Editing Money making guide

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 188: Line 188:
 
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.
 
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.
  
Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items, after which quality will apply. A skilled crafter applying just a little bit of work can provide a huge +25%, +50%, or even +150% multiplier to the resulting product. (Conversely crafters below level 6 and construction below level 8 risks ''reducing'' the overall value or wasting materials during the build.) Production facilities can be placed essentially anywhere, and thus travel time can also be largely eliminated for even greater efficiency.
+
Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual.
 
 
The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual.
 
  
 
== Drug production ==
 
== Drug production ==
Line 455: Line 453:
  
 
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
 
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.
 
Aspiring ranchers may find it useful to consult the [[Animals#Feeding_animals|animals]] page to compare relative requirements to raise each animal type.
 
 
Horses are a very strong contender which also fit well with the hands-off approach. They can do triple work as pack animals, mounts, and a source of income.
 
 
Conversely, pure carnivores offer very poor returns for ranching. They require other animals as food, which is already inefficient (if you're ranching them) and is even worse if you're hunting them. Still, most carnivores (minus the [[warg]]) can be fed with kibble, which allows partial haygrass diets. Remember also that carnivores eat corpses in the wild, and all those raider corpses [[Human_resources#Unprocessed_corpses|could be put to use in a cooled feeding room]], rather than cremated or buried... Colonists might mind when you butcher human bodies, but if you stuff them in a freezer and let your wargs/dogs/etc munch on them they won't even raise an eyebrow, as long as they don't see the corpses.
 
  
 
== Material production ==
 
== Material production ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)