg and wool making creatures, hunt the rest. Then just mass harvest berries. Learn pemmican, so you have long lasting food that you can bulk make after a certain ammount of simple meals {when making the bills, you can make it sort of forever, by setting a max limit and a min limit, they will pause until there is less than x ammount, so you can make time for travel snacks}
Excess hides are great tradefodder too. Plus, parkas for the cold snaps. Once you get enough silver from hide sales, you can upgrade your dudes with the various limbs and stuff you may find or eventually make.
I go dining room/kitchen/fridgefreezer combo and once i have enough dudes, just have one purely as a cleaner. As long as you dont get too big, one cleaner is enough.
Its definitely a good idea to set up near a decent river too, then get the waterwheels, easier than going straight for geisers.
Dont forget if you cant afford tiled floors for your walkways, you can smooth the ground to get the same effect.
The video and these comments have been very helpful. Thank you to the community from a brand new player. My question which hasn't been clearly discussed is where do all the items go without a stockpile? Should I do like the tutorial and create a basic one early to centralize the free items, then later build in a mountain like was discussed below?
I'm glad I could help! Great question, colonists will only haul if they have space in a stockpile to haul to. So if you have no stockpile, your colonists won't haul anything. The tutorial's plan is a great one, and it's what I do as well: build a temporary stockpile, and then when you have a more permanent roofed area, move your stockpile there. Good luck! :D
Mushinto is my Pirate King character! I made him! Cool to see him in a video.
No Mushinto just starved to death in my ice sheet play through.
F
Arid biomes is easier in my opinion. You do not need to worry fires spreading and you have just enough wood to get a temporary freezer and barracks up in the first couple of days.
I would then start cutting stone and build the outer layer of my freezer with stone. I would then create a kitchen/recreation room.
After that I would start giving each colonist their own room, placing a cooler at the start and vents in between, it keeps up to about 4 rooms cool.
The barracks will then be used as storage area until I have a workshop up
thank you this has helped me a ton.
Its been days not and everyone is being ok no minor breaks/risks setting up what work for what person to do was a big no no.
Still dont know why one of my people wont use the Research table and they have the skill at 11 saying something cant do long term.
If you're trying to assign a colonist to research directly at the research bench, that won't work. You will need to assign research to a colonist in the work tab. Make sure you also have a research project selected from the research tab. If they're still not researching, switch research to a higher priority if you're using manual priorities, otherwise remove the colonist's other tasks. Good luck!
doesn't overwhelm you, great video
I was lucky that a steam geyser spawned on top of rich soil best of luck to me and to all who started the game. :)
i see you started to build beds as soon as you started, i would recommend using sleeping spots until all your buildings are done then move onto beds
another thing is that if you plan on using on nutrient paste for prisoners in the middle game rice is a good option since it spoils much much less
I do my freezer 11 by 11 too, but the stockpile is 9 by 11. The 2 are reserved for batteries
That is an awesome starter video for a very complex game. *tips hat* well done, sir
i usually prefer mountainous because its easier to cover by mountains
But what about infestations? Once you get a certain wealth in either colonists or items and silver, infestations get harder to make the game interesting.
@@jojo-jm9gh i have a spare room deep in mountains hot and dark perfect for infestations. And have my traps set between my base and room. But yes infestetions are still annoying.
@@jojo-jm9gh Infestations aren't really that of a problem, if a Infestation appears arm every Colonist and go for them. At least it worked for me all the time and yes, traps are a lifesafer.
@@deadchannel1745 if you're using combat extended just arm everyone with shields and melee. infestations are not a problem no matter the size.
can't stop the feeling
I would have to urge you to use the priorities system rather than the check system in the work tab
He already mentioned it's beyond the scope of his video.
For the very start I like to use it until I have 4-5 colonist that specialize
Good stuff. There is one little thing I like to do differently. When it comes to planting your first crops, if there’s not enough rich soil for both, rice is already fast growing and relatively low yield. That’s why I like to give the rich soil to potatoes first. They take longer, but they provide more food at harvest and the speed boost seems to pay off better in the end. Also, the moment your people are done planting those crops, if your grower is a high enough level, immediately plant some healroot. You can never have too much and I find that you tend to go through your initial stock of meds surprisingly quick sometimes. It’s also good for selling to some of those earliest traders if you have a surplus, but haven’t had the time yet to put together real trade goods. Keep up the great stuff. I’ve hoped for an updated tutorial from someone good.😁
check the Fertility Sensitivity on the crop - rice is 100%, potatoes not so much. Fertile soil is wasted on crops with less than 100%
I agree with Dreadlord, you want Rice as your first crop for fertile soil. Going with food yield per growing day, rice nets you 2 units of food per growing day, potatoes net you 1.9, and corn nets you 1.95. This is with regular soil. When you go with fertile soil, corn and rice go up +40%, while potatoes only go up 16%. The new numbers are rice 2.8, potatoes 2.2, and corn 2.73. At this point, even strawberries, the least efficient crop, outperform potatoes, at 2.43. Strawberries on regular soil are 1.74. You should never grow potatoes on rich soil, and in fact, it's best not to even on regular soil. Potatoes should only be grown if you only have stony soil (such as ice sheets) to grow on, since it is least affected by the reduced fertility.
Edit: Another advantage to rice is that it quickly trains your primary farmer(s). The constant planting and harvesting results in a faster gain in skill, which can be beneficial if you're a little short of being able to plant things like healroot. If you get some one with really low growing skill, but an interest in plants, you can get to 8 in a relatively short period of time to start planting healroot.
One reason I can plant potatoes early is to stagger the crop yields. That is, I don't want all of the food to be harvested at once, but different harvests at intervals. It makes the food supply more resilient to bad weather or other unplanned circumstances.
@@PBoten Rice is more resilient to bad weather, because it grows and harvests more quickly, while also giving more food per day than any other crop. As for staggering crops, that is an excellent strategy, but I favor it with corn instead. Multiple growing zones, created (or unforbidden) at different times to control when your colonists get to planeting. You get more per day, and can harvest a smaller amount at a time for food, letting you free up your grower for other things since less work is needed for the farm. Rice is still my first crop for growing to get me a food stockpile until I can switch to something else, while also letting me train my farmer colonist faster than corn would allow.
One more thing to be careful of: you need to assign TWO pawns to be doctors. One will not do because if you only assign one and that one becomes unable to function, there will be no doctor for your colony.
OMG thank you for this tutorial! The in game one is trash compared to this. I have been losing over and over again.
I just bought this game and I'm here looking for beginner tips, obviously, but this game is blowing my mind. Buffs and debuffs for bedroom size, food poisoning for cooking in a room contaminated by butchering byproducts, various plants grow better or worse depending on the richness of the soil, research benefits from non-porous, sterile floors like metal or tiles, etc., etc.
3:10 pretty sure this statement made many physicists really mad
Bedrooms? Please. Barracks all the way.
i have enough respect for my colonists to give them their own rooms
Gotta say that 6:22 transition was pretty slick
This is luxury but I use butcher and cook table in one room if I have one permanent cleaner colonist(with half-circadian cycler) to regularly clean or keeping butchering in storage but next to door that stand between storage/workbench and freezer room if I have permanent hauler colonists to just avoid bad temperature work speed penalty, it not hit hard as darkness penalty though. Air locking tactic looks clever though since colonist tend to open that door a lot like never really closes
I disagree you have to do all this before unpausing the game but definitely is good early on. As an example one of the things I do early on is get some rice growing. I know somebody will depend on foraging for the first couple of days but I feel like I’d rather have my colonists all nearby the area that I want them to be working in rather than running all over the map getting food
I agree with you on this, I've tried runs with foraging but it's too inefficient. Rather have all the peeps together and working one area, forcing the peeps to scavenge all over the map for berries takes way too long and the yield is too low and infrequent to be reliable
Dang, I was really hoping for something like a ten part guide! This is the kind of guide format I live for. Fantastic video.
Well I didn't fail my first colony... my hard drive died and took my save with it. :(
this is rimworld
it always finds a way to make you lose
Thanks, just started playing. Very helpful!
Dude the default work priority setting sucks I don't even know why it exists
The first thing for me is to build barracks and prisons. The soviets used gulags to build various settlements in the middle of nowhere.
This is a great video for beginners, good job
I got a lot of time on RimWorld but the colonist room size really helped out a lot I made rooms way to big
8hrs in fall season almost winter no clothes ran out of my grown food cuz paste machine and wild animals going in through doors to eat it even if in freezer i didnt know u could farm cotton to make cloth so hypothermia constantly everyones starving settlers ars sick i have them looking after eachother in bouts im stressed theyre stressed the quests i keep denying because im just trying to survive are stressed lmao
You forgot the first step that you can't win without: go into storyteller settings and change it from Randy to anyone else.
Phoebe chillax medium is what I think is good for beginners
Everyone else always seems to get lots of large old buildings. Every time I play I get just a couple of 1 by 5s or complete derelicts lol
Great video 👍🏻
Thanks! Helped me learn the game a ton
My pleasure, thanks! Enjoy the game :D
Potatoes are objectively the worst crop in the game. They take ages to grow and have barely any fertility modifier when put on fertile ground. The only positive is they're alright to put on stony ground.
A brilliant alternative is rice.
it never occurred to me to put the butcher table *in* the freezer. good video.
Don't put the butcher table in the freezer.
Its a nub move.
Build a separate alcove for it just like you did the kitchen.
One of my starting colonists had a really high animal stat. So I tamed a bunch of animals and housed them all in the same room. But then they got sick and they ate all my food. I started slaughtering the animals for food, because my colonists were starving, but that made them even more unhappy. They also got food poisoning because they were eating animal corpses instead of cooking them first for their own basic survival. Luckily I managed to stabilize after one of my colonists went mad, but winter is coming, I'm low on food, and I haven't been able to get the resources for warm clothes yet. Overall solid first run. Guess I should have looked up a guide like this before I started playing. haha
Just figured out how to use a butcher's table. Things are looking up now :)
Freezer...I finished 2 batches, but I had no idea that a freezer can be made using an air cooler...only used them to cool living rooms in the summer.....
1:10 having a river or a mountain he says. His starting point:plains, no rivers, nice :DD
Great video. Thank you!
good video, even if i have 500 into this game and started when tynan didn't know what steam is, i still enjoyed it, i would love some advanced tips or you can make this into a series which starts by covering the basics to the point it covers the very advanced parts of rimworld which are either efficiency based or just play with the game mechanic to get what you want or things like what are the best combat techniques to use or tunnelling to prevent infestations and make you get the most out of it.
Thank you! I definitely intend to continue the series and gradually work to intermediate and advanced topics :D
Instructions unclear, accidentally unleashed a swarm of man-killing insects on the world.
3:41 Actually what you said is correct. Items outdoors deteriorate now as well.
I know this is really late, but a circle is far more efficient than a square when it comes to area to perimeter. However, it really doesn't matter that much, particularly if you are doubling up walls anyways. =]
Thats such a well made video
The airlock is game changer. Literally.
just bought this game having been pirating it or the past 2 years, excited to get back into it
Good luck and have fun! A lot has changed between versions :D
Glad you supported the devs in the end
Good video, I never knew Rice worked especially well on fertile soil. :)
Oh damn. That was a smoooth explanation!
Awesome tutorial
i didnt even think about building a cooler until i started having trouble hunting and growing for 8 colonists
love your tutorials man
It is good to have the freezer near the field
What are the best growing zone(s) to start off with? What dimensions? How many? Which crops?
this is extremely useful
Great stuff. Really helpful for a newb like myself. Thanks so much. :)
this is a great tutorial. THX
Bold of you to assume I won't just be using the nutrient paste dispenser
I'm waiting for the 3rd video :D there are prompts on the right of the screen that say I need defense and I need battery
Also apparently kitchen near the freezer cause problem with working temperature? it says the stove works slower due to bad temperature, maybe I should do another airlock there
I know that this is an amazing game. I can see by the "overwhelmingly positive" reviews on steam that this game...? is INCREDIBLE.
When I try to watch this guide, and the first thing it says is "freezers are most efficient when...." .....WTF IS A FREEZER.
Same thing with the other guide I tried to watch, "so, you're landing on a random planet. FIND THE DOGS. TRAIN THEM TO FETCH YOU THE IMMUNITY IDOL."
Full on, I don't understand how this game isn't generally hated.
Very helpful thank you
Thank you!
is it because im canadian???? but i had the game since we only had the desert biome but since temperature and cold are in .. i never replayed a warm environment were you can do agriculture almost all year long i go to where its minus 50C XD !! and i cant help but go thundra over and over and over again !
Its a good game and I learned from your video. Thank you sir.