Rimworld - strategy base building sci-fi indie game

Pretty sure the developer said few months back that it will not go on sale for a long long time. That was before it reached 1.0 version.
As mentioned above it's worth every penny and with the amount of mods from small QoL improvements to game overhauls you can play this for years and always have a different experience.
 
I've not even tried major game changing mods, just small convenience ones (pass me that brick, if you're going that way being the main two).

Keep coming back to it. What's nice is that whilst I'd love to actually finish it, it's fun just creating new colonies and seeing what happens. The occasional tribal dalliance is interesting too.
 
I used a few mods, Mostly convenience such as bigger stacks etc but am playing unmodded at the moment.

The game actually feels easier now its been released (or I am finally getting better at it)
 
Started this yesterday, the tutorial doesn't really prepare you for much does it?

I've sunk a good few hours in today but I don't really feel like I've got anywhere, despite now having 6 residents, I feel like I'm still barely scratching the surface. I think the main problem is that I just don't know what I should be prioritising, I also have no idea if I should be altering people's tasks and jobs. I seem to be getting on OK, but I feel like things could be better automated.
 
There's a few mods that allow you to do jobs settings more accurately, those are ones I like, plus a couple of quality of life ("pass me that brick" is handy) so people take materials to buildings for the builders.

If you've not gone for too hard a level, then don't panic about not getting it exactly right, there's plenty of leeway, and it's a game where you will find things that kill your people, but it tries to give you back some more when that happens.
 
I agree the tutorial is a little lacking now it's gone for a fuller release, but you'll know when it's time to take a closer look at work priorities by things not getting done.

Personally once I'm up to 6 people I'd be on manual priorities and have them set up so there's two dedicated farmers, a builder (I run a mod that removes most random breakdowns as long as you stay on top of maintenance), a crafter and a cleaner/hauler with the final pawn being assigned to do a bit of everything depending on the requirements, obviously all this is dependent on who you have and what they can do though.

But ultimately you'll learn as problems pile up, it's not an ideal way to do it, you may lose it all before you figure out what needed to change, but that's just something you take onto the next playthrough.
 
Started this yesterday, the tutorial doesn't really prepare you for much does it?

I've sunk a good few hours in today but I don't really feel like I've got anywhere, despite now having 6 residents, I feel like I'm still barely scratching the surface. I think the main problem is that I just don't know what I should be prioritising, I also have no idea if I should be altering people's tasks and jobs. I seem to be getting on OK, but I feel like things could be better automated.

I don't think this is a game that holds your hand even in the slightest. Set the game to Cassandra and Easy\Normal and get to grips with the game. Then once you think you know what you are doing stick it on Randy hard and let it show you how little you actually know.

Personally I tend to prioritise from 4 pawns on wards. 1 Builder, 1 Gardner, 1 Cook, 1 Jack of all.
All Pawns are set on a sliding scale of 1-4 with the exception of Construction and Crafting as they can botch items or make them at really low quality, Then later in the game doctors as injury's heal faster etc with a better doctor.


Some tips
  1. I would recommend getting a research bench up ASAP just to research battery's so you can get a fridge+electric stove. Create an airlock(1 by 3 corridor consisting of a door a space and a door) to stablise the temperature either side of the fridge\freezer
  2. Beware of "Animals" joining your colony. Unless you are careful they will eat you out of house and home. They are great for getting items like Milk\Wool\Chemfuel but are a nightmare to have to look after if you are new. It can be best to just slaughter them if you are struggling.
  3. Get an idle pawn making stone blocks, Whatever you have an abundance of on the map. They can be used for Flooring, Crafting better furniture and more importantly.... stronger walls
  4. Do not forget to change the "bills" to Do until I have X amount on an item that you want creating regularly I.E Food
  5. DO NOT.... Forget to have sufficient food being grown and\or gathered (Gathering is a manual process)
  6. Do not make rooms larger than they need to be to start with. It is a waste of time and resources. By all means make them larger as you go but do not stick up a 10x10 food storage when a 3x3 will do.
  7. Be careful of mods. They can be good yes but they can also radically change the way the game works. I use mods that enable wall lighting, Items to be stacked to 750 instead of the pathetic number they are and a few others that enable pawns to haul items to construction sites etc but nothing fundamentally game changing like the Medieval, Warhammer, Starwars mods
  8. The richer you are the harder the attacks will be. These will eventually get to the point of Sieges and then enemies dropping straight into your base.
  9. Remember its a learning experience.... So you messed up... start again and learn from it
 
I don't think this is a game that holds your hand even in the slightest. Set the game to Cassandra and Easy\Normal and get to grips with the game. Then once you think you know what you are doing stick it on Randy hard and let it show you how little you actually know.
After the tutorial, that's what I did. On someone else's recommendation, I also went for a temperate climate by the equator (summer all year round).

Personally I tend to prioritise from 4 pawns on wards. 1 Builder, 1 Gardner, 1 Cook, 1 Jack of all.
All Pawns are set on a sliding scale of 1-4 with the exception of Construction and Crafting as they can botch items or make them at really low quality, Then later in the game doctors as injury's heal faster etc with a better doctor.

I've progressed on a bit now and have about 7 pawns, I recently decided to switch off automated tasks and manually assign as they all starved to death because no-one was cooking. People started going mad, fighting and insulting each other lol. So I reverted to a an earlier save and switched on manual tasks, everything is much better now.

Some tips
  1. I would recommend getting a research bench up ASAP just to research battery's so you can get a fridge+electric stove. Create an airlock(1 by 3 corridor consisting of a door a space and a door) to stablise the temperature either side of the fridge\freezer
  2. Beware of "Animals" joining your colony. Unless you are careful they will eat you out of house and home. They are great for getting items like Milk\Wool\Chemfuel but are a nightmare to have to look after if you are new. It can be best to just slaughter them if you are struggling.
  3. Get an idle pawn making stone blocks, Whatever you have an abundance of on the map. They can be used for Flooring, Crafting better furniture and more importantly.... stronger walls
  4. Do not forget to change the "bills" to Do until I have X amount on an item that you want creating regularly I.E Food
  5. DO NOT.... Forget to have sufficient food being grown and\or gathered (Gathering is a manual process)
  6. Do not make rooms larger than they need to be to start with. It is a waste of time and resources. By all means make them larger as you go but do not stick up a 10x10 food storage when a 3x3 will do.
  7. Be careful of mods. They can be good yes but they can also radically change the way the game works. I use mods that enable wall lighting, Items to be stacked to 750 instead of the pathetic number they are and a few others that enable pawns to haul items to construction sites etc but nothing fundamentally game changing like the Medieval, Warhammer, Starwars mods
  8. The richer you are the harder the attacks will be. These will eventually get to the point of Sieges and then enemies dropping straight into your base.
  9. Remember its a learning experience.... So you messed up... start again and learn from it

  1. I did both of these things, I'm far enough in now that I have a geothermal generator. I also found that I needed 2 storage rooms, 1 for perishables and 1 for everything else.
  2. Anything that became tame I slaughtered, I did try buying some hens, but they starved and died, I'll try again at some point, I really wasn't ready for them. I bought them on a whim from a trader.
  3. I've already converted everything from wood to stone - except furniture.
  4. Bills have been changed - like with tasks, I found out the hard way. I have certain things on 'do forever' - but it does make more sense to 'do until' so I'll switch to that.
  5. Gathering is manual? - Can this not be automated with high enough priorities on plant cut, when harvest is ready? Or do I have to tell them to harvest.
  6. Bedrooms have been small, but I made other rooms bigger - i.e. dining area, storage.
  7. No mods yet, I don;t plan to till I've got a few games in.
  8. Raids so far are still single person raids.
  9. Yep, already see that happen :D
It's a great game, the hours just flew by yesterday. But it's a strange feeling, it's not like the fun you get from other games. The micromanagement and steep learning curve make it quite intense. I'm constantly asking myself questions like "I wonder if you can do this" or "how do you do that" or "I wonder if I do this if that will happen" etc.
 
Sounds like you are on the right track then :)

With regards to gathering I meant wild berries etc rather than crops as they are automated by plant cut iirc.

Also mods... there are a few QOL mods that are 100% worth having. I installed one the other day that allowed me to "upgrade" walls from one material to another rather than having to tear it down and replace it...absolute god send.

Have you taken a look at the Rimworld subreddit? It can be a dark and twisted place (Organ farming, Human skin clothing, feeding prisoners to other prisoners, Keeping enraged power klaw psychopaths in comas to wake them up when you are attacked kinda place)but you can learn a lot of what you can do.
 
(Organ farming, Human skin clothing,

Organ farming is 'fun' but it isn't worth it. You need herbal medicine, it seriously ****** everyone off (unless they have psycho traits) and the profits you make are pretty meh.

Chopping up humans though, now that's where the easy money is.

No body disposal.
Free food for your farm.
Free food for prisoners.
Free human leather.

Often amassed right on your doorstep saving tonnes of time. The only downside is you get the minor 'butchered human' negative, which isn't a big deal.

The real money comes from selling clothes you make from the leather though. That, and selling Go-Juice :P
 
I tried this, can see why people like it but the micro management is just too extreme, its not relaxing enough. Not recommended to people who sit at work and wonder if they put the bin out or left the hob on.
 
I tried this, can see why people like it but the micro management is just too extreme, its not relaxing enough. Not recommended to people who sit at work and wonder if they put the bin out or left the hob on.

The job assignment, when done well, can really take out a lot of the micro management parts. You still need to play, obviously, but a community can operate pretty well outside of attacks, with very little input.
 
I've not played Dwarf Fortress so can't compare but I am losing hours to this game.

has anyone made a mod for this game?

I'm looking at build a character editor. It's all saved as XML so it's really a case of building a GUI layer between the data and the user that allows them to edit and save it. Remove illnesses, injuries, or add them etc

Then look at playing with other bits, more as a programming challenge than serious mods.
 
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