RimWorld Guide

Rimworld - The Basics Tutorial Series for RimWorld

Rimworld – The Basics Tutorial Series

Overview

Heya fellow Steamists…This is the first guide I’ve ever published out on steam, and it’s a redirect to a 6 part video series going over the finer details of Rimworld. The series ranges from setting up your first game, going into detail with all of the different construction options in rimworld via the Architect, and colonists. I am also working on a full walkthrough of getting your first colony going.

Starting Remarks

What is Rimworld? It’s a Sci-fi colony managment simulator dev’d by a man nammed Tynan in his spare time. I’ve been following this great Alpha project since 2013, and with the much awaited steam release, I’ve gotten the Rimworld itch once again and wanted to do something. I figured with my past success with tutorials (Mainly in Eve) I chose to produce 5 – 8 videos on the inner-bits of rimworld, and to hopefully get a new player up to standards and have him/her running their first colony in no time! My end-goal is to hopefully have produced an in-depth (Perhaps too indepth at times) video series that anyone can watch, get all the infomation they need, and hopefully answer some annoying question that they’ve been having.

I plan to update this guide as I add on more videos, and to answer and adress any comments or questions within it as well. I’ve tried to stay active on both the Ludeon forums, and the steam discussion pages to help new players sort out finiky bits of rimworld.

Each section will contain the youtube video, along with a description of said video, key topics I hit, and some extra remarks as needed. See the toolbar for each section.

Pt.1 [Main Menu & Setting up your first game]

Topics:

  • Main Menu
  • Modding / Mod Options
  • Settings
  • “Default Selection” For a standard rimworld game
  • Scenario’s
  • Storyteller AI
  • Landing Zone
  • Starting Colonist

Remarks: Pretty straight forward. Make sure to listen closely on the landing zones, as this will DRASTICALLY change your game play style. All of my settings for this series are what are considered “The Rimworld Experience” other than the AI’s difficulty (Since you’re new…no need to loose that quickly!)

Pt.2 [Colonist, Drafting, World Items]

Topics:

  • Colonist Indepth Stats
  • Colonist Mood
  • Mood modifiers such as Joy, Confort, etc
  • Colonist Drafting
  • Basic Combat
  • Equiptment and Weapons
  • Common items scattered around the map

Remarks: I do mention a lot of things in this video to take note of when you start your first game. I will have a full playthrough for the first couple of days sometime in the future, but this should get you setup for success.

Pt.3 [User Interface, Managment Tabs and Windows]

Topics:

  • Colonist Preview (Top Center)
  • Environment Stats / Controls (Bottom Right)
  • Stockpile Info (Top Left)
  • Warning Messages (Lower-Middle, Right)
  • Architect, Work, Restrict, Assign, Animals, Factions, World, History, Stats and Research Tabs
  • Brief overview of Architect Tab sub menus

Remarks: There’s a LOT of infomation located in the Architect menu, and the very next video is all about it. I will dive more indepth about each menu in further videos in this guide, as this is a quick over-view of them all.

Pt.4 [Architect Menu, Indepth Item and Structures]

Topics:

Architect Menu

  • Orders – All Orders / Explination with what does what
  • Zone/Area – Examples of what zones are used for
  • Structure – Showing all building items you can construct
  • Production – Showing all production benches, and going into detail with how they work
  • Security – Explaining early game tech, and defense items you can build
  • Misc – Showing some items that are required out of this menu
  • Floors – Environment modifiers and how the affect mood
  • Joy – Colonist mood effects
  • Ship – Late game tech, briefly mention but no full detail
  • Tempature – Early game items to regulate tempature

Remarks: I really dive into the mechanics and how each and every item works. This is a lenghty video, and on request, I’ll throw some time-stamps in the description to help guide you to the part you’re looking for. I also try to explain how pretty much all of the production workbenches work, and what you’ll need them to produce, along with setting up bills on these items.

Pt.5 [Work, Restrict, Assign and Animal Tabs] – Inprogress

Topics:

  • Restrict Tab (Zones, Work scheduler)
  • Work (Setting up appropriate jobs / manual priorities)
  • Animals
  • Assign (Detailed look on setting up multiple assignments for clothing/gear)

Remarks: This is the second most important secion, right behind the architect tutorial, as being able to effectivly assign your colonist to jobs they’re good at will help you min/max to get best results

Something I missed!
Take note of the fire icons just under the box that holds the number for priorites in the work screen. You can also check this “interst” factor on the colonist sheets as well. This will directly effect the rate at which the colonist gains XP for each job, so try to take advantage of this!

Pt.6 [Factions, World, History, Stats and Research Tabs] – Inprogress

Topics:

  • Factions Tab
  • World Tab
  • History (And how the AI story-teller will use this)
  • Stats (AI effects)
  • Research (And workbench requirments)
  • Research “Age”

Remarks: While perhaps the least important section, I still cover the “Research” screen, which is the single largest factor in your survival. Typically the end game is to research all items, construct a ship, and GTFO from the planet. I also cover the research “Age” and how plaiyng as a tribe will modify your research ever so.

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