I want to know what the most efficient way of making money (silver) is, on a sustainable basis. This means no mining all the ores on the map and selling it, it needs to be a method of making money that can be continuously reproduced (until everyone in the colony dies). There are two factors that I believe need to be taken into account when creating the most efficient method:
EDIT:
In the comment below they ask about finite resources. Because they can be traded by AI somewhat means they are infinite in doses. But that doesn't mean you can mine up the entire planet, sell the resources and then buy them. It needs to be a method where you can outright sell or buy and then sell back. This doesn't mean I'm blocking the use of ground resources, it just needs to be sustainable in the long run.
S.Wessels
S.WesselsS.Wessels
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5 Answers
You should sell meals instead of raw food (it adds huge value to it). It is actually possible to sell meals to the traders or visitors from other factions who won't buy sculptures but give fair price for all kind of meals.( and frequency of space traders is reduced highly).
Just keep a high level all-time cook and make him/her cook all the time (keep a forever fine meals job if possible: market value is 25 space bucks). If you don't have a skilled cook who can cook all the time, use someone else to make nutrient paste meals, which also sells for higher value than simple meals and doesn't need high skill level.
As far as quality is concerned the meals sell at same price if not at very low hit points.
This is a screenshot of my colony with all year around growth, Look at the quantity and the wealth of fridge !
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MackMack
From the things already said. I always make money also from selling the human meat and human leather (mostly the leather), when a tribe attacks it's always a massacre. And it's much more efficient than to burn or bury corpses.
Your other colonist will get just -6 debuff that your colony butchered humanlike. So butcher them all at once, it's easy to deal with just -6 for couple of days.
The disadvangate is that it may take a while to get a trader who is willing to buy that.
Here is example of the small set-up I have in my current colony with shown area restriction:
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Animal husbandry. Breed and sell:
-And chickens (if you have any non vegetarian animals make sure they dont eat the eggs, put the chickens in their own special fenced off area if needed.) The chickens aren't worth a ton but they reproduce like crazy and because they mature so quickly you only need to buy 2-3 to end up with a pack of 50 by then end of the season.
user173740user173740
Muffalo herd:
you both shear them for wool (100 at a time),milk them and sell them if your herd is too large. All you need is a few handlers and a reasonable sized patch of hay grass.
user201995user201995
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RimWorld, the indie space colony construction and management simulation, has finally touched down on Steam Early Access. Though it's still in alpha, and has been for several years, a passionate player community has sprung up around it. And wherever you find passionate players, you also find inventive modders.
Below you'll find our list of the best RimWorld mods. We expect we'll be updating this list regularly in the days ahead, both with new mods as well as older ones that haven't yet been updated to support the current RimWorld v14 alpha.
Fluffy's Mods
Modder Fluffy has created a number of highly useful mods for RimWorld. You may wind up wanting all of them, but below are a few you should definitely try.
Blueprints![]() Rimworld Steel Slag Chunk
Fluffy has created a nice tool for your building projects that means you won't have to start from scratch every time you begin construction. You can create a blueprint by dragging a box over existing constructions (only yours—you can't create a blueprint from a building you don't own) and plop it elsewhere to more easily build an exact copy. Blueprints copy not only walls but doors and furniture too, making building less of a repetitive task. You can even export your blueprints for use in different saved games.
Relations Tab
As your colony's population grows, you'll have to keep an eye on your colonists' relationships to one another, as well as the relationships between factions. This isn't particularly easy due to RimWorld's somewhat clunky social tab. Fluffy has come up with a much more intuitive system, letting you view your colonists in an interactive and dynamic graph you can see in the video above. At a glance you can tell who likes who, who hates who, and why. It's really neat.
Animals Tab
You're going to be doing some terrible things to some animals in RimWorld and you're going to be treating others as cherished pets. Either way, this improvement to the default animals tab helps you keep track of the details of all of your animals. Gender and lifestage (useful for farm animals like chickens), butchery designation and body size (for meal planning), and other attributes can be easily sorted and scanned. Some of this mod has been incorporated into the game, but Fluffy's version is still more useful, and allows for the renaming of pets.
Colony Manager
Managing a growing and bustling colony is no easy feat, but Fluffy's Colony Manager mod makes it, well, more manageable. With it, you can automate a lot of your colonists' work by setting up production lines that will lead from raw resources to completed products. This includes everything from forestry to hunting to livestock, and a colonist with the 'manager' skill will oversee the production and make changes if there's a problem.
Gameplay mods
Have you built a few thriving colonies and found yourself looking to change things up a bit in your next game? The following mods add a little spice to the formula.
Zombie Apocalypse
Zombies are the cilantro of video games: they get added to everything these days, whether they're needed or not. While zombie mods can be hit or miss, the idea of an infection spreading through your RimWorld colony, turning settlers into zombies capable of infecting more settlers, is a fun one. Plus, if a settler is bitten, there’s still a chance to save them: just cut off the diseased limb before they turn. There are plenty of crises in RimWorld already, but this is a fun addition.
Glitter Tech
Just because you're marooned on a desolate planet doesn't mean you can't have nice things. It's the future, after all, and Glitter Tech ups the ante, giving you access to energy weapons and armor, advanced power generators, and defenses like more powerful turrets, auto-mortars, and blast doors. Thing is, this tech is highly attractive to corporate factions, and they just might come calling to acquire your fancy new toys. Be prepared.
NPC mods
Naturally, a great deal of your time and focus will be on the various NPCs inhabiting and interacting with your colony. These mods make a few interesting changes to those tiny little people scuttling around below.
Expanded Prosthetics and Organ Engineering
While playing RimWorld you'll quickly become invested in the lives and problems of your colonists. This mod lets you become more involved in their limbs and organs as well. You'll be able to research and craft prostheses and bionic body parts and synthetic organs, either to help them recover from injuries or to enhance their abilities. With access to hook hands, brain implants, bionic eyes, and synthetic stomachs, you'll be able to turn each colonist into your own little science project. It even adds a new material called Vancidium which you can use for upgrades.
Orion's Hospitality
As you build your colony you'll sometimes receive visitors (of the non-hostile variety). Orion's Hospitality mod gives you more options besides simply trading with the wandering faction members. Now you can entertain your visitors and spend time with them to make them happy. You can provide them with rooms and guest beds, and if they like the accommodations they may even leave you some silver or other items as a thank you (they may even buy a few of the items you leave in their rooms). If you gain their trust, and have high marks in social skills, you can also convince them to join your colony for good.
Xeva's Rimhair
While the term 'Rimhair' personally makes me cringe, this mod does what it says on the tin. Want more hairstyles for your settlers? Here they are. You might also check out the Spoon's RimWorld Hair mod for some additional 'dos.
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:
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 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:
'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.
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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
Indoor Farm
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.
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 Office addin for mail merge filter tables free. 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:
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 can I replenish medkits in Rimworld? Kodama
I spend 2-3 of them after each fight, so now I have only 5 left.
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NakilonNakilon
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4 Answers
Now as of Alpha 8, a new Herbal Medicine item can be created from Healroot (a growable plant).
Herbal medicine is 85% effective, while standard medkits are 100% effective.
Konerak
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walrus helmetwalrus helmet
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You can purchase them from traders who fly over. When you get a notification that a trader is passing by, direct one of your colonists to a comms console and call the trader. From there, it will list what they have for sale and what you can sell to them. You'll need a orbital trade becaon so that the trader has somewhere to drop the goods.
You can read more about Trading on the Rimworld wiki: http://rimworldwiki.com/wiki/Trade
Richard WilliamsRichard Williams
In the base (un-modded) game, Medkits are obtained via trade. You may wish to try the mod Simple Medicine Craft, that lets you create Medkits from cloth and berries.
MatthewTodayMatthewToday
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As of 1.0: https://rimworldwiki.com/wiki/Medicine
Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using 3 cloth , herbal medicine and neutroamine (skill requirement: medicine 6+ and crafting 3+, the pawn must also be capable of intellectual work).
Viktor MellgrenViktor Mellgren
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