[Tutorial] Example colony for beginners (warning, text and pic heavy)

Started by Stormfox, February 17, 2017, 07:16:10 PM

Previous topic - Next topic

Stormfox

Hello rimworlders

Since there seems to be an influx of new players recently and some questions get asked alot, I decided to create a rough tutorial showcasing how the first steps to a successful colony might look.

Word of warning for the hardcore crowd: this is not targeted at you, this is not hyperoptimized, this is not perfectly vanilla but perfectly doable in vanilla and this is not the one and only way to do things.

Preface for the target audiece:
This was written/built "on the go" while playing a colony from start with the intention of showcasing how a typical beginner game might go if you have a few pointers. I use quite a few mods, but none of those are important for what I show or explain here. Everything in this tutorial can be done with just a basic install of Rimworld Alpha 16, it just might take a few clicks more. If I use something modded in here, I will explain that and possible vanilla equivalents or workarounds if needed.


=============================================

Starting a new colony

Storyteller: Cassandra on "some challenge".

For my tutorial map, I created a basic world and then decided on a not overly difficult starting location. I wanted to showcase growing periods and temperature ranges, so I chose a normal forest biome that has a 30 day (half a year in rimworld) growing period and should get reasonably hot in summer and reasonably cold in winter. Wood will be aplenty and the small hills should help with early base building and ressources. A typical but not completely easy beginner start.

Other interesting biomes to start in once you got the hang of the game would be boreal forest or normal deserts. They pose extra challenges but are not horribly difficult to play in. Oh, and I suggest going to "advanced" before creating your map and setting it to a bigger size. This one is 350x350, but if you are on a notebook, perhaps chose something a bit smaller.


Anyways, now I chose my starting survivors. As a beginner, I suggest taking a minute or two to make your starters not totally random, as that can really make things extremely frustrating. My three pawns were created as follows.

Pawn 1
I randomized a few times until I got someone interesting but not too bad. Kat was what came out of that. She is an incredibly good shooter and constructor and reasonably useful at growing since she loves to do it. She has a few disabilities, but nothing crippling.


Pawn 2
I then clicked a few times on randomize on the second pawn until I got someone that halfway complements Kat. I stopped when I got Ray. I renamed her Rayya since Raymond is strange for a woman. We now have a few more basics covered, but still really lack a doctor. Also, a character with social, animals, research or better cooking would be nice.


Pawn 3
I randomize the last pawn a few times until Steg comes along. She again is not the perfect character, but she complements the team decently so she gets to stay. We now lack an artist and are bad at research and have no grower that can make healroot or devilstrand yet, but everything else is decently covered.


As a beginner, you would be done here. I happen to have the mod "prepare carefully", which I use to remove the starting pet and replace it with a few extra medicines instead. I did not want to focus on the animal for the beginning tutorial, although a good dog can be a nice asset when trained. You could do the same by killing off your pet at the beginning and getting a bit of extra meat and fur out of it for that.


The crash landing

As soon as my guys hit the ground and the pods disappear, I hit pause (space key if you did not know). At this time, I plan a few basic things out and do a few first setup actions before I ever let the game actually start. I suggest you do the same.

First of all, I unforbid every single item on the map. If you have a mod for that, that takes one click. If not, you have to zoom way out and select everything in a certain area, then hit unforbid, and repeat that a few times for the distant survival meals and steel units scattered over the map.

Next, I tell everyone to equip one of the starting weapons. In my case, I gave the rifle to the best shooter (Kat), the knife to the worst (Steg) and the pistol to the remaining one (Ray). I like to unpause at this time for just as long as it takes them to equip and then pause again.

Now I have a look around. I zoom out as far as possible and scan the map for a good base location. Things to like are hills enclosing an area that is large enough for a lategame base, rich soil patches and geysers. It should not be needlessly far from your start and gets bonus points if there are structures or walls you could repurpose for a quicker start.

In my case, I chose the area directly to the north of my crashlanders. It is somewhat enclosed by the small hills, has two geysers directly next to it and is not too far off. Sadly, no rich soil, but you cannot have everything. I plan to build walls to enclose that valley from the north, west and south, leaving the easter side open towards the lake.



Now that I know where I want to go, I go to the work tab and do some basic setup there. Set the work tab to numerical and set priorities for almost everything. Since at the start, you only got three pawns, you will likely have to make them do stuff they are not particularly good at in the beginning, but you can (and should) change some of that later.

For now, I set them up like this


I like to use 3-4 for my normal stuff, 2 for critical stuff like "get to hospital" and "put out that fire". I use 5 for "if you really have nothing better to do, be my guest" tasks. 1 is reserved for micromanagement so I can always make sure they do something when needed.

You will notice that hauling is pretty low with a 3 - that will likely change on a few of my pawns lateron, and I like to make "hauling sprees" where I set almost everyone to haul 1 for a few hours to get something done quickly, then reset to the old values. Similarly, plant cutting will not be a 2 on more than a few pawns after a while, but it helps get things done in the beginning.

Edit: Someone pointed out that an unmodded game only allows priorities of 1-4. This does not really change much - I suggest just using the numbers above, just one lower each. So use priority 1 for fires, doctors and injuries and priority 2-3 for your normal jobs, with 4 filling in for the "nothing better to do".


First steps

Just to be clear: the game is still paused at this time. I decide to build my starting house where that small marble wall is in my valley so I can save a few ressources and a bit of time.

I start with laying out a basic main building that will contain a freezer, kitchen, work/storage room and a common room to eat and relax. I start with the walls (wooden will do for now) and plop some doors in at appropriate places. When you look at the screenshot below, you will notice that the freezer connects only to the kitchen, so cold stays in better, while common/workroom allow for quick transit through the building from all the other sides.

If you are unsure where to build exactly, you might want to use the planning tool first so you do not have to click and cancel so much stuff. You can start a bit smaller than this example, but I would rather not - you will notice your base and needs grow quickly during the first few seasons and you will be glad if you left space.

After the basic house layout, I plop down stockpile zones. One goes into the freezer area and gets set to only accept (rotten) food, wort and animal corpses. Another goes into the workroom and is set to allow (rotten) everything from manufactured down to apparell with the exception of wort. I put another stockpile zone somewhere close but out of the way just for chunks and mechs, and a last one that only accepts human corpses on the other side of the northern hill. With these stockpiles set correctly, everything should have a place to be stored in.

Now I mark all the trees inside my soon-to-be house for cutting. I need more wood anyways, and most are in the way of something.

Then I plop down some basic stuff like setting the party/marriage spot, the caravan spot and, more importantly, 4 sleeping spots in the soon-to-be dining room. For the first few days, they will have to sleep there, and I designate four because we will soon get another person.

Now come a few basic workstations. A butcher table and fueled stove in the kitchen, a crafting spot and stonecutter table in the workroom (ignore the woodcutting table on the south wall, its used for a mod to make different looking wood that functions the same as the one from vanilla and therefore purely optical).

Next are two coolers in the west wall of my freezer, or it will never be one, and a few cables running inside the walls so everything can be connected. Since I need power for that, I chose a spot where I want a wind turbine and solar plant, plop the blueprints there and connect them to the rest of the circuit.

As a last effort, I set up growing zones. I like to place my growing zones in the space that will be the wind canal for the turbines because no trees will grow to block them then and that space cannot be used for much else anyways. That is why I chose the position you see below for my initial power plants. I designate a few strips of growing zones, leaving a bit of space in between them at first so I can expand them later when I have more pawns to grow and more mouths to feed.
I designate one zone to healroot, one to cotton, and the rest to different foods. In theory, one type of food is enough, I just do not like that. Just make sure your only foodcrop is not corn at the beginning, because it takes too long to yield the first harvest.

After all this, the base looks like this:


Now we unpause.

Note: In more extreme biomes, you will likely need to start smaller and micromanage your pawns work priorities more. In most cases, the way presented here will work out nicely, though. It will now take two or three days for your crash survivors to cut, haul, build and seed most of this base.


3 Days later

When the popup came, the colony got named "Tutorigals" because the three initial pawns were all female. Welcome to Tutoritown!

My house was built and the fields seeded after three days, just the power generators lacked because some of the initial steel had to be hauled from pretty far away. Because of that, I remembered to deconstruct some nearby spacship chunks to yield additional steel, and set a few spaces of the nearby steel vein to be mined.

I also had my first hazard. In a mighty battle, Ray shot a crazy rat running straight at her. Phew!

In other things, my workstations are now complete, I build a dining table and a few quick wooden stools to sit on (place them on the workspaces, too, since they increase work comfort). Stools are very cheap and quick to build and therefore perfect for start of a new colony.

Since the workstations are built, it is now possible to actually work on them. I set up some basic bills: The stonecutter table should cut marble and sandstone until I got about 150 each, the butcher table is set to butcher creatures "forever", the stove is set to create simple meals until we have 25.

Oh, and I set the coolers in the freezer to -4 and -6 degrees so we now actually have a freezer, not just room with a stockpile. The different settings are so only one cooler runs on full power unless both are needed.

The base now looks like this:


Just before I made that screenshot, we finally got our 4th pawn. Our new wanderer turns out to be no one else but the ex husband of Rayya, which might create some tension in the future, and he is not that good of a pawn overall. But he has high medicine and is a decent constructor, which are things we can really use right now. Welcome to Tutoritown, fist-male-ever.


The second week

Now that the basics were covered, it was time to build my gals (and the ex) some personal rooms and beds. Since these will still be temporary barracks, they do not need to be terribly spacious or nice, just a seperate small room with a bed in them will do for now.

I had just laid out the basic bunkhouse when I got lucky and yet another person wanted to join right during our second hazard, a solar flare.


Well, lets just say that she definitely was a step down from our first four people. A pyromaniac that has a low break threshhold and refuses to haul and fight is pretty bad. But funny enough, she fills the only skill niches we have left perfectly, being good in social and artistry and decent as a researcher. Have a seat, gal - beds have to wait until they are built.

Roughchild joining reminded me of something I forgot when Yoshi came: I did not set new work priorities for him. Well, since we have the basics built and 5 people now, it was time to have a look at them anyways. I tune them a bit to look like this:


You might notice that I started to remove or lower the priorities on some work types for some of my original three girls. Since we now have more people to work with, I want them to mainly do stuff they are actually good at. There is a bit of a lack of crafters right now - we only have Ray that is actually good, but since everyone can at least hew chunks into blocks and so on, its not so bad.


Our first raid

After I think 7 or 8 rimdays in total since the crash landing, the dreaded siren warns of an evildoer. Oh no, a single naked guy with a club, whatever shall we do! We pause!

I decide the best course of action is to carry on at max speed until he is close to my base, then quickly draft a few guys and get rid of him. Which is exactly what they do:


I set up like this so the two shooters have a bit of clear space between them and the attacker, with my knife swinging third pawn slightly up front on the flank to intercept if they shoot bad. They did not. In a movielike show of protagonist shooting, they down him in exactly one shot from each. I send my knifer over to kill the poor sod because I do not have a prison yet, undraft, take the club with me and leave.


Now that this was over, I resumed building my barracks. I needed to add some basic temperature control to my base now, so I added heaters and coolers to the barracks, workroom and common room. I connected the top and bottom row of bedrooms with a few vents so I do not need as many coolers/heaters.

At this point, I noticed another oversight: I forgot to add a battery to my basic power setup earlier. This was quickly remedied by building one right outside of my main building and then going to the zones tools and make a roofed zone over it so rain does not short curcuit it. This is an important "trick" to make quick and easy stockpiles or space for batteries, crematoriums or power plants. You can extend roofs up to 6 spaces from any wall, so use that to make shelters for this kind of stuff so you do not need as many walls.

Soon, my first harvests came in and I had some cloth to work with. I decided it was a good idea to finally give my newcomers some pants and shirts so they do not feel so vulnerable, so I made a bill for 3 pants and 2 shirts on my newly built hand tailor bench. I guess I could have used an electrified one already, but this one will do for now.

Also, I finally built more joy objects. I had a horseshoes pin before and added a chess table with two stools to the living room. Those two basic joy items are great since they give different kinds of joy experiences (dextrous vs mental) and cost basically nothing. In deserts you could even craft them out of steel or stone to save wood.

I noticed that with now 5 people, I was getting a bit low on food, since I had not many harvests yet. Because of this, I extended my growing zones a bit (you might notice that I left room for exactly that) and set a few nearby animals for hunting. Luckily, the bears that were here during the first few days wandered off in search of other prey. Also, I set a few nearby berry bushes to harvest to give a short boost to my foodstocks. Berries can be eaten raw without penalties by your colonists and are a good bridge-gap measure. This is especially important on boreal forest biomes since those have huge amounts of berry bushes but short growing periods, harsh winters and low animal count outside of summer.


My first caravan

Right after all of that, I guess it was day 9 or so, Tutoritown had another lucky break: a caravan came visiting, and it was a bulk goods vendor that had a few chicken to sell (in this case, ptarmigan hens, which are from a mod but behave exactly like chicken). I sold all my leather and most of my wood and bought the four hens and a bit of extra food to tide me over. Even made a profit of 100 silver because our otherwise useless #5 gal is a good haggler.

Now that I had chicken, I needed to manage where to hold them. For now, I decided they could as well sleep in the south end of the common room, so I placed some animal sleeping spots there (and deleted the ones for my guys becasue they now have real beds and real rooms). I placed a small stockpile that was configured for haygrass and nothing else next to those (it looks like a wooden pallet in the screenshot, but any normal mini-stockpile zone will do for that).

I took this opportunity to set up an animal zone - my chicken are allowed to wander the common and workrooms right now and nowhere else so they do not get eaten by predators or eat food from the freezer. Until I have enough hay for the stockpile, they can eat the grass from the ground in my house, since I have not gotten around to place flooring yet anyways. Lastly, I set some haygrass to be grown in a small stripe next to where all my wind turbines will soon be.

Oh, and a few short bows and clubs were to be built on the crafting spot so our guys at least have decent primitive weaponry until better stuff comes along.

This is what the base looks like after 10 rimdays (note that we just got a heatwave event - good that we built coolers a day or two before).



Stormfox

Teching up and making things comfortable

It was about time to finally build a research bench and sculptors table, so we do that. I tend to research autodoors first because they are practical and it gets on my nerves when I migrate to my later building and forgot to research those. After this, the important stuff like smithing, microelectronics, drug production and so on. Intermediate goals are machining tables, crematoriums, turrets, geothermal plants and medicine production. Devilstrand is nice to have at the beginning of year two so we can get one harvest in then.

Our still ongoing heat wave forces a third cooler to be built (and for that, some steel to be mined quickly), so I juggle around some work priorities for a few hours to get that done and prevent my meat from spoiling.

I also designate one of my bedrooms as a hospital and move my two best beds there. In addition, I plop down a bunch of plant pots for some cheap and quick beauty buff in most rooms.

And then I finally build a prison. If push had come to shove, I could have converted one of the bedrooms to a prison cell with one click, but now that the basics are covered, my colonists can as well start building what will stay as our prison for quite some time. I take a moment to think where everything should go in my base later and decide on a decent spot to plop down a small building made of stone with a double door for extra security.

Just when that is underway, we have our first real raid... or not. It turns out they are just two desperate guys with primitive, bad melee weapons. I position my two shooters and the attack is swiftly dealt with.


Immediately after the attack is over, I run my two fighters over to strip and force haul the corpses. That saves a lot of travel time and makes sure the corpses are out of sight asap. My fighters already saw them, so it has the least mood impact if I make them haul them away.


More comfort and building for the future

After this was dealt with, I finally lay out some floor planks for the most important rooms (work/kitchen/common) and cut a bunch of trees for that. If you play biomes with less vegetation, you might want to wait with this or use steel floors - or you take the time and effort to make stone floors, but this will take much longer and should be done room by room or in small areas at a time.

I also finally mined some components. Components are always low in the beginning, and you should always try to buy those from traders if they have them - even if they are expensive. Try to have a stock of at least 50 components at all time, since a few bills and a bit of basebuilding can quickly decimate them and then you have none when the inevitable breakdown events come.

I also set my new sculptors table to make small wooden statues forever - this makes sure my idle pawns have something to do, slowly beautifies my settlement and even makes some money when selling them later. Also, this was a good time to change my cooking bills to make up to 35 fine meals instead of just 25 simple meals. Not only did we grow as a colony and need a bigger buffer, but also do we want the better mood from eating fine meals and can afford it now since we have plenty of hunted meat and grown vegetables.

This resizing of bills and other needs should be regularly done with all "do until x" type bills. I upped the mininum counts of my stone blocks so I have enough to build a small wall or room at once next time I need to. I also enlarged the growing zones again to be 5x10 now to rake in some extra food before it goes too cold. I notice my main grower is finally level 8 and can do healroot. We will see wether I can make one harvest before the roots freeze.

Oh, and I billed some dusters on my tailor bench. Dusters are good enough as cold insulation for this kind of climate and offer the best protection of the jacket-type clothing. In colder biomes, you might need to build parkas, but they slow your pawns down a bit.

Lastly, I decided to get rid of two bears and a wolf that were just too close for comfort. If you do this, be warned: they bite!
Since your pawns are abysmally dumb, hunt predators "personally" by micromanaging your pawns. I like to run a drafted pawn next to the hunter to help out as soon as he aggros the beast. Bears are relatively easy because they are slow, so you can always draft and run away or even hit and run them to death. Wolves are not too hard because they go down in about two hits from a rifle. Snakes are easy since they die if you hit them. Everything else can be very annoying, especially cougars should be avoided unless you have at least 3 guys and/or very strong weapons.

We now near the end of summer.


A plea for help




We accept Fumikos call for help, but ugh, she sucks badly. Well, at least she can build statues, research and hold a gun.

When she comes in, she immediately gets told to pick up the spare short bow we built earlier, while I check out her pursuers. These guys are much tougher then before, with one having frag grenades and another having a good weapon while knowing where to point it.


Since I got no fortifications or turrets yet, I decide to set my combatants up around my buildings like this:


For some reason, the grenade guy goes for my chicken, which is his downfall. My pawn that killed him got shot by the smg guy herself, but nothing serious. Seeing his buddy go down, he flees, and sadly manages to take his good SMG with him to safety.

I tend to my wounds, dispose of the body and assign what little work priorities I can to Fumiko.


(Dis)connecting the world

Those last events made it clear we are not alone out there. So now that we finally have the tech, I build a comm console and a few beacons for my storages and started zoning a wall around my base. I start with the southeast corner.

About that time, I found a young female alpaca near my base and decided to tame it. Female Alpacas are great because they give wool that makes good and expensive clothing as well as milk that can be used for fine meals. Also, they can be left outside and graze on the natural vegetation. They are pretty temperature resistant and rarely need anything else.

Also, during a hunt, I triggered a stampede of horses that trampled my hunter. That was pretty unlucky, but sometimes this happens. If you want to minimize risk, micromanage hunts against large herds similar to hunts against predators. Anyways, she got carried to safety and recovered.



Directly after that, I had a bulk goods vendor visit, which was a great opportunity to unload some excess wood, skins, and old clothes for some components and a labrador, the latter of which got set to get trained in hauling at once. When training is complete, our new doggie will be very helpful by occasionally hauling stuff for us, making his master happy and sometimes cuddling with other colonists for extra mood.


Raided again (and again)

After a total of 25 rimdays since landfall, another raid occured. This time, three guys with one incendiary launcher and a good assault rifle. Potentially very dangerous. For some reason, they come in at night but decide to wait around till morning, so my guys can have a full nights sleep before things get serious. Thanks, I guess.

When they finally come over, I deploy similar to last time:


For some reason, two of them decide to melee assault my freezer coolers, making this battle astonishingly easy. One of them has the audacity to shoot at my alpaca once before he decides to run away because he is the only one left. Of course, that was the guy with the assault rifle. Sigh. My poor alpaca is hurt but not seriously so and will recover in time. The coolers get repaired, all is well.

Since I have lots of stuff lying around right now, I decide to trigger one of my aforementioned "hauling sprees". I set everyone that can haul to haul 1 for the rest of the day, and the clothes, corpses, wood and everything else that was forgotten for too long finally gets hauled into storage. Near the end of the day, I reset the priorities to the usual haul 3.

In between all that, a trade ship passes by. Lucky we just built our comm console and beacons. I buy more components and some vegetables since winter is coming fast and we might need them for fine meals (a fine meal always needs one vegetable component and one other component) in exchange for another few animal hides and dead mans clothes.

They even had some more dogs to buy, but I decided against it since it would take too much food to feed and train them to be comfortable in the cold seasons.

Also, since smithing just got researched, I project machining next since I seem unable to capture a good gun otherwise. To tide over until then, I bill two great bows, hoping for one to be of good quality.


Only two days after the last raid, another comes. This time its just two tribals, but they spawn very close and have high quality bows. I scramble my shooters to defend behind the cover of my power plants. Warning: Do not do so against strong ranged attackers, they will destroy your power plants. But against two people with bows, they provide nice cover.



Sadly, they run a bit further down than anticipated and I have to quickly reposition to the south end of my plants. The combat takes a while because it is fought at long distance, but at last I manage to down one of them with a lucky shot and the other one flees and gets gunned down.

I check on the wounded enemy and see she is not crippled in some way, so I set out to capture her. She gets put in my newly built prison and treated. If she survives the night, she might get recruited. I set to chat and recruit, although it will take a long time since she is very resistant.




Winter is coming

A few last preparations and notable events before winter comes:

We have a bit too much stuff in our workroom, so I use the console to call a combat supplier to get rid of those extra sucky weapons and perhaps snag some medicine in exchange. When the caravan comes a few days later, we buy 10 penoxcycline in case we catch the plague or some similar disease.

During all this time, Fumiko is always on edge because she started with a Perodyne depency which now shows withdrawal symptoms. Also, we had a psychic drone for females, which means for everyone but one. She ticked out once and wandered around for a day, but nothing major happened yet. She is almost halfway through it right now.

Finally, I remembered I forgot to bill some tuques, so I do and everyone quickly dons some headgear for the winter season. Also, our walls and floors are now mostly complete and the base starts to actually look like one.

This is the base at the end of fall, after a bit more than 30 days:



work in progress - pause for today, more to come when I have played further


PiggyBacon

Completely unrelated sorry but what is that clothing the first colonist is wearing? It looks nice and something my richer colonists would wear.

jpinard

This post is BEAUTIFUL.  This would have totally helped me not post a million threads when I started :)

And it's perfect it is text with pics.  Watching youtube video tutorials is slow, (usually annoying), and reveals too much of the neat things you discover, hear, or feel as you play.  Thanks.

Stormfox

Quote from: PiggyBacon on February 18, 2017, 05:33:20 PM
Completely unrelated sorry but what is that clothing the first colonist is wearing? It looks nice and something my richer colonists would wear.

I guess you mean the synthread stuff? The light blue clothes? Many crash landers tend to start with a set of those and sometimes you can find/buy them, but you cannot craft them without mods. One of my guys started with full synthtread and a top hat, looks pretty snob :-)

If you like diverse clothing, check out the modding section. I use apparello and fashionrimsta - both add a few items with small stat boosts on them, but nothing game breaking. Mostly they just look different.

Quote from: jpinard on February 18, 2017, 06:59:36 PM
This post is BEAUTIFUL.  This would have totally helped me not post a million threads when I started :)

And it's perfect it is text with pics.  Watching youtube video tutorials is slow, (usually annoying), and reveals too much of the neat things you discover, hear, or feel as you play.  Thanks.

That was part of the reason I started this. I really hate having to watch an hour long video for those three minutes of valuable explanantions I could not find anywhere else - I much prefer text with picture support because it is skimmable for topis and searchable for keywords.

Your recent posting spree was actually what triggered the idea to do this.

PiggyBacon

I thought it was apparello the net/shoulder clothing looked familiar but it isn't updated to A16 far as I can tell. Maybe I'm going full derp and never noticed it was usable with this version.

Stormfox

Quote from: PiggyBacon on February 18, 2017, 08:35:48 PM
I thought it was apparello the net/shoulder clothing looked familiar but it isn't updated to A16 far as I can tell. Maybe I'm going full derp and never noticed it was usable with this version.

Check the mod's thread, on one of the last pages someone did a quick fix update to make it work decently. The workstations have zero buildtime iirc, but that is not really important for it to function.

PiggyBacon

Quote from: Stormfox on February 18, 2017, 09:06:41 PM
Quote from: PiggyBacon on February 18, 2017, 08:35:48 PM
I thought it was apparello the net/shoulder clothing looked familiar but it isn't updated to A16 far as I can tell. Maybe I'm going full derp and never noticed it was usable with this version.

Check the mod's thread, on one of the last pages someone did a quick fix update to make it work decently. The workstations have zero buildtime iirc, but that is not really important for it to function.
And at last I found this thread. Many thanks for pointing that out now my colonists can have real fashion again.

b0rsuk

Mod promotion and game reporting (AAR) masquerading as tutorial. Very early on you give an example with manual priorities - but vanilla game has no "5" priority, so newbies can't follow you unless they install the mod. Caravan spot is mod only.

RazorHed

Agree, This is a great post , but it probably should have been done unmodded with another section at the end about what mods might help

Stormfox

Quote from: b0rsuk on February 19, 2017, 06:46:05 AM
Mod promotion and game reporting (AAR) masquerading as tutorial. Very early on you give an example with manual priorities - but vanilla game has no "5" priority, so newbies can't follow you unless they install the mod. Caravan spot is mod only.

Sorry if using a 5 ruins it for you. These are the little things you really do not notice when always playing with quality of liff stuff like this. Will make a short note above to reduce everything I wrote there by 1. Otherwise, see the word of warning and preface.

Quote from: RazorHed on February 19, 2017, 04:05:18 PM
Agree, This is a great post , but it probably should have been done unmodded with another section at the end about what mods might help

Nope. That way, it would have become "mod promotion" instead of a newbie tut.

Limdood

not to mention more than a half dozen traits that don't exist in vanilla as you start talking about "rolling up good pawns"

Stormfox

Quote from: Limdood on February 19, 2017, 09:51:05 PM
not to mention more than a half dozen traits that don't exist in vanilla as you start talking about "rolling up good pawns"

Yeah, I guess "Sucker" (which is the only non-vanilla trait I can see in my first five pawns and a negative one to boot) does qualify as "half a dozen". And that is ignoring the fact that this again, does not play any role in what I am trying to convey, what I talked about, what can be learned from that, and so on.

I really do not get it. I put time and effort into this to help potential newcomers and made an effort of not confusing them with mods, and even explained the little deviations in my intro and/or when they occured. Nothing this tutorial aims to do is in any way hindered, disproven or otherwise relevantly influenced by any mod.
If you personally hate mods, go cry in a corner. I personally hate people that tell others how to have fun.

I doubt I will make an effort to help anyone on this forum anytime soon if this is the usual response. You guys are ridiculous.

Limdood

If we're going to have a tutorial sitting around on the first page of the forums to help new players, it needs to be friggin perfect.  I don't know about you, but when i read a guide and i see things i CAN'T DO (nonexistent priority levels, traits, etc.) it gets REALLY frustrating, REALLY fast, no matter how minor of a thing it is, because it means the person who's posting the tutorial isn't playing the same game as me, whether its modded or a different version or whatever.

You argue that your mods "don't really change much" but how the hell is a new player who NEEDS the tutorial supposed to know that?