Hops are used to create beer which I believe requires some sort of brewery research and a brewery workstation so there was no way to cook them since as far as I know, beer is the only use.
Stumbled across your videos. I have a few pointers, but I'm no expert by any means. 1. Regarding the power conduits, anything with a purple line connection doesn't require a hard connection to power (things like lamps, stove, coolers etc.) when you're building these it'll show as a faded orange line to the nearest conduit in range of what you're building. 2. Store rock chunks outside, internal storage early on is key for degradable materials (clothing/wood/etc.) but steel and rock chunks can be stored outside without an issue. (exceptions being protection against theft) 3. At 3:43 you said you haven't connected the first wind turbine, but it is actually connected through the second one. Anywhere you see the blue lines when in the power-tab that's a physical power line, all the power producing equipment have invisible conduits across all the tiles they occupy, and they'll pass power through themselves.
@realforest2001 ahhhh love the info on the power. It's really good to know. And yeah I finally realised the massive blue squares were showing me it's online!
A tip I learned the hard way for mining is never freely let your pawns mine large sections of mountain, they might get crushed to death (which is instant)
You should use the "Make until x amount" for the cooking meal bill So that when a colonist makes a set number of meals, they wont make anymore but if that set number of meals decrease below the set number the colonist will go and cook meals back up to that number thats set This makes it so your colonists dont make meals forever and forever and instead could focus on other tasks instead of just cooking if you want, you can even go to details for the meal bill and then set the satsifaction so that when colonists finish cooking that set number of meals they only go back to cooking more if the meals decrease to a certain point as an example: I set Ryan to cook up to 10 meals and nothing more he cooks 10 meals and now there are 10/10 meals in storage Melissa eats 1 meal from the storage there are 9/10 meals if you set it how I said in the first part, Ryan will immiedietly go back to the kitchen and cook another meal back up to 10/10 but if you set the satisfaction to 5 meals Ryan will only go back to the kitchen to cook back up to 10/10 meals if the amount of meals in storage decrease to 5/10 meals so instead of going back to cooking whenever 1 meal is taken out of the 10 meals in storage they will do other things until the meals reach a certain threshold You can do this with any bill in the game you can even do it for parkas, set it so its "make until x amount" and then make it be 0/1 so there will always be 1 parka in storage (1/1), if someone comes and wears one, the amount will go back to (0/1) so your crafter will go back to make a new parka and put it in storage, to return it to (1/1) rinse and repeat until everyone has a parka and there is 1 in storage always you can go further and tweak it so there are certain requirements, like the bill will only be complete if there is a Normal quality parka in storage and that if a crafter fails to make a normal quality parka, they will try again to reach those requirements so its back to (1/1)
EXTRA TIP: if you go to the apparel settings, and set the quality of what your colonists are wearing to 51%, all colonists will take off clothing when it reaches 51% durability and if you know, a clothing is considered "Tattered" when it reaches to 50% or less, and colonists dont like wearing tattered apparel You can then resolve this, by having your clothing in the tailer bench be set to "Make until x amount" and in the bill, have the quality set to 100% so when a colonist drops a 51% durable clothing in storage, and replaces it with a new 100% durability clothing your tailer bill will recognise that piece of clothing put in storage, doesnt match the 52% durability its suppose to have in the clothing bill of that type of clothing so your crafter will go and make a new piece of clothing since it wont recognise the 51% durable clothing in storage as example: Ryan is wearing a NORMAL 100% durable parka in the tailer bench, the Parka bill has been set to "make until x amount" which in this case is 0/1 with the extra settings of (NORMAL 52% durability) in the details of the bill Melissa has already made a Normal 100% Parka after 5 attempts, as the previous times she tried to make it, they were POOR/AWFUL quality, so to meet the bill requirements she wouldnt stop until she made a NORMAL Parka, this reaching the 1/1 goal there is now a NORMAL 100% Parka in storage Now Ryans NORMAL Parka now reaches 51% durability and because his apparel settings is set to 51% durability, they go ahead and take off the parka they were wearing and head to storage there, they put the NORMAL 51% Parka in storage, and then take and wear the NORMAL 100% parka that was already sitting there now a parka has been taken from storage, but another has been put there to replace it... but because the bull extra settings have been set to: Make PARKA until 1 amount: NORMAL 52% durability the bill recognises there isnt a NORMAL 52+% durable parka in storage, because the old tattered parka is that Ryan has put there is 51% and he took the NORMAL 100% parka that was already there thus, the bill goes down and turns to 0/1 Melissa now, recognises there is a parka missing in storage that doesnt fill the bill requirements so she goes and begin to make a new parka, and will continue to make new parkas until there is a brand new NORMAL 100% parka in storage
this game is such an addiction and so fun long term so many possabilities, just wait til you start getting into modded rimworld and see the real power of this epic game
I'm not sure how much heat torches make, but it feels a bit wierd to have torches burning in your food storage. Might be hard to keep a room below freezing temperatures if you have open flames in it.
Really like it how it reminds me of my starting discovery in Rimworld, one thing to note is that batteries produce heat as a byproduct, I think at least, so best not to put them in the freezer, I never have a good spot for mine but I am sure you find a good place. Also you could experiment with placing shelves near workstations to speed up work and maybe put a medic in a shelf near the bedroom and prisons so the walkway is not too far, that reminds me. In the "Assign" tab on the bottom, you can assign colonists to keep medicine on them, only 3 max but it helps when they put someone in bed and take out their medicine they had on them instead of going out and getting some. I would be interested in taking a look at the social tab to see how they like or dislike each other. I do like your style and its high quality, can't wait where the story leads us.
You should probably replace the limestone doors with wood. Stone doors take way longer to open which will significantly slow down your colonists in the long run
Hops are used to create beer which I believe requires some sort of brewery research and a brewery workstation so there was no way to cook them since as far as I know, beer is the only use.
@@Unable-rz4jc hmmm I don't know why I thought this was food now I think about it!
Stumbled across your videos. I have a few pointers, but I'm no expert by any means.
1. Regarding the power conduits, anything with a purple line connection doesn't require a hard connection to power (things like lamps, stove, coolers etc.) when you're building these it'll show as a faded orange line to the nearest conduit in range of what you're building.
2. Store rock chunks outside, internal storage early on is key for degradable materials (clothing/wood/etc.) but steel and rock chunks can be stored outside without an issue. (exceptions being protection against theft)
3. At 3:43 you said you haven't connected the first wind turbine, but it is actually connected through the second one. Anywhere you see the blue lines when in the power-tab that's a physical power line, all the power producing equipment have invisible conduits across all the tiles they occupy, and they'll pass power through themselves.
@realforest2001 ahhhh love the info on the power. It's really good to know. And yeah I finally realised the massive blue squares were showing me it's online!
A tip I learned the hard way for mining is never freely let your pawns mine large sections of mountain, they might get crushed to death (which is instant)
Oh really??? Not seen that one yet!
@@ImJPGz yeah try to mine in strips with a gap of 1 block between each strip, also get the mod that lets you remove rock roofs save yoi a lot of pain
You should use the "Make until x amount" for the cooking meal bill
So that when a colonist makes a set number of meals, they wont make anymore
but if that set number of meals decrease below the set number
the colonist will go and cook meals back up to that number thats set
This makes it so your colonists dont make meals forever and forever and instead could focus on other tasks instead of just cooking
if you want, you can even go to details for the meal bill and then set the satsifaction so that when colonists finish cooking that set number of meals
they only go back to cooking more if the meals decrease to a certain point
as an example:
I set Ryan to cook up to 10 meals and nothing more
he cooks 10 meals and now there are 10/10 meals in storage
Melissa eats 1 meal from the storage
there are 9/10 meals
if you set it how I said in the first part, Ryan will immiedietly go back to the kitchen and cook another meal back up to 10/10
but if you set the satisfaction to 5 meals
Ryan will only go back to the kitchen to cook back up to 10/10 meals
if the amount of meals in storage decrease to 5/10 meals
so instead of going back to cooking whenever 1 meal is taken out of the 10 meals in storage
they will do other things until the meals reach a certain threshold
You can do this with any bill in the game
you can even do it for parkas, set it so its "make until x amount" and then make it be 0/1
so there will always be 1 parka in storage (1/1), if someone comes and wears one, the amount will go back to (0/1)
so your crafter will go back to make a new parka and put it in storage, to return it to (1/1)
rinse and repeat until everyone has a parka and there is 1 in storage always
you can go further and tweak it so there are certain requirements, like the bill will only be complete if there is a Normal quality parka in storage
and that if a crafter fails to make a normal quality parka, they will try again to reach those requirements so its back to (1/1)
EXTRA TIP:
if you go to the apparel settings, and set the quality of what your colonists are wearing to 51%, all colonists will take off clothing when it reaches 51% durability
and if you know, a clothing is considered "Tattered" when it reaches to 50% or less, and colonists dont like wearing tattered apparel
You can then resolve this, by having your clothing in the tailer bench be set to "Make until x amount" and in the bill, have the quality set to 100%
so when a colonist drops a 51% durable clothing in storage, and replaces it with a new 100% durability clothing
your tailer bill will recognise that piece of clothing put in storage, doesnt match the 52% durability its suppose to have in the clothing bill of that type of clothing
so your crafter will go and make a new piece of clothing since it wont recognise the 51% durable clothing in storage
as example:
Ryan is wearing a NORMAL 100% durable parka
in the tailer bench, the Parka bill has been set to "make until x amount" which in this case is 0/1
with the extra settings of (NORMAL 52% durability) in the details of the bill
Melissa has already made a Normal 100% Parka after 5 attempts, as the previous times she tried to make it, they were POOR/AWFUL quality, so to meet the bill requirements she wouldnt stop until she made a NORMAL Parka, this reaching the 1/1 goal
there is now a NORMAL 100% Parka in storage
Now
Ryans NORMAL Parka now reaches 51% durability
and because his apparel settings is set to 51% durability, they go ahead and take off the parka they were wearing and head to storage
there, they put the NORMAL 51% Parka in storage, and then take and wear the NORMAL 100% parka that was already sitting there
now a parka has been taken from storage, but another has been put there to replace it...
but because the bull extra settings have been set to: Make PARKA until 1 amount: NORMAL 52% durability
the bill recognises there isnt a NORMAL 52+% durable parka in storage, because the old tattered parka is that Ryan has put there is 51%
and he took the NORMAL 100% parka that was already there
thus, the bill goes down and turns to 0/1
Melissa now, recognises there is a parka missing in storage that doesnt fill the bill requirements
so she goes and begin to make a new parka, and will continue to make new parkas until there is a brand new NORMAL 100% parka in storage
You dude they are some tips!
Thank you! A lot to get my head around but I get the idea, kinda makes stuff automated!
@@ImJPGz yeah mightve went overboard but tbh its just a little quality of life
Just discovered this series, I love this! Will be waiting for the next instalments 😊
I would recomend using traps too if you make a hallway with two doors across from each other and run a trap or two down the hall
Won't my colonists get hit by these?
this game is such an addiction and so fun long term so many possabilities, just wait til you start getting into modded rimworld and see the real power of this epic game
I'm trying to finish the base game before we hit the mods 😂 but yes i carnt believe I didn't play it sooner! Highly addictive and time consuming.
@@ImJPGz oh totally one of my all time faves I really suggest the vanilla expanded modest when you get to them
@remirez2k3 I'll be sure to give this one a try! Hopefully a subtle introduction
I'm not sure how much heat torches make, but it feels a bit wierd to have torches burning in your food storage. Might be hard to keep a room below freezing temperatures if you have open flames in it.
@arsenicflask sir, I for one didn't think the game would think that deep and only considered them as a light source..
How wrong was I!
@@ImJPGz the game goes quite deep in some aspects.
I love it when he says another win and faither in my cap when the bats arent connected to the rest of the grid. Classic teething issues 😁
Hahaha! This damm game!
RIMWORLD!! but what happened to the discord server?
Really like it how it reminds me of my starting discovery in Rimworld, one thing to note is that batteries produce heat as a byproduct, I think at least, so best not to put them in the freezer, I never have a good spot for mine but I am sure you find a good place.
Also you could experiment with placing shelves near workstations to speed up work and maybe put a medic in a shelf near the bedroom and prisons so the walkway is not too far, that reminds me. In the "Assign" tab on the bottom, you can assign colonists to keep medicine on them, only 3 max but it helps when they put someone in bed and take out their medicine they had on them instead of going out and getting some.
I would be interested in taking a look at the social tab to see how they like or dislike each other.
I do like your style and its high quality, can't wait where the story leads us.
Some cracking tips there! Thank you very much! Ahh that's a good idea with the shelves!
Thanks for the awesome comments!
You should probably replace the limestone doors with wood. Stone doors take way longer to open which will significantly slow down your colonists in the long run
Didn't think about this! Thanks for telling me!
At one point you should stream coz the rimworld community would teach you all the things. finish this play through first tho
I have thought about streaming it! 3rd and final episode is in editing!