Самые актуальные советы и рекомендации для RimWorld - RimWorld гайд

Автор: JuniorTheJust

Description of the video guide «The most current tips and tricks for RimWorld»

It’s been a while since I’ve seen a tips thread and there’s a lot of new people so I figure we could use another one. Below is a collection of tips I’ve compiled from various threads. If you know a tip not on the list post it for others to see.

Building

  • When doing large construction projects setup critical stockpiles for resources nearby. Other colonists and hauling animals will bring the resources allowing your constructors to work faster.
  • You can create a hasty weatherproof stockpile by building a single wall and using the roof tool around it to add a roof. Items can be stored beneath the roof without decaying from the weather.
  • You can create greenhouses by creating a room around fertile ground. Sunlamps provide light to grow crops and aircondition/heating can make the room temperature suitable for growing.
  • You can create a furnace by creating a stone room with a stone door. Put bodies or unwanted burnable items inside then torch it with a fire based weapon like a molotov.
  • Cool/heat hallways and vent the air into connected rooms. It’s cheaper and more efficient. In cold biomes you can heat your base with the exhaust from your freezer or from geothermal plants/vents.
  • Solar panels and food crops don’t block wind turbines. Consider using them to keep the area clean so the turbines don’t become blocked with trees or roofs.

Combat

  • Undraft melee combatants when enemies are nearby. If they are set to engage enemies they will run around automatically attacking.
  • Fight melee enemies like mad animals at doorways. You’ll be able to have multiple colonists attacking at once but the enemy will be forced to attack 1 at a time.
  • Draft everyone in combat even people incapable of violence. Also send all wandering animals to a safe zone. Undrafted people and animals may wander into the gunfire otherwise.
  • Tame some boomrats or boomalopes. If you get an infestation move their zone to the hive area and the animals will rush inside. When they die they’ll burst into flames setting the bugs and hives on fire.
  • You can deplete enemy/colonist personal shields by using EMP grenades or setting off a firefoamer.
  • Putting a roof over your defences will stop your colonists from getting an aiming penalty due to bad weather.
  • When raiding outposts if you don’t bring any animals you can wall your colonists in and use an Animal Pulser to cause all animals on the map to go manhunter and wipe out your enemy. WARNING: If you do this there’s a good chance you won’t be able to loot the outpost before the forced leave timer expires.

Management

  • Assign your hunter to an area that excludes your freezer and any animal corpse stockpiles. Your hunter will be unable to haul their kills anywhere so they will instead continue hunting every animal you have tagged. Kills can be hauled in quickly by other colonists or hauling animals.
  • Assign your growers to night shift. Your growers will be able to plant and harvest everything all at once instead of running back and forth for a single plant.
  • Assign a doctor to day shift and a doctor to night shift. Your doctors will automatically treat people 24/7 without you needing to micromanage treatments.
  • Place a growing zone over an area and forbid sowing. Your growers will automatically harvest trees, berry bushes, ambrosia plants ect when they reach maturity.
  • Setup critical stockpiles next to or near workbenches and hospitals for important resources. Workers will be able to grab materials faster and spend less time running around. Material stockpiles on stools next to workbenches will allow workers to grab materials instantly instead of moving around. For kitchens drop the meals on the ground so your cooks can churn out dozens of meals in no time.
  • Change the ingredient radius on production bills to only what’s necessary. This will stop cooks and crafters from wasting valuable time running across the map to retrieve things.
  • Setup your clothing policy so people only use clothing 51% durability or higher. If their clothing drops below they’ll automatically unequip it preventing the tattered apparel debuff. Setup bills to create until you have X of clothing items then burn or sell tattered clothing to keep your colonists always in good quality clothing.
  • Keep 1 in your work priorities for vital tasks Firefight, Doctor, Flick, ect. If you ever need a job done immediately change its priority to 1 temporarily.
  • A dirty base can have a large negative impact on mood. Have at least 1 colonist whose sole job is cleaning.
  • Confine baby animals to a safe area like a barn or kennel. It will protect them from predators and make them easier to train since your animal trainer won’t have to run all over the base to train them.
  • You can turn off automatic homezone creation by clicking the house icon in the bottom right corner of the screen.
  • The clothing and drug policy on new colonists defaults to the first policy in the list. So modify the first policy to whatever setup you want people to normally follow to avoid having to change it.
  • You can have colonists firefight manually by drafting them. They’ll extinguish all fires around them where they’re standing allowing you to better control where you want fires put out.
  • Assign your crafters and cooks to night shift. That way all hauling for products and stockpiles can be done all at once during the day. It will avoid animals/people from hauling 1 item at a time.
  • If you use fast reproducing hauling animals like boars, foxes or wolves try to keep mostly females. It allows you to rapidly replaces losses and all babies can be murdered for meat/leather.
  • Non violent pawns are excellent for vital roles like researchers or doctors because it keeps them out of harms way. They can also be used in combat to drag allies to safety (shields recommended). WARNING: Depending on your work priorities they may wander into firefights if not drafted.
  • Chemfuel generators are great early power sources. Boomalopes can be milked for chemfuel so you can run chemfuel generators indefinitely if you tame a few. Each boomalope can power 2.4 chemfuel generators.

Misc

  • To save power mark all the deep drilling nodes you want with the planning tool then turn off the scanner. As you drill nodes remove the planning from the area so you know its been mined.
  • Luciferium is a permanent commitment but it can cure scars after a season or 2 including brain injuries that leave colonists permanently bedridden.
  • If a colonist is suffering from a lot of grief over losing family members or friends you can put them in crytosleep. While in crytosleep their negative debuffs from losing friends and family will continue to count down.
  • If you’re trying to get a colonist clean of addictions or of long duration mood debuffs consider cutting off their legs. People without legs will remain in bed and be unable to have mental breaks. When their problems are solved give them a pair of shiny new bionic legs.
  • Boars and pigs can be fed entirely on human corpses. In this way you can recycle human meat into usable pig meat without any negative debuffs.
  • If you want to do human butchering save it for after parties and weddings. The big mood buffs will offset the negative debuffs. Cannibal and Psychopath colonists can butcher humans without a penalty other colonists however will still get a single penalty.
  • Keep a prisoner around but don’t recruit them. Your warden can practice their social on them and they can act as an organ donor if colonists get injured.
  • Two colonists getting into constant social fights? Arrest person A and make person B the warden with the friendly chat option. Once their relationship is increased repeat the process with person B as the prisoner and person A as the warden. By the end they’ll both be best friends. WARNING: People may not go quietly to prison and may fight back, ensure people aren’t armed to avoid unwanted deaths.
  • Pay attention to the weather. Whenever it rains draft some people and take them out to hunt the local boomrate and boomalope population. The rain will extinguish any flames.
  • A sterile room increases research speed and a clean kitchen reduces food poisoning. Butcher tables are considered dirty so keep them in a separate room from your stove.
  • A colonists movement speed and global work speed is affected by the areas lighting level. Having no light will cause them to move and work slower.
  • Stripping raiders before they bleed to death allows you to get their clothing without the dead mans apparel debuff.
  • Psychic Shock Lances can instantly down enemies. This makes them ideal for downing thrumbos (for profit), enemies to recruit or stripping enemies of bionics (mods). WARNING: Shock lances have a chance of setting fire to peoples brains.
  • Carpet or wood floors can be used to create traps. Once enemies are inside set the floor on fire to burn them alive. It works best if they have to deal with your colonists gunfire at the same time.
  • Burnt carpet or burnt wood floor have a hefty movement speed penalty making them ideal for slowing down enemies approaching your defences.

Text version of the guide (automatically created subtitles)

The game rim world I find myself playing basically day by day and I have about 500 hours into it since beta 18 and I only hope but wonder what are a few more tips that I can have and know to excel in the game a little bit faster and make my things that I’d like to do a more easier well in courtesy of rim road junkie on the rim world official subreddit I have compiled ten tips from his list of the best most advanced tips that I can give you guys to make yourself a better rim world player tip number one is that you can create a body burning furnace by making a stone room with a stone door basically you make a stockpile and put bodies or unwanted burnable items inside then torch it with a fire based weapon such as a Molotov make sure though that your colonists are not going to put out the fire whether you have to disable their firefighting during the task menu or you just exclude the room from your home zone in the order size zone menu tip number two is boom animals basically tamed some boom rats and boom loops if you get an infestation move their zone to the hive area and the animals were rush inside when they die they’ll burst into flames setting the bugs and hives on fire this also can apply to raiders as well if you’re quick enough and your Raiders have stationed behind cover you can automatically set a zone and your boom elopes and boom rats will migrate over there and decide to attack and hopefully they will blow up and kill the Raiders tip number three is better aim basically putting a roof over your defenses such as sandbags and whatnot will stop your colonists from getting an aiming penalty due to the bad weather and you know during rainy thunderstorms and whatnot this really helps out and I kind of found this to be sort of like an obvious thing but it’s also in advance too because it can help you especially in early raids tip number four is smarter hunting assign your hunter to an area that excludes your freezer and any animal corpse stockpiles your hunter will then be unable to haul their kills anywhere.

So they’ll instead continue hunting every animal that you’ve tagged kills can be hauled and quickly by other colonists or hauling animals tip number five is resource cycle if you place a growing zone over an area and forbid sowing you’re growers will automatically harvest trees berry bushes ambrosia plants etc when they reach maturity preferably this is for your natural resources like I said trees and berry bushes and whatnot and it could be a really effective way to having a natural resource cycle and get whatever resource you need constantly tip number six is Auto apparel set up your clothing policy so people only use clothing 51% durability or higher if their clothing drops below they’ll automatically unequip it preventing the tattered apparel debuff set up bills to create until you have X of clothing items then burn or sew tattered apparel to keep your colonists always in good quality clothing tip number seven is natural kin fuel even me having almost 600 hours into the game I did not know this but boom elopes can actually be milked for Kim Fuel Kim field generators are a great early power source boom elopes can be milked for Kim fuel so you can run Kim field generators and definitely if you tame a few tip number eight is time capsule if you have a colonist that’s experiencing a debuff such as a loss of a family member for an extended period of time put them in a crypto sleep and the debuff will continue to count down tip number nine is social training basically for this keep a prisoner around but don’t recruit them your warden can practice their social skill on them and they can act as an organ donor.

If colonists get injured usually I like to keep to two to three year round depending on how big your colony is because you can basically practice social skills with pretty much almost everybody if you have more than one tip number ten is sterile tile a sterile room increases research speed as well as a clean kitchen reduces food poisoning so use sterile towel and both other than just in a medicine room bunch of tables are considered dirty so keep them in a separate room from your stove anyways that’s pretty much it so thank you guys for watching the video I hope you enjoyed if you guys want to go ahead and click the subscribe button hit the bell button get notified every single time I post another video like this video if you really did enjoy the these 10 tips and if you have any questions leave them in the comments section below I can pretty much answer every single question no matter what it is and you know that’s pretty much it so they guys once again and I guess I’ll see you guys in the next video thank you for watching you.

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