RimWorld: Difference between revisions

28 bytes removed ,  14 February 2021
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* A clean work area is a productive work area. Having crap on the floor slows down work/research. Keep those workshops/labs tidy, and don't neglect the Cleaning task. This is especially true of the kitchen. Any dirty room is ugly, but a dirty kitchen leads to food poisoning.
* A clean work area is a productive work area. Having crap on the floor slows down work/research. Keep those workshops/labs tidy, and don't neglect the Cleaning task. This is especially true of the kitchen. Any dirty room is ugly, but a dirty kitchen leads to food poisoning.


* Chairs. You know what people need when they're at a workbench, slaving away at a lengthy project? Somewhere to fucking sit. Put a chair (face it the correct direction) at the interaction spot and they'll be more contented. Hell, if the chair is of a high enough quality, they may actually gain Mood from building/cutting/sewing/etc.
* Chairs. You know what people need when they're at a workbench, slaving away at a lengthy project? Somewhere to sit. Put a chair (face it the correct direction) at the interaction spot and they'll be more contented. Hell, if the chair is of a high enough quality, they may actually gain Mood from building/cutting/sewing/etc.


* 5x5 rooms with only a bed are just big enough to avoid negative moodlets for being cramped.
* 5x5 rooms with only a bed are just big enough to avoid negative moodlets for being cramped.
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* When someone does go crazy you want to make sure you tell your remaining colonists to drop their weapons before taking down the madman, bruises will easily heal but cuts and bullet holes will not.
* When someone does go crazy you want to make sure you tell your remaining colonists to drop their weapons before taking down the madman, bruises will easily heal but cuts and bullet holes will not.


* Don't ignore mad animals, even squirrels can fuck someone up good.
* Don't ignore mad animals, even squirrels can mess someone up good.


* Personal shields cannot be used with ranged weapons.
* Personal shields cannot be used with ranged weapons.
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* Nutrient Paste Dispensers are bugged as hell and not worth it in the first place even if they did work as intended. Slap together a makeshift kitchen (or campfire if you're really in need) and cook things instead. The game even tells you that nobody likes eating nutrient paste, so give them real food instead.
* Nutrient Paste Dispensers are bugged as hell and not worth it in the first place even if they did work as intended. Slap together a makeshift kitchen (or campfire if you're really in need) and cook things instead. The game even tells you that nobody likes eating nutrient paste, so give them real food instead.


* You need to build a freezer (a room with AC unit(s) set to below freezing) to store all your food, medicine and animal corpses. Adding a small airlock room (just a short corridor with a door on each end) as the only way into your freezer will help keep the cold air in there and make it more energy efficient. Additional wall thickness also adds more insulation and being in a cave or mined out area is also more insulated than an external structure that you built yourself.
* You need to build a freezer (a room with AC unit(s) set to below freezing) to store all your food, medicine and animal corpses. Adding a small airlock room (just a short corridor with a door on each end) as the only way into your freezer will help keep the cold air in there and make it more energy efficient. Additional wall thickness also adds more insulation and being in a cave or mined out area is also more insulated than an external structure that you built yourself. For purposes of thermal conductivity, all varieties of stone seem to be equal.
** For purposes of thermal conductivity, all varieties of stone seem to be equal.
 
** Building your base in a mountain and don't have a solution for your cooler/freezer? Build a corridor that will bleed the heat out to the open. Don't think of it as an impassable area - colonists can pass through it to get from one place to another just fine so long as it's not ridiculously hot. Crossing over one or two squares of 120F heat isn't going to hurt anyone, so don't think of them as "ducts," but rather "really warm hallways."
* Building your base in a mountain and don't have a solution for your cooler/freezer? Build a corridor that will bleed the heat out to the open. Don't think of it as an impassable area - colonists can pass through it to get from one place to another just fine so long as it's not ridiculously hot. Crossing over one or two squares of 120F heat isn't going to hurt anyone, so don't think of them as "ducts," but rather "really warm hallways."


* Batteries and several other electronic things will explode or short out if they're rained on, so you'll want to make sure they've got a roof over them.
* Batteries and several other electronic things will explode or short out if they're rained on, so you'll want to make sure they've got a roof over them.


* Batteries in particular will also explode because fuck you regardless of where they're stored. I like to keep them in a little form fitting stone-walled cell to keep them from burning my house down. The larger the circuit, the worse the explosions, so consider having separate parts of your base on completely separate circuits, if you have enough ways of generating power.
* Batteries in particular will also explode regardless of where they're stored. I like to keep them in a little form fitting stone-walled cell to keep them from burning my house down. The larger the circuit, the worse the explosions, so consider having separate parts of your base on completely separate circuits, if you have enough ways of generating power.


* Lights are great for morale, but use an absurd amount of power. Try to only use them in high traffic areas.
* Lights are great for morale, but use an absurd amount of power. Try to only use them in high traffic areas.