Rimworld Guides Tagged Articles RSS Feed | GameSkinny.com Rimworld Guides RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network 20 Balanced Mods for Rimworld 1.0 (Updated April 2019) https://www.gameskinny.com/e0zvv/20-balanced-mods-for-rimworld-10-updated-april-2019 https://www.gameskinny.com/e0zvv/20-balanced-mods-for-rimworld-10-updated-april-2019 Mon, 22 Oct 2018 16:07:59 -0400 Ashley Shankle

There was a time when I had nearly 100 mods installed in Rimworld. Some things have been tossed with the b19 and 1.0 updates, but I'm slowly building that list back up.

One of the biggest boons to Rimworld as a game is that it's so moddable and, should you so choose, you can mod it to your exact specifications so you can play exactly the way you want to. It took me maybe three days of playing until I cracked and started piling mods on, but it may take you longer. Everyone's different.

One aspect of mods that many newer players and some experienced players aren't too keen on is the idea of severe balance changes. It's true -- some mods toss all semblance of balance out the window in the name of game customization.

The mods listed here are those that I've found to be both useful and minimally impactful on the game's overall balance. Many of these are purely cosmetic, but some, such as Animal Tab or Centralized Climate Control, add a lot more than shiny new things to look at. All in all, these are quality of life mods that are suitable for even new players.

There are definitely more mods you can install that will boost your enjoyment without making your pawns and colonies overpowered, but the ones mentioned here are those that have treated me best within this category over my 200+ hours in Rimworld. Hopefully, you will enjoy them just as much as I do.

Vanilla Furniture Expanded mod

Workshop link

Even if you're not keen on mods that directly add items to the game, Vanilla Furniture Expanded is still hard to not click "Subscribe" on. Despite how great it looks, its furniture is balanced and versatile.

This mod adds a special branch to your research tree for new furniture pieces, so you don't get all the mod's greatness for no effort. Balanced and probably the best furniture mod for the game.

Previously I had listed More Furniture here, but More Furniture has been causing more problems than it's worth. I recommend Vanilla Furniture Expanded over More Furniture.

More Furniture mod

Workshop link

More Furniture has been around for several of Rimworld's betas and is still going strong in the 1.0 version. Its goal? Just to make your colonies look better.

The furniture found in this mod works similarly to the game's base furniture and has no large impacts on how your colony runs. A safe bet for anyone who wants the game to look a little better without changes to how it plays.

Level Up! mod

Workshop link

Another little quality of life mod that you quickly learn to love. Information is power.

Level Up! notifies players when their pawns level up in a skill, making it much easier to keep track of how they're progressing individually. You can toggle to mod to notify you via message, notification letter, an animation on the pawn, or a sound effect -- heck, you can have it do all of them if you so choose.

This mod has the double benefit of being able to notify you when your pawns level down in a skill, which can be toggled in the mod options.

RimFridge mod

Workshop link

This was the first mod I installed back when I first starting playing Rimworld, and I've never been able to look back.

RimFridge adds new refrigerators to the Furniture menu that can be placed about your colony for your pawns to easily access, rather than running into the freezer room each time they need to eat.

Recently, this has gotten the addition of wall refrigerators, which are just as useful as their standalone brethren.

RimFridge is, by all accounts, a must-have and it does not particularly affect the difficulty of the game. It just keeps your pawns fed more easily.

Show Draftees Weapon mod

Workshop link

If you're like me and have trouble keeping track of the weapons your pawns have equipped once you've got several pawns running around, this mod can be a lifesaver.

Show Draftees Weapon does exactly what it sounds like: It displays the weapons your pawns have equipped when you draft them for battle.

This is great if you've got a variety of weapons spread across your pawns, especially if you keep forgetting who's got the grenades or molotovs.

Interaction Bubbles mod

Workshop link

This is one mod I'm fairly new to myself, but it adds one feature that's hard to live without once you get used to it: floating bubbles showing how your pawns are interacting on the spot.

This is a big improvement from having to check each pawn's Social tab, which is something I only find myself doing once every so often unless someone is mentally breaking often.

Getting a front-row seat to your pawns' interactions is a nice touch that adds some flavor to times of peace.

EdB Prepare Carefully mod

Workshop link

How this mod affects your save games is entirely up to you, but I have always and will continue to consider this a mandatory Rimworld mod.

Prepare Carefully allows you to customize your landing party before you crash land, giving you complete control over their history, traits, skill allocations, health, and looks.

Though this can be extremely overpowered (such as starting a pawn or two with Shooting level 20), it includes a point system that tallies up as you make your party to let you know how balanced your start is. A flexible mod every player should have installed.

Work Tab mod

Workshop link

It took a little bit to get to one of Fluffy's mods, but here we are -- and it's not the last one.

Work Tab is a must-have mod if you want complete and utter control over your pawns' priorities. It adds a whole new layer to work priorities, literally: you can manually prioritize every little task.

Newer Rimworlders may find this amount of flexibility overwhelming, but in time anyone could come to find this mod to be an utmost help in running an efficient colony.

Hospitality mod

Workshop link

This is one mod that you just get used to having and in time forget it was a mod at all.

Hospitality adds a number of features for dealing with visitors to your colony. Visitors can and will stay in your colony provided you've built and set new guest beds, and will help out with chores if your hospitality is above and beyond. This isn't all, of course, but it's certainly my favorite aspect of this mod.

Hospitality is one mod I always have installed because I'm just used to its features. Be sure to read the Workshop page for the mod first as it is incompatible with a handful of more complex mods.

Recipe Icons mod

Workshop link

Why not make browsing through the game's menus a little easier? This mod adds icons to Rimworld's in-game menus to make it easier to tell what you're choosing, before you click.

This mod is useful for most players and most definitely makes UI navigation faster. This is one that's hard to learn to live without once you get used to it.

Glowing Healroot mod

Workshop link

This is a simple visual mod that alters healroots to glow, making it easier to tell when they're ready for harvest and adding a pleasant glow to their general area.

Glowing Healroot looks even better with the following mod installed.

Realistic Darkness mod

Workshop link

I didn't know I wanted this mod until I finally had it installed. This affects the world's overall light level at night and during certain weather conditions, giving the effect of it actually being nighttime or for there actually being a storm brewing.

Below is a comparison of the same colony at the same time of night. On the left is nighttime with Realistic Darkness and the right is mod-free nighttime.

This mod does affect your gameplay to some extent, in that it's basically pitch black outside during foggy rain -- unless you have outdoor lighting installed. Which you should.

Animal Tab mod

Workshop link

This is another mod that you install and eventually forget it's not part of the base game.

Animal Tab adds new features to the Animals tab in the UI for you to more easily keep track of and maintain your domesticated animals. This makes it easier to keep track of their production (such as cows, alpacas, birds, etc.), assign their masters, designate for slaughter, and more.

This is just a huge quality of life mod that most Rimworld players should have installed, whether they run animal-oriented colonies or not.

Everybody Gets One mod

Workshop link

The concept behind this mod is one any colony would be happy to work with.

Everybody Gets One alters the crafting bill interface and makes it so you can set your orders to make as many as there are pawns, or even a set amount per pawns in the colony.

Whether you like to build up massive colonies over time or start on Tribal and try to survive, this mod saves time. The more pawns you have, the more time it saves; but it's useful for any colony.

Blueprints mod

Workshop link

If you've played Prison Architect and got used to its blueprinting feature or are just tired of having to manually build every single room, this is the mod for you.

Blueprints works very simply: you select the tool and then select the area you want to copy. Then plop the blueprint down where you want it and watch your pawns get to work.

This is just another huge quality of life mod from creator Fluffy. Don't forget you can export blueprints in one save game and then import them into another to use the same designs across multiple saves.

Verge of Galaxy mod

Workshop link

If you haven't gotten tired of Rimworld's music yet, just wait. Your time will come.

Verge of Galaxy is one of a handful of mods that stuff new, more engaging music into the game for you to listen to while your pawns go about their lives. It's as simple as that.

Custom Mote Maker

Workshop link

Ignore the anime ears on this preview image, this mod is suitable for any player.

Custom Mote Maker is small mod that adds a little more flavor to the game by displaying a pawn's mood via emote when you click on them.

This is a nice pair with Interaction Bubbles since both bring pawn personalities more to the forefront of the game.

A Dog Said mod

Workshop link

If you want your animals to have more longevity and not be completely crippled after a bad raid, this is a mod you should add to your subscriber list.

A Dog Said adds the ability to install prosthetics onto your animals when in need, as well as the ability to craft those prosthetics at a new workstation.

This is a valuable mod if you care a bit more about your animals than your average player, but it does change the balance a bit as your animals will no longer be crippled or sentenced to death upon receiving certain injuries. Nonetheless, there is nothing wrong with taking care of your colony's animals as well as you can, and the only way to do so is through this mod.

As a side note, a fair number of animal mods do have additional mods to make them work with A Dog Said.

Stuffed Floors mod

Workshop link

Previously I had the mod MoreFloors listed here, which is still fine but has just been blown away by Stuffed Floors over time.

This mod is simple: It adds new floors for you to use in your colony. The base game's floor options leave a little something to be desired, making floor mods like this one a must-have for most players.

Centralized Climate Control mod

Workshop link
**Requires HugsLib**

Now that we're down to the bottom of the list, we can get to my bar-none favorite mod: Centralized Climate Control. I remember what Rimworld was like before I installed this mod, and I don't want to go back. Ever.

Rather than putting an air conditioner or heater in each room or enclosed space with vents, you can instead work up a complex air temperature control system for your colonies using air intake vents, temperature control units, and air output vents into your buildings.

This mod completely changes how you deal with internal temperatures in your colonies, but it doesn't do it in a way that feels to easy. It's up to you to put together a functional system once you've completed the research, but once you do it's completely worth it.


Workshop link

Imagine a rim where pawns don't just drop stuff in your doorways. It's nice, isn't it? Now, download this mod.

Don'tBlockDoorMod has one function, and that is not to block doors. No longer will you lose control of your rooms' temperatures to pawn negligence, never again shall a cougar slip in your base and maul your llamas. A boon to all Rimworld players.


As I mentioned when we first started with this list, there are far more mods you can delve into and subscribe to that won't totally break your game's balance. These are simply those that are newbie-friendly and without significant effects on overall balance. Welcome to the wild world of Rimworld mods!

Rimworld: How to Prevent Food Poisoning https://www.gameskinny.com/gx1h3/rimworld-how-to-prevent-food-poisoning https://www.gameskinny.com/gx1h3/rimworld-how-to-prevent-food-poisoning Fri, 19 Oct 2018 15:42:05 -0400 Ashley Shankle

Every Rimworld game has at least one instance of food poisoning; it happens. The trouble comes along when at least one of your pawns is getting food poisoning on a regular basis -- then you have to figure out what about the cooking process is making them sick.

There are several variables that could be affecting the sanitation of your cooking. We're going to go over the three factors that could be causing mass food poisoning in your colony. There are some aspects of the game you're just not going to figure out on your own right away, and this is one of them.

Pawn cooking level

A pawn's cooking level doesn't just affect how quickly it can prepare food and the sorts of foods it's able to make. It also affects how sanitary the food is.

The lower a pawn's cooking level is, the higher the chance the food they will prepare will be contaminated.

A pawn with 1 skill level in cooking has a 10% chance to prepare sickness-inducing foods, while a pawn that's at cooking level 9 has a mere 0.30% chance for their foods to cause food poisoning. The chance continues to dwindle as you get into the higher levels.

This is one good reason to always start a new game with at least one pawn with cooking above level 4.

Room sanitation: AKA separate the stove and butcher table

There are a lot of ways for your kitchen to get contaminated with harmful bacteria, but the most common source is a newbie trap: using one room to house your stove and butcher's table.

This took me a little while to realize when I first started playing Rimworld many moons ago because it just seems like the two stations should be near each other -- and they should. They just should not be in the same room. Put your stove and your butcher table in separate rooms.

Butchering animals gets blood all over the floor, and that is the opposite of cleanliness. While you could take the time to manually order a pawn to clean the blood up after butchering, that is simply not a viable way to deal with the problem. You're never going to be able to catch it all the time.

The simplest solution to this issue is to simply have each station in its own room next to the other, attached to or near the freezer.

Above is an example of what I mean, from a pre-1.0 save (so my mods broke). You can have the two rooms connected via door, but I chose not to in the pictured save game. The two doors to the bottom lead to the freezer.

Animal blood is the number one food contaminant for new players and just separating the two stations fixes the issue. However, if you're having a massive food poisoning outbreak, it's probably because of something even more obtuse.

Minimize foot traffic into the freezer

Pawns track dirt behind them as they walk, which can contaminate food. You can further lower the chances of your pawns getting food poisoning by lowering the foot traffic to your freezer.

There are some ways to do this creatively, such as setting up 1-tile refrigerated rooms to store one pile of meals across your base (creative, but not particularly efficient); but the best way is to download the Rimfridge mod.

Rimfridge adds three refrigerators you can place around your colony, rather than having to rely on manual freezers. I highly recommend it, especially if you have frequent foot poisoning issues.

The ingredients or meal went bad

It just happens sometimes.

Sometimes your pawns will end up cooking some food and it perishes mid-cook, sometimes they are starving and grab up rotten meals just to quell the rumbling in their stomachs. In some instances, just eating raw vegetables gets them sick. A pawn's gotta eat.

You can click on a pawn and see what caused them food poisoning. Usually, it's just a case of bad luck, but sometimes it is caused by plain ol' rotten food. If you have multiple pawns get food poisoning, you need to check what made them sick and try to root out the exact source.

There's not much you can do once your pawns get food poisoning, and their frequent vomiting contaminates all areas of the colony -- and if they vomit on ingredients or straight up meals, those things are contaminated too.

Really, the best thing you can do for your colony's hygiene is separate your butcher table and stove. People hurling their lunch up should be one of the least of your problems, so just take the right precautions and focus on those future raids rolling through your area. Welcome to Rimworld!

How to Make Medicine in RimWorld https://www.gameskinny.com/6ajuj/how-to-make-medicine-in-rimworld https://www.gameskinny.com/6ajuj/how-to-make-medicine-in-rimworld Sun, 16 Jul 2017 17:10:32 -0400 Sergey_3847

Medical items are essential for a survival game such as RimWorld. The inhabitants of your base will unavoidably catch some kind of disease, which you will have to deal with. Fortunately, there are many different ways of treating diseases with medicine you can produce all by yourself.

There are three types of medicine in RimWorld: herbal, ordinary, and Glitterworld. They all have varying levels of healing potency that can be boosted with the help of lab-made drugs, but may produce certain side effects as well.

In any case, you definitely need to learn how to obtain all these different types of medicine, if you want your colony to be healthy and prosperous. Keep on reading for all the medical recipes available in RimWorld.

How to Make Herbal Medicine in RimWorld

Growing Healroot plant in the growing zone

Out of all three possible types of medicine, herbal medicine is the least potent one. Its current medical status is set at 60%. This means that it cannot be used to treat serious illnesses, but can only be applied to heal injuries.

There is one more drawback to herbal medicine -- it needs to be stored in the fridge. Otherwise, the organic concoctions will spoil, and you will have to craft them once again.

Nevertheless, Herbal medicine is good to have in case you need to treat prisoners or other less valuable members of your colony without investing too much time and effort in the treating process. Also, it can serve as an additional component for crafting more elaborate drugs in your lab.

Here is the crafting guide for herbal medicine in RimWorld:

  1. Herbal medicine is produced from a plant known as Healroot (or Xerigium in the previous versions of the game).
  2. One of your colonists must have a Growing skill of 8 (at least), so you can plant Healroot in your growing zone.
  3. It is advisable to protect the growing zone with walls from wild animals.
  4. As soon as Healroot plants finish growing, which may take some time, a colonist with the Plant Cutting skill can start harvesting Healroot, which will automatically turn into Herbal medicine.

How to Make Ordinary Medicine in RimWorld

Production of medicine in the drug lab

This type of medicine is more effective than the herbal type, as it has 100% medical potency. This means that it can be used to treat diseases and infections, and some cases of serious bleeding that can’t be handled with the herbal medicine.

Regular medicine is good enough to be used during surgeries, and can even cure such severe types of sicknesses as plague and malaria. However, the patients must have enough time for rest as an addition to the applied medicine.

This type of medicine cannot be simply harvested, but must be produced in a drug lab. The two components must be researched in order to begin the production of medical drugs: Medicine Production and Drug Production.

The requirements for both of these components are following:

  • Medicine Production
    • Tech level: Industrial
    • Base cost: 1500
    • Industrial start cost: 1500
    • Tribal start cost: 4500
    • Required research: Drug production, Microelectronics basics
    • Required research bench: Hi-Tech
    • Required facilities: None
  • Drug Production
    • Tech level: Industrial
    • Base cost: 500
    • Industrial start cost: 500
    • Tribal start cost: 1500
    • Required research: None
    • Required research bench: Simple
    • Required facilities: None

The drug lab itself also requires a facility, which can be made out of a number of materials that are listed in the following table:

Material Steel Cost Cost Hit Points Flammability
Steel 125 -- 120 20
Plasteel 75 50 335 10
Wood 75 50 48 100
Gold 75 500 72 20
Silver 75 500 84 20
Uranium 75 500 300 0


When everything is set and researched, you can start crafting your medicine. Here is the guide for crafting ordinary medicine in RimWorld:

  1. One of your colonists must have two skills for producing medicine: Medicine skill (at least 6) and Crafting skill (at least 3).
  2. You will also need three types of items for crafting medicine: 3x cloth, 1x herbal medicine, and 1x neutroamine.
  3. Cloth can be harvested after planting the Cotton plant in your growing zone.
  4. Herbal medicine is produced by harvesting the Healroot plant (see the section above).
  5. Neutroamine cannot be produced manually, but can only be purchased from orbital or caravan traders of these types: Bulk Goods, Exotic Goods, and Pirate Merchants.
Penoxycyline (Malari-Block)

Currently, this is the only type of medical drug that can be produced in the lab, and it definitely should be on your priority list when crafting or buying drugs from the traders. It fully heals such diseases as malaria, sleeping sickness or plague. Since Penoxycyline is an extremely potent medicine, it should be taken cautiously (usually one pill per five days), or it will cause overdose.

Here is the crafting recipe for Penoxycyline:

  • Before crafting the drug you must have Penoxycyline Production researched. The requirements for research are following:
    • Tech level: Industrial
    • Base cost: 500
    • Industrial start cost: 500
    • Tribal start cost: 1500
    • Required research: Drug production
    • Required facilities: None
  • Then, each Penoxycyline pill will require 2x Neutromanie for production.

How to Make Glitterworld Medicine in RimWorld

Checking the success rate of the surgery

The Glitterworld medicine is the most potent type of medicine in RimWorld. It is twice as strong as ordinary medicine and should be used only in the direst situations, such as extreme cases of plague or surgeries that fight for the patient’s life.

This medicine gives a great chance of success during the healing process or a surgery even in case when your doctor has a low Medical skill level.

Unfortunately, this type of medicine cannot be crafted in the vanilla version of RimWorld, it can only be purchased from Exotic Goods traders for about 110-140 silver.

But there is always a way out, and you can make it craftable by using the modification -- Glitterworld Medicine (available for free at Steam). Of course, the creator of the mod didn’t make it easy for players to craft such a strong medicine, so the cost is quite expensive:

  • 4x Neutroamine
  • 2x Medicine
  • 10x Cloth
Luciferium: Concoction of Advanced Mechanites

Regardless of the way you decide to obtain Glitterworld medicine, be careful when trying to use Luciferium -- a very special Glitterworld drug that causes addiction. Luciferium is the most potent health enhancing medicine in RimWorld.

However, if in case you will not be able to sustain a regular intake of Luciferium (at least one per week), your colonists will experience uncontrollable rage bursts, which may lead to death. For this reason it is advisable to give this drug only to animals.

Whether you manage to provide a regular supply of Luciferium or not, here is the list of its effects:

  • Reduced pain (+80%)
  • Improved blood filtration (+70%)
  • Improved metabolism (+20%)
  • Improved blood pumping (+15%)
  • Improved sight (+15%)
  • Improved breathing (+10%)
  • Improved consciousness (+10%)

The advantages are quite impressive and will surely increase the resilience of either your colonists or animals in combat. It can also be used to save a colonist from death due to its blood filtration ability, which is the reason why this drug is administered under the Medicine tab in the game.

Luciferium has no side effects other than the withdrawal effects that will begin even after the patient has taken it only once. So making sure that you will be able to purchase more of it from the traders cannot be stressed enough.

You may notice the withdrawal effects by the following symptoms:

  • Mental breaks
  • Acute pain (+40%)
  • Impaired consciousness (+80%)

If the Luciferium addiction is not met in the next ten days, the patient dies.


This is everything that you need to know in order to make medicine in RimWorld. Most of your in-game needs will not require the Glitterworld type of medicine, but if you want to take your gameplay to the next level, then surely consider it as a higher difficulty option.

If you’re looking for more RimWorld guides at GameSkinny, then check them out below:

How to Get Neutroamine in RimWorld https://www.gameskinny.com/tkizw/how-to-get-neutroamine-in-rimworld https://www.gameskinny.com/tkizw/how-to-get-neutroamine-in-rimworld Wed, 05 Jul 2017 18:17:47 -0400 Valoryan

RimWorld is all about resource management. In this sci-fi colony sim, you have to construct buildings, manage colonists, trade with caravans, defend against otherworldly threats, and more. But do to any of that, you need resources -- and lots of them. 

Some resources are easier to come by than others. And lately, a lot of players seem to have trouble tracking down a material called neutroamine. Neutroamine is an essential resource in RimWorld, but it can be tricky to find. This material is required for crafting medicine, alongside herbal medicine and cloth.

If you're having trouble finding enough neutroamine to serve your colony, this short guide will tell you where you need to be looking. 

How to Get Neutroamine in RimWorld

Unfortunately, neutroamine cannot be crafted. You have to buy it from traders or get it from cargo pods. 

Most traders should have it, but it can be hard to keep track of which ones do as it's based pretty heavily on RNG. Bulk traders will be the best to by neutroamine from, as they'll sell in large amounts at the cheapest price possible. 

However, there is a way around this and craft neutroamine if you want to mod your RimWorld game

How to Craft Neutroamine with RimWorld Mods

There is a Steam mod that allows you to craft neutroamine using Boomalopes and Boom rates. You have to extract nitroglycerin, which you can then use to craft neutroamine at your drug lab. The mod adds more features that drop nitroglycerin as well, so it's even easier to craft this sought-after resource. 

That wraps up this guide! Hopefully you'll be able to better trade for (or craft) neutroamine for your colony. Be sure to check out the rest of our RimWorld guides for even more help with this sci-fi sim game.

How to Build a Refrigerator in RimWorld https://www.gameskinny.com/clkb6/how-to-build-a-refrigerator-in-rimworld https://www.gameskinny.com/clkb6/how-to-build-a-refrigerator-in-rimworld Wed, 05 Jul 2017 15:44:01 -0400 Michael Dellapi

RimWorld is a strategy game where every single detail must be accounted for to ensure the survival of the player. Food and medicine, for example, must be kept safe and stored away for whenever a player might need it. 

However, RimWorld does not have an existing refrigerator item to keep things like food and meds from spoiling. But that doesn't mean there isn't a way to keep your food fresh. You just need to get a bit inventive with the tools at your disposal.

Building a Makeshift Refrigerator in RimWorld

While you may not be able to find or build a fridge, coolers work perfectly as a substitute. To use coolers as a makeshift refrigerator, first you'll need to create a room for all the food and medical supplies that you need to keep from spoiling. The coolers you want to use can then be found under the "Temperature" tab.

Once you have selected the coolers, line them along the room so that the blue side of the machine is facing inside the room. This ensures that cold air is getting inside and hot air is being vented to a different area.

The most important detail of making a fridge in RimWorld is setting the temperature of the coolers themselves. It is not enough to just fill the room with cold air to keep food fresh. Instead, click on each individual cooler and adjust the temperature so that the food will either be chilled or frozen. It is recommended to keep food around 2 degrees Celsius (2C) so it stays fresh. 0C and lower will freeze any food that you have.

  • Remember: Cooled foods take longer to perish, but frozen foods can last forever. Keep this in mind when trying to determine how long you are trying to keep food for. And also remember that the colder food is, the longer it will take to heat up in an unforeseen circumstance.

There you have it! Now you've got yourself a makeshift refrigerator so that you can keep your foods and medicines from spoiling too quickly. 

For even more help with this resource management sim, check out the rest of our RimWorld guides here on GameSkinny.

How to Build and Maintain a Farm in RimWorld https://www.gameskinny.com/zxmph/how-to-build-and-maintain-a-farm-in-rimworld https://www.gameskinny.com/zxmph/how-to-build-and-maintain-a-farm-in-rimworld Tue, 04 Jul 2017 14:28:29 -0400 ActionJ4ck

As is the case with most survival games, maintaining a steady supply of food is vital to building a lasting colony in Ludeon Studios' RimWorld. Though you can get by on scavenging initially, you will need to learn how to build and maintain a farm if your colony is ever going to expand and bring in new mouths to feed.

 If that sounds intimidating, then don't worry. Just follow our helpful farming guide and soon you'll be keeping your plants happy and your colonists happier. This guide is going to cover:

  • What is needed to plant crops
  • What affects plant growth
  • Outdoor farms vs indoor farms
  • How to build an outdoor farm
  • How to build an indoor farm
  • Summaries about RimWorld's plants

Now sit back, relax, and let's get started.

What Do I Need to Plant Crops in RimWorld?

Not much, technically. The base game gives you all the seeds you need right from the start -- you only need some sort of dirt to plant them in. Simply go to the Zone/Area tab, select Growing Area, and highlight the dirt that you would like to be turned into soil. You can then have your colonists plant all manner of seeds there.

Planting them isn't really the difficult part though. Growing them is.

What Goes into Growing a Plant in RimWorld?

A couple things, actually, and they are all equally important. They are: 

  • The plant itself
  • The soil it's planted in
  • The light it's receiving
  • The temperature

The latter three things affect a plant's growth rate -- a percentage amount that you can see in each plant's info box. 

Your goal should be to get the growth rate up to at least 100% (standard growth), but you'll usually be fine if you can get it above 85%. Under ideal conditions, however, the growth rate can actually be raised even beyond 100%, allowing the plant to grow and produce resources much faster than it normally would under basic conditions. Conversely, allowing the growth rate to fall too low will result in the plant growing too slowly and dying of age before it can even be harvested for food. 

There's a decent amount of math going on behind the scenes regarding how much each of these factors affect growth rates, but for now just worry about understanding the basics. We'll go through the four factors that determine how a plant grows.

1. The Plant Itself

As you can probably guess, different plants have different properties that affect how they grow. They die of age at different times, reach maturity at different points, and react to soil quality in different degrees (more on that below). We'll go into greater detail about each plant at the end of the guide, but for now just understand that each plant grows differently.

2. The Soil

This should also be a no-brainer. Plants will grow better and worse in rich and poor soil respectively, but some plants are more affected by this difference than others. The current build of RimWorld (version Alpha 17) boasts five different tiers of soil. They are as follows:

  • Sand: Don't even try growing here. Please, just don't.
  • Gravel and Marsh: These aren't ideal for farming, but they'll work if you don't have other options.
  • Soil and Lichen-Covered Dirt: Consider this the baseline in terms of soil quality. Crops planted on this type of soil can grow at that 100% growth rate that we are shooting for -- assuming all their other needs are met as well.
  • Rich Soil: Now this is the good stuff. Planting your crops in rich soil can make your crops grow significantly faster than they would in regular soil, so always plant in rich soil if it's available. The only thing better for farming than rich soil is, arguably...
  • Hydroponics Basins: These are artificial troughs that are 4x1 tiles in size. They are normally used to allow for indoor farming (more on that later) and can allow some crops to grow up to twice as fast as if they were planted in normal soil. The hydroponics basins come with some downsides, however, in that they consume a considerable amount of electricity, are costly to build, and cannot be used to grow certain crops.

"Build a colony in the desert," they said.
"There'll be lots farming space," they said

3. Light

Just like in real life, plants will also need some form of light to grow. They will need at least 50% light to grow, which will be the case for most of the day. More than 50% light, however, increases their growth rate even further -- so more light is always better.

You generally won't have to worry about lighting outdoors thanks to the sun granting all the light your crops will need. But if you plan on growing crops indoors -- again, more on that later -- you'll have to create your own light. 

4. Temperature/Seasons

Temperature -- listed in the bottom right corner of the screen -- can also affect crop growth, but perhaps to a lesser extent than the previous two factors. As long as the temperature is between 10 and 42 degrees C (50 - 107.6 F), your plants will grow as normal.

Their growth rates will drop significantly, however, for each degree above or below that range and will cease to grow entirely if the temperature falls below 1 C (33.8 F) or above 57 C (134.6 F).

As the seasons change in RimWorld, so too will the temperature. You'll have to keep an eye on it to make sure you're not trying to plant your crops while it's too cold or hot outside. Luckily, a plant's info box will remind you if the temperature is too extreme for growth.

So now that we've covered what makes plants grow, let's discuss the farms themselves. 

What's the Difference Between Indoor and Outdoor Farming in RimWorld?

I'm glad you asked! Like the names imply, you can actually create both outdoor farms and indoor farms (sometimes called hydroponic farms), and both types have different pros, cons, and methods. We'll talk about how to build and maintain both farms below, but first let's discuss the main pros and cons of each.

Outdoor Farm
  • Pros:
    • Outdoor farms are cheaper to grow and maintain than indoor ones. Much cheaper.
  • Cons:
    • Plants grow slower outside than they would in indoor/hydroponic farms.
    • Outdoor plants are generally more vulnerable. Seasons can change, solar eclipses can occur, enemies can attack, etc. 

Indoor Farm
  • Pros:
    • Plants grown in a hydroponics basin grow much faster than their outdoor counterparts.
    • Better protected from wildfires and such.
    • Can be temperature controlled so that growing can occur in seasons or areas in which it normally will not.
  • Cons:
    • Hydroponic farms are much more expensive.
    • Corn, devilstrand mushrooms, and haygrass will not grow in a hydroponic basin.
    • The devices necessary for indoor farming require electricity, and thus are susceptible to brownouts.

Though most RimWorld players seem to agree that the hydroponic farms are better (once you can afford them), it is actually best to have a mixture of both indoor and outdoor farming. This way, your colony's entire food supply cannot be decimated by a single event, such as one wildfire or a single brownout. 

How Do I Build an Outdoor Farm in RimWorld?

It's quite easy. Like I mentioned above, simply go to the Zone/Area tab, select Growing Area, and highlight the dirt that you would like to be turned into soil. Once that's done, you can have your colonists plant seeds there and (assuming all the conditions we talked about above are met) the plants will begin growing. 

In terms of which seeds to plant, that really depends on your colony's current situation. The last section of this guide will tell you about the different plants in RimWorld and which grow best where.

Now How Do I Build an Indoor Farm in RimWorld?

This is a bit more tricky. Like we talked about before, the things that determine how a plant grows are the type of plant, the soil, the light, and the temperature. But if you're going to be making a hydroponics farm indoors, the plants aren't going to be getting any sunlight. Luckily, we can build sun lamps for that. 

Sun lamps are a device that generate 100% light 100% of the time in the 100 tiles surrounding them (example image below). Sounds pretty great, right? It would be if they didn't take so much electricity. C'est la vie.

But once you've got the money and electricity problem figured out, building a hydroponics farm will yield tremendous benefits. So let's go through this step by step.

  1. Build a room 13x13 tiles in size (with a door, of course). It can be bigger than this, there's just no reason for it to be. I would also recommend using a material other than wood to prevent the whole place from burning down.
  2. Place a sun lamp in the exact center of that room. Don't forget that it needs to be connected to a generator of some sort.
  3. Arrange the hydroponics basins around the sun lamp in the arrangement shown below (image courtesy of RimWorld Wiki). This will put as many basins as possible within the sun lamp's influence.
  4. (Optional) Place a heater or cooler in the corner of the room to raise/lower the temperature to suitable growing conditions. This is only necessary if it is too hot or cold for your plants to grow normally.
  5. (Optional) If you can manage it, it's also a good idea to hook up your sun lamp and hydroponics basins to a secondary power source. This way, even if one is destroyed, malfunctions, etc., your plants will still survive thanks to that secondary power supply.

Which Plants Should I Be Farming in RimWorld?

That all depends on your colony's circumstances. There's no clear-cut best plant, but some certainly have advantages over others. Let's go through them one by one to see what each has to offer.

Bear in mind that RimWorld is currently an early access game. As such, things like specific growth rates and lifespans of individual plants are constantly being tweaked. Because of that, we're giving a general overview of each plant rather than the ever-changing numeric values behind how they grow. Let's begin:

  • Corn Plant: Corn takes a relatively longer time to be harvestable, but once it is it yields a lot of food. It's recommended if you have plenty of time to let it grow, but it cannot be planted in a hydroponics basin. All in all though, it's a good starter crop.
  • Cotton Plant: This will give you textiles for basic clothes and such at a reasonable rate. It's no devilstrand mushroom, but hey, it works. 
  • Devilstrand Mushroom: Ugh, these take FOREVER to harvest. They can't even be planted in hydroponics basins. They make good cloth, though.
  • Haygrass: Use this for feeding animals, if you have them. It grows at kind of an average rate but yields a lot of units. It cannot be grown in a hydroponics basin.
  • Healroot: This can be turned into herbal medicine. It grows relatively quickly, but yields very little actual crop. Though it is useful, you need to be careful with growing healroot. Wildlife loves eating healroot.
  • Hop Plant: Hops grows pretty quickly. They can't be eaten -- but everybody loves beer, right?
  • Potato Plant: Potatoes aren't particularly great except for one quality: they are barely affected by soil quality. This means you can actually grow potatoes reasonably well even in gravel or marsh, but they're basically a waste of space in rich soil or hydroponic basins.
  • Psychoid Plant: This is used to make drugs. I don't know how you feel about that. It has a lower than average yield at a slower than average speed -- but don't let that harsh your buzz because drugs can rake in a ton of money. (Not that I'm encouraging it or anything.)
  • Rice Plant: Rice is very sensitive to the soil you're using, so once you've got a hydroponics farm going it will essentially be your go-to food source. Don't waste your time planting it in poor soil though.
  • Smokeleaf Plant: Psychoid's mellower cousin, smokeleaf grows a teansy bit faster and yields a teansy bit more than psychoids, but won't earn you quite as much money on the market.
  • Strawberry Plant: Though to a lesser extent than potatoes, strawberries also are fairly resistant to soil change, making them not terrible for growing in bad soil. 

Ultimately there is no supreme master plant, but I would recommend starting off with corn for colonists' food (assuming you have basic soil) and then shifting to rice once you get a hydroponics farm going. 

So that's all the information you should need to get started building and maintaining a farm a RimWorld. If you have any questions or feel that we missed something important, feel free to let us know in the comments section below -- and don't forget to check out our other RimWorld guides here on GameSkinny:

How to Get Components in RimWorld https://www.gameskinny.com/bm0eg/how-to-get-components-in-rimworld https://www.gameskinny.com/bm0eg/how-to-get-components-in-rimworld Thu, 29 Jun 2017 12:34:24 -0400 eleccross

RimWorld is a colony survival game in which you control people colonizing new worlds. It's almost identical to Prison Architect, except you're building up a civilization and protecting them from the harsh elements of an alien world instead of building up a prison to hold people in. The game is currently in Early Access on Steam, and is still being updated with more content.

Resources are important in a game like RimWorld, and one of the most important resources you can acquire is components. Components are required to make and repair electrical devices and can be used when making weapons, armor, and ship parts. But how can you get them? This guide has the answer!

Where to Get Components in RimWorld

There are five different ways you can obtain components.

  1. Deconstructing old ships
  2. Mining compacted machinery
  3. Purchasing them from the Orbital Bulk Goods Trader
  4. Disassemble Mechanoids
  5. Using a Component Assembly Bench

That's all there is! Using each of these five methods, you can collect the components you need to make repairs or upgrades as you build out your colonies.

RimWorld is a large complicated game, so it's understandable if you need guides like these. For more help with the game, check out the rest of our RimWorld guides here on GameSkinny.

RimWorld Beginner Tips and Tricks https://www.gameskinny.com/g5pkt/rimworld-beginner-tips-and-tricks https://www.gameskinny.com/g5pkt/rimworld-beginner-tips-and-tricks Fri, 19 Aug 2016 11:58:34 -0400 Sergey_3847

RimWorld is not your typical construction sim. It has its own peculiar atmosphere and the gameplay may turn into a real emotional rollercoaster for those who can’t manage their colony alive and healthy.

Of course, you can always start a new game if you didn’t manage to escape the planet the first time around, but it is much better to learn a few tricks beforehand and take care of your characters properly in RimWorld from the get go. This guide will provide you with such advice and let you survive even in the harshest of environments.

Choose a landing site as your difficulty

RimWorld landing site

There are several biomes in RimWorld that can serve as a landing site for your colony except an Ocean biome, which is unlandable. All these biomes offer different conditions – some are more favorable, while others are quite extreme. These different biomes influence the difficulty of the gameplay, so choose landing site in accordance with your skills.

  • Temperate Forest is the easiest and most favorable biome in the game.
    • It will provide you with tons of materials and the climate is suitable for long-term farming.
  • Mountains and Plains are considered normal difficulty biomes since their conditions aren’t fully favorable, but are still very suitable for colonization.
    • For example, Mountains are full of resources, while Plains have enough flat areas for building although they can’t protect you against enemies too well.
  • Ice Sheet and Extreme Deserts are the hardest types of biomes.
    • The conditions there are extremely unfavorable and can lead to a quick death of an entire colony, if you can’t provide for your people in time.

Learn the most important skills

RimWorld skill tree

Some skills are more important than others, so make sure that your characters have these skills as their specialization at the start of the game. All the useful skills in RimWorld can be divided into two groups: primary and auxiliary.

  • Primary set of skills includes: growing, cooking, construction and mining.
    • These are absolutely necessary and will provide your people with good food and decent constructions.
  • Auxiliary skills consist of: research, social, crafting, animals and combat.
    • After you’ve established your colony and satisfied the basic needs of your people, these skills will help you strengthen your positions and protect you from the enemies.

Keep your colony sustained and secured

RimWorld secured colony

There are three things you should do as soon as possible after the crash landing: set up your shelter, provide food for your people, and protect them from the raiders.

Set up your shelter
  • The very first things you need to build are separate bedrooms for each of your colonists with beds and doors.
  • Then, make a storage room, which is just as important.
    • You can’t leave your stuff outside, as it will rot and become useless, especially your weapons get rusty really quickly. So, make a big room that can keep your things away from moist and wind.
  • Lastly, make a kitchen and a freezer to preserve your food.
    • Also, set up a praying room to keep the morale of your people high.
Providing food

The initial food packages will not be enough to feed your people for too long, so you need to take care of farming as soon as you have your base ready.

  • Start with a smaller growing zone and increase the area gradually.
    • The sowing and the growing will take a few days, so be patient.
  • Give one or two men weapons and send them hunting.
    • Then, craft a butcher’s table for your kitchen, so you can cook your meat, as well.
  • Don’t let your men eat raw meat, and be ready to craft an electric stove.
    • If you don’t have electricity yet, then make a fueled stove that functions on simple wood.
Protection from raiders
  • The basic security set up for your base can be as simple as a barricade made of sandbags and a couple of turrets.
    • These will be able to protect you from raiders at the initial stages of the game.
  • Later you will have more resources to build an entire wall around your base.
    • Also, set up traps all around the wall on the outside, for example, mine traps.
  • Put several snipers on the perimeter and keep the lights outside and keep darkness inside – in this way you will be able to see your enemies, while they will not be able to see you.
    • This will give you a huge advantage during raids.

Provide first aid when needed

RimWorld first aid

Injuries during the raids are inevitable. There are different types of injuries in RimWorld: simple scratches, deeper cuts and gunshot wounds.

Simple scratch doesn’t need to be treated and well-fed character will heal automatically. However, deep wounds need to be cured as soon as possible, otherwise the character will most likely get infected and die. That’s why you will have to build a medical bed in the separate room for these purposes.

Also, don’t forget about the mental health of your colonists, as their mood swings can hurt the success of your campaign just as much as their physical wounds. So, pay attention to some fine arts in all kinds of forms, such as beautiful flooring and sculptures.

Come back soon for more RimWorld guides at GameSkinny!