Biomes
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Biomes are types of area on a planet, characterized by their terrain properties, climate, flora and fauna, diseases and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The Odyssey DLC introduces five new playable biomes, each with a unique gimmick or challenge.
Wet biomes[edit]
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.
Temperate forest[edit]
Stats:
- Growing Season: From all year to 20/60 days.
- Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but sometimes 3 due to winter.
- Forageability: 100%.
- Grazable: Only during growing season.
- Disease MTB: 50 days.
Flora:
Berry bush, Brambles, Bush, Dandelions, Grass, Oak tree, Poplar tree, Tall grass, Wild healroot, Gray grass
, Ripthorn
, Witchwood tree
, Bulrush
, Lily pad
, Reeds
Fauna:
Alpaca, Bison, Boomalope, Boomrat, Cougar, Deer, Donkey, Gazelle, Grizzly bear, Guinea pig, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Rhinoceros, Squirrel, Timber wolf, Tortoise, Turkey, Warg, Wild boar, Yak, Badger
, Bluebird
, Crow
, Mink
, Otter
, Porcupine
, Quail
, Sea lion
, Seal
, Sparrow
, Stone crab
, Swan
, Wolverine
Temperate swamp[edit]
A more wet version of the temperate forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.
Stats:
- Growing Season: From all year to 20/60 days.
- Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 4, but sometimes 6 due to winter.
- Forageability: 75%.
- Grazable: Only during growing season.
- Disease frequency: 1.5 per year.
Flora:
Berry bush, Bush, Chokevine, Cypress tree, Maple tree, Tall grass, Wild healroot, Willow tree, Witchwood tree
, Bulrush
, Lily pad
, Reeds
Fauna:
Alpaca, Boomalope, Boomrat, Cougar, Deer, Duck, Grizzly bear, Guinea pig, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Rhinoceros, Squirrel, Timber wolf, Tortoise, Turkey, Warg, Wild boar, Yak, Alligator
, Badger
, Bluebird
, Bullfrog
, Heron
, Mink
, Otter
, Porcupine
, Sea lion
, Seal
, Stone crab
, Swan
Tropical rainforest[edit]
Tropical Rainforests are famous for having many diseases, including Sleeping Sickness: a slow-progressing, long-lasting disease that is exclusive to the tropics. Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.
Stats:
- Growing Season: From all year to 40/60 days.
- Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 2, rarely 4 due to winter.
- Forageability: 100%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 1.7 per year.
Flora:
Alocasia, Bamboo tree, Berry bush, Bush, Cecropia tree, Clivia, Giant rafflesia, Grass, Low shrubs, Palm tree, Tall grass, Teak tree, Gray grass
, Rat palm tree
, Lily pad
, Lotus
, Reeds
Fauna:
Alpaca, Boomalope, Capybara, Cassowary, Chinchilla, Cobra, Elephant, Guinea pig, Monkey, Panther, Rat, Rhinoceros, Tortoise, Wild boar, Gorilla
, Hermit crab
, Macaw
, Panda
, Peafowl
, Sea turtle
, Seal
, Stone crab
, Tiger
Tropical swamp[edit]
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.
Stats:
- Growing Season: From all year to 40/60 days.
- Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 4, rarely 6 due to winter.
- Forageability: 75%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 2.0 per year.
Flora:
Alocasia, Berry bush, Bush, Chokevine, Clivia, Cypress tree, Giant rafflesia, Low shrubs, Maple tree, Tall grass, Willow tree, Rat palm tree
, Lily pad
, Lotus
, Reeds
Fauna:
Alpaca, Boomalope, Capybara, Cassowary, Chinchilla, Cobra, Elephant, Guinea pig, Monkey, Panther, Rat, Rhinoceros, Tortoise, Wild boar, Alligator
, Colossus toad
, Flamingo
, Gorilla
, Hermit crab
, Hippo
, Macaw
, Panda
, Peafowl
, Sea turtle
, Seal
, Stone crab
, Tiger
Dry biomes[edit]
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.
Arid shrubland[edit]
Stats:
- Growing Season: From all year to 40/60 days.
- Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, rarely 3 due to winter.
- Forageability: 50%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 0.9 per year.
Flora:
Agave, Berry bush, Bush, Dandelions, Drago tree, Grass, Pincushion cactus, Saguaro cactus, Gray grass
, Pebble cactus
, Reeds
Fauna:
Bison, Boomalope, Boomrat, Cougar, Donkey, Dromedary, Elephant, Emu, Fennec fox, Gazelle, Guinea pig, Hare, Horse, Iguana, Megasloth, Ostrich, Rat, Rhinoceros, Armadillo
, Flamingo
, Hermit crab
, Hippo
, Monitor lizard
, Quail
, Sea turtle
, Sparrow
, Stone crab
, Vulture
Desert[edit]
With so few animals to hunt, growing crops is a priority on one of the few arable patches. The hot temperatures can cause problems for colonists and tamed animals. This biome has patches of soft sand which prevent building, but can be removed with moisture pumps.
Stats:
- Growing Season: From all year to 10/60 days.
- Average Temperature: 30 °C (86 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but sometimes 3 due to winter.
- Forageability: 25%.
- Grazable: Only during growing season.
- Disease frequency: 0.7 per year.
Flora:
Agave, Bush, Dandelions, Drago tree, Grass, Pincushion cactus, Saguaro cactus, Gray grass
, Pebble cactus
, Reeds
Fauna:
Boomalope, Cougar, Donkey, Dromedary, Emu, Fennec fox, Gazelle, Guinea pig, Iguana, Ostrich, Armadillo
, Hermit crab
, Monitor lizard
, Stone crab
, Vulture
Extreme desert[edit]
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though potatoes grow better in stony soil, you need to plant rice first so you will not starve while waiting for potatoes. Strawberries are also a good idea since there is no wood for cooking. Later hydroponics can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with moisture pumps. Animal migrations may occur, about once every other year.
Stats:
- Growing Season: From all year to 30/60 days.
- Average Temperature: 30 °C (86 °F) to 10 °C (50 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -5 °C (23 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, rarely 3 due to winter.
- Forageability: 0%.
- Grazable: Never.
- Disease frequency: 0.7 per year.
Flora:
Agave, Grass, Saguaro cactus, Gray grass
, Pebble cactus
Fauna:
Donkey, Dromedary, Fennec fox, Guinea pig, Iguana, Hermit crab
, Vulture
Cold biomes[edit]
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.
Boreal forest[edit]
Stats:
- Growing Season: 30/60 days to 10/60 days.
- Average Temperature: 10 °C (50 °F) to -10 °C (14 °F).
- Temperature Variation: From 25 °C (77 °F) in summer to -35 °C (-31 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but often 3 due to winter.
- Forageability: 75%.
- Grazable: Only during growing season.
- Disease frequency: 1.0 per year.
Flora:
Berry bush, Birch tree, Brambles, Bush, Grass, Moss, Pine tree, Poplar tree, Wild healroot, Gray grass
, Gray pine tree
, Ripthorn
, Bulrush
, Reeds
Fauna:
Arctic fox, Arctic wolf, Caribou, Cougar, Deer, Elk, Grizzly bear, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Squirrel, Timber wolf, Turkey, Warg, Wild boar, Yak, Badger
, Crow
, Greatwolf
, Heron
, Mink
, Moose
, Otter
, Porcupine
, Sea lion
, Sparrow
, Swan
, Walrus
, Wolverine
Cold bog[edit]
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.
Stats:
- Growing Season: 30/60 days to 10/60 days.
- Average Temperature: 10 °C (50 °F) to -10 °C (14 °F).
- Temperature Variation: From 25 °C (77 °F) in summer to -35 °C (-31 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 4, but often 6 due to winter.
- Forageability: 50%.
- Grazable: Only during growing season.
- Disease frequency: 1.3 per year.
Flora:
Astragalus, Berry bush, Bush, Chokevine, Maple tree, Moss, Tall grass, Wild healroot, Willow tree, Bulrush
, Lily pad
, Reeds
Fauna:
Arctic fox, Arctic wolf, Caribou, Cougar, Deer, Duck, Elk, Grizzly bear, Guinea pig, Hare, Ibex, Lynx, Megasloth, Muffalo, Polar bear, Raccoon, Rat, Red fox, Squirrel, Timber wolf, Turkey, Warg, Wild boar, Yak, Badger
, Bullfrog
, Greatwolf
, Mink
, Moose
, Sea lion
, Swan
, Walrus
, Wolverine
Tundra[edit]
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent.
Stats:
- Growing Season: 20/60 days to never.
- Average Temperature: 0 °C (32 °F) to -20 °C (-4 °F).
- Temperature Variation: From 25 °C (77 °F) in summer to -50 °C (-58 °F) in winter.
- Roads and Rivers: Yes.
- Movement Difficulty: 1, but most of the time 3 due to winter.
- Forageability: 50%.
- Grazable: Only during growing season.
- Disease frequency: 0.8 per year.
Flora:
Astragalus, Berry bush, Birch tree, Bush, Dandelions, Grass, Moss, Pine tree, Wild healroot, Gray grass
, Gray pine tree
, Bulrush
, Fireweed
, Reeds
Fauna:
Arctic fox, Arctic wolf, Caribou, Elk, Grizzly bear, Hare, Ibex, Lynx, Megasloth, Muffalo, Polar bear, Snowhare, Timber wolf, Warg, Greatwolf
, Moose
, Muskox
, Sea lion
, Sparrow
, Walrus
, Wolverine
Ice sheet[edit]
The only land possible to farm is stony patches around hills and mountains, but they need to be heated indoors and also have sun lamps. You will need to hunt, trade and cannibalize until you get a heater and a sun lamp. Later, moisture pumps can create larger growable areas and hydroponics can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.
Stats:
- Growing Season: Never.
- Average Temperature: -20 °C (-4 °F) to -40 °C (-40 °F).
- Temperature Variation: From 10 °C (50 °F) in summer to -70 °C (-94 °F) in winter.
- Roads and Rivers: No.
- Movement Difficulty: 1.5, but most of the time 3.5 due to winter.
- Forageability: 0%.
- Grazable: Never.
- Disease frequency: 0.7 per year.
Flora: None.
Fauna:
Arctic fox, Arctic wolf, Lynx, Megasloth, Muffalo, Polar bear, Snowhare, Penguin
, Walrus
Sea ice[edit]
Sea ice maps do not have geothermal vents or ruins (except at ice dunes
landmarks and in ancient complex
sites). Deep drills cannot be used. Moisture pumps will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, fishing,
trading and cannibalism until you get a heater, a sun lamp and a hydroponics basin. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.
Stats:
- Growing Season: Never.
- Average Temperature: -20 °C (-4 °F) to -30 °C (-22 °F).
- Temperature Variation: From 10 °C (50 °F) in summer to -60 °C (-76 °F) in winter.
- Roads and Rivers: No.
- Movement Difficulty: 1.5, but most of the time 3.5 due to winter.
- Forageability: 0%.
- Grazable: Never.
- Disease frequency: 0.7 per year.
Flora: None.
Fauna:
Arctic fox, Arctic wolf, Muffalo, Polar bear, Snowhare, Penguin
, Walrus
Odyssey biomes[edit]
| This section relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.
Glowforest[edit]
Stats:
- Growing Season: From all year to 20/60 days. (Darkened skies)
- Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
- Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
- Roads and Rivers: Yes
- Movement Difficulty: 2.
- Forageability: 100%.
- Grazable: Most of the time, during growing season.
- Disease frequency: 1.2 per year.
Flora:
Agarilux, Bryolux, Glowstool, Timbershroom, Boomshroom
, Night grass
, Night rafflesia
, Psilocap
, Willowgill
Fauna:
Boomalope, Capybara, Cassowary, Chinchilla, Cobra, Fennec fox, Iguana, Raccoon, Rat, Tortoise, Warg, Wild boar, Bullfrog
, Colossus toad
, Hermit crab
, Megavole
, Monitor lizard
, Peafowl
, Sparrow
Scarlands[edit]
Stats:
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.
- Forageability: 25%.
- Grazable:
- Disease frequency: 1.2 per year.
Flora:
Berry bush, Brambles, Bush, Dandelions, Gray grass
, Ripthorn
, Witchwood tree
, Snagroot tree
, Thornvine
, Yellow grass
Fauna:
Boomalope, Boomrat, Panther, Pig, Raccoon, Rat, Bog hound
, Crow
, Monitor lizard
Grassland[edit]
Stats:
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.
- Forageability: 100%.
- Grazable:
- Disease frequency: 1.2 per year.
Flora:
Berry bush, Bush, Dandelions, Oak tree, Poplar tree, Wild healroot, Gray grass
, Lily pad
, Reeds
, Tall yellow grass
, Yellow grass
Fauna:
Bison, Boomalope, Cougar, Deer, Donkey, Grizzly bear, Hare, Horse, Ibex, Lynx, Muffalo, Raccoon, Red fox, Squirrel, Timber wolf, Turkey, Warg, Wild boar, Yak, Crow
, Mastodon
, Porcupine
, Prairie dog
, Seal
, Sparrow
, Vulture
Glacial plain[edit]
There are no geysers in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a frozen ruins landmark is present.
Stats:
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.5.
- Forageability: 0%.
- Grazable:
- Disease frequency: 0.7 per year.
Flora:
Berry bush, Brambles, Bush, Grass, Moss, Pine tree, Wild healroot, Gray grass
, Gray pine tree
, Ripthorn
, Fireweed
Fauna:
Caribou, Cougar, Deer, Elk, Grizzly bear, Hare, Ibex, Lynx, Megasloth, Raccoon, Rat, Red fox, Squirrel, Timber wolf, Bluebird
, Greatwolf
, Mastodon
, Moose
, Muskox
, Penguin
, Scimitar cat
, Sparrow
, Walrus
, Wolverine
Lava field[edit]
Stats:
- Growing Season:
- Average Temperature:
- Temperature Variation:
- Roads and Rivers: Yes.
- Movement Difficulty: 1.5.
- Forageability: 50%.
- Grazable:
- Disease frequency: 0.9 per year.
Flora:
Agave, Berry bush, Bush, Dandelions, Drago tree, Grass, Pincushion cactus, Gray grass
, Pebble cactus
, Magma cactus
, Reeds
Fauna:
Boomalope, Boomrat, Cougar, Donkey, Emu, Fennec fox, Gazelle, Guinea pig, Hare, Horse, Iguana, Rat, Hermit crab
, Lava snail
, Monitor lizard
, Sea turtle
, Stone crab
, Vulture
Analysis[edit]
There are multiple factors that contribute to the difficulty of biomes:
Growing crops[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Characterize all biomes. |
The ability to grow crops is probaly the most critical factor, as long as the colony can't rely on hydroponics basins or fungal gravel
. Biomes like extreme desert, ice sheet and sea ice have little to no farmable land.
Temperature[edit]
Temperature is one of the most important factors. An average temperature of about 21 °C (69.8 °F) is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.
- Easy: Arid shrubland, Tropical rainforest, Tropical swamp (Average temperature of 21 °C (69.8 °F) and year-round growing season possible.)
- Easy to moderate: Desert, Extreme desert, Temperate forest, Temperate swamp (Average temperature of at least 15 °C (59 °F).)
- Moderate: Boreal forest, Cold bog (Average temperature above 0 °C (32 °F) possible.)
- Moderate to difficult: Tundra (Average temperature always below 0 °C (32 °F).)
- Difficult: Ice sheet, Sea ice (Average temperature always below -20 °C (-4 °F).)
- Unknown: Glacial plain,
Glowforest,
Grassland,
Lava field,
Scarlands 
Fauna[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Characterize all biomes. |
- Hunting: important – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.
- Predators: circumstantial – Predators are especially a problem in biomes with already little other wildlife and available food, notably ice sheet and sea ice. In all other biomes they pose only a negligible threat.
Weather and wildfire[edit]
Weather is a circumstantial factor. While clear weather is the most preferable, dry thunderstorms can pose a serious threat by creating wildfires, especially when building out of wood or in biomes with dense vegetation. Torrential rain
can cause flooding; tox rain
can cause toxic buildup.
- Easy: Arid shrubland, Desert, Extreme desert, Temperate forest, Tundra, Lava field

- Easy to moderate: Ice sheet, Glacial plain
(Less clear weather or hightened risk from dry thunderstorms.) - Moderate: Boreal forest, Cold bog, Tropical rainforest, Tropical swamp, Temperate swamp, Glowforest,
Scarlands
(Chance for torrential rain
or tox rain.
) - Moderate to difficult: Sea ice (Hightened risk from dry thunderstorms and less clear weather.)
- Difficult: Grassland
(Very high risk from dry thunderstorms.)
Diseases[edit]
Diseases are on of the more circumstantial factors for biome difficulty. In some biomes they appear up to three times as often as in other biomes. Also the selection and chance of individual diseases varies.
- Disease MTB:
- Easy: Desert, Extreme desert, Ice sheet, Sea ice, Glacial plain,
Lava field
(90 days) - Easy to moderate: Tundra (80 days)
- Moderate: Arid shrubland, Boreal forest, Temperate forest, Glowforest
, Grassland,
Scarlands
(50-65 days) - Moderate to difficult: Temperate swamp, Cold bog (40-45 days)
- Difficult: Tropical rainforest, Tropical swamp (30-35 days)
- Easy: Desert, Extreme desert, Ice sheet, Sea ice, Glacial plain,
- Disease selection:
- Easy: Cold bog, Tundra (Higher chances for fibrous and sensory mechanites and therefore less often more serious diseases.)
- Easy to moderate: Arid shrubland, Boreal forest, Desert, Extreme desert, Glacial plain,
Lava field 
- Moderate: Ice sheet, Sea ice (No gut worms and muscle parasites and therefore more often serious diseases.)
- Moderate to difficult: Temperate forest, Temperate swamp, Grassland,
Scarlands
(Chance for malaria.) - Difficult: Tropical rainforest, Tropical swamp, Glowforest
(Chance for malaria and sleeping sickness.)
Fauna[edit]
For the relative amount of plants in each of the following categories see the table below.
- Wood: important – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependent on the wood chopped from wild trees. In some biomes this can be a serious problem.
- Easy: Temperate swamp, Tropical swamp
- Easy to moderate: Boreal forest, Cold bog, Temperate forest, Tropical rainforest
- Moderate: Glowforest,
Lava field,
Scarlands 
- Moderate to difficult: Arid shrubland, Desert, Temperate forest, Tundra, Grassland

- Impossible: Extreme desert, Ice sheet, Sea ice, Glacial plain

- Grazing: important – The amount of pen animals a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition.
- Easy: Tropical rainforest, Tropical swamp, Glowforest,
Grassland 
- Easy to moderate: Cold bog, Temperate forest, Temperate swamp
- Moderate: Lava field,
Scarlands 
- Moderate to difficult: Arid shrubland, Boreal forest, Tundra
- Impossible: Desert, Extreme desert, Ice sheet, Sea ice, Glacial plain

- Easy: Tropical rainforest, Tropical swamp, Glowforest,
- Food: circumstantial – Forraging agave, berry bushes, glowstool and agarilux can help stretch a food shortage.
- Easy: Temperate swamp, Tropical rainforest, Glowforest

- Easy to moderate: Arid shrubland, Tropical swamp,
- Moderate: Boreal forest, Temperate forest, Grassland,
Lava field 
- Moderate to difficult: Desert, Tundra, Scarlands

- Impossible: Extreme desert, Ice sheet, Sea ice, Glacial plain

- Easy: Temperate swamp, Tropical rainforest, Glowforest
- Herbal medicine: circumstantial – Relying on wild healroot plants for herbal medicine production is not advisable, although it might be possible in some biomes:
- Easy: Temperate swamp
- Moderate: Cold bog, Temperate forest, Grassland

- Moderate to difficult: Boreal forest, Tundra
- Impossible: All other biomes.
Overview[edit]
| This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot. |
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.
Comparison table[edit]
| Biome | Animal density |
Plant density |
Wild plant regrow (days) |
Food foraging score[1] | Medicine foraging score[2] | Wood foraging score[3] | Grazing score[4] | Forage- ability[5] |
Disease MTB (days) |
Movement difficulty |
Temperature range |
Min. rainfall |
Max. rainfall |
Min. swampiness |
Max. swampiness |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arid shrubland | 1.8 | 0.24 | 27 | 0.16 | – | 0.07 | 0.08 | 0.5 | 65 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 2000 | 0 | 1 |
| Boreal forest | 2.8 | 0.4 | 25 | 0.06 | 0.06 | 0.87 | 0.12 | 0.75 | 60 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0 | 1 |
| Cold bog | 3.3 | 0.6 | 20 | 0.23 | 0.17 | 1.08 | 0.26 | 0.5 | 45 | 4 | -10 °C – 100 °C (14 °F – 212 °F) | 0 | 65535 | 0.5 | 1 |
| Desert | 0.4 | 0.05 | 35 | 0.02 | – | 0.03 | 0.01 | 0.25 | 90 | 1 | 0 °C – 100 °C (32 °F – 212 °F) | 0 | 600 | 0 | 1 |
| Extreme desert | 0.1 | 0.002 | 35 | 0 | – | 0 | 0 | 0 | 90 | 1 | 4.82 °C – 100 °C (40.7 °F – 212 °F) | 0 | 340 | 0 | 1 |
| Ice sheet | 0.2 | 0 | 0 | – | – | – | – | 0 | 90 | 1.5 | -270 °C – -10 °C (-454 °F – 14 °F) | 0 | 65535 | 0 | 1 |
| Sea ice | 0.1 | 0 | 0 | – | – | – | – | 0 | 90 | 1.5 | -270 °C – -22 °C (-454 °F – -7.6 °F) | 0 | 65535 | 0 | 1 |
| Temperate forest | 3.7 | 0.65 | 20 | 0.11 | 0.11 | 0.88 | 0.29 | 1 | 50 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0 | 1 |
| Temperate swamp | 4.3 | 0.8 | 15 | 0.27 | 0.27 | 6.71 | 0.31 | 0.75 | 40 | 4 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0.5 | 1 |
| Tropical rainforest | 6.5 | 0.99 | 13 | 0.3 | – | 1.67 | 0.68 | 0.75 | 35 | 2 | 15 °C – 100 °C (59 °F – 212 °F) | 2000 | 65535 | 0 | 1 |
| Tropical swamp | 6.5 | 0.99 | 13 | 0.23 | – | 9.47 | 0.46 | 0.75 | 30 | 4 | 15 °C – 55 °C (59 °F – 131 °F) | 2000 | 65535 | 0.5 | 1 |
| Tundra | 1.1 | 0.19 | 28 | 0.05 | 0.04 | 0.04 | 0.07 | 0.5 | 80 | 1 | -270 °C – 0 °C (-454 °F – 32 °F) | 0 | 65535 | 0 | 1 |
| Glacial plain |
2 | 0.4 | ? | – | – | – | – | 0.25 | 90 | 1.5 | -270 °C – 33 °C (-454 °F – 91.4 °F) | 600 | 65535 | 0 | 1 |
| Glowforest |
4.8 | 0.75 | 13 | 0.26 | – | 0.12 | 0.57 | 1 | 50 | 2 | 10 °C – 55 °C (50 °F – 131 °F) | 1000 | 65535 | 0.6 | 1 |
| Grassland |
3.7 | 1.0 | 13 | 0.13 | 0.13 | 0.06 | 0.77 | 1 | 50 | 1 | -10 °C – 55 °C (14 °F – 131 °F) | 800 | 2500 | 0 | 1 |
| Lava field |
2.2 | 0.45 | 27 | 0.08 | – | 0.09 | 0.16 | 0.50 | 90 | 1.5 | -10 °C – 100 °C (14 °F – 212 °F) | 0 | 65535 | 0 | 1 |
| Scarlands |
1.0 | 0.4 | 20 | 0.03 | – | 0.09 | 0.19 | 1 | 50 | 1 | -10 °C – 100 °C (14 °F – 212 °F) | 600 | 65535 | 0 | 1 |
- ↑ How much raw food can be harvested from wild plants relative to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.
- ↑ How much herbal medicine can be harvested from wild plants relative to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.
- ↑ How much wood can be harvested from wild plants relative to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.
- ↑ How many grazable wild plants grow relative to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.
- ↑ How much food a caravan can forage when traveling over a tile of that biome.
Version history[edit]
- 0.6.532 - Added
- 0.7.581 - Tropical rainforest added.
- 0.8.657 - Boreal forest and tundra added
- 0.11.877 - Ice sheet now playable.
- 0.13.1135 - Extreme Desert biome added.
- 0.16.1393 - Sea Ice biome added.
- 0.18.1722 - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.
- Odyssey DLC release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands.