|
RimWorld
Cheat Codes:
------------
Submitted by: David K.
Development Mode:
-----------------
Load RimWorld and press the "Options" button, accessible from the main menu.
The middle column, labeled "Gameplay," has a "Development Mode" option,
which you should activate. Now you'll be able to play the game and modify
features, as if you've activated a cheats console in some other game.
Experiment with the available options and you'll find that you can enable
God Mode, spawn items, and view stats about your game world.
Now that Development mode is activated, create a new world and colony and
test your mod:
1. Create world;
2. Create a colony, probably on Free Build difficulty;
3. The following icons: image can now be found in the top-right;
1-image Open the debug log = Clicking this opens the debug log;
2-imageOpen the package editor = Opens the package editor,
which allows you to preview and modify Sounds and Hair;
3-imageOpen the view settings = Allows you to activate graphic
overlays and cheats like Fast Research;
4-imageOpen debug actions menu =
This menu allows you to do all sorts of things;
Incidents allows you to spawn in raids or execute incidents;
Actions – Misc contains a few buttons that complete research,
continue the in-game tutorial, etcetera;
Tools – General contains explosions and damaging things, snow
actions, plant growth and some more advanced AI
visualizations;
Tools – Pawns holds tools which alter Pawn appearance, levels,
health and jobs;
Tools – Spawning allows you to spawn Pawns, Items in different
stack sizes, Terrain and Filth;
Autotests contains some stress tests like spawning in an entire
colony in different stages, burning everything and killing lots
of pawns at once.
5. imageOpen debug logging menu = Contains buttons which log parts
of the game in the Debug Log;
6. imageOpen the inspector = Gives a lot more information when
hovering over things;
7. imageToggle god mode = Toggles God mode, which allows you to
build things without cost;
8. imagePause the game when an error is logged = Toggles exactly
what it says.
Trading Tips & Tricks:
----------------------
* Colonists with a higher social skill using the comms console will negotiate
whwer buying prices for everything but the commodities (0.5% per social skill point).
* Likewise, colonists with a higher social skill will negotiate for higher selling
prices for everything but the commodities (0.5% per social skill point).
* Trade is influenced by your trader’s ability to speak and hear. Damage to any such
parts will ruin trade prices, and conversely bionic enhancements (no such
enhancements exist as of vanilla Alpha 16) will improve trade.
* Selling a prisoner is profitable, but has a negative impact on the happiness of
all colonists (excludes psychopaths). To prevent exploiting a recruiting loophole,
you cannot buy back a prisoner you just sold.
* Food and textiles can be quickly grown on hydroponics basins, or in large amounts
from large growing zones, which makes farming a viable income source, provided
there’s enough manpower to tend to the crops.
* It is recommended to put your comms console in or near the bedroom of the colonist
with the highest social skill for convenient trading.
* All traders carry a limited amount of silver, so they may not be able to buy
everything you wish to sell. You can still give them things but everything they
receive will be for free, as they cannot afford to pay.
* Sculptures can be created with a sculptor’s table and sold to traders. Since
trade ships carry a limited amount of silver, though, you may find that you
cannot sell a very expensive sculpture while obtaining the full value in silver.
* You can trade your expensive items (weapons, sculptures) for other desirable items
if the trade ship doesn’t have enough silver to complete the transaction. Of course,
the amount of silver you can gain is lower, but it is usually better to have a lot
of cheap items than an expensive one in your store.
Useful Tips & Tricks:
---------------------
* member, if you don’t know what something is or what it does, you can almost always
click the ‘i‘ button somewhere on its panel to get more information. This is also how
you get detailed information.
* If you click on a Colonist, you can get various bits of information about them by
using the tabs above their panel, but the most useful ones are Character and Needs.
Character gives their skills and unique traits. Needs will tell you their mental
state. At first, you can’t do much to alleviate needs like a personal bedroom (always
at least 5 by 5 in size!) or a desire for robot limbs, but it’s easy to make a Nudist
happy by going to the Assign menu and giving them permission to never wear clothes.
* Using the Power section in the Architect menu, build Wind Turbines and Solar Panels,
then connect them to batteries to store up energy. Make sure to keep your batteries
indoors—they get disastrous when wet. Once you’ve done that, Wall off or dig out a
good size room near your common area and install Coolers, under Temperature with their
blue side facing inwards. Make sure the red side points outdoors. Set their target
temperature to 0 Celsius, make the inside of the room a Stockpile for raw food,
to-be-butchered animal bodies, and prepared meals. Voila, you have a freezer.
Now you won’t starve when winter comes.
* Prepare for your first winter by ensuring that you’ve made a tailoring bench and
a few Parkas and Tuques—unless you’re in the tropics or the desert, where you should
be focusing on Dusters and Cowboy Hats to keep off the heat.
* Wild and Tamed animals will eat your crops and food if you let them. Kill the wild
animals and restrict your animals in a zone that only contains hay or kibble.
* Visitors will get into your freezer and drink your beer regardless if you forbid
doors.
* Thenotification when a hungry predator attacks a colonist is easily missed, only
manhunters trigger the red flashing envelope notification. Be wary if there’s a wild
predator hanging around your base.
* If a person crash lands in an escape pod and you want to recruit them, you must
capture them and then recruit them like any other prisoner, even if they’re a
colonist’s family member. If you choose rescue, they will simply be released when
they’re healed.
* RimWorld’s character economy is driven entirely by beds. To take prisoners from
those who crash nearby or only get disabled when attacking you, and thereby get
new converts to your settlement, you’ll need to put beds or sleeping spots in an
enclosed room and mark them as prisoner beds along the bottom. Then, under each
prisoner’s unique tab, tell your Wardens to recruit them. Take care not to crowd too
much or you’ll end up with the same kinds of problems that crowding your Colonists
gives! Oh, and, if their recruitment difficulty is too high go to the Health tab and
harvest their organs for sale on the black market. Or let them go to gain goodwill
with their tribe. Or just execute them if they’re filthy pirates.
* Got a good Animals skill among your crew? Tame some of the local beasts like
alpaca or muffalo for a source of wool and milk that your Colonists will automatically
harvest. If you’re feeling particularly daring you can try to tame wolves or lions.
Under the Animals tab you can set restrictions on where your creatures are allowed to
go. (Keep them out of your food stores. They’ll eat your food and drink your beer.)
You can also set specific animals to be trained in specific ways—camels as hauling
creatures and huskies as companion and rescue dogs, for example.
* Don’t forget to get creative! Some of the best moments in games like this are because
you used something in a way it wasn’t intended to be used. Make a death trap using
steam vents! Build an empire based on raising and selling dogs to passing trade
ships! Build stasis capsules and use them to keep prisoners in suspended animation
until you can sell them off!
* The best way to learn RimWorld is to play and find the fun in failure. Maybe your
whole colony will burn to the ground, but something funny will probably happen in
the process.
Tips for New Players:
---------------------
Written by Akus
* Start with a small colony: It’s easier to manage a smaller group of colonists
when you’re just starting out. You can always expand later on.
* Manage your resources: Make sure you have enough food, water, and medical supplies
to keep your colonists alive and healthy.
* Plan your colony layout: Place your buildings and structures in a logical and
efficient manner to make your colonists’ lives easier.
* Focus on the basics: Make sure you have a stable source of food, water, and shelter
before you start building more advanced structures.
* Keep an eye on your colonists’ needs: Pay attention to their mood, comfort, and
hygiene levels to ensure they stay happy and healthy.
* Adapt to the environment: Different biomes have different challenges, so make sure
you’re prepared for the conditions in the area you’ve chosen to settle in.
* Manage your colonists’ workload: Make sure your colonists are not overworked, as
this can lead to burnout and decreased productivity.
* Stay organized: Keep track of your resources and inventory to ensure you’re making
the most efficient use of what you have.
* Keep an eye on the weather: Different weather conditions can have a big impact on
your colony, so make sure you’re prepared for any changes that might come your way.
* Don’t be afraid to experiment: RimWorld offers a lot of freedom, so don’t be afraid
to try new things and see what works best for you and your colony.
How to Have a Successful Colony:
--------------------------------
Written by Oso
-=Start with the basics=-
Begin by setting the priorities for basic needs, such as food, rest, and hygiene.
Set your colonists with the highest priority for cooking, hunting, and harvesting
crops, as well as cleaning and maintaining their living areas.
-=Prioritize specialized tasks=-
After setting priorities for basic needs, focus on assigning priorities for specialized
tasks based on your colony’s needs. This includes things like constructing buildings,
mining resources, researching new technology, and crafting items.
-=Balance workload=-
It’s important to balance the workload of your colonists to prevent burnout or exhaustion.
Avoid assigning too many high-priority tasks to a single colonist, as this can lead to
stress and decreased productivity. Instead, spread out tasks and assign them to colonists
with appropriate skills and traits.
-=Adjust priorities based on emergencies=-
Be prepared to adjust your priorities in response to emergencies, such as raids or fires.
In these situations, it may be necessary to temporarily prioritize tasks like repairing
damaged structures or fighting off attackers.
-=Re-evaluate priorities regularly=-
As your colony grows and changes, it’s important to regularly re-evaluate and adjust your
priorities. This will help you adapt to new challenges and ensure that your colonists are
working efficiently towards your goals.
How to Literally Make Silver (Modless):
---------------------------------------
Written by Tye Evans
A funny exploit I found that can turn silver into more silver, once it is setup all
you need is a good trader and a good crafter to get the factory pumping.
-=Setup=-
Quick disclaimer: this strategy requires high skilled pawns to work fully, if the
pawns are not high skilled enough you may lose silver in the process, all calculations
are done with skill 20 pawns since those are what I use).
So you might be wondering, how is this infinite silver exploit different to other money
making methods ingame? it is already possible to use renewable resources to get unlimited
silver so what makes this so special? Well, the only consumable resource this strategy
needs is silver itself. That is right, you can use silver to make silver.
So, how does it work?
First you’ll need a few things, luckily all these things are easily obtainable:
* 1 machining table.
* 1 high level pawn in crafting.
* 1 pawn with a TPI of >30%
(a pawn with no debuffs and 20 in social reaches this easily enough).
* 400 silver.
What you are going to want to do is set a task in the machining table to make a simple
helmet, then click on “details” besides the simple helmet and set it to only use silver
to make the helmets.
Then, make as many helmets as you want. The more helmets you make the more money you make,
although keep in mind they have to be high quality, if your trader pawn has a TPI of >30%
then the average quality needs to be good or higher. (a level 20 crafter has a 50% chance
of making it excellent quality and ~35% of making it good) When a trader comes along get
the trader pawn to sell all the helmets, and boom! Your done! It really is hat simple
(see what I did there?).
-=The Math Behind It=-
So how does it work?
Well, a simple helmet costs 40 materials to make, but silver is a light material so it
will actually cost us 400 silver to make 1.
The market value of a simple helmet made of silver has a base value of $410.
So ideally we should be able to make $10 silver profit per helmet right? Well not really.
The value of the helmet gets multiplied by the “market value factor” which is determined
by quality, the following chart shows the values.
-=Quality – Market Value Factor=-
* Awful – 0.5
* Poor – 0.75
* Normal – 1
* Good – 1.25
* Excellent – 1.5
* Masterwork – 2.5
* Legendary – 5
And the following chart shows the chances of each quality being made from a normal
level 20 crafter:
* Awful – 0.00%
* Poor – 0.01%
* Normal – 2.44%
* Good – 37.4%
* Excellent – 50.56%
* Masterwork – 9.58%
The average result is going to be a bit less than excellent, the average MVF is thus 1.49
meaning the average market value of your helmets will be about 600 silver.
This is all well and good BUT there is a catch.
Selling an item brings about another modifier of 0.6 (oh no!).
This means our 600 silver value helmet is actually worth 360! All that effort only to
lose 40 silver on average per helmet! what are we going to do?
Well this is where TPI (trade price improvement) saves the day.
A pawn with 20 in social will get +30% TPI, and since 0.6 is just a number representing 60%
a pawn with a 20 in social will have sell the helmets at 0.9 value!
This means our helmets will sell for $540 each on average, the day is saved!
But what if we could make more? The guide is on helmets because that is what I tried first,
but as a reward for reading all my math I am going to teach you some secrets, other items
can also be made of silver! And all this math applies (except for weapons, art and furniture
which have another multiplier). So lets run an example (the example is purely for educational
uses, since it is a weapon it will sell for 0.2 as much, never use weapons or furniture for
this method).
The warhammer costs 1500 silver to make, it’s market value when made of silver is 1565,
multiply by 1.5 for the average quality gain and you get 2,348, times it by 0.9 and you get
2,113 so that gets you 613 silver profit on average per warhammer, you can then divide this
by the work to make (300) to calculate how much silver you make per work (If you go through
all the different items you can find whatever works best for silver per work).
How to Prevent Murderous Rage Mental Break:
-------------------------------------------
Written by French_Revolutionist
The Murderous Rage mental break is a very deadly event that might end with one of
your colonists missing. There are some ways to prevent this from happening which
are listed in the guide.
-=How to Do It=-
Ways to avoid the Murderous Rage mental break:
* Have no colonists.
* Have one colonist.
* Be a solo mechinator.
* Drug your colonists.
* Overdose your colonists.
* Giving all your colonists a Highmate (biotech).
* Escape.
* Cut your colonist’s legs.
* Cut your colonist’s neck.
* Harvest an essential organ.
* Blow up your colony.
* Not have a colony.
* Accend.
* Sell your colonists.
* Sacrifice your colonists (Ideology).
* Disable the mental break.
* Disable all mental breaks.
Beginers Tips:
--------------
* In the early game, put wooden traps around your door.
* Reload the game if something unfair happens. Theres no point in having to spend an
hour fixing your losses otherwise you’ll get fed up and rage quit.
* Play at a lower difficulty, don’t build Disneyland overnight without the guns, traps,
turrets, drugs, war pets, and people to defend it, and use alternate saves so you can
reload as needed (unless you really like commitment mode or think it’s against your
principles to savescum).
* Worst comes to worst, if you have the chance grab some stuff and run away. There’s
thousands of tiles on the world map for you to resettle, no need to die for the one
you started in. Or you could dev mode your problems away; nobody’s going to judge
unless you advertise it yourself and ask for it.
* There are mods that lower the number of raids you face. Some even consider it to be
required for mid to late game because with the biomech pack the mech raids are sooo
frequent its insane. I had 3 mechanoid raids in 3 days in my current play through.
I actual just installed one of the lower raid frenency mods because I found most my
time was just fighting large mechanoid raids.
* If the mechnoids become a problem for you in general there are mods that remove them
from those that raid you because often they become the only ones to raid you as you
get toward late game. They are still in events and all the other locations. Just go
to the workshop and mod the game to your liking but lower raid frequency will be a
great place to start.
* Early game you can just wall off your base with single tile walls and have 1 way in
with a winding path with traps (most enemies count doors as walls, so you can have a
door here and there for your pawns). You will need to make strategic doors so your
pawns can repair the traps without setting others off, but this is a pretty easy way
to keep safe(ish) early on.
* Don’t be afraid to use crutches early on while you learn how combat and raids work.
You can lower the difficulty mid-game or set up a custom difficulty the way you’d
like, to reduce raid sizes early on. You can also look in the mod workshop for things
that’ll tilt combat in your favor – I’d suggest one of the mods that adds Embrasures.
Makes combat a lot easier. Just remember that they’re crutches and at some point you’ll
want to try without them.
Pawnmorpher Tips:
-----------------
Pawnmorpher genebanks don’t need to be connected to anything but power if I recall.
Get them set up and a tagging rifle early on. Oh, and be sure to take lots of prisoners
and stick them with experimental injectors. For Science.
If you want to control just what mutations someone ends up with, get the tanks or vats
or whatever they’re called. If you’re okay with just ‘grab bag of doggy mutations’, use
an injector. If lucky you’ll get most of them, but do be careful they don’t turn all the way.
Oh, and if you mutate a colonist, be sure to keep their mood up if they don’t have mutation
affinity. Last thing you need is for it to become the Island of Dr. Morose.
Food Tips for Bigger Colony:
----------------------------
Overproduce food instead of waiting for it to be a problem. Once you can freeze it,
no reason to not go ham on the production, and if you’re worried about wealth, just
stop planting for a while waiting for your stock to dwindle a bit. If you have a big
colony, you can spare 2 or 3 colonists on 24/7 growing/harvesting/hauling duty anyway.
In the very first days of a very high difficulty run you may want to keep your food s
tock low, but in any other situation just plant a lot and harvest a lot. Some events
can make you skip a harvest entirely, so to be safe you kinda want to have food for
several seasons at all times, especially on maps that have winter.
I don’t really have experience with oasis, I’m guessing there isn’t a lot of planting
ground available, and if that’s the case you can always rely on hydroponics.
If you’re on the brink of dying already and can’t afford to wait, just kill everything
in your map on sight to get meat, and if it’s not enough you’ll have to buy food from
traders. If traders don’t come to you, send a caravan and buy food in a nearby settlement.
If you have a lot of animals, you could always kill them too for a nice amount in a crisis.
Yep. Always overproduce when possible. Excess food can be sold/donated to some caravans
or hauled to a nearby settlement to either sell or gift for faction rep. I usually like
to have a stock of 1000-2000 spare corn sitting around for bad times, even on smaller
colonies.
-=Summary=-
* If you need food fast, grow rice.
* Once you have food grow corn.
* Definitely start with planting too much and dial it back as you see your way over
producing. But dial it back slowly.
A nutrient paste dispenser is nice to have as back up Incase your cooks are hospitalized.
Iv had too many situations where my people resort to raw food because my cook was killed
or hospitalized or even sometimes just on a caravan trip.
What Are the Most Valuable Resources to Mine?:
----------------------------------------------
Written by HunterSilver
Silver, Gold, and Plasteel tend to be the 3 best things to mine up. Silver for raw value,
Gold for if you have the Royalty dlc and want to rapidly make lv6 psycasters, and Plasteel/
Gold for making Power Armor.
It’s only around 4300 gold to go from 0 to 62 honor, then you’ll get another 3 honor as
a gift from the ceremony, taking a colonist from no rank to Count/ess and giving them lv6
psycasts and full access to imperial permits.
So once you can start long range mining you can rapidly just turn all of your colonists
into lv6 psycasters using the tax collector.
Cataphract armor + helmets also require uranium, but in a significantly smaller quantity
than gold and plasteel so you will likely never have to mine up any uranium yourself.
Long range node values are around:
* Plasteel – 5400 market value (*0.6 = 3240 base trade value)
* Gold – 4800 market value (*0.6 = 2880 base trade value)
* Silver – 3200 market value (always 3200 trade value)
Travelling Outside of Starting Area:
------------------------------------
* Get pack animals if you want more move speed and carrying capacity, go to the world map,
and there’s an option to caravan out.
* Right click where you want to go and it’ll open a menu where you select which pawns,
animals and goods will travel.
* Once you did that the pawns will gather everything you told them, then exit from the edge
of your map and travel on the world map.
* You mostly use this system to go on quests, raids, and to trade with settlements, which
is much better than waiting for their caravans.
|