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'''RimWorld''' utilizes a variety of different resources. All resources have to be hauled to a [[Stockpile zone|Stockpile]] to be used.
  
Colonists in RimWorld use a variety of different '''resources'''. They fall into the following categories:
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* '''Food''' is used to survive. [[Herbivore|Herbivorous animals]] need [[plants]], while humans and [[omnivore|omnivorous animals]] eat plants and [[meat]] in various stages of processing.
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* '''Materials''' are used to build [[structure]]s and other [[buildings]], craft [[sculptures|art]], [[weapons]] and [[apparel]]. Materials are split into five categories: [[Stony]], [[Metallic]], [[Woody]], [[Leathery]] and [[Fabric]]. Most materials can be obtained by mining, harvesting plants and shearing or butchering animals. Some fabrics can only be obtained through trading.
 
* '''Medical Items''' include medicine, used to treat wounds and perform operations, and artificial body parts used improve or replace missing parts.
 
* '''Crafted resources''' are made in the colony from simpler raw resources, but traders can still offer them too.
 
* '''Exotic Items''' can be traded for a large surplus in silver.
 
  
Certain resources in nearly every category are susceptible to [[deterioration]].
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==Silver==
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[[File:Silver Icon.png|left]] ''Used for [[trade|trading]]''
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Silver is used for [[trade|trading]] with traders, however each trader has a limited stock you can buy from. Silver is used to buy [[Colonist|slaves]], resources, and [[Weapons|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.
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The following is an overview over the individual items in each category.
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==Metal==
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[[File:Metal Icon.png|64px|left]] ''Used for advanced construction''
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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 [[mineral tiles|minerals]], which are found in mineral veins in the mountains. Industrial traders buy and sell metal.  
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== Food ==
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==Plasteel==
{{Main|Food}}
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Generally considered the strongest material in the game. Used for a lot of high tech stuff.
  
{| {{STDT|c_24}}
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==Gold==
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A very beautiful and expensive resource.
| colspan = '2' |
 
|-
 
! style = 'width: 33%' | [[Meals]]
 
! style = 'width: 67%' | [[Raw food]]
 
|- style = 'vertical-align: top'
 
| {{List| Meal            |sort = Market Value Base |item = Ask/Line}}
 
| {{List| Raw Food        |sort = Market Value Base |item = Ask/Line |columns = 2}}
 
|}
 
  
== Plant matter ==
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==Stone==
{{Main|Plant matter}}
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[[File:Stone Icon.png|left]] ''Used for stone construction''
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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.
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==Logs==
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[[File:Wood Icon.png|left]] ''Used for basic construction''
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Logs are gathered from trees using the [[Commands|Chop Wood]] command and are vital to early game construction.
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! [[Plant matter]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' | {{List| Plant Matter    |sort = Market Value Base |item = Ask/Line |columns = 2}}
 
|}
 
  
== Materials ==
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==Medikits==
{{Main|Materials}}
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[[File:Medicine Icon.png|64px|left]] ''Used to heal colonists''.
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Medikits can be '''[[trade|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'''.
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==Herbal Medicine==
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[[File:Herbal_Medicine.png]]
| colspan = '2' |
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This is a cheaper type of medicine. You are able to farm this medicine by growing the xerigium plant. It seems to fill the same functions as the normal medkit with the exception of it not being usable as anasthetics during medical operations such as installing prostethics.
|-
 
! style = 'width: 33%' | Woody
 
! style = 'width: 67%' | [[Leathery]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' | {{List| Lumber          |sort = Market Value Base |item = Ask/Line}}
 
| rowspan = '3' | {{List| Leather          |sort = Market Value Base |item = Ask/Line |columns = 2}}
 
|-
 
! [[Stony]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' | {{List| Stone            |sort = Market Value Base |item = Ask/Line}}
 
|-
 
! [[Metallic]]
 
! [[Fabric]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' | {{List| Metal            |sort = Market Value Base |item = Ask/Line}}
 
| rowspan = '1' | {{List| Fabric          |sort = Market Value Base |item = Ask/Line |columns = 2}}
 
|-
 
|}
 
  
== Medical Items ==
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==Glitterworld Medicine==
{{Main|Medical Items}}
 
  
{| {{STDT|c_23}}
 
|-
 
| colspan = '2' |
 
|-
 
! style = 'width: 33%' | [[Medicine]]
 
! style = 'width: 67%' | [[Body Parts]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' | {{List| Medicine        |sort = Market Value Base |item = Ask/Line}}
 
| rowspan = '1' | {{List| Body Part        |sort = Market Value Base |item = Ask/Line |columns = 3}}
 
|}
 
  
== Crafted resources ==
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==Shells==
{{Main|Crafted resources}}
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[[File:Shell Icon.png|64px|left]] ''Fired by Mortars*''.
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Shells can be '''[[trade|traded]]''' for profit or used in Mortars* once researched.
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*Check for accuracy in current version
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{| {{STDT|c_22}} style='width: 33%; display: table'
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==Cloth==
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Can be grown by planting the cotton plant. Is used for creating clothes at the tailoring bench.
| colspan = '1' |
 
|-
 
! style = 'width: 100%' | [[Crafted resources]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' |  {{List| Crafted resource |sort = Market Value Base |item = Ask/Line}}
 
|}
 
  
== Exotic Items ==
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==Synthread==
{{Main|Exotic Items}}
 
  
{| {{STDT|c_11}} style='width: 33%'
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==Devilstrand==
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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 takes 45 days to grow
| colspan = '1' |
 
|-
 
! style = 'width: 100%' | [[Exotic Items]]
 
|- style = 'vertical-align: top'
 
| rowspan = '1' | {{List|Exotic Item      |sort = Market Value Base |item = Ask/Line}}
 
|}
 
  
[[Category:Items]]
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==Hyperweave==
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==Potatoes==
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==Berries==
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==Agave==
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=Unused=
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==Uranium==
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[[File:Uranium Icon.png|64px|left]] ''Supposed to be used in reactors''.
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Uranium can be '''[[trade|traded]]''' for profit or used to build cryptosleep caskets.
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==Missiles==
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[[File:Missile Icon.png|64px|left]] ''Supposed to be fired by missile launchers''.
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Missiles can only be '''[[trade|traded]]''' for profit.
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[[Category:Resources]]

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