Post your best tips

Started by SpookCrow, December 05, 2017, 10:53:47 AM

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Canute

This allways a normal siege crew behavior, how they could siege without siege weapons.
When you snipe or mortar the other mortars and destroy them, even when they just get build, they switch into assault mode.
Same when they get to much causalties.

But some tip to these sieges.
When the siege raid appear, they move to the siege spot. While they move to these spot they non-aggresive, you can easyly kill/attack them  without consequense.

Shurp

It seems that the attack key is too easy to trigger.  I often still see mortars under construction, shells, spare components / steel, etc.  It is as if someone else could pick up building where the one left off.  But they don't even try.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

RemingtonRyder

You can get an estimate of round trip travel time for a caravan by right-clicking and selecting to add a waypoint back to your base. This will take account of changing travel time because of winter.

SpaceDorf

The breaking point of Rimworld is around 300 mods  ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Ser Kitteh

Early game: build a shelf and let it hold medicine and put it in your barracks/near your bedrooms. This ensures doctors don't waste time fumbling for it in a store room and gets the medicine to the injured faster.

SpaceDorf

Quote from: Ser Kitteh on December 10, 2017, 09:21:31 AM
Early game: build a shelf and let it hold medicine and put it in your barracks/near your bedrooms. This ensures doctors don't waste time fumbling for it in a store room and gets the medicine to the injured faster.

you can do the same with single tile stockpiles set to critical.

though I admit, a shelf looks better  ;)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

giannikampa

Furniture quality won't affect the beauty or the effectiveness of the object, except for beds and chairs, you want the best of these two.
Higher quality will have higher sell value and wealth, so basically stronger raids. This wealth sould add to the impressiveness of the room so in some cases you could want such furnitures to be hi-quality.
In all the other cases sell your best wardrobe and bedside table: they are all bad to your base.
And as always.. sorry for my bad english

Mday

Not sure if this can be called a tip.

I just realize, for caravan map that spawns enemy turret, it is *almost* possible to stay at that map forever. Take out all enemy force but leave 1 of the turret intact. Build 4 wooden walls to surrounding the turret so it won't shot anyone. From there on you need to make sure the turret never get powered down. You can rely on the solar and batteries that spawn with the turret for a start, but weather event/ Zzzzs / solarflare can cause the turret to shut down. You can't prevent solar flare from occurring but you can build wooden generators/ bring a vanometric powercell to keep the turret powered. Since a solarflare will shut this place down in 3 days, you can't really treat this as a permanent outpost. However you can build a ground penetrating scanner and start deep drilling until the place is empty.

BoogieMan

#38
Put chairs at workstation access points to increase comfort of the worker

Line exterior walls and air conditioning tunnels with unneeded stone chunk stockpiles to slow down/discourage attackers from taking certain paths.

You can light 18 Hydroponic planters with one sunlamp if you correctly arrange them.

Ceilings, both artificial and natural will collapse unless there is a support wall within 6 tiles.

If bugs/enemies are trapped behind enough doors and in an enclosed space, a few fires from incendiary launchers or molotovs will eventually kill everything in the room since the heat will continue to build up. Just quickly open the doors and retreat to let it cool down afterwards. This will also probably destroy most or everything in the room. But it's useful if you don't have the means to kill the infestation with conventional means.

Keep your butcher tables out of the same room of your kitchens, as their tendency to causes blood splatters everywhere will lower the cleanliness rating of the room.

Make sure your freezers do not allow through traffic. You only want people going in there when it's required.

It can be useful to have a secondary smaller freezer for prepared meals, so you can lock the main freezer in the event of power outage so it doesn't warm up as quickly from the doors being opened.

Administering smokeleaf to prisoners can help keep them in better moods, so long as they aren't a teetotaler.

Set up a nutrient paste dispenser for prisoners and they will feed themselves if they can walk. If food spoilage is an issue, you can enclose the back half of it in a cold room and have the access point be in the prison without the cool air escaping. This not only saves your better food for citizens, it saves your warden's time.

Do not replace prisoner's missing body parts until they are recruited so they are less effective during a break out.

Have multiple separate medicine stockpiles in your hospital. When a doctor is going to pick up medicine it reserves the stack until they do, which can make other doctors behave as if no medicine is available and go grab herbal medicine instead.

Doctors with bionic arms will provide better care. Not sure about eyes.

Rimworld's startup time is increased for every mod you have, even deactivated mods.

Dargaron

Quote from: BoogieMan on December 16, 2017, 01:08:52 PM

Keep your butcher tables out of the same room of your kitchens, as their tendency to causes blood splatters everywhere will lower the cleanliness rating of the room.


Not only that, butcher tables have a -cleanliness modifier all on their own (or at least they did in A17).

dkmoo

Quote from: BoogieMan on December 16, 2017, 01:08:52 PM
You can light 18 Hydroponic planters with one sunlamp if you correctly arrange them.

Nope, you can do 24

No need to make room for walkways.

BoogieMan

Quote from: dkmoo on December 16, 2017, 02:14:42 PM
Quote from: BoogieMan on December 16, 2017, 01:08:52 PM
You can light 18 Hydroponic planters with one sunlamp if you correctly arrange them.

Nope, you can do 24

No need to make room for walkways.

Oh, nice. I didn't think they could walk on top of them. Thanks.

UncleIROH

#42
Old Thread but:
Have non-violent pawns train on cooking. Even if they have no passion for it. Reason being is for butchering humanlike. The whole colony gets a debuff for it, but the one who actually does it gets a BIG mood debuff. And when the non-violent pawn mental breaks ( and it will ). It won't be berserk / murderous rage.

Works best if you keep humanlike in a separate freezer until there are 20 or so, then do the butchering all at once.

----

A few raids (esp tribal) you'll have enough kibble to max out faction points by gifting the kibble to their bulk traders.

KalkiKrosah

You can make improvised roof collapse traps by building a wooden pillar, roofing it to your desired size, remove the tile the pillar is in from home zone and beating it down with a melee weapon until it is at 12%. Now when a raider tries to hide behind the pillar all you have to do is shoot the pillar and the roof comes toppling down on top of anything in the roofing zone. And nearly all hits from this trap type hits the head, possibly even removing the head at the neck entirely.

Eterm

this might be outdated as of today's patch, but my advice is that "slept outside" is less of a debuff than "awful barracks" so just build some beds outside at the start instead of rushing a bad barracks.