For prisons, I recommend having a room that is absolutely horrendous as well, to help speed up Ideological conversion. Low mood means a higher chance of the pawn suffering a crisis of faith, dramatically lowering their certainty or even changing their ideology entirely. Once they are converted you can move them to the recruitment side, which has all the amenities needed to speed up the process.
That can work, but they actually get converted (and recruited) faster if they have high mood. I’ve found if you have enough wardens so they are consistently getting converted on cooldown having a nice prison is best, but if you don’t have enough wardens then gambling on crisis of faith isn’t a bad idea.
@@Ichorizor You just need the right xenotype for the job. I use sanguophages as they make good wardens and researchers without the downsides that highmates have. A good xenotype for many situations and can ease the workload of the colony doctor when the doc is overwhelmed and your other pawns are close to having mental breaks from the heavy fighting.
1. You need space for a heater and a light in your kitchen. Both cold temperatures and darkness threaten to reduce your cook's work speed. 2. You should have clear paths between the rows of shelves in your freezer. Shelves significantly reduce pawns walking speed when moving over them which will slow down hauling after harvests and etc. 3. You should not connect your kitchen directly to the freezer and should instead have the door into the kitchen's room very close to an entrance to the freezer. This prevents the heater in the kitchen from impacting the freezer and vice versa.
@Vesdus the 2. Point is thrue but if your storage is full with shelfs colonists only slow down on the first shelf and speed up on every other shelfs they walk on.
For those who want to do a mountain base: any important room (research, hospital, dangerous storage, etc) should be cooled below -8 C, this reduces the chances of an infestation starting in those rooms. Additionally, you can keep a warm dark room filled with incendiary mines away from your base to act as a lure.
This tip isn't as useful as you might think. Research rooms & hospitals are places where pawns work, so if it gets too cold the activities inside are significantly slowed. Which can kill in a hospital, & waste days of productivity in a lab. Not to mention the necessarily complex arrangement to handle & move heat beneath a mountain. If you're that paranoid about insects, mass produce shotguns & maces. Insects are massive, melee-oriented menaces vulnerable to blunt damage. Shotguns stagger/shred at close range & maces stun/pulverize with rapid blows. Edit from the future!: I did the math, & the bad temperature mallus reduces productivity at any book bench by 35%. Which is huge.
@@TrollOfReason Maybe make backup rooms like fuse more important rooms such as hospital and research together so that when one room is infested the other is still usable.
Well... after 2000 hours of gameplay on Rimworld. I can tell you this. This is the best Rimworld video you need to see before you keep playing this great game.
With biotech, zones can be used to prevent kids from wandering too far out for their recreation as they can wander into a rather hungry animal or other hostile entities for nature walks when not set. simply having it highlight a well-defended exterior by walls or relatively close to the colony and not in the wilderness along with the safe areas in the base will be enough to satisfy their learning outside.
I keep two zones for kids & pawns incapable of violence: Safe & RED ALERT Safe is as it implies, it's behind the walls but nowhere an undrafted child should be, IE: shell or chemfuel bunkers. It's a zone where kids & wimps can work & play without worry, while specifically preventing kids from wandering too far from their lessons. RED ALERT is where I send my non-combatants when I'm under serious attack. Usually a prepared bunker with controlled fire lanes, reinforced entryways, a cache of survival meals/pemmican, medicine & building materials to seal everyone in. It's kept away from the warehouse or freezer because if it's ever truly needed, the wealth/nutrition there will be a better distraction than anything else. Hopefully letting my children & their chaperones leave to begin elsewhere after raiding the bunker for supplies, if things get truly dire against raiders or insects. Obviously, the bunker doesn't work for Mechanoids, & if things go south I don't waste time holing up so much as I just form a hasty caravan & run, if I can.
I suffered the horror of watching a kid get eaten enough time that my pawns are responsible parents - when there's a kid around we either hunt the dangerous wildlife or keep the kid close if that's not an option.
Just updated from 1.0 to 1.4 and got the recent dlcs. Used to build my colonies with a kill box but I want to try more of a fortress design due to sappers so this video is perfect for me.
I admit I wondered at some of this advice, but then I remembered this is for Vanilla RimWorld and I play with so many mods my computer take like ten minutes to start up the game. Myself I prefer to build a main stockpile for all my non-food items large enough to make full use of the orbital trade beacon radius, and then build the workshop in a room attached to it so my pawns don't have to go far for materials. Not as efficient as the shelves thing, and I might try that if I find I need to mass-produce something (like one of those trade/caravan quests that ask you for 33 Bowler hats or something ridiculous like that), but still not so bad for most tasks. I then set the freezer stockpile to filter only food and other goodies I want preserved (like healroot) and crank it up to "preferred" so that pawns will still store food in the main stockpile if there's an overflow, but quickly move stuff to the freezer when space opens up. But then I'm also a loser who only plays on easier difficulties because I find the management and building more fun than constant suffering, so what I say might not work with people playing on a proper difficulty level.
Unfortunately that's not all that possible vanilla. But VE let's you set up prepared killing fields. Barbed wire is beautiful. Lining it up against walls prevents organic tunnelers from attempting to breach your walls while you can set up zigzagging approach patterns that delay incoming melee troops to be shot to pieces as they're caught in the open. Meanwhile, decoys can distract ranged enemies, giving your pawns crucial seconds for their own attacks. And putting the dummies behind sandbags & barbed wire can significantly increase their lifespan.
@@TrollOfReason it is completely possible in vanilla, you can make several defensive positions around the map, mainly with turrets, even the small ones, they serve as a great distraction, while invaders attack them your colonists tear everything in front, you can put fences or even stones to serve like a "barbed wire" and even place traps, and in the case of fences, even if they provide cover for the enemy, they are quickly broken in the fight and serve as bait for enemies, and you can integrate this with the walls of the colonies, and as the enemy approaches, you retreat and change positions because the enemies tend to get distracted by melee attacking the walls and spreading out, then just kill them little by little
@@iliasshogenov5929 he made a video on armor a while ago, I asked him if he had plans to do a video on weapons and strategies, it's been a year and apparently nothing happens kkkkkkkkkkkkkkkk
@@TrollOfReason On my 2nd playthrough, still vanilla, I had 3 frontlines with like 12 mini turrets, and 10 normal/sniper turrets each, protected by few lines of sandbags. High cost for maintenance and energy/electricity, but worth it. Even with endgame raids, the turrets alone could almost handle everything without pawns.
My favorite base design is creating a fort or castle or stronghold which I myself would be pleased living inside. This means if I'm using nutrient paste it's only for prisoners, this means not having one giant bedroom for everyone, this means not using a killbox because in real life dozens of humans wouldn't all be entering an area where they just watched many others dying, etc., etc.
@@MordimersChessChannel Yes, I agree with kill boxes when they work on the first attack or first wave of enemies. However if you're a general of an army you don't keep sending wave after wave of troops into the same killbox when all the troops keep dying.
@@NTJedi That's how the game emulate breachers, drop pods raiders, siegers, etc :) And new raids don't know that their friends died in some kill box - they died :D
@@MordimersChessChannel Not everyone dies during a raid... in fact there's often survivors who escape the map. So NO... they didn't all die in many cases.
Additional hospital tips: If you're running transhumanists, biosculptor pods can do things that hospitals can't because any pawn inside enters suspended animation, so in situations where a pawn has a case of an infectious disease that is outstripping their rate of immunity gain, it can save their life. (This is prone to hapen with elderly pawns I've found.) Biosculptor pods run on nutrition and can fuction even if no doctors are present at all. Even if you don't run vampires, it's a great idea to farm some hemogen packs because these can be administered through the health tab as a blood transfusion to treat blood loss. Treating a pawn's wounds stops blood loss and reduces the odds of an infection, but it isn't always enough to save their life if they've already lost too much blood. This handily counters that as the game isn't fussy about blood types or anything. Surgery succsess is based on medicine quality, hospital quality, medical skill, but also sight and manipulation. Any debuff to these last two for any reason makes your doctor totally useless for complex surgery and they'll just botch everything, so if you have a pigskin paramedic like I do, use another, more competent, doctor to give her a bionic eye and any consciousnes buff you can find, to counteract the trotter hands manipulation debuff. Elongated fingers and prehensile tails are great little bonuses for custom races/xenograms you might like for your doctor pawns.
8:58 I found myself making a small freezer inside my hospital to keep healroot fresh, and since normal medicine doesn't decompose by cold you can just fill it with all the medicine you have, extra points for saving your ethically obtained organs and bionics in there too so your pawns don't run around your base each time someone needs an emergency liver transplant (also saving organs in a freezer just makes more sense) I also recommend once you can plant healroot and have a nice and clean hospital, set everyone to be attended with only herbal medicine and save normal and glitterworld medicine for surgeries and really serious injuries only
really amazing guide, I have years playing the game but I'm happy to always see how to properly do stuff, so I can see how can I implement it on my current colony
My most recent base has a central hallway that is also the rec hall and unroofed, covering a bunch of needs all at the same time and creating a very cheap first layer of walls enclosing all my essential buildings. Whatever my dining hall is, I double the space behind it for the ideoligion room Something to say for zones as well, use them to control animal travel and to create panic rooms for when raids go bad or to quickly rally in case of a drop pod. All indoors so the rabid thrumbo doesn't delimb someone.
Zoning is a great tool that definitely needs to be utilized more. Having dedicated animal haul and drop-off areas or simply keeping them away from places that need to be clean is neat, but you can also use it to keep temporary guests and slaves away from things they have no business being around. Alternatively keep a royal in one spot while other work around them
11:17 : Mortars being hit and destroyed by enemy fire can (and will) explode. The chain reaction can be pretty big. Though, pretty rare, it can happen. So it isn't a bad idea to shelter mortars from each other by placing walls.
Depends on what difficulty you want to play at. Less efficient? Fine for lower difficulty! Always attacked by soon to be corpses? No time to be inefficient.
Same. For instance, I always space furniture out so it looks like pawns can reach them. That room of wall-to-wall shelves Noobert showed is something I would never be able to let myself build. That said, I think you can still make a good looking base that's still at least 90% the efficiency of a min-maxed design. A lot of the design rules for efficiency (putting stockpiles near workstations, paving and lighting walking paths, etc.) work with any aesthetic. Mods can help make up the difference if you still want to play on the highest difficulties.
@@luzhang2982 Nah, just speed run gunsmithing (or just smithing if you play medieval like me) and fabrication (medical researches for medieval, you will have many, many injuries). Then build your pretty bases. Higher difficulties are a cake walk if you just build decent defenses (i.e. outer walls, encampments if you don't like killboxes, lots of small traps like spikes and ieds, and maybe a mortar or two).
Not so much a base building tip as a QOL. If you have vampires in your colony a great way to ensure you always have fresh blood available without the risk of prisoners escape is to install and then remove bionic spines in one or more captured pawns leaving them paralyzed. Now you have a living hemogen farm that you can totally neglect except occasionally feeding without the risk of any bad consequences. And if you decide you could use that pawn you can always reinstall the spine. Its a good way to keep a lot of prisoners too for whatever reason. Cruel, I know but lets face it, we've done worse.
that's not even necessary each extraction removes 45% and they lose consciousness at 20% iirc and can even go down to 1% without dying so if your blood farm is at maximum efficiency they wont ever even be awake
That's just better solution overall. Two logs are much cheaper than a bionic spine and easier to come by, the surgery itself is simpler and therefore much less chance to botch, even if you do - it's just logs, and consequences of a fail most likely won't be dangerous (even better, dumb doc may "accidentally" cut off a leg and that's exactly what you want)
I love this because it feels like a super-evil version of just removing their legs. Like at least with your legs gone you can still sit up and be a basic human from the waist up. Without a spine you're practically just a meat sack.
1) put a fridge in the hospital and set it to store meds at a high priority. Keeps anything from going to waste. 2) Use walls and a double door system for pens instead of fencing/gates. Keeps predators away from your tames, and with the right settings on the doors keeps tames in. 3) have your storage room connected to the outer perimeter of your base and build an animal flap going outside the base. This allows select tames to carry goods to/from storage without filthing up the entirety of your base. 3) build a smaller storage room inside your storage room and lock it off so slaves can't go in. Store your armor, weapons, and anything else you don't want slaves having access to inside the smaller section.
@@303Thatoneguy 🤷♂️ maybe. It seems like I've lost meds before, but to be fair I could've overlooked an injury or it could be because of a mod I play with. Either way it's still not a bad idea as a fridge holds a ton in a tiny area compared to a dump zone.
@@hippiedude2232 lol I thought putting beer in the fridge gave it an effect but it don’t. Under the health tab it says alcoholic warmth so I thought cooling it would give them a better result. I used to put meds into the fridge too now I just keep a shelf with all that stuff in the hospital to reduce travel time. Besides I don’t want my field medics using the meds I told them to bring for people in a hospital bed.
This is great, though I would say its more like 'how to build a simple base effectively' rather than efficient, or there is room for improvements. Safe working temperature is 5, so you'll get a -40% work speed cooking in the freezer. Also, if you have a lot of people or mechs, single doors (lacking gap) and 1 thick walls will struggle to keep it cool, and in higher temps/heat wave, you're toast. If I were to recommend an efficient tip, and sticking with cooking/freezer, it would be to wrap your butcher table in walls, and put the door where your pawn stands. This minimizes footprint and keeps the filth of the table contained to the table/room itself.
Meme's one useful tip today: ZONE NON-PEN ANIMALS away from crops. holy crap. I have a whole freezer full of hay they can access, but they'll jack up all my healroot and psychoid plants instead. also, zone kids so they don't lolskydream their way into hypothermia/heatstroke. got so mad I made one eat a grenade before I realized how to fix that
hey thanks for the tip's I'm not super big on some of them like the corners or the hospital bed's cause i don't play on max difficulty and like to build pretty cave base's and town's but some of them are defiantly very very helpful that in my opinion don't ruin the look's ill defintly be saving this vid and mixing and matching some of these tips into my future bases!
If you don't have enough silver to make sterile tiles, steel tiles are a good alternative because they offer slightly weaker versions of the same buffs.
For a colony with melee and shotgun, I like polka dot base walls. Not actually a wall, but enough structures to block the line of sight from outside without blocking movement.
I used that approach in Caesar 3 to split the Roman legions as they approached. a solid wall, they would punch right through.... but an obstacle, they would avoid, so I just tank-trap clustered the field with columns, and forced them to break formation and scatter under a rain of arrows. very cheap and effective solution if you don't have or can't afford many own legions... you just deploy javelins.
Instead of having the hospital near the main entrance, I like to have it somewhere safe and secure, and accessible from the rest of the base, but have a bunch of tiny "triage rooms" all over the base (in case of a drop-pod attack or an infestation). Basically just a small room with a few beds (or just sleeping spots, if resources are tight) and a loose stack of herbal medicine. It also serves as the "prisoner processing" room, for the enemies you want to keep alive. It allows the pawns to be hauled there and tended to just to stop the bleeding, before being safely moved to the main hospital for recuperation and any potential surgeries. Can be "minified" to just a shelf of herbal medicine placed here and there around the base, so medicine is always at hand, no matter where the pawns are, and you just hand-place medical sleeping spots in the moment, depending on the location of wounded pawns. Keeping ALL your pawns (not just doctors) stacked with 3 medkits is also a good way to increase survivability - even the non-medic pawns can just drop their share of medicine right next to a field medic who is administering first aid. Just place the medical sleeping spot literally under the downed pawn, and you're gonna patch them up the second any medic gets to them.
"25 tiles from fridge"- some huge NB! pawns will take food with them often, they may start searching for the table while being somewhere far away from base. So it may be useful to build some pillboxes combined with dining tables around the map or add dining tables to geotherm fortifications.
Personally I never build kill boxes as I find them a little too 'gamey' and conflicts with me liking to think of how my base would look like if it were a real location
I dislike kill boxes, not because its too easy but that the fact that I never get to use them. I'm not sure if its just me but whenever I build a kill box I will never get a normal raid, I will either get drop podded, sieged or breached by raiders or mechanoids.
I once tried a kill box, it got 2 Raiders down or really hurt most of the time, but also have them cover when they bring bows and guns Lost My favorite pawn because of that one day, after that i don't bother with doing kill boxes
Kitchen tip is very, very good. Keep cooking area small to avoid accumulation of dirt. Also - butcher somewhere else. DO NOT EVER keep butchering table in the same area as your cooking station. One thing to note about freezer - if you have exits to warmer rooms, make "blast doors" - a short pathway with a door, 1-2 tiles empty space and another door. This way you will minimise the amount of heat seeping into the freezer - this can be pretty important in warmer climates and when pawns tend to eat and bring ingredients to the freezer constantly. If you have Royalty expansion - combine dining room, rec room and throne room. Just remember - if you are using nutrient paste dispenser - the dispenser must be in another room, so just make an alcove and keep the door open.
I like to build what I refer to as a 'clinic' just inside the walls of my base to pull pawns to for quick treatment (i.e. stop them bleeding out), before taking them to the central hospital room inside. Sometimes you just don't have time for your pawns to carry their bleeding out comrades all the way inside, so having a small inner room with a few medical marked beds and a shelf of herbal medicine really does help save lives. x.x; But it's only for bleeding wounds and in very bad situations I might just tend them enough that they have a much longer 'bleed out' timer before I get someone to carry them inside to make room for the next emergency case. ^^;
Late game I usually keep s stack of 100+ meals in reserve. And when you're cooking as much it is better for a cook to only focus on cooking. You won't know how good this is until you try it.
Here's a tip for hospitals: You can afford to put it pretty much anywhere you like if you have vampires because vampires can tend wounds in the field instantaneously using coagulate. So you no longer have to worry about pawns that you're taking prisoner bleeding out before they receive medical attention, however, I reccomend slotting it in near the residencial area/agricultural sector as this keeps it close to the doctor (unless you build a seperate bedroom for them next to the hopital) and a supply of healroots so they can be quickly transported inside. I also reccomend building shelves to house body parts you plan to install via surgery less so you can stockpile them and more so that they don't get buried in the warehouse somewhere because your doctor will need to excavate it out again if it does happen to get thrown in there. Vampires are melee specialists, so they're always on the front lines, often within spitting distance of downed raiders, but a particularly intense raid can leave the vampires downed as well, so I reccomend keeping a vampire specialized in shooting as well as a backup medic so they can tend to desirable prisoners or the other vampires. Even though vampires are almost unkillable, cannot suffer infections, and recover from wounds very fast, you still want to tend to them to preserve their mood, stop them from "dying" and entering involuntary deathrest which casues them to lose experience points, or worse in criticaal condition. A vampire in critical condition because their wounds weren't tended can't wake from deathrest until they receive medical attention. This is a problem if you wind up in the situation I did where my vampire was wounded -- not even downed -- by a cougar and happend to be the only colonist capable of care work of any kind (the other two at the time being a child and a psychopath.) As a result, she was stuck in deathrest for about 30 ingame days because of a couple of fractures until I stumbled onto a pawn with a medical skill of _one_ who was about to incompetently dab her wounds with alchohal or whatever and her nanites finally did the job of reviving her. I generally don't bother putting healroot in the fridge as it last 90 days anyway and prefer to just have a shelf right there in the hospital. I don't have to worry too much about having large reserves of medicine because I tend to play with vampires and as transhumanists, which gives me multile options for tending to wounds: I can spend bloodpacks to coagulate wounds or use biosculptor pods on medic cycle to pick up any slack left by my healroots rotting in storage.
i alwas go for 3x3 rooms because you can fit in just the bed and the furniture, plus since my base design is nearly always a squaretown, they're pretty spaced out just enough to have a corridor between them (i'm a 9x9 inner space room fan)
This video is great! But I'd like to see how you would do this for other biomes like deserts and such since that can drastically change what you can/can't do
hey noobert! What mod did you use to make walls and structures and stuff without constructing? do you just edit it out and skip time or is there a mod? if you dont know what im talking about im talking about how you can build without using pawns to build. If you still dont know what im talking about heres an example: 6:02 and 7:46
personally I like dumping waste packs outside my walls and waiting for waste pack infestations. Gives me an area of living landmines or something I can unleash on raiders using a colonist with a jump pack.
Build a triage center near the front of your base with the best meds and blood packs and mech serums, etc. Have a long term care facility further in your base and move long term care patients there. Have them set to lower medical care like herbal meds. This way you are able to constantly tend to the most needy and house a large amount of recovering pawns.
Nukes - Double Layered Walls Chemfuel - Separate compartments for each stack, 1 layer thick walls Luciferium - Build a room, remove the door Luciefrium is truly the most hazardous material
The nuke was also walled in; Tantrums really love targeting valuable things, so antigrain warheads need more dedication to protect them, unlike chemfuel. Luciferium can be smoked by someone with Chemical Interest/Fascination, so it needs to be locked away when not in use or needed
I always find it useful to have a dead power spot where you can reconnect anything that’s drawing power. That way when your batteries are low, you can prioritize what’s actually important to keep on It’s always faster than the pawns doing it and is great for turning off turrets to save them from destruction in raids or against bugs Really useful early game when pawns are limited and resources are thin. It becomes less and less viable the later into the colony’s life where pawns increase and there are stockpiles of resources
@@sentane8031 no, the power switch requires a colonist to manually flip it. The dead power spot allows us to reconnect to different lines when ever without having a colonist have to do it
1. blight distance between grow zones is 4 tiles correct? 2. why stack shelves that close together, will the colonists not be able to walk through to reach the furthest shelves? 3. chairs around a pool table? they don't exactly sit at a pool table to play pool.
the "path" wall are good at late-mid/end game where the raider somehow smart enough to sense the kill box and starts to make holes through wall for ambush attack
9:00 or have 2 doctors with minors in biology and botany that can double as researchers and bio-engineers, with a geneticist doubling as janitor for the night shift, and a literal full house of EMTs all capable of first aid. dying is effectively _a choice_ in my colony.
"Pawns havent invented the walking Taco yet" oh yeah? Tell that to my pawns taking up and running around with meals, eating them wherever they´re standing at the end of the day. A cave? Yes. In water while bridge building? course! During the middle of an intense firefight, while you are the only medic? Why not! As long as there´s *no* table in sight.
For mountain bases, be careful building anything that isn't under a mountain. Thin and artificial roofs do nothing to stop an invasion, and raiders love drop-podding into your base, so they'll definitely pick those spots. Build around them, fill them in, or put traps in them. And also I've seen people use intentionally super dirty rooms to force insect invasions to spawn there and not anywhere else.
This guide has a number of significant shortcomings. 1. The kitchen needs to be bigger to install a heater (It will always be too cold without a heater) and to store cooked meals. 2. On the floor near the stove there should be a warehouse with all priorities disabled. Otherwise, the pawn will not see the dishes already cooked and will cook well above the set limit. 3. For completely inexperienced players, it would not be out of place to mention the importance of setting a high priority on food racks and building a proper flor
Except you don't want the food to be stored near the kitchen because then people walk to the kitchen to get it, making it dirtier. I started doing the drop to floor for a lot of my crafting this last little bit. And then you have your haulers put it where you want it like near the dining room. I did make my kitchen bigger though, I have two stoves, and some mod items that boost cooking.
Noobert, would you do a video on the multiple Rimwolrd Multiplayer mods that exist now to compare them? (Rimworld Together, Open World, and the classic Multiplayer mod by Zerith) You could go through things like stability of sever/online play, mod support, features, etc. Love the videos btw!
Wait, chemfuel booms get bigger based on stacksize? So that double shelf with 6 9999 stacks of chemfuel.... maybe I should put that someplace else. Nah, no boom today, boom tomorrow, there's always a boom tomorrow.
I learnt it the hard way when I was playing with RimNauts, I mass produced loads of chemfuel for rockets. When a raid happened I sent all my colonists to deal with it (Earlyish game with no kill box) and a zzt happened, IN THE CHEMFUEL ROOM. Lets just say the explosion was soo bad it destroyed my whole storage room plus the surrounding rooms that was around 20 blocks away from ground zero.
this kitchen seems to be a source of foodpoisoning since if even one tile gets dirty its nearly a hundred % in an instant. make it big and combine it with your hospital next to your food store
Does some of this stuff only give proper happiness if your pawns actually care for those things? Sometimes my pawns go on a rampage just because they heard someone move around last night
I have found a useless cave make a great waste pack frezzer just add a door, AC unit and a solar panel. the waste stays frozen most days and no need for walls.
Nah gets too bloody in there sometimes even with sterile tiles. Research benches are best in a room all by themselves because less traffic in the room means less mess. As far as hospital's all you really need is good doctors and medicine and infections sort of become non existent even if the floors get dirty The only benefit I see to fusing these rooms is added wealth to the room. Which will obviously increase the impressiveness of the room
@@PF2015 of course I am but even if you are it still gets bloody sometimes and I don't like micromanaging cleaning. It would slow down research unless you do a lot of micro managing
Tried all sorts of kitchen designs and the fridge kitchen always ends up being the most efficient in the long run. No doors (appart from fridge access) to slow down cooks or haulers as they work; no doors between fridge and kitchen also means no huge temperature shifts as the colony grows bigger and haulers tend to open doors every other second; huge stockpiles right next to the cooks means less back and forth work for haulers trying to keep those racks by the table full at all times, just plop a few statues in with some lamps and you can quickly get an impressive kitchen moodlet for anyone entering or working in there (huge plus), even with the bad temperature cooking speed debuff this design ends up averaging about the same production as other designs with doors included and plopping down an autodoor to try and mitigate travel time is fruitless when it causes temperature shift problems anyway and any regular door just slows cooks and haulers way too much so with door designs you're always running into time efficiency issues one way or another. Simply far too convenient compared to the other options for a regular tempered weather playthrough.
For prisons, I recommend having a room that is absolutely horrendous as well, to help speed up Ideological conversion. Low mood means a higher chance of the pawn suffering a crisis of faith, dramatically lowering their certainty or even changing their ideology entirely. Once they are converted you can move them to the recruitment side, which has all the amenities needed to speed up the process.
I like this
That can work, but they actually get converted (and recruited) faster if they have high mood. I’ve found if you have enough wardens so they are consistently getting converted on cooldown having a nice prison is best, but if you don’t have enough wardens then gambling on crisis of faith isn’t a bad idea.
@@Logan0503 I always fail to get more than one pawn with decent social skill, which may be why I use my method.
I just carve a 2x1 room with floor sleeping spots for prison lol
@@Ichorizor You just need the right xenotype for the job. I use sanguophages as they make good wardens and researchers without the downsides that highmates have. A good xenotype for many situations and can ease the workload of the colony doctor when the doc is overwhelmed and your other pawns are close to having mental breaks from the heavy fighting.
1. You need space for a heater and a light in your kitchen. Both cold temperatures and darkness threaten to reduce your cook's work speed.
2. You should have clear paths between the rows of shelves in your freezer. Shelves significantly reduce pawns walking speed when moving over them which will slow down hauling after harvests and etc.
3. You should not connect your kitchen directly to the freezer and should instead have the door into the kitchen's room very close to an entrance to the freezer. This prevents the heater in the kitchen from impacting the freezer and vice versa.
@Vesdus the 2. Point is thrue but if your storage is full with shelfs colonists only slow down on the first shelf and speed up on every other shelfs they walk on.
In the immortal words of Mr. Samuel Streamer. "I like build base"
7000 hours btw
I like build base
I like build base
I oike biudl beis
I like to have a bunker type setup in the mountains.
For those who want to do a mountain base: any important room (research, hospital, dangerous storage, etc) should be cooled below -8 C, this reduces the chances of an infestation starting in those rooms. Additionally, you can keep a warm dark room filled with incendiary mines away from your base to act as a lure.
To completely avoid getting an infestation, you can set the temperature to -17 C or lower.
That lure idea is ingenious thank you for sharing.
This tip isn't as useful as you might think. Research rooms & hospitals are places where pawns work, so if it gets too cold the activities inside are significantly slowed. Which can kill in a hospital, & waste days of productivity in a lab.
Not to mention the necessarily complex arrangement to handle & move heat beneath a mountain.
If you're that paranoid about insects, mass produce shotguns & maces. Insects are massive, melee-oriented menaces vulnerable to blunt damage. Shotguns stagger/shred at close range & maces stun/pulverize with rapid blows.
Edit from the future!: I did the math, & the bad temperature mallus reduces productivity at any book bench by 35%. Which is huge.
@@TrollOfReasonanother thing for insects: if you have nades chuck some in front of your melee blocker and shred the insects waiting to attack.
@@TrollOfReason Maybe make backup rooms like fuse more important rooms such as hospital and research together so that when one room is infested the other is still usable.
Well... after 2000 hours of gameplay on Rimworld. I can tell you this.
This is the best Rimworld video you need to see before you keep playing this great game.
should also mention that building walls, floors, statues, etc. out of marble actually gives bonuses to beauty
With biotech, zones can be used to prevent kids from wandering too far out for their recreation as they can wander into a rather hungry animal or other hostile entities for nature walks when not set. simply having it highlight a well-defended exterior by walls or relatively close to the colony and not in the wilderness along with the safe areas in the base will be enough to satisfy their learning outside.
I keep two zones for kids & pawns incapable of violence: Safe & RED ALERT
Safe is as it implies, it's behind the walls but nowhere an undrafted child should be, IE: shell or chemfuel bunkers. It's a zone where kids & wimps can work & play without worry, while specifically preventing kids from wandering too far from their lessons.
RED ALERT is where I send my non-combatants when I'm under serious attack. Usually a prepared bunker with controlled fire lanes, reinforced entryways, a cache of survival meals/pemmican, medicine & building materials to seal everyone in. It's kept away from the warehouse or freezer because if it's ever truly needed, the wealth/nutrition there will be a better distraction than anything else. Hopefully letting my children & their chaperones leave to begin elsewhere after raiding the bunker for supplies, if things get truly dire against raiders or insects.
Obviously, the bunker doesn't work for Mechanoids, & if things go south I don't waste time holing up so much as I just form a hasty caravan & run, if I can.
I suffered the horror of watching a kid get eaten enough time that my pawns are responsible parents - when there's a kid around we either hunt the dangerous wildlife or keep the kid close if that's not an option.
YOU CAN STACK ON SHELFS NOW?
Just updated from 1.0 to 1.4 and got the recent dlcs. Used to build my colonies with a kill box but I want to try more of a fortress design due to sappers so this video is perfect for me.
I admit I wondered at some of this advice, but then I remembered this is for Vanilla RimWorld and I play with so many mods my computer take like ten minutes to start up the game.
Myself I prefer to build a main stockpile for all my non-food items large enough to make full use of the orbital trade beacon radius, and then build the workshop in a room attached to it so my pawns don't have to go far for materials. Not as efficient as the shelves thing, and I might try that if I find I need to mass-produce something (like one of those trade/caravan quests that ask you for 33 Bowler hats or something ridiculous like that), but still not so bad for most tasks. I then set the freezer stockpile to filter only food and other goodies I want preserved (like healroot) and crank it up to "preferred" so that pawns will still store food in the main stockpile if there's an overflow, but quickly move stuff to the freezer when space opens up.
But then I'm also a loser who only plays on easier difficulties because I find the management and building more fun than constant suffering, so what I say might not work with people playing on a proper difficulty level.
I would love to see a colony defense guide with no kill boxes. Like bunkers and layers of defenses
Unfortunately that's not all that possible vanilla. But VE let's you set up prepared killing fields.
Barbed wire is beautiful. Lining it up against walls prevents organic tunnelers from attempting to breach your walls while you can set up zigzagging approach patterns that delay incoming melee troops to be shot to pieces as they're caught in the open.
Meanwhile, decoys can distract ranged enemies, giving your pawns crucial seconds for their own attacks. And putting the dummies behind sandbags & barbed wire can significantly increase their lifespan.
@@TrollOfReason it is completely possible in vanilla, you can make several defensive positions around the map, mainly with turrets, even the small ones, they serve as a great distraction, while invaders attack them your colonists tear everything in front, you can put fences or even stones to serve like a "barbed wire" and even place traps, and in the case of fences, even if they provide cover for the enemy, they are quickly broken in the fight and serve as bait for enemies, and you can integrate this with the walls of the colonies, and as the enemy approaches, you retreat and change positions because the enemies tend to get distracted by melee attacking the walls and spreading out, then just kill them little by little
@@iurev that’s what I want to see in a video. All these strategies in 1 video
@@iliasshogenov5929 he made a video on armor a while ago, I asked him if he had plans to do a video on weapons and strategies, it's been a year and apparently nothing happens kkkkkkkkkkkkkkkk
@@TrollOfReason On my 2nd playthrough, still vanilla, I had 3 frontlines with like 12 mini turrets, and 10 normal/sniper turrets each, protected by few lines of sandbags. High cost for maintenance and energy/electricity, but worth it.
Even with endgame raids, the turrets alone could almost handle everything without pawns.
My favourite base design is a sort of village with some of the buildings connected together, like rooms with the kitchen, storage and dining room.
My favorite base design is creating a fort or castle or stronghold which I myself would be pleased living inside. This means if I'm using nutrient paste it's only for prisoners, this means not having one giant bedroom for everyone, this means not using a killbox because in real life dozens of humans wouldn't all be entering an area where they just watched many others dying, etc., etc.
@@NTJedi History can teach us that in real life kill boxes were working well in - for example - medieval castles :)
@@MordimersChessChannel Yes, I agree with kill boxes when they work on the first attack or first wave of enemies. However if you're a general of an army you don't keep sending wave after wave of troops into the same killbox when all the troops keep dying.
@@NTJedi That's how the game emulate breachers, drop pods raiders, siegers, etc :) And new raids don't know that their friends died in some kill box - they died :D
@@MordimersChessChannel Not everyone dies during a raid... in fact there's often survivors who escape the map.
So NO... they didn't all die in many cases.
Additional hospital tips: If you're running transhumanists, biosculptor pods can do things that hospitals can't because any pawn inside enters suspended animation, so in situations where a pawn has a case of an infectious disease that is outstripping their rate of immunity gain, it can save their life. (This is prone to hapen with elderly pawns I've found.) Biosculptor pods run on nutrition and can fuction even if no doctors are present at all.
Even if you don't run vampires, it's a great idea to farm some hemogen packs because these can be administered through the health tab as a blood transfusion to treat blood loss. Treating a pawn's wounds stops blood loss and reduces the odds of an infection, but it isn't always enough to save their life if they've already lost too much blood. This handily counters that as the game isn't fussy about blood types or anything.
Surgery succsess is based on medicine quality, hospital quality, medical skill, but also sight and manipulation. Any debuff to these last two for any reason makes your doctor totally useless for complex surgery and they'll just botch everything, so if you have a pigskin paramedic like I do, use another, more competent, doctor to give her a bionic eye and any consciousnes buff you can find, to counteract the trotter hands manipulation debuff. Elongated fingers and prehensile tails are great little bonuses for custom races/xenograms you might like for your doctor pawns.
8:58 I found myself making a small freezer inside my hospital to keep healroot fresh, and since normal medicine doesn't decompose by cold you can just fill it with all the medicine you have, extra points for saving your ethically obtained organs and bionics in there too so your pawns don't run around your base each time someone needs an emergency liver transplant (also saving organs in a freezer just makes more sense)
I also recommend once you can plant healroot and have a nice and clean hospital, set everyone to be attended with only herbal medicine and save normal and glitterworld medicine for surgeries and really serious injuries only
Now this is some quality content! So many great ideas!
really amazing guide, I have years playing the game but I'm happy to always see how to properly do stuff, so I can see how can I implement it on my current colony
My most recent base has a central hallway that is also the rec hall and unroofed, covering a bunch of needs all at the same time and creating a very cheap first layer of walls enclosing all my essential buildings. Whatever my dining hall is, I double the space behind it for the ideoligion room
Something to say for zones as well, use them to control animal travel and to create panic rooms for when raids go bad or to quickly rally in case of a drop pod. All indoors so the rabid thrumbo doesn't delimb someone.
Zoning is a great tool that definitely needs to be utilized more. Having dedicated animal haul and drop-off areas or simply keeping them away from places that need to be clean is neat, but you can also use it to keep temporary guests and slaves away from things they have no business being around. Alternatively keep a royal in one spot while other work around them
11:17 : Mortars being hit and destroyed by enemy fire can (and will) explode. The chain reaction can be pretty big. Though, pretty rare, it can happen. So it isn't a bad idea to shelter mortars from each other by placing walls.
Time to get back at rimworld again after this,
So they can walk through shelves. Also rooms can be combined into one. That will save space
They just moved slower
i'm always torn between ugly but efficient builds vs aesthetic town like builds that aren't as efficient
I tend to add more movement speed and carry capacity to offset the efficiency of pretty bases, although the hardest part is the ‘pretty’ baases xD
Depends on what difficulty you want to play at. Less efficient? Fine for lower difficulty! Always attacked by soon to be corpses? No time to be inefficient.
Same. For instance, I always space furniture out so it looks like pawns can reach them. That room of wall-to-wall shelves Noobert showed is something I would never be able to let myself build. That said, I think you can still make a good looking base that's still at least 90% the efficiency of a min-maxed design. A lot of the design rules for efficiency (putting stockpiles near workstations, paving and lighting walking paths, etc.) work with any aesthetic. Mods can help make up the difference if you still want to play on the highest difficulties.
I'm always efficiency over look but that's more of me not being good at designing
@@luzhang2982 Nah, just speed run gunsmithing (or just smithing if you play medieval like me) and fabrication (medical researches for medieval, you will have many, many injuries). Then build your pretty bases. Higher difficulties are a cake walk if you just build decent defenses (i.e. outer walls, encampments if you don't like killboxes, lots of small traps like spikes and ieds, and maybe a mortar or two).
Not so much a base building tip as a QOL. If you have vampires in your colony a great way to ensure you always have fresh blood available without the risk of prisoners escape is to install and then remove bionic spines in one or more captured pawns leaving them paralyzed. Now you have a living hemogen farm that you can totally neglect except occasionally feeding without the risk of any bad consequences. And if you decide you could use that pawn you can always reinstall the spine. Its a good way to keep a lot of prisoners too for whatever reason. Cruel, I know but lets face it, we've done worse.
Much simpler solution early on is peg leg both and remove them.
@@luzhang2982 nugget
that's not even necessary each extraction removes 45% and they lose consciousness at 20% iirc and can even go down to 1% without dying so if your blood farm is at maximum efficiency they wont ever even be awake
That's just better solution overall. Two logs are much cheaper than a bionic spine and easier to come by, the surgery itself is simpler and therefore much less chance to botch, even if you do - it's just logs, and consequences of a fail most likely won't be dangerous (even better, dumb doc may "accidentally" cut off a leg and that's exactly what you want)
I love this because it feels like a super-evil version of just removing their legs. Like at least with your legs gone you can still sit up and be a basic human from the waist up. Without a spine you're practically just a meat sack.
1) put a fridge in the hospital and set it to store meds at a high priority. Keeps anything from going to waste.
2) Use walls and a double door system for pens instead of fencing/gates. Keeps predators away from your tames, and with the right settings on the doors keeps tames in.
3) have your storage room connected to the outer perimeter of your base and build an animal flap going outside the base. This allows select tames to carry goods to/from storage without filthing up the entirety of your base.
3) build a smaller storage room inside your storage room and lock it off so slaves can't go in. Store your armor, weapons, and anything else you don't want slaves having access to inside the smaller section.
all fair tips for players
I’m pretty sure medicine only goes bad if you leave it outside unroofed.
Slaves will ignore rooms you disallow when they try to break free.
@@303Thatoneguy 🤷♂️ maybe. It seems like I've lost meds before, but to be fair I could've overlooked an injury or it could be because of a mod I play with. Either way it's still not a bad idea as a fridge holds a ton in a tiny area compared to a dump zone.
@@hippiedude2232 lol I thought putting beer in the fridge gave it an effect but it don’t. Under the health tab it says alcoholic warmth so I thought cooling it would give them a better result. I used to put meds into the fridge too now I just keep a shelf with all that stuff in the hospital to reduce travel time. Besides I don’t want my field medics using the meds I told them to bring for people in a hospital bed.
This is great, though I would say its more like 'how to build a simple base effectively' rather than efficient, or there is room for improvements. Safe working temperature is 5, so you'll get a -40% work speed cooking in the freezer. Also, if you have a lot of people or mechs, single doors (lacking gap) and 1 thick walls will struggle to keep it cool, and in higher temps/heat wave, you're toast. If I were to recommend an efficient tip, and sticking with cooking/freezer, it would be to wrap your butcher table in walls, and put the door where your pawn stands. This minimizes footprint and keeps the filth of the table contained to the table/room itself.
Meme's one useful tip today:
ZONE NON-PEN ANIMALS away from crops. holy crap. I have a whole freezer full of hay they can access, but they'll jack up all my healroot and psychoid plants instead. also, zone kids so they don't lolskydream their way into hypothermia/heatstroke. got so mad I made one eat a grenade before I realized how to fix that
hey thanks for the tip's I'm not super big on some of them like the corners or the hospital bed's cause i don't play on max difficulty and like to build pretty cave base's and town's but some of them are defiantly very very helpful that in my opinion don't ruin the look's ill defintly be saving this vid and mixing and matching some of these tips into my future bases!
If you don't have enough silver to make sterile tiles, steel tiles are a good alternative because they offer slightly weaker versions of the same buffs.
For a colony with melee and shotgun, I like polka dot base walls. Not actually a wall, but enough structures to block the line of sight from outside without blocking movement.
I used that approach in Caesar 3 to split the Roman legions as they approached.
a solid wall, they would punch right through.... but an obstacle, they would avoid, so I just tank-trap clustered the field with columns, and forced them to break formation and scatter under a rain of arrows.
very cheap and effective solution if you don't have or can't afford many own legions... you just deploy javelins.
The casual yet overwhelming competence is so satisfying to watch
i found straw matting to be a decent and cheap early floor for kitchens and hospitals
even better, for field hospitals when you are raiding or have a caravan assaulted
Instead of having the hospital near the main entrance, I like to have it somewhere safe and secure, and accessible from the rest of the base, but have a bunch of tiny "triage rooms" all over the base (in case of a drop-pod attack or an infestation). Basically just a small room with a few beds (or just sleeping spots, if resources are tight) and a loose stack of herbal medicine. It also serves as the "prisoner processing" room, for the enemies you want to keep alive.
It allows the pawns to be hauled there and tended to just to stop the bleeding, before being safely moved to the main hospital for recuperation and any potential surgeries.
Can be "minified" to just a shelf of herbal medicine placed here and there around the base, so medicine is always at hand, no matter where the pawns are, and you just hand-place medical sleeping spots in the moment, depending on the location of wounded pawns.
Keeping ALL your pawns (not just doctors) stacked with 3 medkits is also a good way to increase survivability - even the non-medic pawns can just drop their share of medicine right next to a field medic who is administering first aid. Just place the medical sleeping spot literally under the downed pawn, and you're gonna patch them up the second any medic gets to them.
HOW DOES RUclips KNOW IVE BEEN PLAYING RIMWORLD RECENTLY?! YALL ARE TOO GOOD
"25 tiles from fridge"- some huge NB! pawns will take food with them often, they may start searching for the table while being somewhere far away from base. So it may be useful to build some pillboxes combined with dining tables around the map or add dining tables to geotherm fortifications.
Personally I never build kill boxes as I find them a little too 'gamey' and conflicts with me liking to think of how my base would look like if it were a real location
Kill boxes are pretty common in actual secure real world buildings and installations.
I dislike kill boxes, not because its too easy but that the fact that I never get to use them. I'm not sure if its just me but whenever I build a kill box I will never get a normal raid, I will either get drop podded, sieged or breached by raiders or mechanoids.
@@SlimeLime_2005............ Tf
I once tried a kill box, it got 2 Raiders down or really hurt most of the time, but also have them cover when they bring bows and guns
Lost My favorite pawn because of that one day, after that i don't bother with doing kill boxes
This is a very good quality video. I wish I could like it 100 times.
Thanks again!
lol I was just thinking about a no killbox base and this shows up thank you for making this!
Kitchen tip is very, very good. Keep cooking area small to avoid accumulation of dirt.
Also - butcher somewhere else. DO NOT EVER keep butchering table in the same area as your cooking station.
One thing to note about freezer - if you have exits to warmer rooms, make "blast doors" - a short pathway with a door, 1-2 tiles empty space and another door. This way you will minimise the amount of heat seeping into the freezer - this can be pretty important in warmer climates and when pawns tend to eat and bring ingredients to the freezer constantly.
If you have Royalty expansion - combine dining room, rec room and throne room. Just remember - if you are using nutrient paste dispenser - the dispenser must be in another room, so just make an alcove and keep the door open.
Yeah even if the butcher table isn't in the same exact room, if its really nearby it seems to cause *major* problems.
I like to build what I refer to as a 'clinic' just inside the walls of my base to pull pawns to for quick treatment (i.e. stop them bleeding out), before taking them to the central hospital room inside. Sometimes you just don't have time for your pawns to carry their bleeding out comrades all the way inside, so having a small inner room with a few medical marked beds and a shelf of herbal medicine really does help save lives. x.x;
But it's only for bleeding wounds and in very bad situations I might just tend them enough that they have a much longer 'bleed out' timer before I get someone to carry them inside to make room for the next emergency case. ^^;
Thank you for this: 5:59
Amazing guide as always :D
there's something truly hilarious about Noobert casually explaining how to build a free labor camp as upbeat showtime music plays in the background
Why not just store meals in the freezer? Ze cook will go there for new raw food anyway, not a big deal if he brings just-cooked meals along.
Late game I usually keep s stack of 100+ meals in reserve. And when you're cooking as much it is better for a cook to only focus on cooking. You won't know how good this is until you try it.
Almost thought I clicked on the wrong website then to be getting a Rim Guide
Here's a tip for hospitals: You can afford to put it pretty much anywhere you like if you have vampires because vampires can tend wounds in the field instantaneously using coagulate. So you no longer have to worry about pawns that you're taking prisoner bleeding out before they receive medical attention, however, I reccomend slotting it in near the residencial area/agricultural sector as this keeps it close to the doctor (unless you build a seperate bedroom for them next to the hopital) and a supply of healroots so they can be quickly transported inside. I also reccomend building shelves to house body parts you plan to install via surgery less so you can stockpile them and more so that they don't get buried in the warehouse somewhere because your doctor will need to excavate it out again if it does happen to get thrown in there.
Vampires are melee specialists, so they're always on the front lines, often within spitting distance of downed raiders, but a particularly intense raid can leave the vampires downed as well, so I reccomend keeping a vampire specialized in shooting as well as a backup medic so they can tend to desirable prisoners or the other vampires. Even though vampires are almost unkillable, cannot suffer infections, and recover from wounds very fast, you still want to tend to them to preserve their mood, stop them from "dying" and entering involuntary deathrest which casues them to lose experience points, or worse in criticaal condition. A vampire in critical condition because their wounds weren't tended can't wake from deathrest until they receive medical attention.
This is a problem if you wind up in the situation I did where my vampire was wounded -- not even downed -- by a cougar and happend to be the only colonist capable of care work of any kind (the other two at the time being a child and a psychopath.) As a result, she was stuck in deathrest for about 30 ingame days because of a couple of fractures until I stumbled onto a pawn with a medical skill of _one_ who was about to incompetently dab her wounds with alchohal or whatever and her nanites finally did the job of reviving her.
I generally don't bother putting healroot in the fridge as it last 90 days anyway and prefer to just have a shelf right there in the hospital. I don't have to worry too much about having large reserves of medicine because I tend to play with vampires and as transhumanists, which gives me multile options for tending to wounds: I can spend bloodpacks to coagulate wounds or use biosculptor pods on medic cycle to pick up any slack left by my healroots rotting in storage.
Yap
i alwas go for 3x3 rooms because you can fit in just the bed and the furniture, plus since my base design is nearly always a squaretown, they're pretty spaced out just enough to have a corridor between them (i'm a 9x9 inner space room fan)
Excellent work noobs!
Ive had 800 chemfuel sitting on top of a power line the whole time i never thought it might be bad
7:04 2 doors make prisoner break out more frequently and all prisoners share one room makes them break out together
Yep, seperate rooms and an air lock entrance inside a mountain or double thick granite walls.
Every video about this game is a missed opportunity to call it a "RimJob" :D
This video is great! But I'd like to see how you would do this for other biomes like deserts and such since that can drastically change what you can/can't do
thanks, I will finally learn this after 2k hours in the game
hey noobert! What mod did you use to make walls and structures and stuff without constructing? do you just edit it out and skip time or is there a mod? if you dont know what im talking about im talking about how you can build without using pawns to build. If you still dont know what im talking about heres an example: 6:02 and 7:46
Dev mod in settings
I'm gonna have to watch this again... This was really smart moves lol
I played quite a bit, and I still learned new things, thanks!
6:12 the thumbnail is a lie 😅😅😅
personally I like dumping waste packs outside my walls and waiting for waste pack infestations. Gives me an area of living landmines or something I can unleash on raiders using a colonist with a jump pack.
Thank you for showing us how to Rim
Build a triage center near the front of your base with the best meds and blood packs and mech serums, etc. Have a long term care facility further in your base and move long term care patients there. Have them set to lower medical care like herbal meds. This way you are able to constantly tend to the most needy and house a large amount of recovering pawns.
Nukes - Double Layered Walls
Chemfuel - Separate compartments for each stack, 1 layer thick walls
Luciferium - Build a room, remove the door
Luciefrium is truly the most hazardous material
The nuke was also walled in; Tantrums really love targeting valuable things, so antigrain warheads need more dedication to protect them, unlike chemfuel. Luciferium can be smoked by someone with Chemical Interest/Fascination, so it needs to be locked away when not in use or needed
this is really good advice !
instructions unclear, killbox created
commenting for the algorithm tbh, but also, great stuff to know
I know that it’s not optimal but I really love making tiny villages, so I usually incidentally end up making a cute little castle around my base :)
I always find it useful to have a dead power spot where you can reconnect anything that’s drawing power. That way when your batteries are low, you can prioritize what’s actually important to keep on
It’s always faster than the pawns doing it and is great for turning off turrets to save them from destruction in raids or against bugs
Really useful early game when pawns are limited and resources are thin. It becomes less and less viable the later into the colony’s life where pawns increase and there are stockpiles of resources
Isn't this what the power switch is for? I don't use it so I don't really know.
@@sentane8031 no, the power switch requires a colonist to manually flip it. The dead power spot allows us to reconnect to different lines when ever without having a colonist have to do it
1. blight distance between grow zones is 4 tiles correct? 2. why stack shelves that close together, will the colonists not be able to walk through to reach the furthest shelves? 3. chairs around a pool table? they don't exactly sit at a pool table to play pool.
very good video
the "path" wall are good at late-mid/end game where the raider somehow smart enough to sense the kill box and starts to make holes through wall for ambush attack
i like this guide but i dunno about the houses tip i like the bonus to confort having the full bed+table+wardrobre to get some pawns to wake earlier
9:00
or have 2 doctors with minors in biology and botany that can double as researchers and bio-engineers, with a geneticist doubling as janitor for the night shift, and a literal full house of EMTs all capable of first aid.
dying is effectively _a choice_ in my colony.
Whenever idk what to do in rimworld I just go to noobert
"Pawns havent invented the walking Taco yet" oh yeah? Tell that to my pawns taking up and running around with meals, eating them wherever they´re standing at the end of the day.
A cave? Yes. In water while bridge building? course! During the middle of an intense firefight, while you are the only medic? Why not! As long as there´s *no* table in sight.
For mountain bases, be careful building anything that isn't under a mountain. Thin and artificial roofs do nothing to stop an invasion, and raiders love drop-podding into your base, so they'll definitely pick those spots.
Build around them, fill them in, or put traps in them.
And also I've seen people use intentionally super dirty rooms to force insect invasions to spawn there and not anywhere else.
This guide has a number of significant shortcomings.
1. The kitchen needs to be bigger to install a heater (It will always be too cold without a heater) and to store cooked meals.
2. On the floor near the stove there should be a warehouse with all priorities disabled. Otherwise, the pawn will not see the dishes already cooked and will cook well above the set limit.
3. For completely inexperienced players, it would not be out of place to mention the importance of setting a high priority on food racks and building a proper flor
Except you don't want the food to be stored near the kitchen because then people walk to the kitchen to get it, making it dirtier. I started doing the drop to floor for a lot of my crafting this last little bit. And then you have your haulers put it where you want it like near the dining room. I did make my kitchen bigger though, I have two stoves, and some mod items that boost cooking.
Came here for the rim guide. Stayed for RimWorld.
Noobert, would you do a video on the multiple Rimwolrd Multiplayer mods that exist now to compare them? (Rimworld Together, Open World, and the classic Multiplayer mod by Zerith) You could go through things like stability of sever/online play, mod support, features, etc. Love the videos btw!
Waiting a bit longer for some to mature :)
Wait, chemfuel booms get bigger based on stacksize?
So that double shelf with 6 9999 stacks of chemfuel.... maybe I should put that someplace else.
Nah, no boom today, boom tomorrow, there's always a boom tomorrow.
I learnt it the hard way when I was playing with RimNauts, I mass produced loads of chemfuel for rockets.
When a raid happened I sent all my colonists to deal with it (Earlyish game with no kill box) and a zzt happened, IN THE CHEMFUEL ROOM. Lets just say the explosion was soo bad it destroyed my whole storage room plus the surrounding rooms that was around 20 blocks away from ground zero.
cool vid bro
Hey Noobert, What is the mod at about 2:40 that shows the pawn portrait? i think that looks awesome
I'm going to take a guess and say "Portraits of the Rim"?
this kitchen seems to be a source of foodpoisoning since if even one tile gets dirty its nearly a hundred % in an instant. make it big and combine it with your hospital next to your food store
Does Oddblox support Rimworld hosting? I would pay for that!
Yes, you have to contact their support team.
Does some of this stuff only give proper happiness if your pawns actually care for those things?
Sometimes my pawns go on a rampage just because they heard someone move around last night
I have found a useless cave make a great waste pack frezzer just add a door, AC unit and a solar panel. the waste stays frozen most days and no need for walls.
my rimming is on point after this video
I've been told hay flooring works pretty well in kitchens. is there really any reason not to use it?
nice
good movie help me to plan base better
I feel like I need to send my builders to a new base and restart. The bases always start off nice and then mutation as they get bigger
good video but what about combat extended ammo storage?
What mod is he using to have a god mod? (Instant building, able to set fires, etc etc)
Dev mode and tools :)
How are you man, been awhile
Am I the only one who puts research benches in the hospital?
This isnt a bad idea either
Nah gets too bloody in there sometimes even with sterile tiles. Research benches are best in a room all by themselves because less traffic in the room means less mess. As far as hospital's all you really need is good doctors and medicine and infections sort of become non existent even if the floors get dirty
The only benefit I see to fusing these rooms is added wealth to the room. Which will obviously increase the impressiveness of the room
@@agecali7893 I hope you're cleaning up blood and dirt in a hospital or your surgeries are gonna suffer...
@@PF2015 of course I am but even if you are it still gets bloody sometimes and I don't like micromanaging cleaning. It would slow down research unless you do a lot of micro managing
@@agecali7893 if your hospital gets bloodied on the daily there might be a problem
I’m such a noob. I’ve been setting the storage for each one individually and not selecting multiple ones 🤦🏽♂️
Tried all sorts of kitchen designs and the fridge kitchen always ends up being the most efficient in the long run.
No doors (appart from fridge access) to slow down cooks or haulers as they work; no doors between fridge and kitchen also means no huge temperature shifts as the colony grows bigger and haulers tend to open doors every other second; huge stockpiles right next to the cooks means less back and forth work for haulers trying to keep those racks by the table full at all times, just plop a few statues in with some lamps and you can quickly get an impressive kitchen moodlet for anyone entering or working in there (huge plus), even with the bad temperature cooking speed debuff this design ends up averaging about the same production as other designs with doors included and plopping down an autodoor to try and mitigate travel time is fruitless when it causes temperature shift problems anyway and any regular door just slows cooks and haulers way too much so with door designs you're always running into time efficiency issues one way or another.
Simply far too convenient compared to the other options for a regular tempered weather playthrough.
Oh wise one, why has RUclips never shown me your wisdom before this day? So many pawns suffered so needlessly... so many lives cut short for nil...
Are there diagrams for any of this? Thanks a ton for the video.
Have as many hospital beds as you have colonists this is very important if you want to just get crippled instead of completely destroyed
Is that a mod you are using to drop builds and furnitures without the wait time
Go to options and enter development mode. Then turn on God mode at the top
Just put firefoam poppers in your fire hazard areas and you're golden to build it however you want
What is that mod? His pawn UI looks neat
Awesome