Rimworld

Punko

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Well my first run feels bricked.

Went pretty well, had 6 colonists and a proper base with a kill corridor as defense. Then some psychic drone asshole landed and started mess shit up. Powered through it anyways but then I got the flu in the colony and during that my doctor got the plague and died. Then the drone started fucking everyone up so I decided to attack it.

Some Banshee and two Tanks came out and nuked another colonist.

Think I will start over with "learning mode" difficulty instead. I just want to learn the basics first and then I can add danger stuff.

nearly all dangers are based on the amount of wealth you have

everything that is visible on the map where your base is counts as wealth

if you want to keep the game easy, keep your wealth low.. don't mine what you don't have to, don't build luxury shit you don't need, burn raider corpses and their stuff, get rid of colonists that don't carry their weight, ..

a 1 colonist run where you keep everything as minimalistic as possible is easy mode, since you can research everything while a few traps can hold off every raid
 
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Aazrael

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I was doing the base game only. Will check the DLC later.

How do you best combat plague and diseases? Those were the ones that started the decline.

Also the psychic drone never left, not sure how to deal with that threat.
 

Punko

Macho Ma'am
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set work priorities for resting and doctoring very high and enable self-tend on your doctor unless you have 2 good / reliable ones

tending gets better results from being done in light, early game it helps to remove the roof above a patient bed before tending and restoring it after - quality binds make diseases trivial as they increase immunity gain speed

tropical / swamp areas have a higher chance of spawning diseases, probably best to avoid them when you want easy-mode

using hay floors reduces dirt buildup by 50% and requires very little investment but increases chances of your base burning down, so be smart about where you use it (not where you have batteries or a lot of electricity going on)

you can have psychic drone as a time-based event which eventually fades by itself, or an alien installation that generates it can land near your base (check world map), in which case you need to destroy that to remove it

leave 4 tiles between your growing zones so blight can't spread between them

early game try to place your butchering spot / table on "dirt" underground, since dirt underground does not allow further dirt buildup, making it superior to all but sterile tiles
 
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Adebisi

Clump of Cells
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Well my first run feels bricked.

Went pretty well, had 6 colonists and a proper base with a kill corridor as defense. Then some psychic drone asshole landed and started mess shit up. Powered through it anyways but then I got the flu in the colony and during that my doctor got the plague and died. Then the drone started fucking everyone up so I decided to attack it.

Some Banshee and two Tanks came out and nuked another colonist.

Think I will start over with "learning mode" difficulty instead. I just want to learn the basics first and then I can add danger stuff.
Those crashed ships were the worst until I started racing to research mortars
 

Lambourne

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The robots that come out of the crashed ships can be dealt with by a single shooter with a sniper rifle. It has enough range to shoot them once from outside of their aggro range. Then run away while breaking line of sight and they will eventually lose aggro and go back to the ship. Once you land a crippling shot that makes one of them move more slowly you can split them not unlike FD splitting in EQ. Either keep plinking away or lead the smaller packs into a kill zone.

Best game I ever did was purposefully letting that psychic ship remain on the map when it had a male-only psychic drone and I built a base of entirely female characters. It got up to unbearable psychic drone level and it made all the raiders go nuts and kill each other for free loots.
 
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Burns

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The robots that come out of the crashed ships can be dealt with by a single shooter with a sniper rifle. It has enough range to shoot them once from outside of their aggro range. Then run away while breaking line of sight and they will eventually lose aggro and go back to the ship. Once you land a crippling shot that makes one of them move more slowly you can split them not unlike FD splitting in EQ. Either keep plinking away or lead the smaller packs into a kill zone.

Best game I ever did was purposefully letting that psychic ship remain on the map when it had a male-only psychic drone and I built a base of entirely female characters. It got up to unbearable psychic drone level and it made all the raiders go nuts and kill each other for free loots.
Funny creative use of mechanics that makes me want to play a game to try it.

I played a couple games, back in EA where I would build a base at the coldest disembark I could find, looking for as close to -100 in the winter as the map had in hills/mountains. Prepare Carefully with full cold weather gear, then race to get a mountain base with heat running before winter hit. All the raiders would turn around or die before even reaching my base, due to the cold. If I could have combined that with insanity it would have been great fun.

I haven't played in years and I think they changed how cold weather or biomes work since then though.
 
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Aazrael

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Damn this game is not good for me, hours vanish like minutes.

The new colony is doing well, had a heart attack death but now I got 6 guys going again, with rifles and helmets at least.

Was going to make the Devilstrand clothes but I did not have enough skill for the longest time, finally got a prisoner converted with enough skill and I get a cold snap and kills eveything lol.

Stocked up on food for years so should be good.

I think one problem I have is doing too much at the same time. I think I should do changes slower and let them complete before adding new buildings etc.
 
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Tuco

I got Tuco'd!
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Damn this game is not good for me, hours vanish like minutes.

The new colony is doing well, had a heart attack death but now I got 6 guys going again, with rifles and helmets at least.

Was going to make the Devilstrand clothes but I did not have enough skill for the longest time, finally got a prisoner converted with enough skill and I get a cold snap and kills eveything lol.

Stocked up on food for years so should be good.

I think one problem I have is doing too much at the same time. I think I should do changes slower and let them complete before adding new buildings etc.
You are on your way to greatness, brother! Post some pics of your base!
 

Aazrael

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Started building in a ruin so just now trying to make it look a little more organized. Still also learning zone manipulation to get stuff where I want.

How do I get rid of the red areas? Can't build on them due to being the wrong type of ground.

rimworld 1.jpgSkärmbild 2025-07-21 014236.png
 

Lambourne

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Funny creative use of mechanics that makes me want to play a game to try it.

I played a couple games, back in EA where I would build a base at the coldest disembark I could find, looking for as close to -100 in the winter as the map had in hills/mountains. Prepare Carefully with full cold weather gear, then race to get a mountain base with heat running before winter hit. All the raiders would turn around or die before even reaching my base, due to the cold. If I could have combined that with insanity it would have been great fun.

I haven't played in years and I think they changed how cold weather or biomes work since then though.

Yea I did that one too, raiders/traders freezing to death and leaving their loot behind. And their tasty bodies for my cannibal-maxed underground base. Eventually devs decided people were playing the game wrong and nerfed a lot of that, traders now no longer stay on the map if the temperature is too low and raids stop coming. I played like 1000 hours of this game in alpha but kinda lost interest as they kept nerfing all the fun stuff and made it more about drama management than building. Never bought any of the expansions.

Started building in a ruin so just now trying to make it look a little more organized. Still also learning zone manipulation to get stuff where I want.

How do I get rid of the red areas? Can't build on them due to being the wrong type of ground.

View attachment 594940View attachment 594941

You can eventually get a moisture pump that will remove it but it's pretty late stage.

Couple more basic tips in spoiler in case you prefer to figure things out yourself

-Make use of the fertile soil around the red bits, it makes plants grow quicker
-Animal pasture is way too small for the number of animals, it's been grazed completely barren which makes your colonists have to hand feed the animals which costs you time and food. If the pasture area is large enough, the animals will just eat the grass that randomly regrows. Animals can grow into an excessive workload pretty quickly if numbers are not managed.
-Get off rice and switch to corn, it gives much more food per labor time invested
-Those wood everywhere are a giant fire hazard, I suggest using a 2 tile wide path of an inflammable material between fields
-Rather than burying all the dead raiders, after a raid move all of the corpses and junk weapons/clothes into a pile on stone ground and use a molotov to burn it all. Remove area from home zone so people don't try to put the fire out.
 
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Aazrael

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Yea I did that one too, raiders/traders freezing to death and leaving their loot behind. And their tasty bodies for my cannibal-maxed underground base. Eventually devs decided people were playing the game wrong and nerfed a lot of that, traders now no longer stay on the map if the temperature is too low and raids stop coming. I played like 1000 hours of this game in alpha but kinda lost interest as they kept nerfing all the fun stuff and made it more about drama management than building. Never bought any of the expansions.



You can eventually get a moisture pump that will remove it but it's pretty late stage.

Couple more basic tips in spoiler in case you prefer to figure things out yourself

-Make use of the fertile soil around the red bits, it makes plants grow quicker
-Animal pasture is way too small for the number of animals, it's been grazed completely barren which makes your colonists have to hand feed the animals which costs you time and food. If the pasture area is large enough, the animals will just eat the grass that randomly regrows. Animals can grow into an excessive workload pretty quickly if numbers are not managed.
-Get off rice and switch to corn, it gives much more food per labor time invested
-Those wood everywhere are a giant fire hazard, I suggest using a 2 tile wide path of an inflammable material between fields
-Rather than burying all the dead raiders, after a raid move all of the corpses and junk weapons/clothes into a pile on stone ground and use a molotov to burn it all. Remove area from home zone so people don't try to put the fire out.
Thanks! Yea the pasture was mainly to get some Alpacas wool. Saw they ate all the grass so kinda stopped caring about them, but might try make it bigger, saw some streamer used a pasture with a barn, i built the shelter just for kibble so not sure how that worked.

I am in the progress of going over from wood, was just easy using it to make it look better. Will switch the rice, got too much of it as it is so a good time to switch.

I saw the Molotov tip before, will try and research it for some cleaning up.
 

Tuco

I got Tuco'd!
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Started building in a ruin so just now trying to make it look a little more organized. Still also learning zone manipulation to get stuff where I want.

How do I get rid of the red areas? Can't build on them due to being the wrong type of ground.

View attachment 594940View attachment 594941
Looking good! Keep us up to date!

enemy raiders will break down a single tile wall rather than go through your killbox, try to upgrade to 2 or 3 thick when you can.
 
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Aazrael

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Looking good! Keep us up to date!

enemy raiders will break down a single tile wall rather than go through your killbox, try to upgrade to 2 or 3 thick when you can.
Thanks!

Do you skip doors or do double of them as well?
 

Tuco

I got Tuco'd!
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Thanks!

Do you skip doors or do double of them as well?
Double them too.

Be careful about random advice people like me give. Rimworld is all about timing. If you prioritize doubling your walls with stone, you might not prioritize food enough and your colony will starve before you even get to raiders that will break your single-layer wall. If you ignore the double layered walls and focus on food, you'll have well fed colonists and an amazing killbox, but get bumfucked by enemies.

People like me that got a surviving colony once or two a while ago have forgotten about the schedule they followed to get successful colony, and might just remember that one really unlucky time they got BTFO by a surprise raid or a bad winter and tell you to really worry about that.

Your base is great, and having the wall layer outside the main area of your base like you have is perfect (especially if you're near the center of your map) so just keep doing what you're doing and don't worry too much about what people like me recommend.
 
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Aazrael

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My base feels pretty good now food wise.

Need to fix the temp control a bit better in the main areas and get the Steam vent power generator online. The wind generators suck ass but are fine at the start.

I saw a tip to grow dandelions in the pen so I put that down earlier today.

Can probably start doubling the walls pretty soon, I got the single wall up yesterday so its quite new still.
 
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Aazrael

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Fixed the pen and moved the graves outside.

Unlocked Flak Gear now. Do I clothe all the combat people in full Flak?

Also started the double wall project as I seem to have some downtime on building new stuff. Might do some fixing of the inner rooms and storage next.

Got the steam generator up so no power shortage anymore. Do I wall that off or leave it in the open?

Current base. And yea, I got the scary wall right in the south part. Not cracking that one open anytime soon.

rimworldbase1.jpg
 

Tuco

I got Tuco'd!
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Fixed the pen and moved the graves outside.

Unlocked Flak Gear now. Do I clothe all the combat people in full Flak?

Also started the double wall project as I seem to have some downtime on building new stuff. Might do some fixing of the inner rooms and storage next.

Got the steam generator up so no power shortage anymore. Do I wall that off or leave it in the open?

Current base. And yea, I got the scary wall right in the south part. Not cracking that one open anytime soon.

View attachment 595009
Looking good, bro! Up to you how you want to clothe people. Steam generators are A++++, you'll want to wall them off because raiders will blow them up. Just don't put a roof over them, they will overheat.
 
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Aazrael

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I had quite the luck with lots of Components on this map. But now I am running low on them again. No trader have sold any either in a while.

Was looking forward to making some sniper rifles and flak gear but I cant spare any parts just now.
 

General Antony

Ahn'Qiraj Raider
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You can make more components once you're far enough down the tech tree. I think you need 2 advanced components to build the right crafting bench.