Resources

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Revision as of 13:39, 31 December 2014 by Rizay (talk | contribs) (→‎Devilstrand)
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RimWorld utilizes a variety of different resources. All resources have to be hauled to a Stockpile to be used.







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Silver

Used for trading

Silver is used for trading with traders, however each trader has a limited stock you can buy from. Silver is used to buy slaves, resources, and weapons. Additionally, traders will buy resources relevant to their specialization. Industrial Traders will buy silver, uranium, metal and wooden planks, Combat Traders will buy weapons, and Food Traders will buy food. Silver in great quantity is among the wreckage at the start of the game. After this silver is depleted, additional silver may only be obtained through random drops, trading or mining silver deposits. Template:Clr

Metal

Used for advanced construction

Metal is the primary resource for mid to late game construction, and is therefore vital. Metal appears at your crash site when a new game is started. After this metal is exhausted, it can be obtained through random drops or mining. Metal can be mined from minerals, which are found in mineral veins in the mountains. Industrial traders buy and sell metal. Template:Clr

Plasteel

Generally considered the strongest material in the game. Used for a lot of high tech stuff.Can be obtained by trading, melting down mechs, or by mining deposits.

Gold

A very beautiful and expensive resource.

Stone

Stone Icon.png

Used for stone construction

Stone is produced from rock rubble via a Stonecutter's table after it is researched. To create stone right click the table, click 'Bills', and use the + and - buttons to set how many pieces of rubble you wish to consume. You must have a colonist with 'crafting' enabled in the Overview menu. Stone can also be mined from abandoned structures that are randomly scattered throughout the map. Stone is primarily used in stone walls and floors. Template:Clr

Logs

Used for basic construction

Logs are gathered from trees using the Chop Wood command and are vital to early game construction. Template:Clr

Medikits

Used to heal colonists.

Medikits can be traded for profit or used to heal colonists and prisoners (if allow medicine is selected in the prisoner tab). When used it gives an increased chance of applying Good Treatment to the injured colonist, while no medicine guarantees Bad Treatment. Template:Clr

Herbal Medicine

File:Herbal Medicine.png This is a cheaper type of medicine. You are able to farm this medicine by growing the Xergium plant. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and it not being able to use as an anasthetics during medical operations such as installing prostethics.

Glitterworld Medicine

Shells

Fired by Mortars*.

Shells can be traded for profit or used in Mortars* once researched.

  • Check for accuracy in current version

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Cloth

Can be grown by planting the cotton plant. Is used for creating clothes at the tailoring bench. Can also be used to make carpet (after being researched)

Synthread

Devilstrand

Devilstrand is grown by being planted in a growing area. It is a genetically engineered mushroom, which produces a high quality silk net. It's name is from the greed it inspires in people. It is a extremely strong fabric. Being generally better than cotton and leather. It takes 49(Gravel) 43(Soil) 37(Rich soil) 28(hydroponics basin) days to grow before being able to be harvested.

Potatoes

The basic food crop. Colonists will automatically plant potatoes on any open growing zones.

Berries

Agave

Unused

Uranium

Supposed to be used in reactors.

Uranium can be traded for profit or used to build cryptosleep caskets. Template:Clr


Missiles

Missile Icon.png

Supposed to be fired by missile launchers.

Missiles can only be traded for profit. Template:Clr