RimWorld is not your typical construction sim. This guide will provide you with such advice and let you survive even in the harshest of environments. There are several biomes in RimWorld that can serve as a landing site for your colony except an Ocean biome, which is unlandable.
All these biomes offer different conditions — some are more favorable, while others are quite extreme. These different biomes influence the difficulty of the gameplay, so choose landing site in accordance with your skills.
Some skills are more important than others, so make sure that your characters have these skills as their specialization at the start of the game. All the useful skills in RimWorld can be divided into two groups: primary and auxiliary. There are three things you should do as soon as possible after the crash landing: set up your shelter, provide food for your people, and protect them from the raiders.
The initial food packages will not be enough to feed your people for too long, so you need to take care of farming as soon as you have your base ready.
Injuries during the raids are inevitable. There are different types of injuries in RimWorld : simple scratches, deeper cuts and gunshot wounds.
However, deep wounds need to be cured as soon as possibleotherwise the character will most likely get infected and die. So, pay attention to some fine arts in all kinds of forms, such as beautiful flooring and sculptures. RimWorld Beginner Tips and Tricks. Published Jun. More RimWorld Content. RimWorld Game Page. RimWorld Articles.RimWorld offers an enourmosly deep gameplay. While the basics of the game are relatively easy to learn, the devil lies in the detail. Not all features are obvious and come quite late into the game to our attention.
Quality and comfort are closely interwoven and improve the life of your colonists a whole lot. Some items in the game have a quality. This stat determines, how well an item was made. Which quality the item gets, depends on how skilled the worker was at that moment. There is the following gradation for quality in the game:. For example, if one of your pawns has a tailor skill of 15, he will probably produce a good clothing.
Also, there is the chance of the item being better or worse than that quality. The most obvious consequense of quality is the price for that item. Basicly, legendary items are a whole lot more expensive than poor items. But there is alot more to offer by better quality.
Furniture gets prettier, which makes the whole room prettier. Beds and stools get more comfortable, which leads to a better regeneration for your pawns. Armor is more protective, clothes better insulated, melee weapons deal more damage, ranged weapons get more precise and better items do in general degenerate slower.
Comfort is one of the deciding factors which influence the mood of your colonists. If their mood is good for an extended period of time, they will get a mood-buff and vise-versa. High comfort can be achieved primarily by your pawns using comfortable furniture to sit, sleep and work on. This happens while working, resting and sleeping. How much comfort exactly a stool offers, depends on the type and quality of it.
In the vanilla version of RimWorld are three furnitures to sit on:. Comfort is calculated by multiplying the base-comfort with the comfort-multiplier, which depends on the quality level.
With this formula, we can determine that a legendary arm chair has a comfort of 1,36, while a poor dining chair only has a comfort of 0, The material which is used to construct the furniture has no effect on comfort. It is also possible to place arm chairs in front of workbenches, just like in this little workshop.
This leads to colonists being happier at work, which results in less mental breakdowns. Beds do not only increase comfort, but also the even more important stat "rest". When your colonists can not rest for too long, they will fall asleep in the place they stand, or get mental breakdowns.
Beds made from various stone types will decrease resting-efficency, unlike beds made from woodsteel and other high-quality materials. Additionaly, the comfort can be increased by a commode and a nightstand. For sleeping occasions for animals sleeping spot, sleeping box, bedresting-efficency comes also into play.
They also benefit from a comfy sleep. While simple furniture needs less ressources to produce, complex furniture will provide more comfort.
It is advisable to only use your best builders to construct items.
This assures you will get the best quality possible at that moment. Quality Some items in the game have a quality. There is the following gradation for quality in the game: Quality Comfort-Multiplier Legendary x1,7 Masterwork x1,45 Excellent x1,24 Good x1,12 Normal x1 Poor x0,88 Awful x0,76 Items with legendary quality can only be built by inspired rims.
Comfort Comfort is one of the deciding factors which influence the mood of your colonists.In the Lost Tribe scenario, you start off with 5 people, but less material resources, and research slower. Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party.
However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing. All the following are suggestions to keep in mind. In practice, you may find yourself making exceptions for a really excellent character whose positive synergies balance out their negatives.
But if you keep these goals in mind, it will be easier to only deviate from the plan for a character who really is worth making an exception. Tribal starting characters have a higher chance to be malnourished, have chemical addictions, or have scars from old wounds. Even a character with amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them manage their conditions.
You appear with supplies scattered around, hungry and malnourished, the pemmican units will only last for the first day and the second morning and before everything starts off a lot of it would've been eaten. The pila can be given to moderately skilled shooters, as they can deal heavy damage if they hit but don't have much range, and the long time between shots means that you'll regret missing with it.
One short bow should be equipped by the most skilled shooter, and the other by a less skilled shooter. The steel ikwa should be given to your best melee pawn, followed by the wooden club.
The jade knife is best left alone as it's the lowest damaging melee weapon; even wooden clubs, easily made, beat it in damage output. You can place a crafting spot to make extra wooden clubs or Recurve bowswhich does not require research for Tribal starts.
Your ranged characters can then upgrade to recurve bows. These are fairly effective and will often serve you well through the first year. You will need to find shelter for your tribespeople. The easiest solution is to look for ancient structures in the proximities which are already standing and require a wall patch or two. If there isn't any nearby, then a simple wood hut will do.
Preferably, choose an area where there's rough stone ground. Any fire that may spread around will be prevented from burning your home as long as there are 4 tiles with no flammable material between the fire and your flammable items or wooden walls. Note that tribespeople need to research stonecutting.
If you can't obtain a massive amount of steel due to lacking skillful miners, you will need to stick to wood or deconstructed ruins for some time. However it's still very likely that stonecutting tech will be finished before you need to build very much. In the beginning of the game you can get by with an all-built in barrack. Another good option, if your map has ruins, is to deconstruct some of the walls that are close to where you want to put your base.
This will yield stone blocks. You can use stone blocks to build your own stone walls even before you have Stonecutting researched. If you end up with a patchwork of different stone types, that's fine -- any stone is better than steel and much better than wood. Deconstruction has the added bonus of slightly leveling up a pawn's construction skill with minimal loss. If they waste resources deconstructing a ruin, you only lose something you didn't have to begin with, and your pawn still got the experience.
With this method, on day one you could pick one of the larger ruins for your tribe to camp out in. Put a roof on it, and as soon as your plant cutters get some trees chopped, add doors.If you have survived raids, solar flares, manhunter packs among other things to arrive this far into the game, congratulations!
By now you should have a fully fledged colony with strong defenses and a plentiful supply of food and power. This guide discusses bringing a colony to full maturity, including the options of making new settlements and reaching one of the end-of-game scenarios. Endgame colonies tend to be very rich. This will attract large numbers of powerful raiders who will attempt to plunder your colony to get at the wealth stored within.
They can easily overwhelm your colonists, so you must have a strong defense system and clever strategies in place.
You can see Defense tactics for more defensive strategies, or Defense structures for contructed defenses. You can build a lot of mortars to bombard any incoming raiders. A common and effective method to repel endgame-level raids is to build a wall around the base and then build killboxes. Killboxes funnel the raiders, allowing you to use traps efficiently and concentrate fire on raiders.
They will be glad to send a few fighters to help your efforts. Even though they aren't that powerful in combat compared to your endgame soldiers, they can still distract them for a while, giving you time to deal with the raiders.
At this stage, you can always sacrifice some goodwill; they can be repaired by rescuing any downed survivors of the reinforcement capturing will bring instant bad willor gifting them. Even if you have geothermal generators sitting around all your steam geysers by now, that may not be enough to power an endgame base. You will need supplementary power sources in order to do so. Solar panels and wind turbines should be built as needed, and you should have a great backup power supply enough for one or two days' worth of power as well.
Generally, it follows the same rules as midgame power, except in a much larger scale. If you want, you can also have some ship reactors to power your base. They provide a constant W power, however they cost quite some resources, take up lots of space and can only be built outside.
Even if you can afford it, you will need to consider where to put your reactors. You should have all your colonists wear dusters or jackets to provide additional insulation and protection. Parkas are not recommended except in very cold climates due to the lower protection it provides.
Soldiers can be equipped with full sets of power armor for maximum protection. You may want to buy power armor instead as crafting it costs a great amount of time, however crafting it can be cheaper than directly buying the armor and more readily available.For a more detailed basic introduction see Basics. The first thing you'll be able to pick is picking a story scenario, there are 4 prebuilt scenarios to choose from.
This guide assumes that you're choosing the classic "three crashlanded survivors" scenario. You can pick a storyteller and a difficulty level. The AI Storytellers only determine the random events that occur during your game. You can do your own research in the previous link if you wish, but it is recommended to choose Cassandra Classic on Rough to get a feel for how the game is designed to play out.
You can play with the seed and map size of the world, but it isn't anything that will make a big difference to you yet. The default dimensions is a good size that won't cause too much lag. You should pick a temperate forest biome to start.
You want a map with a growing season that lasts from at least spring to fall, if not all year. You will also want to pay attention to the terrain type. Flat terrain lack ores to mine and is difficult to defend. Small hills have more ores but the hills still do not provide much protection. Large hills have plenty of ores and hills to build against.
A mountain base is also a good option, it's easy to defend and will give you plenty of stone chunks, but takes longer to dig in the beginning and tend to suffer from bug infestations later on. You can click randomize on your colonists as many times as you want. You want a good mix of skills. Remember, your characters can only do one thing at a time and they need time to eat and sleep. Stay away from colonists incapable of many tasks, especially dumb labour.
Rolling for passion two flames is just as important as rolling for a high skill, because they will level up faster. The most important skills to have in the beginning are: medicine, growing, and shooting. Try to have at least one colonist covering those skills.
It also helps to have someone at least halfway decent at cooking, research, social, construction, and mining if you have a mountain base. Traits do not matter too much, you can try to roll for good traits, but that could be very tedious. The traits that you should avoid are ones that give a permanent mood penalty or speed penalty: Lazy, Slothful, Slowpoke, Pessimist, and Depressive.
Try not to roll characters who have a lot of health ailments such as cataracts and bad back, or are already addicted to drugs. Go into the Architect menu to start to get familiar with it. You can change the material of a building by right clicking on it in the menu and selecting the desired material.Home Discussions Workshop Market Broadcasts. Change language.
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This item will only be visible in searches to you, your friends, and admins. After stumbling out of your escape pod and emerging out on to the unknown Rimworld, you realise you have no idea how to surive. Thankfully a book called the "Rimworld Survival Guide" is lying in the dirt not too far away. A guide for new players of RimWorld, to give some context to the demands of the Adaptive Tutor and some assistance in long term planning.
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RimWorld Beginner Tips and Tricks
Guide Index. Getting started:. The work tab:. Advanced information:. Basic Crafting:. Permanent Structures:. Long term food planning:. Advanced Defenses:. First Aid. Prisoners, and Prisons. In this guide you may see Architect, This is where you'll find the tools currently being talked about. The other tabs Work, Restrictions and animals, to name a few will be listed in a similar way.
No information on the drug system has been included, this guide has been neglected recently. I will be updating soon ish to cover A15 and A16 content, once A16 launches get them both done at the same time.At this point of the game, you want to create a stable community that is self-sufficient and can recover from disaster as quickly as possible. Even a string of bad events should not lead to ruin. This is the longest phase of a typical playthrough.
Your challenge is to keep all basic needs covered and, most importantly, have everybody in a good mood. The game tries to put your colonists in a bad mood in many ways. Counteracting this is how you avoid crises and increase overall productivity. A lot of the advice in this guide revolves around mood management, either directly or indirectly. Here is a list of facilities in rough order of importance that an established base in midgame should have — all of this heavily varies by difficulty level and map conditions but you will know when your defense was too weak for your difficulty level Do not strive for perfection in any of these areas yet.
It is better to have a makeshift hospital than none at all; so make a room with a few beds that are only used for medical purposes, before thinking about hospital beds and sterile tiles. The important point is to have medical beds on stand-by, in a clean room, at all times — not to have the perfect end-game hospital right from the start.
Likewise, keeping a small, ugly, insecure prison barracks is still better than having to re-purpose rooms after every raid in order to even capture somebody leaving some colonists without bedrooms in the process. Create the basic facilities first, then improve them afterwards.
Do not take unnecessary shortcuts for example, do not put the butcher's table in the medical room, because "there just was no better spot at the moment".
By the midgame you should strive to have everything built out of stone. Kitchen, hospital and laboratory research benches can be placed in the same room, which should be sterile.
This is because room cleanliness has a major impact on cooking, medical outcomes and research speed.
Intermediate Midgame Guide
Also, kitchen and hospital should be in a prime location in your base, and combining them makes this easier to achieve. Make all rooms as cozy and beautiful as possible, especially the areas where your colonists spend a lot of time this can be a research desk! Putting good chairs in front of all production desks will make your colonists feel comfortable while they are using them. A beautiful environment will lift up their mood. This applies anywhere your colonists spend a lot of time, not only to the recreation area.
The rooms and corridors must be spacious enough to not cause problems and allow your colonists to move around freely.
Leaving a little extra room is almost always a good idea. Even in the early game, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area. In the mid-game, you must make sure that your freezer is large enough to store enough supplies for the entire colony, and possibly many days. The freezer must be close to the room where meals are prepared. Since unbutchered animals are usually stored inside the freezer as well, it is viable to put the butcher's table inside the freezer.
This also keeps the substantial filth from the butchering in a room where it does not matter. Butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful here. By midgame usually you will have at least one electric stoveand possibly some temporary storage shelves for cooking ingredients. At some point, you should replace the floor in this room with metal or even sterile tiles. This will reduce the chance of food poisoninga very annoying condition that you want to avoid.
In any case, the kitchen absolutely needs to be close to the freezer, probably right next to it. The connecting door is also probably the first autodoor you should build in your base. Prepared food has to be delivered to your dining area, and often also to prisoners and hospital patients.