Rimworld Alpha 15 | Base Design Tutorial, Building Defense Layout Tips + Tour for Beginners | Guide
Trki, Kody, Cheaty do
This Rimworld Alpha 15 tutorial guide is about beginner base design, base layout, building tips, a tour of a base, and a little bit of defense focused ideas that may help when dealing with some raids. Only the starting researches in the crash landed scenario are needed for the base, although there are some tips for setting mortars up once you get to that point. This base isn't a perfect base, it''s simply meant to be a blueprint for newer players that want an idea of a base that works, is able to be defended easily, and has enough space for everything you need for 6 colonists, with some room for expansion. Subscribe if you like! + http://bit.ly/1PG8z9G Follow me on Twitter! + https://twitter.com/GrayStillPlays Like me on Facebook! + https://www.facebook.com/graystillplays/ Rimworld on Steam! + http://store.steampowered.com/app/294100/ ---------------------------------- SOME OTHER PLAYLISTS: Rimworld Tips, Tricks, and Tutorials: https://www.youtube.com/watch?v=LefM9zDOoq8&list=PLw8xXEJ0p21dN7hKEL1IvpG6wpq1OWAIo No Man's Sky: https://www.youtube.com/watch?v=x20rOR42xAc&list=PLw8xXEJ0p21dskKCcNEjrl0-FSh2lMCq0 Tyto Ecology: https://www.youtube.com/playlist?list=PLw8xXEJ0p21cuz4PifqIJ8_U82G0VdNz5 Top 5 Lists: https://www.youtube.com/watch?v=yy4nMDFSmUg&list=PLw8xXEJ0p21fiNdNl_GClb4jBhLNY83O8 Downfall: https://www.youtube.com/watch?v=JbHjFd8vdM8&list=PLw8xXEJ0p21coH6OejKaI0aKda1wFOZMf Villagers: https://www.youtube.com/playlist?list=PLw8xXEJ0p21fGPyMFSf9jFfxEjQw6MQ53 Clash Royale: https://www.youtube.com/playlist?list=PLw8xXEJ0p21camTrerLDqh-eddhEi1T0a ---------------------------------- ABOUT: RIMWORLD: RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune. You begin with three survivors of a shipwreck on a distant world. Manage colonists' moods, needs, wounds, and illnesses. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop and break relationships with family members, lovers, and spouses. Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines. Trade with passing ships and trade caravans. Decorate your colony to make it into a pleasurable space. Dig through snow, weather storms, and fight fires. Capture refugees or prisoners and turn them to your side or sell them into slavery. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Learn to play easily with the help of an intelligent and unobtrusive AI tutor. RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen. Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew. Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well. Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound. The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season. ---------------------------------- Intro Music by Andru: https://soundcloud.com/andruofficial/loverunsout
Komentarze
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Does Gray still play?
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awesomeness gide ! epicness
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I've noticed, that when you put 2 chairs on 1 corner of a table, 1 colonist will get the "Eating on Floor" mood debuff.. So a Long Table really only hosts 5 seating spots at the same time.
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i have a question, when i build a cover wall around my house with the space at the specific place, raiders just attack to walls. however i have left open walls where i want riders to come from. riders dont use the path. they just attack to walls. what should i do ?
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Thank you for making this series of RimWorld advice videos. I've been looking for tips and advice on colony design in particular.
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one more thing, never leave all bateries conected to the grid at the same time. Use power switches to leave only one battery charging and providing power at a time. If you leave them conected to the grid all at once, they may explode all at once in a Random event and it's a lot of energy, meaning a bigger trouble. If only one is conected to the grid, only one explodes, less energy is released, less damage is done, less energy is wasted. I lost like three colonists in a row once in a game because of this, the batteries were all inside a small room and they caught on fire, the temperature reached almost 500 Celsius so the colonists died because of the overheating trying to put out the fire. If I'm not mistaken, I was using Wood Walls, so it only made things worse. But even if you have stone walls and so on, it's still dangerous.
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One thing I'd change is make sure the stove and butcher table are near the refrigerated room, idealy with a corridor between them so that the Kitchen doesn't get Frozen and the refrigerated room doesn't get warm. Because people spend a lot of time going from their crafting spots to the stockpile. So the same goes for other Crafted stuff, like Stone blocks, craft them near the place where the final product Will be stored. This way the colonists Will be way more productive and will waste less time doing things.
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My bases need to be beautiful and life-like. The rooms look like hallways to me and that bugs me lol. Great for efficiency, though.
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If a batteri blows up its 1 tile around it? isent it kinda bad to put them together? just asking.
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too much coolers for a small base.. waste of resources.. -____-
why not create 2 or 5 coolers and make some ventilations??
2 for freezer area, and for the rest place it freely.
and also, this base works for the open land.. not for the mountainous area. soo.. you must drill the mount if u want to make this base. -
Fantastic tutorial thanks.
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Batteries always working at 50% efficiency. What does it mean and is there any way to increase this efficiency?
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About cooling. It's even better if you just use one cooling and or heating unit and connect all the rooms via vents. That way you are not using as much power and components and also you only ever worry about one unit when and IF it ever breaks vs the likely hood that multiple units could break at or around the same time and thus using more components over time to upkeep them.
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What are the walls made up of?
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Wow! Such a great video!
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Solid tips for the most part, just a few things I've found to be helpful:
If you're not going to build an airlock for your freezer, setting it to -5C helps cover the temperature fluctuation when a door opens, ensuring it stays below zero.
I build all my doors out of wood, since they open faster than the stone versions you built here.
Putting a kitchen area next to the freezer helps cut down on cooking times. So in your base, I'd put the kitchen where the dining area is, move the dining area to the weapons locker and combine the weapons locker with the storage zone.
Alternatively, since the freezer isn't set to crazy cold, you could just build the kitchen into the freezer, but that casues some cleanliness issues. -
Build chairs next to the workstations, that'll make crafters comfortable as they can sit. Especially effective with the research bench.
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Is there any possibillity to fight the pirates without kiling them? Often I want to catch one to make him join my colony, but he's just killed.
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RIP Tilly.