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Rimworld prepare carefully recommendations
Rimworld prepare carefully recommendations










rimworld prepare carefully recommendations

Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.In early game there is not a need for crafting yet, so this can wait. Crafting: Making equipment and misc crafting.Some other skills are better left for future colonists: Useful for replenishing your supply of components or steel in early-mid game before traders show up who sell components. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side. Social: Recruiting new colonists and trading.This does not guarantee that a colonist is capable of plant cutting.Your early food stocks last for quite some time, and for 1-2 colonists hunting and gathering can allow you to survive. If you don't want to exclusively rely on hunting or gathering. Animals: Training animals isn't quite a necessity early-game, but will greatly complement you in combat, provided you have sufficient food to train animals.Some skills will make survival easier, but are not essential: You don't need them to be interested in all of them, but if you do then it's a plus. If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You can substitute it with Construction (building turrets) or Animals (training attack animals) in a pinch, but it's not recommended to do so unless the colonist is great at everything else.Violence: Defending oneself from mad animals or raiders, as well as hunt for food.While you can substitute raw berries for meals early on, it's not a reliable source of food. Cooking: Making meals out of raw food and butchering creatures.Thankfully, you start off with the powerful glitterworld medicine, so you can afford to have someone with weaker medicine skill while still having decent treatment quality.Medicine: Treating oneself when injured or sick.Construction: Building shelter to live in.Though hauling can be done with animals, cleaning and plant cutting have to be done by colonists.Dumb labor: Hauling, cleaning and cutting plants.But those second 2 look really solid for any colony.You must choose a colonist that is capable of survival skills. I wouldn't take the first one since i don't value research or animal handling early on. Another thing is having to many passions just speeds base development so much i end up not wanting to recruit more folks.Īs for your choices. Constructor/grower/miner/cook/researcher. I tend to prefer to specialize pawns into specific jobs rather then having people assigned to do like 5 things at the highest priority. Overall i just rank shooting passion as most important for my initial 3 colonists. Go burn some freaking tree's in the wild. Makes 0 sense to set fire to your own home.

rimworld prepare carefully recommendations

Pyro is also one of those frustrating things. Not having them go berserk because of that or them being frail or asthma etc. Either they overdose 24/7 or they have withdrawl for a year. A character that gets addicted is pretty much useless for over a year. Obviously i look for other things such as not having chem fascination is quite important. But i tend to also look for at least 1 double passion crafter. If i do a big lag colony perma base thing i tend to recruit the same things.

rimworld prepare carefully recommendations

Since i tend to do tundra/boreal/ice if i'm looking for a challenge i hate starting without a cook/grower because it just takes up so much time. I then make sure 1 has medicine +5 passion and 1 has +5 social passion. But these days i just random till i find these 3 combinations: Shooting/Construction Shooting/Cooking Shooting/Growing During like A12 or A13 i wrote down the backstories that where the "most" op combinations in my opinion.












Rimworld prepare carefully recommendations