Scarlands

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Scarlands

Scarlands

Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.

Base Stats

Type
Biome
Texture on World Map
ScarlandsTexture.png
Allows colonies
Yes
Allows Roads and Rivers
Yes
Animal Density
1.0
Plant Density
0.4
Disease MTB Days
50 days
Movement Difficulty
1[Note]
Forageability
100%
Wild Plant Regrow Days
20 days
Min Temperature
-10 °C (14 °F)
Max Temperature
N/A
Rainfall range
600mm – 65535mm
Swampiness range
0 – 1
Max Fish Population Content added by the Odyssey DLC
0

Weather Commonalities

Clear
12
Fog
1
Rain
2
Foggy rain
2
Dry Thunderstorm
1
Rainy Thunderstorm
1
Soft snow
2
Hard snow
2
Gray PallContent added by the Anomaly DLC
1
Tox rainContent added by the Odyssey DLC
1
OvercastContent added by the Odyssey DLC
6

Scarlands is a temperate biome in RimWorld added by the Odyssey DLC.

Summary[edit]

Scarlands biomes have multiple unique traits compared to other biomes. All water bodies in Scarlands are toxic, and tox rain can occur, which will cause toxic buildup to exposed pawns. Though they share properties such as temperature, growing season, and rainfall with other temperate biomes, scarlands have a significantly lower amount of wild plants and animals, the latter of which have a 50% chance to spawn with scaria. Additionally, soil is scarce and rich soil does not spawn[Verify], which when combined with the lack of food sources makes this biome a challenge to settle in.

Players entering Scarlands will be greeted by a large complex of ancient ruins. Most buildings are empty, though some contain treasures, traps, or dormant mechanoids.

In the lists below the number in brackets represents the relative commonality.

Flora[edit]

Fauna[edit]

Additionally, these animals can spawn in coastal maps:

None.

If the map is pollutedContent added by the Biotech DLC, then the game may choose to spawn in wild animals from this list instead:

Diseases[edit]

Scarlands has a disease MTB of 50 days. The following diseases can occur in a scarlands:

Disease Commonality
Flu 100
Plague 100
Malaria 100
Gut worms 50
Fibrous mechanites 30
Sensory mechanites 30
Muscle parasites 50
Animal flu 100
Animal plague 100
Organ decay 10

Fish[edit]

Water bodies spawned inside of scarlands do not contain fish.

Analysis[edit]

The scarlands present a unique risk/reward dilemma. The buildings can be used for free shelter to settle and build into from day one, and they can contain valuables like components, steel, and chemfuel scattered throughout. The downside is that much of the growable soil is replaced with a unique ancient megastructure tile that acts like concrete; additionally, there are no natural trees or harvestable plants, and the few animals that exist are often contaminated by scaria. This means that you need to rely on scattered patches of low fertility soil for food. Additionally while the buildings can provide shelter and resources, they also can contain deadly mechanoids and hunter traps that can easily kill or cripple unprepared colonists. And there is also the innate contamination of the scarlands, causing acidic smog every ~200 days that blocks out the sun, causes toxic buildup, and slows plant growth further, as well as toxic water bodies. If the Biotech DLC is active, pollution will also be present. Overall the scarlands can bring unique challenges and rewards compared to other biomes, but it's not recommended unless you have some experience with RimWorld.

Gallery[edit]

Version history[edit]