I'm getting a lot of low quality - awful, shoddy, etc items in my storage areas and I don't know how to get rid of them or destroy them. I could move them to another area, but that doesn't really solve the problem.
ooklahooklah
2 Answers
With low quality items you generally have three options.
- Firstly, the method I recommend is smelting the item if it is a long range/close quarters weapon. You can use a smelting table to turn the weapon back into it's original material which can then be re-crafted into a new weapon or used for building something else.Electric Smelter in rimworld
- You can sell it, you simply need to put down a trade beacon and wait for a trade to come by. Because the weapon is poor quality you most likely won't get much money for it but it's better than just sitting there. In the newest update you can get trade caravans that come more frequently, but they often won't accept items and have little wealth.Trade Beacon
- You can move it to dumping pile/random location. With the dumping pile you can specify different levels of quality you want to filter for dumping. The same can be done with stock piles, so you can exclude gathering items that are of low quality. Another option is to have one of your colonists equip the item, take control of them, guide them to a random, far away point on the map and make them drop it, then set it to not gather.
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- Leave it outside in the rain. It will sloooowly degrade over time and eventually disappear.
- Put it outside (recommended) somewhere and start it on fire (molotov cocktails come to mind, but there are other, odder, options. Killing a pet boomrat?)
LWMLWM
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So now you've gone and gotten your hands onRimWorld and can’t wait to get going. Good! But then you start it up and… nowwhat? Well my friend, no worries. This gentleman is here to help you get a goodgoing. Here I give you a short “Beginners Tutorial for RimWorld” by The Leaugeof Nerdish Gentlemen [LNG].
I recommend starting with the Chill CallieClassic AI storyteller but, you know, whatever rocks your boat.
Example of a character setup |
Anyway, let’s take a look at your threesurvivors. As these will be your main characters, their skills will have to bebalanced to every aspect of the game (so far). The nobles won’t do manual labourbut are often great in social, melee and shooting. Oafs don’t do intellectualbut are great workhorses. What you want to have is characters that cover allfields. My personal line-up usually has at least one with higher skill fordefence. The noble and the commissar are good for this position. The plus withthese are that they also are good for social tasks as long as they aren’t vatgrown soldiers. Talking about social, this skill is good for taking care ofprisoners (warden) and trading via the comm device. Moving on with coverfields, you’ll want someone to be able to do research. You don’t necessarily needa scientist but it will make research go much faster since they have a higher startingskill. But anyone capable of intellectual work will do in my opinion sincethere isn’t a lot of research to do in this version. The skills mining,construction, repair, growing and hauling will be done by anyone as long asthey aren’t incapable, so it’s as with the research, you don’t necessarily needa miner but higher skill makes faster work. Also, when a character does anykind of work it will train the skill involved. So with time you will get highskills any of your characters as long as they can do the work. That brings upanother thing to make sure that you check in this phase, the background of thecharacter. Hover over with your mouse to see which stats are affected by themand check what the character might be incapable of doing, such as the vat grownsoldier is incapable of social and the noble is incapable of manual tasks.
You'd think a G.E.C.K would give a bit more.. |
Red markers show steam geysers |
There are two geysers on each map (at least from what I’ve seen) and on these you can put the geothermal generator, which generates constant energy in contrast to the solar panels.
All-in-one room. Cosy, right? |
Can't a man have a biscuit? Google it! |
When you have beds and roof, it’s time to getat garden started. This is why you need green areas. Place two growing areas ata good spot and your people will fix the garden. You need to do this soon afterstart or you will face starvation before you know it.
Right, good work! You now have the freedom toexplore and expand as you wish. Until that time that pesky raiders decide to crashyour party. Security is a tricky thing in RimWorld. You have access to autoturrets from the start. Problem is that you need to place a couple of them andplace them smart. They shoot a burst of three shots but can be upgraded viaresearch to four shoot bursts. They aren’t too accurate and they can’twithstand too much of a beating before blowing up. They also require a goodamount of power (350W). But with a bit of tactical thinking you can learn whatworks best for your defence. The good Gentleman Niccro shared his tactic ofmaking a choking point, leading raiders into a killing ground. Myself, I placesandbags so that my people have cover when standing their ground. But rememberthat attackers also look for cover when they come for you. So you need toexperiment with what works best for you. A final point on defending, you can put colonisers in 'Draft mode' (quick key 'R'), this let's you command them by telling them where to go and who to attack.
Tips -
#1: At the point where your characters land on the planet, there lies a pistol. Select the one who is the designated defender and have her equip it by right clicking on the pistol and select 'equip'.
#2: If you are in dire need of food, under the 'orders' menu you can select 'Harvest' and then drag it across bushes and agave plants. If these are fully grown, you will get food from them.
#3: Four walls will automatically get a roof. Don't cover solar panels!
So, now you have the first steps towardssurvival in RimWorld. I wish you good luck and many hours of good fun.
Rimworld has been released on PC via steam by Publisher and Developer Ludeon Studios. it is a 2D sandbox survival base building game where players land on a distant planet and now have to create a base and settle.
In the game, you will be able to Craft structures, weapons, and other items by collecting basic resources like metal, wood, stone, cloth, and more. you will also need to Fight pirates, tribes, mad animals, giant insects to protect your base and colonists.
List Of Useful Mods (Does not Effect Gameplay Balance) In Rimworld
The game has been designed with many in-depth features which allow deep customization and controls over every aspect of the game.
The only problem with them is that the basic UI and management controls make the game harder then it should be. so in this guide, you will find a list of mods for enhancing and improving gameplay without affecting the basic gameplay balance.
Below you will find the mods divided into two section one for management mods and another for UI control mods.
Colonist and Resource Management Mods For Rimworld
Rimworld Search Agency
This mod adds a search box to the UI which lets you search through stockpile filters and workbench bills. it will save time as you won’t have to manually look through menus.
- Link for the mod – here
Better Workbench Management
This mod allows you to better manage your work and resources, for example, you can set the default bill behavior to drop on the floor instead of “take to best stockpile”. there are more similar features so you should try it
- Link for the mod – here
Allow Tool
This mod contains a set of tools which can be used to forbid and unforbid items, Cut all blighted crops, Mine all minerals touching currently and more.
- Link for the mod – here
Achtung!
This mod allows you to have better control over your pawns. the best part is that you can position multiple colonists at the same time without needing to click on each pawn, haul, and repair outside the area, force job and more
- Link for the mod – here
Numbers
This mod gives you a customizable colonist-overview tab that adds or remove parameters like equipment, shooting accuracy, medicine allowance, etc. great mod to track each of the pawns.
- Link for the mod – here
Pharmacist
This mod divides your medicine into four categories minor (bruises/cuts), major (serious wounds), life-threatening (infections), and surgeries. this will help you to not waste high tier medicine for patching up bruises and cuts.
Link for the mod – here
Complex Jobs
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This mod helps you organize proper job categories like Surgeon, Butcher, Tamer. this ensures that only a proper skilled colonist works on a particular job for example. you do not want a low skill doctor to perform an organ transplant.
Link for the mod – here
Blueprints
This mod allows you to add certain common items to multiple rooms at once. for example, adding a bed and two pieces of furniture to 10 different rooms.
Link for the mod – here
Pawn Rules
The witcher 3 mods gog. Nexus Mod Manager is an intuitive tool that works with many popular games. Next, go to this website - and download the modifications you are interested in.
This mod allows you to restrict pawns into certain activities, for example, food selection, here it will restrict and set rules that pawns will try to feed themselves with only certain foods. the mod has more similar features.
Link for the mod – here
UI Control Mods For Rimworld
Heat Map
This mod adds a temperature overlay over the area which makes it easy for players to distinguish between cold and hot areas.
Link for the mod – here
Damage Indicators
This mod appears above the pawns whenever they take damage. this helps to better control them in combats.
Link for the mod – here
Smart Speed
This mod allows you to change or remove the forced slowdown effect for dangerous’ events. it also allows you to do ultra fast speed without enabling developer mode.
- Link for the mod – here
Work Tab
This mod provides a better UI for more customizable jobs, important work and more.
Link for the mod – here
Medical Tab
This mod shows vital medical statistics for Colonists, Animals, Prisoners, Visitors, and Hostiles. you can also see efficiency on all capabilities Schedule, new operations and see planned operations.
Rimworld How To Equip Weapons For Sale
Link for the mod – here
Animal Tab
This mod adds extra categories which let you add tags like name, gender, age, body size (meat). Filter by race, and many more.
Link for the mod – here
TD Enhancement Pack
This mod adds various UI improvements like Overlays for unbuildable terrain, terrain fertility, unbuildable area, beauty and more
Link for the mod – here
Silent Doors
As the name suggest this mod removes the sound effect from the door.
- Link for the mod – here
Predator Hunt Alert
This mod gives you an alert whenever a wild hostile animal attacks a colonist. with this, you won’t lose them to simple animals.
- Link for the mod – here
- ..
- Rimworld
EdB Prepare Carefully
Customize your starting colonists in this mod for RimWorld Alpha 12.EdB Prepare Carefully
Customize your starting colonists in this mod for RimWorld Alpha 12.Project Armory
Project Armory make weapons from every, era, game and movie. but in first hand with the vanilla RimWorld graphics and sounds. But we also release addon packs with graphical and sound alterations. The Project aim to add as many weapons to RimWorld as possible from old day late medieval weapons to Sci-fi weapons to real world firearms found today. ItProject Armory
Project Armory make weapons from every, era, game and movie. but in first hand with the vanilla RimWorld graphics and sounds. But we also release addon packs with graphical and sound alterations. The Project aim to add as many weapons to RimWorld as possible from old day late medieval weapons to Sci-fi weapons to real world firearms found today. ItHardcore SK Rimworld A16 project 5.1 (07.06.17)
The idea to create this project, appeared after using other modpacks, in which I didn't like a game balance. Some of its mods greatly simplify the gameplay, making it soon not interesting. The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet.. The more problems you will have, the morHardcore SK Rimworld A16 project 5.1 (07.06.17)
The idea to create this project, appeared after using other modpacks, in which I didn't like a game balance. Some of its mods greatly simplify the gameplay, making it soon not interesting. The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet.. The more problems you will have, the morT's Mods
A vanilla-friendly set of mods for a better RimWorld! Adds cosmetic and gameplay features including expanded cotton and cloth mechanics, new food crops and recipes, a huge selection of new flooring and bed colours, and more! Modular design lets you enable only the parts you want.T's Mods
A vanilla-friendly set of mods for a better RimWorld! Adds cosmetic and gameplay features including expanded cotton and cloth mechanics, new food crops and recipes, a huge selection of new flooring and bed colours, and more! Modular design lets you enable only the parts you want.SuperiorCraftingA11b
So what is Superior Crafting? Well, it's my vision on how a redesign of the research tree and production chain can enhance the feel of starting out alone and isolated on a new world. With Superior Crafting, you start with minimal items you can build, and must research your way up to the more advanced items. The production chain is also enhanSuperiorCraftingA11b
So what is Superior Crafting? Well, it's my vision on how a redesign of the research tree and production chain can enhance the feel of starting out alone and isolated on a new world. With Superior Crafting, you start with minimal items you can build, and must research your way up to the more advanced items. The production chain is also enhanRimWorld Zombie Apocalypse
This is a zombie mod for Rimworld, featuring zombies that can infect your colonists and turn them into more zombies, as well as zombie horde and a zombie apocalypse event in which the virus goes airborne and reanimates all corpses regardless of their cause of death.RimWorld Zombie Apocalypse
This is a zombie mod for Rimworld, featuring zombies that can infect your colonists and turn them into more zombies, as well as zombie horde and a zombie apocalypse event in which the virus goes airborne and reanimates all corpses regardless of their cause of death.Medieval Times
Medieval Times operates as a game expansion, filling out early game / Tribal era content as Medieval era items, weapons, armour and buildings. This mod also adds 2 new types of Medieval factions to the game. In addition to Medieval content, some bonus items / additions were added for fun & to flesh out other additions made by 'Medieval Times0003Medieval Times
Medieval Times operates as a game expansion, filling out early game / Tribal era content as Medieval era items, weapons, armour and buildings. This mod also adds 2 new types of Medieval factions to the game. In addition to Medieval content, some bonus items / additions were added for fun & to flesh out other additions made by 'Medieval Times0003Extended Turrets Mod (1.0 Release)
Adds new security turrets to RimWorld as well has a host of new researh choices needed to construct the turrets. New textures are added and each turret has its own attributes.Extended Turrets Mod (1.0 Release)
Adds new security turrets to RimWorld as well has a host of new researh choices needed to construct the turrets. New textures are added and each turret has its own attributes.Tech Tree Minami v3.3 RIMWORLD COMPLETE
Adds more than just a tech tree, features crafting of individual parts for building construction, a transition period between survivor colony to a full-pledge sustainable colony which fully makes use of trading ships and a lot more!Tech Tree Minami v3.3 RIMWORLD COMPLETE
Adds more than just a tech tree, features crafting of individual parts for building construction, a transition period between survivor colony to a full-pledge sustainable colony which fully makes use of trading ships and a lot more!Better Power
This mod adds in various new methods of producing power with its own research topics before it can be built. It also adds in two new methods of storing power, and modifies the walls to make more sense in terms of their power transition.Better Power
This mod adds in various new methods of producing power with its own research topics before it can be built. It also adds in two new methods of storing power, and modifies the walls to make more sense in terms of their power transition.Rimfire (1.0-A8e)
Rimfire adds fourty-eight craftable and researchable, carefully balanced weapons to Rimworld along with a means to toggle whether certain weapons will spawn.Rimfire (1.0-A8e)
Rimfire adds fourty-eight craftable and researchable, carefully balanced weapons to Rimworld along with a means to toggle whether certain weapons will spawn.Clutter
This was a small mod that add some clutter aka. furniture to the game. Somthing just to throw in there so colony will look a bit more diffrent.Clutter
This was a small mod that add some clutter aka. furniture to the game. Somthing just to throw in there so colony will look a bit more diffrent.EdB Interface
A user interface mod for RimWorld Alpha 12dEdB Interface
A user interface mod for RimWorld Alpha 12dEnhanced Defense-Phoenix Edition
This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to including:DeepStrike, Embrasures, EMRG turret, LaserDrill, MortarAmmo, OmniGel, PersonalShields, Shields and WirelessPower.Enhanced Defense-Phoenix Edition
This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to including:DeepStrike, Embrasures, EMRG turret, LaserDrill, MortarAmmo, OmniGel, PersonalShields, Shields and WirelessPower.Pawn State Icons (Rimworld PSI)
Shows small health-tracking icons near all of your colonists and prisoners.Pawn State Icons (Rimworld PSI)
Shows small health-tracking icons near all of your colonists and prisoners.More Trade Ships
Restores the frequency of orbital tradersMore Trade Ships
Restores the frequency of orbital tradersPsychology
This is a total overhaul of Rimworld's psychological and social systems. Your colonists, and the stories you can tell about them, are what make Rimworld such a fun game. Now, everyone you encounter will have a unique and recognizable character archetype, giving them massively increased depth and charm.Psychology
This is a total overhaul of Rimworld's psychological and social systems. Your colonists, and the stories you can tell about them, are what make Rimworld such a fun game. Now, everyone you encounter will have a unique and recognizable character archetype, giving them massively increased depth and charm.Miscellaneous
This is my collection of small mostly independend items of various kinds. Where possible these items are made with mod compatibility in mind.Miscellaneous
This is my collection of small mostly independend items of various kinds. Where possible these items are made with mod compatibility in mind.High Caliber
This mod adds several well balanced vanilla-like guns/weapons, and more realistic gun sounds.High Caliber
This mod adds several well balanced vanilla-like guns/weapons, and more realistic gun sounds.Heavy Defences
A small mod that adds a number of defences. It is in its early stages so any feedback is highly appreciated. I am planning on adding more turrets, artillery, colonist weapons and defensive barriers.Heavy Defences
A small mod that adds a number of defences. It is in its early stages so any feedback is highly appreciated. I am planning on adding more turrets, artillery, colonist weapons and defensive barriers.
- ..
Research Tab
Now we'll talk about another most important tabs in this game. It's called research tab. At the first time you open it, you will see informational windows that said Until you build a research bench your colonist will not actually be able to do research. However you can still look at research projects now. Research is a way to upgrade the technology of your colonist. The key for finishing this game is on this research tab. Then, because of the complication of this tab I'll show you later in the advanced tutorial.
Menu Tab
I don't think I must describe about this tab. This menu tab is just like the general menu tabs on many games.
Informational Screen Interface
Now we'll talk about all of the informational interface that showing up on the gameplay screen. First informational screen is the the status box and message box. the one that i am pointing right now is status box.
Below the status box is mssge box. This area is where the message will showed up. but right now I have no message showing up because i dont do anything yet. The second is the real time clock. the developer know that this is a very addcting game, so they shwoing up the realtime clock so we'll not frget about what time it is. The third is temperature information. This temperature information calculate the temperature where the mouse is pointing. The mouse pointer is pointing on outside now so it calcuated the entire outdoor temperature. Now let's take a look if we point the mouse inside the room. The temperature information changed the subject, now it's calculate the indoor temperature. I think it's very useful when you try to manage room temperature. wheter if u need to install heater or cooler, or just installing vents. Now the fourth it's gives you information about the weather. And then informational screen interface that i am pointing now is date information. you can see the gameplay days after your arrival, and you can see waht season now. Now this is used for changing the game speed. you can perform it by clicking on the speed symbol. you can pause it, play it, play it with 2 times speed, or 3 times speed. You also can do it with number pad on ur keyboard. 1 for normal speed, 2 for 2 times more speed, and 3 for 3 times more speed, and press space to pause the game. Then we'll talk about 6 symbols on the bottom right screen. this symbol is used for enablng and disabling the animals's name to showing up. You can see my dog name is showing up and hidden. Then another symbol. This symbol is used for enabling and disabling the area color. so lets make an area for make an example, so you can see it clearly worked. Now lets disabling it. okay i think it's pretty clear. Now we'll talk about another symbol, it is called beauty display symbol. this symbol will showing many number around the pointing mouse. It's showing the environment appeal which where the mouse is pointing. you also can use this feature on the room. so you can know the beauty value of the room. then the next symbol is for showing up the room status if your pointer is pointing a room. This feature will calculate the room stats like impressiveness, wealth, space, beauty, and cleanliness of the room. it is very helpful to track stats of the room to make an adorable bedroom for your colonist. Next this symbol is used for enabling and disabling the resource readout on the upper left screen. I'll do something so you can see the differences. the resources is read out now, so let's try this feature. I think it's useful if u have too much types of resources you see the differences? so you now know the fucntion of this symbol. The home symbol is used for enabling and disabling auto home zone area. This feature will make an automatically home area if u build a room or anything outside your are. it will automatically created. and the last, we have resource read out on the upper right screen.
Below the status box is mssge box. This area is where the message will showed up. but right now I have no message showing up because i dont do anything yet. The second is the real time clock. the developer know that this is a very addcting game, so they shwoing up the realtime clock so we'll not frget about what time it is. The third is temperature information. This temperature information calculate the temperature where the mouse is pointing. The mouse pointer is pointing on outside now so it calcuated the entire outdoor temperature. Now let's take a look if we point the mouse inside the room. The temperature information changed the subject, now it's calculate the indoor temperature. I think it's very useful when you try to manage room temperature. wheter if u need to install heater or cooler, or just installing vents. Now the fourth it's gives you information about the weather. And then informational screen interface that i am pointing now is date information. you can see the gameplay days after your arrival, and you can see waht season now. Now this is used for changing the game speed. you can perform it by clicking on the speed symbol. you can pause it, play it, play it with 2 times speed, or 3 times speed. You also can do it with number pad on ur keyboard. 1 for normal speed, 2 for 2 times more speed, and 3 for 3 times more speed, and press space to pause the game. Then we'll talk about 6 symbols on the bottom right screen. this symbol is used for enablng and disabling the animals's name to showing up. You can see my dog name is showing up and hidden. Then another symbol. This symbol is used for enabling and disabling the area color. so lets make an area for make an example, so you can see it clearly worked. Now lets disabling it. okay i think it's pretty clear. Now we'll talk about another symbol, it is called beauty display symbol. this symbol will showing many number around the pointing mouse. It's showing the environment appeal which where the mouse is pointing. you also can use this feature on the room. so you can know the beauty value of the room. then the next symbol is for showing up the room status if your pointer is pointing a room. This feature will calculate the room stats like impressiveness, wealth, space, beauty, and cleanliness of the room. it is very helpful to track stats of the room to make an adorable bedroom for your colonist. Next this symbol is used for enabling and disabling the resource readout on the upper left screen. I'll do something so you can see the differences. the resources is read out now, so let's try this feature. I think it's useful if u have too much types of resources you see the differences? so you now know the fucntion of this symbol. The home symbol is used for enabling and disabling auto home zone area. This feature will make an automatically home area if u build a room or anything outside your are. it will automatically created. and the last, we have resource read out on the upper right screen.
Stocpiles Zone
Stockpile is a place where the colonist put something up for storage for the entire colonist life. I think stockpile is the very first. Thing you have to build because it's easy but it's very important for your colonist life. You need stockpile all the time even if you are in the winning condition. Without stockpile ur food will be expire, your clothes will be worn out, your weapon will be broken, and there are so many negative things will happen if you dont build any stockpile. stockpiles isn't just about place something value but stockpiles are also area where we put thrash. the stocpiles named by dumping stocpiles. So inthis time i'll show you about how to build stockpiles and how to fill it.
Before you build a stockpile, better just check out on your planned homebase if there's a free unused room or not. If there's a free room around ur planned home base build 1 stockpiles inside, and 1 stockpile outside. i think its enough. then dont forget to build Dumping stockpile too. after that you can manage what items or goods that you want to store in that stocple. i reccomending you to use stocpile inside room just to store food and medicine. because food or medicine needs roof so they will expire slower. then, manage the outside stockpile to just store raw materials , cmponents, and artiery shell.
We already have the stockpiles. so what we missed? we need something to fill that stockpiles. to start filling stockpiles just select on any materials then make it unfirbidden, or until the red hand symbol change to the green hand symbol. Then your colonist will automatically hauling the items that you've already unforbidden. So this is how he stockpile looks like. this is when you succesfully fill the stockpile in the right way. Congratulations,now let's head out to another tutorial.
Before you build a stockpile, better just check out on your planned homebase if there's a free unused room or not. If there's a free room around ur planned home base build 1 stockpiles inside, and 1 stockpile outside. i think its enough. then dont forget to build Dumping stockpile too. after that you can manage what items or goods that you want to store in that stocple. i reccomending you to use stocpile inside room just to store food and medicine. because food or medicine needs roof so they will expire slower. then, manage the outside stockpile to just store raw materials , cmponents, and artiery shell.
We already have the stockpiles. so what we missed? we need something to fill that stockpiles. to start filling stockpiles just select on any materials then make it unfirbidden, or until the red hand symbol change to the green hand symbol. Then your colonist will automatically hauling the items that you've already unforbidden. So this is how he stockpile looks like. this is when you succesfully fill the stockpile in the right way. Congratulations,now let's head out to another tutorial.
Make Bedroom
the first thing you must build or prepare in the early game is rooms for ur colonist. Each colonist must has one room. So in the first game we shall be make 3 rooms.
But, before we start making room. Make sure you keep this word in ur mind. 'Build everything in the mountain' Thats why I told you in the previous tutorial that you have to pick mountainous place to live in. But if u are pro enough and going to make rooms outside mountain, it's your choice. HereI just make some recommendation for starter. So now let's take a look on a mountains around this place and make it as living place. So here it is, 3 colonist beds is ready for 3 colonist. each one colonist has it own room so I think it's pretty good.
But, before we start making room. Make sure you keep this word in ur mind. 'Build everything in the mountain' Thats why I told you in the previous tutorial that you have to pick mountainous place to live in. But if u are pro enough and going to make rooms outside mountain, it's your choice. HereI just make some recommendation for starter. So now let's take a look on a mountains around this place and make it as living place. So here it is, 3 colonist beds is ready for 3 colonist. each one colonist has it own room so I think it's pretty good.
How To Makde Medical Bed
It is very simple after all. Before you do this step, make sure you have equal bedroom to the number of colonist that you have, and you have at least free 2 rooms with each room installed one bed. To assign bed to the colonist, simply clik the bed then click the set owner command, then choose the colonist. DO this till all of your colonist has the bed. Then next step is making a medical bed. To do this simply click the free bed, then click set as medical bed. So now u already has bed to treating sick colonist. Then to make prisoner bed the step is same as making medical bed. SImply click the bed and click set for prisoners. If you have more than one bed in this room, all the other bed will become the prisoners room too.
Equip Weapon
To equip weapon make sure you have weapon and one colonist that able to perform violent activity. To equip weapon just simply select the colonist and right click to the unforbidden weapon, then choose equip. Now your colonist will be safe and can do violent activity better.